fixed items

The tale of the siblings Althea and Shea https://www.winterwolves.com/seasonsofthewolf.htm
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yayswords
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Re: fixed items

Post by yayswords »

Yeah, do that :)
If at first try it doesn't explode, it ain't Jack who wrote the code.
renke_
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Re: fixed items

Post by renke_ »

yayswords wrote:Itemization is a discussion between three people and Jack right now.
true, but we four are enough.
jack1974 wrote:Personally I think 20HP Regen on Mages wouldn't change things
the HPR creeped from Druid to mages in general. QED :)
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yayswords
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Re: fixed items

Post by yayswords »

Okay renke. Are we gonna treat Jack like a politician who presumably has all his posts filtered through a council of advisers to achieve the perfect nuance? I thought not ;) and the only item he has shown us since the discussion started is Rowinda's (mage) ring with negative HPR.

This is still a beta, that's the time to try ideas and see what works and what doesn't. I really don't feel I'm met with any resistance when I say that 1 HPR is not as powerful as 1 SPR, yet we're gonna keep rhyming the numbers because...?

The staff is a weapon. If someone offered you a deal for each of your characters, where all items except one would be "random trash" and that last one would be awesome, wouldn't you make that one the weapon for each and every one of them? I sure would. If the spirit is not going to be a weapon - and it shouldn't, I think we agree on that - it needs to have something special to keep it attractive. I think thematically HPR is very fitting.

An armor piece with very high magic like you suggested isn't a bad idea either, as I typically feel that when your magic is twice your target's, you want a bigger staff, but before that you want more magic (although you don't really choose between the two). So the staff would be for nuking enemy warriors/thieves harder, and the spirit for getting the double multiplier even against enemy mages. That's still an offensive purpose though but I don't think it stomps on the innocence of the spirit anywhere near as much as making it a weapon would. But then I would say the armor item should be better than even the theoretically possible best item a shop can generate, and I'm pretty sure we're already there if we give it 25 magic, though I'm not sure that's enough.

I think this is splitting into two discussions - possible stat themes for the spirit and your fear of change :P

Something we could do instead of trying high HPR anywhere at all is making the existing HPR (Euphoria/LBT) cheaper... that would be another way to compensate it for being weaker point for point. Originally I just wanted high HPR on the spirit because it's fitting, now I've started advocating for the rights of HPR allover Aravorn...
If at first try it doesn't explode, it ain't Jack who wrote the code.
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fabulaparva
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Re: fixed items

Post by fabulaparva »

Regarding the Spirit of Ninim possibly being "unsellable" --- What does happen if the "Dropable"-field in the .ods is set to False instead of True? Right now it's set to True for everything (expect for one spoilerish quest item).

EDIT: Has the layout for armour stats been changed? There are planned armour items with HPR and SPR, but at least v0.8.24.15 doesn't show those slots. Should the info on, for example, Spirit of Ninim's HPR and SPR put into the description or will the armour layout show those once the game is updated into act 3?
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jack1974
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Re: fixed items

Post by jack1974 »

Yes setting the dropable means player can't get rid of it :)
And no, the layout is the one you see in game, but in the .ods there can be extra fields since was more generic. They're not used in the game but to be safe better leave them set to 0 in the .ods too :)
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fabulaparva
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Re: fixed items

Post by fabulaparva »

Ah. Just wanted to ask about the HPR and SPR because right now both ultimate shields and the Spirit have +2 HPR and +2 SPR on them (wasntme! :P)
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jack1974
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Re: fixed items

Post by jack1974 »

I put some random values, like Rowinda ring has -10HP/15SP Regen, but just to create the items, I assumed that you would tweak them :)
renke_
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Re: fixed items

Post by renke_ »

as the item awesomness seems to be defined by regen values we should maybe design additional char-specific equipment if the "correct" one is an armour piece (say a dagger to complement Chalassa's blood band)
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jack1974
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Re: fixed items

Post by jack1974 »

My only problem is if they become overpowered, but otherwise I see no problem with more char-specific items. As long as there is nothing else to add (quests and such). I still want to release the game this year, and even if probably will finish coding/testing ACT3 at end of September (crossing fingers) there's still another one, plus the final testing that could even last 1-2 months, so we're already almost at December :shock:
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fabulaparva
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Re: fixed items

Post by fabulaparva »

I posted the poll on the Spirit of Ninim. Feel free to delete it on sight, if you rather not have it there. :P

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