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Re: fixed items

Posted: Tue Aug 12, 2014 3:42 pm
by jack1974
Yeah, you're going to add already a crazy amount of items, no need to exaggerate too much :P and yes what he renke said, because I use "base items" to generate all the random ones, I thought for example to make 2h spears do less dmg but faster than swords, while hammer more damage but slightly slower and so on. But for the unique item you can do differently!

Re: fixed items

Posted: Tue Aug 12, 2014 3:43 pm
by yayswords
Yeah, you are correct. Maybe we should think of some very fitting weapons then? Not that the hammer is bad though (since the Lugal do use them).

Re: fixed items

Posted: Tue Aug 12, 2014 4:37 pm
by renke_
The attributes (and - if possible - lore) should result in a "good story". Items with e.g. burning AND water resistance are *wrong* and incompatible with my decades of high-fantasy abuse :).

A setting-compatible item would be something like a dagger (small and fast) with speed bonus and slowed and paralyze resistances, called "The Unstoppable" and described as the second weapon of elven long-bow archers, as they need a fast and light weapon when suddenly a drunken orc with a huge axe stands behind them.

Re: fixed items

Posted: Wed Aug 13, 2014 1:08 am
by yayswords
I understand, but degrees of lore are important too. An epic and/or exhaustive story for every item with a story at all isn't a good approach, especially when it comes to items that aren't unique and are available to whoever has the coin.

Merchant: "It's the weapon wielded by the great hero Antaras in his legendary battle against Zapporion, Greatfather of all Ancient Laserdragons! The wyrm's pain can still be felt in the never-dulling edge, and traces of its blood still coat the blade like a poison even the Kiduu could not create! Also, I've got a rather amazing 3 for the price of 2 offer on it."

The end of act 2 rewards are items that could have some really cool stories.

Re: fixed items

Posted: Wed Aug 13, 2014 4:51 am
by yayswords
I'm thinking there should be two weapon options for each style. A normal damage weapon and an elemental damage weapon. I could use some help (fabulaparva) as to which types of elemental damage are good in act 2, or we could just go with "fitting" again. A fire damage weapon is pretty obvious though, given that every outdoor fight is in a fire environment. Also with more lore text... and a lore text disclaimer.

Long sword: Replica Ember Blade (fire)
v1: 18 damage, +12 stats
v2: 20 damage, +15 stats

Dingirra is a city of lies, yet this sword is a passable counterfeit. It was forged by the commoner blacksmith Ammin, who desired to live a life of wealth. Much effort went into the creation of this weapon, and even more into convincing prospective customers that it was truly the blade of legends he had named it after. He sold it after two days, acquiring a small fortune. He then spent it all within a week. Determined to not give up on fine wine and beautiful women, he forged more replicas and sold them more subtly as the "true" Ember Blade. Before long, his first customer found out about his deception, and commissioned the Kiduu for the most slow-acting, painful poison they could possibly create. They did not disappoint, and most Dingirrans know far more about Ammin's death than they know about his life.

If one is looking for a decent blade, they need look no further. If one is hoping to wield a weapon of legends, they should keep searching, though definitely not in Dingirra.


Disclaimer: YOU DIDNT MENTION LOREN!!!11

No I didn't, for several reasons. Firstly, not every reference to the rest of Aravorn in SotW needs to be a reference to Loren (the game or the character). That just creates a feeling of "nothing happens on Aravorn unless it's in the SotW/Loren games". I just thought "Ember Blade" was a good name for a fire damage weapon anyway - it could have been something new though. I do however think I cranked up the epicness of the real blade by having someone make a counterfeit.

Furthermore, if a wielder was going to be mentioned, it should still not be Loren. The nature of that blade makes me think it's been part of more (quantity) epic conflicts than the one in LtAP. Loren still lives. She is bound to not be nearly as legendary as someone who wielded it centuries ago. Heroes don't become legends until they die. Also, in the LtAP story she may as well have picked up the Hawk Blade instead, depending on how you escaped the prison. If we say Loren wields or wielded the true Ember Blade, that would be declaring one of those paths canon (I don't remember which gives what), which would be an unnecessary (if rather light) slap in the face to people who like to look back on the Loren story with the Hawk Blade path as the true tale.

Re: fixed items

Posted: Wed Aug 13, 2014 8:32 am
by fabulaparva
Weapons with Earth damage would work in the underground quests, like sewers, Kiduu-quest & Galanna-quest dungeon crawl, and steam tunnels. (eg ants and lizardmen have 0% res against Earth) Aside from fire, they would also fit into the desert Lore. Or it could be tied to some imports from Hammerhands. Or even to the plot behind Chalassa's quest. :P Note that eg Brothers Ironmonger have high earth-resistance (75% on NM) so the player might be up for a half-nasty surprise with those guys. :P


EDIT: Note that Earth-sword will not work against YEldin that well. His "weak" point is air, lol 65% and 70% air and water res vs 90% in everything else in one example fight. (I've seen the air res lower once in a while) :P

Re: fixed items

Posted: Wed Aug 13, 2014 8:55 am
by renke_
Dingirra-compatible lore would also include not-metal gear, I think act 1explained that iron is scarce. Gambesons, obsidian knifes, impact weapons made of hardened wood, ... are obvious choices (story-wise)

Re: fixed items

Posted: Wed Aug 13, 2014 8:57 am
by jack1974
I agree about the Loren thing. Since were godly/mythical weapons, people obviously knew about them well before Loren was born :)
If I remember correctly act1 mentioned iron is scarce in Ninim, not Dingirra. Anyway, cool also about the different materials :) consider they can trade and travel everywhere using their magic portals.

One thing, would probably be good if you could define all act 2 unique items in time to do some testing for act3 (of course you'll do that better than me, but want to try the items too!). That means probably end of month for me, or mid-September. Ha! now it's YOU that have a deadline!! :twisted:
(I'm joking, if you can do them before that would be cool, otherwise not a big deal)

Re: fixed items

Posted: Wed Aug 13, 2014 8:59 am
by yayswords
Note that eg Brothers Ironmonger have high earth-resistance (75% on NM) so the player might be up for a half-nasty surprise with those guys.
I think people who use elemental weapons will just have to get used to surprises of both kinds. Those dwarves are easy though :)
That means probably end of month for me, or mid-September.
Shouldn't be impossible. Not so many people discussing here anyway, I can just post the lists and shoot renke+fabulaparva and pretend they agreed since they didn't protest.

Re: fixed items

Posted: Wed Aug 13, 2014 9:08 am
by fabulaparva
yayswords wrote: I can just post the lists and shoot renke+fabulaparva and pretend they agreed since they didn't protest.
You just want to finish Act 3 first, don't you?