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 »

Bolts yes, spells no. I guess bolts are a sufficient argument if SPR is going down anyway, else I'd say we'll outgrow magic bolting come the end of act 2.

Weapons can't have resistances noob :P
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_ »

so what? it is still a fine example for a "story-driven" item design :P (btw, "can't have" - I think generator created weapons are not able to have both elemental damage and regen capabilities; don't know why Jack defined it that way)

and if you exclude bolts from spells we agree, I don't remember even one dodged magic skill.
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jack1974
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Re: fixed items

Post by jack1974 »

I've defined like that because in the times of ancient China * the elemental damage was quite powerful, so having that + regen was too much. Or simply there wasn't regen in weapons at all (initially I had very different stats for the item categories).

* also known as version 0.7 of the game or something, before fixing 50 bugs / adding 50 new features daily
renke_
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Re: fixed items

Post by renke_ »

some lvl6 items - I tried to briefly outline a lore idea and tried to find "signature equipment" (no one-hand sword because Vaelies uses axes etc). are the values realistic and could this work as base line for the first steps in act 2?

weapons
Spoiler:
quarterstaff
(imported blueish wood, only found in the far east)

dmg 10
att 3
def 3
mag 5
spd 0
crt 0
300 gold

two-hand sword
(made by a people of infidels, the holy war was interrupted as they are unfortunately excellent craftsmen)

dmg 26
att 6
def 0
mag 0
spd 2
crt 5
500 gold

one-hand axe
(a dwarfish import, because of bogus market research plentiful and cheap)

dmg 17
att 3
def 5
mag 2
spd -1
crt 2
400 gold

short bow
(crafted by monks believing in the unity of body and mind)

dmg 12
att 3
def 3
mag 3
spd -1
crt 2
250 gold
armour:
Spoiler:
chain mail
(organized as cottage industry, the chain is crocheted by widows)

thr 4
att 2
def 20
mag 2
spd -4
confused 20
450 gold

leather boots
(fraudsters are know to sell them for the triplicate price as dragon skin)

thr 2
att 3
def 8
mag 1
spd 1
300 gold

shoes
(invented by an infamous Dingirrian thief. the guards never caught her)

thr 1
att 1
def 4
mag 3
spd 4
slowed 30
300 gold
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fabulaparva
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Re: fixed items

Post by fabulaparva »

yayswords wrote:
renke_ wrote:@all: it would be easy to generate a list for our second set, but what's the correct level? 12 is probably too high - is the last shopping spree more likely for lvl 10 or 11?
Define last shopping spree. If you visit the shops on day 1, they will restock on family slave quest day. But that is a long day with not only the family quest but also the bathhouse and Rowinda dragging you off, so a lot of levels to be had. There actually isn't much left of the act after this though, they just allow you to shop one last time before the Liberty Challenges. No xp to be had from that lap around Dingirra unless you kill the respawned mercs.
Along the lines of what yayswords said about leveling up.... Depends on whether we want those items to be available to be used already in the family slaves-quest or in the steam tunnels or even only for the last day of fighting. If it's a yes for the first, then they should be level 10. If the second, it would be level 11. If we want them to be mostly for the last day's fights on the arena and against Yeldin, we might even go for 12/13, especially if we should still use them in Shacklesplit *)

I checked a couple of my games and I start that slaving-around-day just hitting level 11, so I'd assume level 10 would be rather common starting point and reaching level 11 during the day shouldn't be a problem. (Note that it is easily possible to start the family-slaves day even as a level 9 player if one doesn't finish all the quests in Act 1 and skips the ants and most mercs.... )

Anyway, I'd vote for level 11. Why? Because (assuming level 10 is where we should be) I'd rather not shop all the time & I don't want to start shopping immediately on that day. Besides, aren't we supposed to go do Yeldin's bidding instead of shopping around? We'll get the afternoon off later. :P


*) Related question: Do we get to shop for new gear immediately once we get to Shacklesplit?
#voteForVaelisPinUp
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jack1974
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Re: fixed items

Post by jack1974 »

Since you have only less "fixed plot points" where you can freely shop in this act compared to the first, I think perhaps all the items should be available at the beginning, then would be up to the player to buy "in advance" items that maybe are even higher than their level or not ?
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yayswords
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Re: fixed items

Post by yayswords »

I agree with Jack on behalf of myself and probably every future experience maximizer.
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_ »

so two sets (lvl 6 and 11), all items available directy at Zazir's for all the time in Dingirra?
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yayswords
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Re: fixed items

Post by yayswords »

Sounds okay to me as long as they are good items. As in, not the average level 6/11 items, though also not the best possible.

I know I suddenly stopped posting here but I have commitments and stuff (might not even play act 3+4). Kids these days have too much time on their hands though. They probably reroll shop inventories until great items appear even.
If at first try it doesn't explode, it ain't Jack who wrote the code.
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jack1974
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Re: fixed items

Post by jack1974 »

Yes that should be good. Then up to the players to plan their strategy.
yaysword: hope you manage to play act3+4! there's still time before they're ready :)
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