fixed items

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

Post by fabulaparva »

jack1974 wrote:Anyway, I've uploaded the latest item DB on same URL:
http://www.macgames.biz/formated_itemlist.ods

If you want to mess with the names/descriptions you can.
*downloads and instantly adds Morran's pants to it*
renke_ wrote:may I propose Kalnas Ridge? simply Lithuanian for mountain but has a nice ring to it
I like dat name. So here are a couple of name suggestions for the Twins' Shield, some simple, some pompous.

Creation of Kalnas - opportunity to write Lore/myth on how the mountains were formed! :D
Kalnas Undefeated - still pompous, but doesn't necessarily require writing mythos. <--- Might go with this one unless you'll veto it or write something before I will. :P
Kalnas Shield - just a reference to the mountains. Probably the easiest way to go.

jack1974 wrote:... maybe the lore texts could be written without making names, like "who would be so crazy to offer Rowinda an engagement ring?" etc :lol
:( But Rowinda is a very engaging person!!!
*writes description: "It has your name on it. You're it! MWHAHAHAHAHAHAHA!" *


***
How about a fixed (not neccessarily Legend) item that would be like the Perfect Balance-skill counterpart for mages? -10HPR +15SPR and a grand magic boost?
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jack1974
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Re: fixed items

Post by jack1974 »

I like that idea of a ring that damages HP but increases SPR (and other bonuses). Seems a good fit for Rowinda's character :lol:
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yayswords
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Re: fixed items

Post by yayswords »

renke_ wrote:astonished and curious. I'm trying to imagine encounters with 20 HPR you will still find interesting and demanding - it's either much more available HP for the enemies (=longer battles) or 150+ dmg nukes to the party's back row so the not-so-fragile-anymore mages can still drop.
If there hypothetically was an encounter I couldn't beat because "they keep killing my back row", I wouldn't really wish for 20 HPR on the back row to fix that. With Guard/Protect my back row will never be the first one to crumble, so if they do, it's because I don't have the opportunity to actually use those actions on them. Which is rather unlikely given that they're very cheap. Or it might be that the guardians can't take all that beating - it's pretty dumb to guard a mage from a nuke now that I think about it.

It's the front row that falls first. And once that is down, 20 HPR isn't gonna make a druid last long in the frontline. The druid is tied with Riley for the worst character to have HPR on. Furthermore, druid skills all have 10+ delay, so the ticks aren't gonna be that frequent.

Sure it's going to make a difference though. Look at Vaelis' axes and tell me they won't make a difference. Then tell me why the Spirit of Ninim shouldn't :)
If at first try it doesn't explode, it ain't Jack who wrote the code.
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yayswords
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Re: fixed items

Post by yayswords »

Okay, these predefined items are more painful than the casino.

I see the level 11 versions and I'm like, hell no am I gonna spend gold on the level 6 stuff first! And I also spent very little in act 1. So here I sit on ~5k gold suffering through fights...

BTW, maybe some could have random stack sizes? It would add flavor. For starters nobody's gonna buy 8 wizard hats except to cyber. That gear (and the staffs) could come in stacks of 3-4 for example. Perhaps 5-6 on the other armor. The jewelry should stay at 8 though.

Also having Zazir sell the SPR necklaces is a terrible casino temptation...
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 »

yayswords wrote: BTW, maybe some could have random stack sizes? It would add flavor. For starters nobody's gonna buy 8 wizard hats except to cyber. That gear (and the staffs) could come in stacks of 3-4 for example. Perhaps 5-6 on the other armor. The jewelry should stay at 8 though.
Can't say anything about them being random = changing from game to game, but if there are static quantities for each item we want to agree upon, those can be hacked into the .ods, if I've understood correctly. Now it has 8 set for every item on the vendor_example sheets.
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jack1974
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Re: fixed items

Post by jack1974 »

fabulaparva wrote: *writes description: "It has your name on it. You're it! MWHAHAHAHAHAHAHA!" *
Image
:mrgreen: :lol: :lol: ROFL really tempted to leave it as is...!
renke_
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Re: fixed items

Post by renke_ »

yayswords wrote:If there hypothetically was an encounter I couldn't beat because "they keep killing my back row"
nah, that's not the point - probably every foe Jack throw's in your direction will be dead soon (and your victory dance will be longer than the battle itself). but I fear that, with 6*20 HPR available [per ability creep (why only <druid>? why not everyone?)], you will not satisfied with the current encounter design (JACK! TOO EASY!) -> longer battles, less fun for me ;)
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yayswords
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Re: fixed items

Post by yayswords »

I'm a little lost... I suggested 20 HPR for a druid-only item, I don't know where the 6x came from. It's not the beginning of a campaign to flood the game with two digit HPR items or anything. It's trying to make an item that has to compete with a badass weapon attractive in some way. If the staff is the vengeful aspect of nature, then the spirit can be the healing one.
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_ »

"Riley needs 20 HPR, too!1!1!!! He's as fragile as <druid>!11!!!1" -> feature (or, in this case, equipment) creep at work.

And while SPR is much more important than HPR this is probably not common knowledge, there's a possible chance that The Users(tm) convinces Jack to equalize both types of regen - the spirit with lowered HPR is useless (okay, not exactly true, but +4 HPR or so is not badass and attarctive) or higher SPR (+15 SPR on the fixed necklaces? exactly no balanced encounter will remain).

Instead of focussing on the "dangerous" regen values I would construct something like +25 magic / +<tbd> SPR / +<highish no> defence or attack.
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yayswords
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Re: fixed items

Post by yayswords »

o.O

And not doing it is class normalization at work.

HPR is not an answer to burst. Defense is, health is, magic is. Being guarded is. HPR is an answer to attrition, to being worn down by collateral damage.
there's a possible chance that The Users(tm) convinces Jack to equalize both types of regen
Itemization is a discussion between three people and Jack right now. I would be delighted to see so many new faces joining the discussions that they could push for such a change on merit of democratic vote - hypothetically, of course, as the decision is Jack's in the end.

Also, it's a very ironic argument, because they are equalized right now, so what's the worst that could happen?
If at first try it doesn't explode, it ain't Jack who wrote the code.
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