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  #161  
Old 04-26-2019, 04:11 PM
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Maybe I'm just a glutten for content. But, I figured I'd give some more ideas for the game that I love so much! I don't expect any of this to get implemented, but I can dream right?

Remove Dem Caps

Remove the cap on player levels, items levels and mutations! ^^. Let's see level 200! I'm ready for the nearly impossible grind of 1 billion experience to reach level 200, lol.

More Content in Higher Difficulty Modes

As you enter the ultimate difficulty modes, the higher the difficulty, the greater the spawn chance for rare rooms like 'Utopia's' and higher rarity monsters. For example, at level 200, Demigod's begin to roam the world.

(I know I kind of do this in my mod, but it would be neat for the base game to have a feature like this. And, by locking it to level 100+, it wouldn't really mess with the game balance, while adding some content to the Ultimate tiers of difficulty.)

Veteran's Mode

A difficulty mode preset that can't be changed once your create a character.

* Locks area size to normal.
* All levels unconnected
* Hardcore
* Permanent mutations
* 3x scaling rate on monster health and damage.
* Overrun.
* Very fast pace.
* Gold acquired from all sources is reduced by 80%.

Big Content For End Game

Special item tiers that drop only in the highest difficulties coupled with a minor rework to the Ultimate difficulties.

Ultimate 1 - 125 - Supreme Items.
Ultimate II - 150 - Sacred Items
Ultimate II - 175 - Uber Items
Ultimate IV - 200 - Divine Items

I honestly don't think that the level ranges for Ultimate difficulties is a very good implementation for Din's Legacy. If you are going to run the ultimate difficulties, you're either going to run something like area level 110 or 200. You're pretty much never going to care about 125, 150, 175, etc., unless you're playing a hardcore character and testing the waters before going up to the next higher difficulty. As such, I recommend just making each ultimate tier a fixed level and buffing up the strength of monsters to some degree of power.

Perhaps the interface could be changed to just being a button to select an ultimate level, and it describes to you what you can get by playing on that level. (like Ultimate 4 would say monsters are 10x stronger, have 10x more health, 10x movement speed and can drop Divine Items).

In regards to the higher tier items, they would effectively be legendary items but with mods picked out from special mod pools. So, right now we have 6.7% chance of casting level 25 haste on a level 100 item, but maybe Supreme, Sacred, Uber and Divine Items have a 6.7% chance of casting level 32, 38, 42, 50 haste? Or, the chance rate increases to 10%, 15%, 20%, 25%.

I would expect these items to be coded as being even rarer than legendary items, but not unreasonably rare (well maybe for Divine, idk). Again, the expectation is that Ultimate IV would actually be a truly challenging difficulty, so maybe you would get 1 Divine item per full area clear on average while having huge amounts of magic find. I also wouldn't expect any vendor to stock these items.

Balance Requests

* Make weapon attack speed effect cast time of melee attacks.
* Add weapon speed to jewelry, like cast speed.
* Add level requirements to end-game mail/plate items and weapons.
* Add strength requirement to shields.
* Reduce the quality of items held on vendors ever so slightly. Stocking multiple legendary items is definitely overboard imho.
* I really feel like you could get rid of the starting vendors in towns and just have the warmaster and apocothery sell random potions/weapons in limited supply. But, that's just me.
* Nerf 'Fall of an Empire'. It is currently the best scenario to farm chests on, since once you find one empire, you find them all, and then you can just raid them for good loot.
* Check that there isn't a bug for the spawning of certain mods in the game. I checked like 10+ shoe vendors and numerous armorsmiths for boots with the speed modifier on them... I found 0. I think that speed should have a fairly good spawn rate on boots, but again that's just me. (edit: finally found my boots after 2 minutes today! RNG IS RNG!)
* Mutation levels still roll-over back to lower values once you hit a certain mutation level (180+ at least)... giving infinite mutations and mutation points.
* Animal Control mutation is currently bugged, it's level is tied to player level and trying to take out points gives negative money and negative skill points.
* Brenna's Fireball was also bugged. It behaved exactly like the normal Fireball spell when I acquired it.

I'd probably have more to suggest about game balance if/when any of those changes get made (like nerfing Kodiak Strength).

Last edited by Destro* : 04-26-2019 at 10:56 PM.
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  #162  
Old 04-27-2019, 05:27 PM
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Some more as of 4/27:

* Give the ability to drop starting backpack if you replace the first backpack slot with a 24 slot backpack. (maybe make the new backpack undroppable at that point, unless replaced by another 24 slot backpack)

I also have an expansion idea. (I know, the game isn't even out yet. Yet, here I am!)

Din's Legacy: Legacy of the God's

Description: Convert existing altars, evil altars and blessing object altars into a formal item type of 'God's Altar'.

Clicking the items opens an interface where you donate gold to the gods (like the clan relations trade screen) (though, this would also be a good chance to rework the interface to let users enter a gold, silver and copper amount rather than a single integer).

At first, the altar only has one tab to let you donate gold. However, as you donate gold, different tabs might appear depending on how pleased the god is with your donations. And, the god may cause powerful effects to occur, depending on how much you spend. This strength and availability of these effects would naturally scale with the world level.

Example: Din's Altar.

He's a good god, so you donate 1 copper and this unlocks the 'Forging Tab'. The user clicks the tab and sees description of 'Increases Item Durability by 1' somewhere on the tab, a square box to put their item, and a 'Craft' button. At 1 silver, perhaps the description is 'Increases item max damage by 1'. And, at 1 gold, maybe a random affix will be strengthened on the item (not sure how hard that would be to code tbh).

For Mortus, you might donate 1 copper and it unlocks the 'Forging Tab' too, but this time it says, 'May strengthen or destroy an item.' And, the outcome you get for crafting in here ranges anywhere from cursing the item, destroying it, or increasing it's rarity up to Legendary (perhaps even beyond that if it is just adding an affix?). My idea with this is that the less gold you donate to an evil god, the more likely a bad effect will occur.

Honestly, I know that it what I described for Mortus would really fall under a 'chaotic god,' but I don't know any chaotic gods off the top of my head. More realistically, an evil god would probably just make a bad event happen to your enemies, whereas a chaotic god would have random item modifications, etc. occur. Though, if an evil god is displeased by your donation for any reason, they might still do something evil.

Good gods cause good events, and lawful gods are more expensive than their chaotic counterparts, but you would not have any negative chances for bad events if you donate to them.

Other effects could be:

* (Good/Evil/Chaotic Gods only) Spawning 3 good/evil avatars based on god alignment nearby. (10 silver)
* (Good Only) Good avatar as a follower for 5 minutes (10 gp).
* (Evil/Chaotic) Hostile Invulnerability Chaotic Avatar for 30 seconds.
* (Good/Chaotic) Activate a random waypoint (10 silver).
* (All) Give you a random summon (1 silver).
* (All) Kill a random machine (1 silver).
* (All) Drop crafting ingredients, items or gold (varies)
* (All) Apply a random effect to some item (from cursing an item to destroying it depending on how much you donate).
* (All) Spawn a waypoint nearby (1 copper).
* (Evil) Set an enemy town on fire (1 gp)
* (Evil) Smite an enemy clan (10 gp)
* (Evil) Start a war between two races. (10 silver)
* (Evil) Start invasions on towns, Zombasite style, evil god. (1 copper)
* (Good/Lawful only) Increase the rank of all monsters in the world permanently by 1 (3 times per world max). (100 gold)
* (Chaotic only) - Mutate you either horribly or wonderfully. (Adds 3 negative mutations, or adds 3 beneficial mutations.)
* (Good/Lawful only) - Bless you with 30 additional stat points. (100 gold)

This would make learning the lore of the god's in the game interesting to bend the effects that you get. And, it would create an amazing gold sink that I think this game sorely needs. Plus, it is just random, fun and gives players like me another way to min-max their gear.

A couple of ways to implement this is to just put a random altar in each town, that the player can donate to. In this case, the balance would be to limit how many times a player can donate in a given amount of time (maybe once a minute?)

Alternatively, if they are just found out in the wild, then set an overall use limit of 2-5. After you hit a limit, you get a message saying, "Your prayer is unanswered," and you take your coins back.

Perhaps there could even be lesser, normal and greater versions with access to more powerful effects and more uses, though I don't know that is overkill.

Well, this is what I was thinking of during my infinite free thinking time while farming level 100 on my character (level 97 at the moment). Just procrastinating. PEACE.
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  #163  
Old 04-28-2019, 11:38 AM
megaflux megaflux is offline
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its annoying that item names disappear in combat so you no longer click them accidentally, but your idiot minions name stays there so you can still ask him "hows it hanging" 20 times an hour. it should disappear like item names (what could you POSSIBLY have to chat with them about mid combat?!).

mind you ive been playing your games for a long time now (since DoP i think) and im going to say this for your own good.. your cursor sucks. there i feel better now. what a relief. like.. MAN that was cathartic! yea, the cursor is shit (and always has been), especially the way it changes shapes from pointing hand, to open hand, to sword, to lips. its probably the least accurate cursor i have ever used. it feels like several enemies are even smaller than it! the solution it obviously to fix it. old style cross hairs would work better OR just go with the sword and clean it up so more than just the tip will work as a click (half the reason i dont bother trying to melee anymore is that if you click and the cursor changes to hand so you "hit" with the palm it doesnt register).

the only other "gripe" i really have is that its time to actually up the graphics. 75% of the people who i try to turn on to the game/s (all arpg fans) say "when was this made?" because of them and never even get as far as trying the game (the logic being if they are going to play something that LOOKS this old they may as well just play titan quest, diablo 2, etc). the logic of keeping the visuals simple so the game can run on older (more) systems only carries you as far as people who own old systems. even people in third world countries are using multi-core processors now though. the vast majority of people who PLAY arpgs (and dont use their pc for facebook, spread sheets, emails) own hardware that can actually run .. ARPGS!

hopefully you have another couple decades of making these games in you, because we are all patiently waiting for and looking forward to drox-op 2.
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  #164  
Old 04-28-2019, 09:42 PM
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* Funnily enough, you can scavenge your starter backpack that you can't drop.
* Also, it would be nice to see discounts for the higher end crafting supplies (fortune/destiny) on Commoner.
* Looks like Mysic Brotherhood retraining interface is bugged atm, not working properly at all:

https://imgur.com/3Wa7eYD
https://imgur.com/XzkfSPw

Last edited by Destro* : 04-28-2019 at 09:56 PM.
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  #165  
Old 04-29-2019, 12:01 AM
Bluddy Bluddy is offline
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* Mail and plate armor could lower lightning resistance (by percentage) as a debuff, countering their strength a little, with plate having a higher penalty since it's solid metal.
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  #166  
Old 04-29-2019, 08:08 AM
Bluddy Bluddy is offline
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Reupping my requests/suggestions from the balance discussion thread so they don't get lost:

* Would it be possible to add a Min/MaxSpellDamageBase and Min/MaxSpellDamagePerLevel to put on items (similar to the way wands work, but not percentage based but rather base spell damage)? The spells themselves would then be able to modify by percentage. I'll try this out in a mod.
(EDIT: Actually I don't know if the spells will take their damage from the equipped wand currently. They almost certainly won't show it. I guess it needs more infrastructure work to make it feasible.)

* Also, a LevelsBetweenSkillCostRaises to act on BaseSkill's CostIncreasePerLevel (making the cost of spells go up only every few levels) would be great. If skill costs don't go up as fast, not as many skill points are needed. Again, I'll try this out in a mod.

* Regarding the armor/item stat requirements for things that don't have level requirements, they should go up faster. As you go up in levels, you find more and more items that supplement your stats, and they eventually exceed your own point investments. However, they're still linear as a function of your level -- they're just a much steeper linear curve. So just modifying the derived items -- SwordTwoHanded2/3 etc to have higher STATsPerLevel could be the best solution.

* Cast time boosts on items should be limited to a more reasonable level.

* The most powerful skills (generally AOE) in the game need a cooldown so they can't be abused with cast time boosts.
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Last edited by Bluddy : 04-30-2019 at 10:05 AM.
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  #167  
Old 04-30-2019, 10:05 AM
Bluddy Bluddy is offline
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* When a monster becomes huge due to being near a totem (e.g. undead), the change should be animated rather than immediately applied. Shrinking/growing animations should apply to them as well as to getting/losing Giant stature for the player.
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  #168  
Old 05-01-2019, 09:04 AM
Bluddy Bluddy is offline
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* Towers (the monsters) seem to be drawn with a cylinder going up their center that I don't think should be there.
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  #169  
Old 05-01-2019, 12:09 PM
Bluddy Bluddy is offline
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* I'm not sure what the motivation is for only having 2 active stat potions at a time. Potions are fairly useless, and they disappear after death. I'd let potions stack with more allowed -- at least 5.
* I'm not sure how it works right now, but I remember totem/mage buff effects not stacking. I think it would be great to have them stack. An area with many Torva mages should be dangerous because of their combined power. Same for evil totems stacking together.
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  #170  
Old 05-01-2019, 12:35 PM
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From my old notes:

* Scavengers should get slower as they get bigger.
* Wisps (I assume they're in this game though I have yet to see them) should boost each others' HP and size as well.
* Leprechauns should have a skill enabled after they steal from you, where they start a visual effect implying a countdown. If you don't get them within 10 seconds, they disappear for good with your money.
* If there are still ego weapons that are good against specific enemies, they should be against groups of enemies or they're too specific to be useful. e.g. demons; mages; flying etc.

Also:
* There used to be a bug that attack and defense percentage displays didn't take into account the difficulty multiplier. Has this been fixed?
* Where did the Ice and Lightning Elementals go? They're not in the game.
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