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#81
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![]() Valid points, thanks.
All this makes me wish we had an easier way to test these things. Say, a way to start a character at level X with all potential skill and stat points (up to level X) unallocated, and some cash for items. I suppose tinkering with XP formulas can allow a fast growing character, I'll look into that. A console approach for this would involve the dev and would allow exploits, which is the reason (I assume) it's not in there now. Last edited by Maledictus : 03-21-2011 at 11:30 AM. |
#82
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The nice thing about these high level characters is that they have so much gold that switching skills around is a piece of cake. |
#83
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![]() you can always overcheat experience and gold for testing purpose.
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#84
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[quote]And what if you make a hybrid with a Defender. A lot of HP, a lot of DEF, polymorph into kodiak and be an unstoppable monster? Seems like possible OP ;-] You're right. The skill and mana costs should be arranged in such a way that that would be a completely legitimate combo -- but it should cost you a lot. If that's where you choose to put all your points, you'll end up with an unstoppable monster for 1/4 of the time, and a fairly weak character the rest of the time. Again, this is why passives are so dangerous. The kodiak can be controlled using mana consumption and cooldown timers, making it effective only some of the time; but if you give yourself passive boosts, they're effective forever. Quote:
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Maybe Shadow was afraid you'd give the set to a character early in the game, messing up balance. If so, then sets should have minimum levels. You could say that you can't combine 2 pieces of a set before level 30, and that you can't combine 3 pieces before level 50 etc. Then, make the bonuses truly AWESOME. Quote:
That COULD change if vendors had limited money though. That would completely change the economy of the game, making money much more scarce, and treasure rooms would actually mean something. Quote:
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#85
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![]() Just thinking 'aloud' about mana regen:
I'm wondering if I can find some value to make mana gain from passive abilities useful now. Looking at the different current abilities: - The weaponmaster gains 1.5 mana from hitting. - The gladiator gains 1.5 mana when getting hit. - The defender gains 2 mana when blocking and 2 when parrying - The assassin gains 3 mana from a crit and 6 from a kill - The trickster just suffers less penalty from slowdown during combat. He gains an extra 50% during combat. So does the thief. - The paladin has the same bonus as the defender. - The archer gains 3 mana on a crit. - The necromancer gains 6 mana on a kill. - All casting classes get extra mana regen. Mages also get extra mileage out of mana potions. - The healer is supposed to generate his mana via prayer. All of these abilities make up for the fact that during combat, mana regen slows to 1/4 of its normal value. Notice that some classes, such as the hunter or the shaman, end up with no extra mana ability. I don't know why that is -- might be an oversight. It's not hard to see that these values don't hold up throughout the game. A non-mage class can fairly easily reach 500 mana by level 100. At that level, they're likely to have a mana regen item, but remember that whatever bonus is given must be divided by 4 during combat. A gain of 1.5 mana from being hit, when 6 hits are enough to kill you, means that you're likely to get 9 mana from being hit (before you die), out of 500. So as mentioned earlier, one solution is to get rid of this combat slowdown. Mana should refill at whatever regen rate you have. At the same time, these passive abilities are cool. For example, as a gladiator, it means that I have to fight some with my regular fighting skills before I can use my mana. As an assassin, I need to find ways to kill as soon as I can to get more mana with which to work. Can we think of better values to use for the passive abilities? Well, the first thing to remember is that the first 10 levels of the game are extremely easy. There's no need for balance there. Around level 11, a non-mage will have around 80 mana. Critical hits and kill rates should increase over time, so saying that an assassin should get, say, 40 mana from a kill and maybe 20 mana from a crit seems like it could work. These are just rough numbers -- they need to be tested. It's harder to come up with absolute numbers for the warrior. As the levels go up, you need to hit LESS because your DPS quickly rises. You also can afford to get hit less. This means you'll be getting less and less mana with each passing level. Blocking and parrying will increase just as crits do though, so that one's ok. There's a problem here -- the warrior benefits from all 3 passive abilities, even though he has just as much mana as a gladiator or a defender will. This means he'll gain mana much faster, which really isn't fair. Now that I think about it, I think I'm pretty close to just ditching (ie. ignoring) these passive skills and simply making combat regen slowdown much less of a factor (say 50% or 75% of regular regen). I like the fact that between combat, mana regens faster so you don't have to wait around too much. But do we really need these passive abilities? Take the warrior's rage gain on being hit. It's supposed to make sure that he doesn't just use his skills -- he has to fight some to get mana. But the same thing can be done (to an extent) by giving him a certain mana regen rate. The only difference is that a regen rate means he can use his skills, then wait for a while, then use his skills again -- there's no need to actually fight with his regular fighting ability. But then he'd be wasting time, which is probably the most important resource in the game. From a narrative perspective, we could say a warrior constantly builds up rage (the name of his mana type from DoP -- just like the Hulk). He lets it out when he fights. What about the assassin's crit/kill bonuses? These don't really make sense in the first place. While they make sense thematically -- the assassin wants to kill and get crits, or he builds up 'momentum' (from DoP again), this doesn't really contribute in a gameplay sense. The assassin has to kill to get mana ie. to use his skills. But his skills are used... to kill and get crits. In DoP, I often found myself unable to kill enemies and stuck with almost no mana as a thief because I couldn't kill my enemies, so then I couldn't use my skills, which meant I couldn't kill my enemies, and so on. To make matters worse, mana constantly decreased in DoP. Of course, you may be thinking 'what is he talking about here? I don't feel a need for these mana regen things in DC'. That's true, but it's true because the mana costs are so low. Once I adjust them, all these issues will crop up. And the mana costs need to be adjusted, because otherwise mana is just another useless resource we have tons of, and INT and SPR are unnecessary, and skills have much less to distinguish them from each other. Also, there's way too much spamming of skills going on, especially in the warrior classes, and not enough mixing of regular combat and skills. This again is because the cost of skills is too low -- it wasn't possible to spam as much in DoP. OK so my conclusion after all that is that these abilities are probably not worth it. I'll adjust mana regen rates without considering these abilities (which are currently too minor to have any impact anyway) and I'll reduce slowdown during combat, which as of right now kills regen rates. I'd like to tune it so that mana potions are very helpful to mages during combat, but not so necessary for the other classes. Last edited by Bluddy : 03-22-2011 at 02:18 AM. |
#86
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![]() I've now added magician balancing. I'd really appreciate some testing feedback. Not sure if arcane drain is working properly -- I have to test it. It's supposed to make a weakness aura that only affects monsters.
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#87
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![]() Quote:
Say, stun + power strike for a warrior, or a debuff+nuke for a wizard. Quote:
There is a company, called Blizzard. Even after they released their Warcraft 1, people didn't cared that much about them. Then there were Diablo 1 and Starcraft. Both games having awesome graphics, interesting story, artistic music. But what really made them word-renowned titles, was their multi-player capability. Starcraft 1 is still played, 13 years after release it has thousands of fans worldwide, there are even public matches. So is Diablo, even tho Diablo 2 is now more popular. Not to mention, that Blizzards biggest, most profitable game - World of Warcraft is multiplayer only :-] Here is how it works: A guy named, say George, finds a cool looking dungeon crawler. It has well-balanced skills, nice GUI, and good gameplay. It talks about that game with his friends and he manages to convince 3 of them to buy the game so they could slay hordes of monsters together. In terms of game developer, this increased popularity equals increased profit, which they can use to develop more and better games :-] You get my point? :-] Quote:
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In BG2 especially, I enjoyed my wizzy casting web to incapacitate enemies and then set them on fire with fireballs - a moment before I unleashed a poison cloud on them. Some skills could be meant to be used before others. In Lineage 2 necromancer class had a Gloom skill - one that decreased magic resistance of target by some incredible amounts - therefore, a necro was always a welcome addition to a party of nukers, as it helped them to kill mobs faster. Or in a more recent example - Dragon Age 1 had it, so that you could cast Grease, covering area with oil and then set it ablaze with fire spells. Perhaps this is something to keep in mind? ![]() Quote:
Same for wizzy/priest/thief. 8 cases, and all quite manageable :-] Quote:
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Also, different sets drop on different levels. On low levels you drop Ciglio's set (not bad for a low lvl wizzy), on higher an Aversion leather. And because there are multiple sets on close levels, then you keep dropping different pieces from different sets. And of course they have different quality of an item, so you may end up with same pieces of the same set, which are becoming useless on your level. Quote:
The problem is, with so many items dropping everywhere, you don't actually get poorer. So the problem with money is the result of a problem with item drops. Solve the later and the former will solve itself. Quote:
One might say, that wearing a cloth armour does not impede your movement, attack and doge ability; same as leather if you are trained. But a chain armour may be heavy enough to slow you down a bit, and limit you ability to avoid attacks. And plate armour would do this even more. So you can be a walking wall of steel, but not a jogging one; or you could decide to move fast as a wind, but would be cut to ribbons should the escape would not be possible ![]() Quote:
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But let me tell you this - in a large company, developing a game is a process involving sometimes a hundred of people. A project manager in such company has many minions under his command, and many of these are often players. Should he decide that opinions are needed on a certain game element, he would receive many, often contrary, but made from different points of view. And there are usually testers, both within a company and working for a publisher, sometimes even from external testing labs. All of them report possible improvements, bugs, ideas. For a small indie dev, a number of people working on a title is limited to something like dozen. Often having a similar view on things, giving their games to friends and families for testing, the feedback they receive may be somewhat limited. Also, with only a handful of programmers indie must code in only what is possible for them, and not always what they would like to have in the end. And there is problem with routine. For a devs, who know everything about their game, it is easy to miss the obvious because they simply won't pay attention. An example in DC is gui, which is something many people try to mod as it is simply impractical in vanilla. Really, there is no better thing for an indie dev than a group of dedicated fans - like you - who do a lot of work that would not be done otherwise and who help improve the game further - as well as point out problems and good ideas. I'm pretty sure that If someone came up with ideas/mods that would greatly improve game and gameplay experience, devs would took a look at them - because, hey, why not? ![]() Quote:
So you port out of group of monsters into the waiting claws of another one - the one which you may hope to evade. |
#88
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![]() Just updated with a new version of my mod. I finished the sorcerer.
I also increased regen during combat to 50% of regular regen. Let's check this out -- I may have to increase it more. Next is necromancer, I think. Time to make those skeletons more worthwhile. I'll also have to nerf raise dead a little since it's too good as is. |
#89
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![]() Idea for raise dead, give it a timer? Timer would decrease with level.
Also limit it to 1, but have lich increase the limit for every 2 levels. Might be too powerful of a nerf though. |
#90
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![]() The timer idea is interesting, but I like my dead to stay around, and I think that's what most people expect. Actually, what would ideally be there, is a constant drain on your mana the more creatures you have. Once you can't sustain the creatures, they disappear (or you just have no mana). This would balance out the problem with increasing numbers of summoned creatures: the creatures get more buff with levels, but there's also more of them, so they become very strong in terms of power. The problem then becomes that there's no way in the game to get rid of a pet who's draining your mana, so right now this is not practical.
As a simpler idea, raise dead should just raise really weakened creatures. Makes sense. It takes mastery of the spell to get undead who are really powerful. Also, maybe there should be more or less separate controls of undead power and number of pets. Maybe only liche should increase their power, whereas buying points in the skill will make more of those undead but not any stronger (or just a tad stronger). This would balance out the effect. Also, if I make skill costs more expensive, you won't need to buy 4 levels of raise dead to get one more pet. EDIT: alstein, I now see that you said "also limit it to 1..." which may be this idea except reversed. Sorry if I didn't get it right away. I also need to think of a way to make demons better than the undead, because they can't co-exist with each other. Now onto the subject of mana regen again. I thought about it some more, and it DOES make sense that a warrior will get regen from all the different abilities. A warrior/mage will have extra regen and mana from the mage part, so it makes sense to give something extra to a full warrior. So we're back onto the passive mana ability track. Even cooler is that I tried out the idea of strengthening the passive mana abilities with each skill level in their particular tree, and it seems to work! This is truly awesome. I can now make those passive abilities matter! It's really exciting. Another thing I realized from another thread, is that it's going to be very hard to make mage spells (ie non-scaling skills) worthwhile to invest in when you could invest your points in scaling skills instead. Non-mage characters can get high DPS without even using any skills -- just based on weapons. Their strength amplifies the damage, and their DEX makes them hard to hit and gives them crits. I think I'll have to nerf almost all non-mage skills somewhat to make the mage skills equivalent by comparison. Skills that give 0.4 crit per level are just way too powerful for example. Last edited by Bluddy : 03-24-2011 at 02:58 AM. |
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