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#471
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I also tried to tweak hunger. It's definitely one of the most annoying things in the game. It should be much more rare for NPCs to die from hunger now, though I'd also like to reduce the chance of hunger happening. My ideal change would be to make hunger a speed and strength-reducing status effect, but it doesn't seem possible currently. Quote:
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#472
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![]() If half of what you said about the current game mechanics is true, this game is badly broken. I bought it because the idea behind it is good, but it features the worst skills I've ever seen. in the vanilla version their order don't make sense and some of them are overpowered.
Your modification is nice. Thanks for your time. People are starving less often (I wonder how this annoyance could make it to the final version). Skills seem much more balanced. They are still uninteresting though. The only grip I've found so fare is that I can't spend every point in the same tree (I have to spend points in other skill trees, which is quite annoying). I looked at the skill file and removing this limitation doesn't seem very hard. I realize this could break the balance of the game (again) but other skills are truly unappealing. Could you please help me remove this limitation? I don't know if you toyed with any other script but the gambler spawned in the dungeon and doesn't want to leave. I didn't play the vanilla version long enough to know if your mod is to blame. It's not a big deal anyway. |
#473
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I do agree that the order of the skills doesn't indicate their strength. This is something I tried to play around with in the first iteration of the mod and it proved to be a huge mistake since it creates a massive incompatibility with the vanilla game. Just accept the fact that skills aren't ordered by strength. The cost of skills is such that even though they may seem expensive right now, by the mid-game you get so many skill points (another thing I couldn't touch for compatibility reasons) that the difference in cost means very little. It's true that some skills are OP in the vanilla game. Some skills tend to dominate, but that's ok -- it's not the end of the world. The vanilla game is also far less forgiving, so you need everything you can get (including sometimes OP skills) to get far into the game. Quote:
In the expansion beta, the big issue towards the end of beta (IIRC) was that the town quests, such as traitors, were overwhelming. They were happening too often, making the town itself (rather than the dungeon) the center of the game, which was not the intent of the expansion. Once the big beta outcry for toning down the town betrayal quests was answered, other things (like NPC hunger) didn't seem as big. So while I think some modification was made to hunger, in the current design of the expansion which is pretty darn good IMO, the hunger stands out as being particularly annoying. A fresh set of beta testers looking at the game would probably have noticed the issue, but small game makers don't have that luxury. Sorry if you find the skills uninteresting. The fighter skills are pretty basic as they usually are. The hunter and archer have some interesting ones, as do the necromancer and the mages. I'm willing to spruce up some skills if I can think of good ways to do it -- I just don't want a kitchen sink approach of throwing random stuff at the skills just because it's possible. There are also the limitations of the modding interface that prevented some of my more creative ideas from being implemented. I think the skills are pretty good myself though. So far, for example, I'm pretty happy with the way that mage spells are affected by elemental resistance in the mod rather than a mastery skill. Quote:
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Last edited by Bluddy : 05-14-2012 at 09:47 PM. |
#474
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![]() Thanks for your answer.
The game has great potential indeed, and I can understand that the dynamic quest system is the selling point of the game. However, you can't expect players to overlook a bad skill system because of a good quest system. It is as if a car manufacturer made the fastest racing car ever and then put the steering wheel in the trunk. Not everyone would want to drive it. Do you see what I mean? The skill system is the tool the player uses to kill monsters. And in a hack'n slash you spend most of your time killing monsters. If something is wrong with it then most people will walk away. I don't think the size of Soldak's team is to blame here because all the "basic" types of skills are covered. Ranged attacks, area of effect attack, direct damage, damage on time, buff, debuff... Don't take it personnally Mr Soldak because your game is otherwise well made but I think these skills were poorly chosen and poorly balanced. I won't argue much longer with you, Bluddy, as I know it takes a fanboy to make a modder ![]() The simple fact that some skills don't scale is a design flaw. Anyone who played diablo 2 knows that a skill that doesn't scale is useless at some point and by the look of the skill trees I can attest that they did play diablo 2. ![]() Many skills look the same and I think something could have been done to prevent that. You can't just take a fireball, make it an iceball, put it in a new tree and call it a "new" spell. If the fireball is target based, make the iceball area based (in a straight line), then you have a new spell. I don't think this is impossible to achieve. Another example, if you don't mind. You can summon creatures in two skill trees (necromancer and warlook if I recall). You'll probably tell me they are different because necromancer spells need a corpse. I'll call it an annoying requirement (don't worry, many of diablo 2's spells were crap too).Well, why not making these spells slightly different? _ Raise skeleton. Requires a corpse and 20 mana and 10 hp to cast. Drains 2 hp per second. Any number of skeleton can be raised. _ Summon scree. Require 40 mana to cast. Drains 2 mana per second. Scree may attack the caster if the caster runs out of mana. Any number of scree can be summoned. This is not balanced and the game engine would probably collapse due to overcrowding but I think you'll get the idea. The necromancer would use his life as a ressource. On the one hand, he would have to stack life to be stronger (which makes him quite tough) but on the other hand every spell he would cast would threaten his life. The spell scales as you can raise more skeleton when you get more powerful. The warlock would have to increase his mana regeneration to be more effective. The spell scales as well. He could also threaten his life if were to summon too many demons and run out of mana. 7 pet demons turning against the caster. Great fun. Sorry for the lengthy post and thanks for answering. By the way, Bluddy, could you please tell me which line I should change to be able to upgrade a spell every 4 levels? This is the only modification I'm waiting for to start playing again. Thanks. Oh, and you might consider increasing the speed of pets. As it is now they often arrive when the party's over. Did I tell you your mod is nice? ![]() |
#475
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In D3, they gave up on damage coming from skills whatsoever and made it all (even spells) dependent on the weapon's primary damage stat. IMO this is just giving up and going for an easy solution to a complicated problem. Quote:
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I'd love to have pets drain your mana/HP, but unfortunately the system doesn't allow for it (at least not in a reasonably clean way). There's also no way to tie anything the demon does to your mana level directly. The idea about demons possibly attacking you is interesting though. I could make it such that all demon summons had a slight chance of changing factions away from you. They would then fight each other as well as you. That would make choosing between screes, chaos lords and four-arms far more interesting: you could get the stronger guys, but then there's a bigger chance that they'll destroy you. I like it. I'll add it to my notes. It's actually even cooler because one solution to the problem of a turned demon is to re-summon a demon, hoping you'll replace the one that turned on you, so in a way it IS tied back to your mana level. It might not work, but I'll check it out. Quote:
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Thanks for your feedback! |
#476
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![]() hi i'm new here
![]() i just wanted to let you know, there is a player who loves this mod ( even if many of them don't post the commnet by some reason.... for me the reason were my poor English skill ![]() |
#477
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![]() Hey Bluddy, is the mod compatible with the new beta patch?
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#478
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![]() Not yet. As soon as I have some time I'll update it.
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#479
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#480
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![]() Version 0.802 is ready.
The mod now requires patch 1.025. It'll work with 1.024, but some of the things that were recently fixed in the patch, and which the previous version of the mod had temporary fixes for, will no longer be fixed, so I definitely recommend playing with 1.025. I also added something that's been sitting on my hard drive for a long time: a preliminary version of the NPC status effect idea. You'll now notice occasional status effects on NPCs that'll inform you about what they've been up to. I think this adds a little more depth to NPCs. While I can only partially implement this idea in the mod, I think this still gives a much better feedback system for what the NPCs are going through. |
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