ToME: the Tales of Maj'Eyal

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 Post subject: God modding
PostPosted: Mon Nov 16, 2009 4:02 pm 
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Uruivellas

Joined: Tue Dec 13, 2005 12:35 am
Posts: 708
No, not cheats, just some ideas for making the gods a bit more balanced...

Yavanna:

- Yavanna should probably have no issue with the player killing orcs and trolls, and should in fact approve of it.
- However, Yavanna should IMHO still dislike the player killing things when praying. Prayer to Yavanna is a peaceful contemplation of the natural world; killing things while doing so is blasphemy. ;)
- Yavanna should dislike destruction of trees by the player, but destruction of trees by monsters is often outside the player's control and shouldn't count.

Tulkas:

- Tulkas is (sort of) a god of war, but he's also a good guy. He should hate it when you kill good monsters (praying or otherwise)... And he should *hate* it when you damage coaligned or friendly monsters.

If anyone has more ideas for making the gods more balanced or more interesting, feel free to post them...


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 Post subject: Re: God modding
PostPosted: Mon Nov 16, 2009 5:34 pm 
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Spiderkin

Joined: Sat Mar 18, 2006 12:48 pm
Posts: 482
I don't think there's any point in posting in this forum since no one seems to care enough about 2.x any more to implement any ideas.


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 Post subject: Re: God modding
PostPosted: Mon Nov 16, 2009 8:24 pm 
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Keeper

Joined: Tue Aug 12, 2003 3:08 pm
Posts: 1537
Location: The edge of the Abyss
On the other hand, maybe a coder will come to this forum and see that there's something that they like and build it into ToME.

Lord Estraven, I do think that the gods definitely need some rebalancing, possibly put in some more for variety.

_________________
And it was such a good idea...


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 Post subject: Re: God modding
PostPosted: Mon Nov 16, 2009 11:31 pm 
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Reaper

Joined: Sun Jan 26, 2003 11:49 pm
Posts: 1715
Location: West Virginia
If someone wants to do something about balance, then Melkor needs to be toned down. Curse is ridiculous with a high level warrior- basically any battle is over after one round. Genocide is equally unbalanced for mages, or maybe worse since they don't lose it if they destroy the ring.


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 Post subject: Re: God modding
PostPosted: Wed Nov 18, 2009 6:22 pm 
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Uruivellas

Joined: Tue Dec 13, 2005 12:35 am
Posts: 708
Well, for starters Curse shouldn't work at all on Sauron or Morgoth. Or maybe on any unique.


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 Post subject: Re: God modding
PostPosted: Sat Nov 21, 2009 1:17 am 
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Wyrmic

Joined: Thu Dec 20, 2007 12:08 am
Posts: 233
Location: California
not sure if this really falls in the God category, but I could see some improvements with the temple quests.
1) different Piety rules? God should smile on you for being so close to fulfilling his mandate, and you are on hallowed ground after all.
2) god message when you're actually on the right level. Especially early quests before you've had a chance to stockpile !enlightenement, they can be brutal.
3) I could see making the quests a little closer to towns, so that the first one you get would not be too far from Bree. Since the wilderness is not really that interesting once you are high enough level and as long as you don't spazz out and accidentally step in a lake, searching endlessly for a temple way over by Rhun is kinda boring.

More substantial changes to make the quests more interesting would be great, but that would have to be for ToME3.


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 Post subject: Re: God modding
PostPosted: Mon Nov 23, 2009 1:57 am 
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Low Yeek

Joined: Mon Nov 23, 2009 12:48 am
Posts: 5
Quote:
2) god message when you're actually on the right level. Especially early quests before you've had a chance to stockpile !enlightenement, they can be brutal.
They are supposed to be difficult, skillpoints are valueable.

A god message would be too easy, I think. AND you would have to set a 'right level' for the artifact - if that hasn't changed in 2.3.5. you can find it on the top level of the temple by just doing it over at most 5 times. So: pop in - no message? Then use steps up. Redo until message. (Hm, hope this isn't too spoilerish - in the old forum this was common knowledge...)

You shouldn't go for the first quest at ~cl4 anyway. Even before reading LD's spoiler I learned to postpone that to >cl15. By then you should be able to survive...

How about a second chance/temple but with less or even no skill points to win - just the chance to still get the higher level god quests? With appropriately annoyed god message, of course :)

Quote:
once you are high enough level ... is kinda boring
I think that is meant to encourage exploring the wilderness for newbies. Maybe the 'store-levels' should have a chance to appear as random towns on the surface, so that even experienced players would want to explore it and not just run to the places they know? Those would have to be far away, and maybe even defended by guaranteed ambush, of course.


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 Post subject: Re: God modding
PostPosted: Mon Nov 23, 2009 1:29 pm 
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Reaper

Joined: Sun Jan 26, 2003 11:49 pm
Posts: 1715
Location: West Virginia
JuergenF wrote:
Quote:
2) god message when you're actually on the right level. Especially early quests before you've had a chance to stockpile !enlightenement, they can be brutal.
They are supposed to be difficult, skillpoints are valueable.

A god message would be too easy, I think. AND you would have to set a 'right level' for the artifact - if that hasn't changed in 2.3.5. you can find it on the top level of the temple by just doing it over at most 5 times. So: pop in - no message? Then use steps up. Redo until message. (Hm, hope this isn't too spoilerish - in the old forum this was common knowledge...)

You shouldn't go for the first quest at ~cl4 anyway. Even before reading LD's spoiler I learned to postpone that to >cl15. By then you should be able to survive...

How about a second chance/temple but with less or even no skill points to win - just the chance to still get the higher level god quests? With appropriately annoyed god message, of course :)

Quote:
once you are high enough level ... is kinda boring
I think that is meant to encourage exploring the wilderness for newbies. Maybe the 'store-levels' should have a chance to appear as random towns on the surface, so that even experienced players would want to explore it and not just run to the places they know? Those would have to be far away, and maybe even defended by guaranteed ambush, of course.

1) I think that there is an enormous difference in the various god temples. Melkor, for example, is easy- the levels are usually small. Eru is an enormous pain because of the arena levels. The differences in monster leveling also make a big difference. I personally would prefer smaller levels with higher level monsters and nastier terrain- increasing the difficulty while reducing the tedium.

2) There was some discussion a few years ago about encouraging wilderness exploration. I think that the idea of random (or at least hidden) wilderness towns is great. Theme, for example, has towns scattered all over the map. On the other hand, Theme also has some really nasty wilderness areas. It is much more interesting than the Tome map.


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