ToME: the Tales of Maj'Eyal

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 Post subject: Re: RFT4
PostPosted: Wed Jan 13, 2010 8:36 am 
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Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
Posts: 10228
Location: Angolwen
Maybe the bonus from CUN should be increased ?

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 Post subject: Re: RFT4
PostPosted: Wed Jan 13, 2010 4:18 pm 
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Reaper

Joined: Mon Jan 22, 2007 6:31 pm
Posts: 1534
Location: East of the sun, west of the moon
I dont really have comments on the rogue atm... I mainly invest in passive skills and that takes me up to lvl 9 or so until I can start investing in more active talents.

I mainly find that the rng hates me :D how else can I find mithril shields/armour when playing rogues and then mithril daggers when playing warriors? I wont mention the staves I find with both of the physical classes either...

that said, I do have comments elsewhere...

maybe make stats dependent on the pc level (ie you cant get x higher than the players level (probably x ~ 20-30))

make combat skills reliant on other skills (not sure which way to go)
- make it so you have to have weapon combat = to specialized combat (eg sword/axe/knife/mace mastery) to advance the specialized combat
- make it so that you have to have specialized combat = weapon combat to advance weapon combat
or some flavor of the above

and then more spelling/grammar.
on either ctrl-x or the quit button message, change realy to really and keys to key

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 Post subject: Re: RFT4
PostPosted: Wed Jan 13, 2010 5:28 pm 
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Reaper

Joined: Wed Dec 12, 2007 12:21 am
Posts: 2257
Location: New Zealand
Shoob wrote:
I dont really have comments on the rogue atm... I mainly invest in passive skills and that takes me up to lvl 9 or so until I can start investing in more active talents.
Have you gone against Bill or the Shade and how did you fare?

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 Post subject: Re: RFT4
PostPosted: Wed Jan 13, 2010 5:36 pm 
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Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
Posts: 10228
Location: Angolwen
Ah yes stats with a max on level sounds good, actually it's like T2, since like I dont know how said it, T4 stats are like T2 skills :)

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 Post subject: Re: RFT4
PostPosted: Wed Jan 13, 2010 11:07 pm 
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Reaper

Joined: Mon Jan 22, 2007 6:31 pm
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Location: East of the sun, west of the moon
the last rogue I played was a while ago... I was trying to figure out several bugs that the warrior had... I gave up... I havent played recently though, not much time.

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 Post subject: Re: RFT4
PostPosted: Wed Jan 13, 2010 11:09 pm 
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Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
Posts: 10228
Location: Angolwen
I will soon post a new RFT, with ingame keybinds and ingame resolution switcher among otehr things :)

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 Post subject: Re: RFT4
PostPosted: Thu Jan 14, 2010 11:25 pm 
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Reaper

Joined: Mon Jan 22, 2007 6:31 pm
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Location: East of the sun, west of the moon
well, I invested one point in flurry at lvl 9 instead of maxing dual weapons. That alone let me defeat bill easily... the shade could be easier or harder depending on if it has a long hallway between us... going to see now... normally if I dont invest in flurry bill is a lot harder, but he was a pushover with flurry (well I was lvl 9 wasnt I :)

so right now I am lvl 10 and still no weapon better than a steel dagger and no light armour better than a rough leather :evil:, my def is 12 though... so I get missed fairly often. I have 42 dex and 21 str (those are the two stats I have been pumping up, dex to 40 first) (2 dex and 3 str due to rings, 3 cunning from amulet)

[EDIT:]and done... shade fell fairly easily, though I did have a few close calls with skeleton mages... attacking out of los makes the casters hard. though it is nice to see where they are with the particle system.

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 Post subject: Re: RFT4
PostPosted: Thu Jan 14, 2010 11:57 pm 
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Reaper

Joined: Mon Jan 22, 2007 6:31 pm
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Location: East of the sun, west of the moon
so my main problem with rogues is that they have no way to get better armour or defense with skills, hence they rely on item finds. However both the mage and the warrior can (stone skin and shield wall) (shield wall gives max of 18 to both and stone skin around 20 armour) this makes it easier for them. Hence I propose:

Talent:
Dodge:
adds defense.

probably this will be akin to stone skin, capping around 20 defense. and only usable in light armour (if any at all)
probably use the formula ceiling((3*dex + cun)*talent_level/60) or something like that.

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 Post subject: Re: RFT4
PostPosted: Fri Jan 15, 2010 12:33 am 
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Reaper

Joined: Wed Dec 12, 2007 12:21 am
Posts: 2257
Location: New Zealand
Shoob wrote:
so my main problem with rogues is that they have no way to get better armour or defense with skills, hence they rely on item finds. However both the mage and the warrior can (stone skin and shield wall) (shield wall gives max of 18 to both and stone skin around 20 armour) this makes it easier for them. Hence I propose:

Talent:
Dodge:
adds defense.

probably this will be akin to stone skin, capping around 20 defense. and only usable in light armour (if any at all)
probably use the formula ceiling((3*dex + cun)*talent_level/60) or something like that.
That sounds good.. you are so sooo right about defense, they have none to speak of!

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 Post subject: Re: RFT4
PostPosted: Fri Jan 15, 2010 8:56 am 
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Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
Posts: 10228
Location: Angolwen
At 40 dex you should have some defense no ?

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[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)


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 Post subject: Re: RFT4
PostPosted: Fri Jan 15, 2010 4:19 pm 
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Reaper

Joined: Mon Jan 22, 2007 6:31 pm
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Location: East of the sun, west of the moon
40 dex gives 9 def ( I think)... but anyone can get that given enough time...

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 Post subject: Re: RFT4
PostPosted: Fri Jan 15, 2010 4:43 pm 
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Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
Posts: 10228
Location: Angolwen
True .. true

Well dual weapon combat is not finished, there will be a weapon block talent, that increases defence

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[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)


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 Post subject: Re: RFT4
PostPosted: Fri Jan 15, 2010 6:02 pm 
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Reaper

Joined: Mon Jan 22, 2007 6:31 pm
Posts: 1534
Location: East of the sun, west of the moon
is that why momentum is in there twice? :D

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 Post subject: Re: RFT4
PostPosted: Fri Jan 15, 2010 6:23 pm 
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Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
Posts: 10228
Location: Angolwen
yes :)

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[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)


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 Post subject: Re: RFT4
PostPosted: Sat Jan 16, 2010 3:09 am 
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Reaper

Joined: Mon Jan 22, 2007 6:31 pm
Posts: 1534
Location: East of the sun, west of the moon
ok... a suggestion regarding animals... could we make it possible to specify which subtypes are generated in each zone, I know we can do this by breaking up lua files, but it may be cleaner (less files) (or messier (a little bit more wording in zone files)) to specify which subtypes actually get loaded.

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