ToME: the Tales of Maj'Eyal

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 Post subject: Re: RFT8
PostPosted: Thu Feb 11, 2010 10:01 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
hmmm... the main problem with that is you can get really powerful monsters (well, late game) in early game places...

I know why you are trying to do it, but game progression would also take care of some of the problems. what makes more sense to me is monsters leveled around the dungeon lvl (probably around -2 to up to +5 monsters). this also reduces the difficulty for new players, as they can get up in levels and fight monsters and if they find a place is too challenging for them, they can run and go to an easier place...right now all places are almost equal. This also discourages scumming... right now you can just hop up and down on trollshaws lvl 1 and scum up to lvl 50... whereas with monsters tied into the dungeon depth, they would only be forced to move on to other dungeons.

I probably could come up with more reasons... but thats all I have time to think up of... of course you do have the final say... (or hey, you could make it an option)

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 Post subject: Re: RFT8
PostPosted: Thu Feb 11, 2010 10:16 pm 
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Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
Posts: 10479
Location: Angolwen
But each dungeon ahas a max level and monster in it will never get over it. The 3 first zones are capped at 5 the 3 next at 18 and so on

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 Post subject: Re: RFT8
PostPosted: Thu Feb 11, 2010 11:56 pm 
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Reaper

Joined: Sun Jan 26, 2003 11:49 pm
Posts: 1727
Location: West Virginia
Sometimes I get unseen monster tool tips even when my cursor is outside the window.


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 Post subject: Re: RFT8
PostPosted: Fri Feb 12, 2010 12:58 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
I take that very generally ;)

I have seen lvl 12 monsters in the trollshaws (huorns to be exact) so it is a matter of luck really

Code:
[LOG]   Doob deactivates Shield Wall.
removeTempVal   combat_def   5    :=:    3
delTmpVal   combat_def   5
removeTempVal   combat_armor   5    :=:    3
delTmpVal   combat_armor   5
removeTempVal   combat_atk   11.366666666667    :=:    1
delTmpVal   combat_atk   11.366666666667
removeTempVal   combat_dam   nil    :=:    2
Lua Error: /engine/interface/ActorTalents.lua:122: /engine/Actor.lua:228: unsupported temporary value type: nil
   At [C]:-1
   At [C]:-1 error
   At /engine/interface/ActorTalents.lua:122 useTalent
   At /engine/interface/PlayerHotkeys.lua:18 activateHotkey
   At /mod/class/Game.lua:392 ?
   At /engine/KeyBind.lua:152

and got a error in the shield wall stuff :/

... but yeah... that is fine I guess too, I am noticing a string of bad/good luck with my characters... (all of them are fighting really rare leveled monsters in trollshaws lvl 1, but they are also all finding artifacts too there :D) (my lvl 1 dwarvish fighter took on a lvl 12 huorn and won... gained 92% exp from one kill (I should check how much that was).

also I think that paths to the next area should not always be on the opposite side... make it random, but still on the edges.
Also make the maze harder... having the entrance/exits in the corners make it relatively easy. maybe also make there a strong anti-magical presence around there that hinders spellcasting and maybe even scrolls *cackles evilly* :D

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 Post subject: Re: RFT8
PostPosted: Fri Feb 19, 2010 9:19 am 
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Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
Posts: 10479
Location: Angolwen
I'll see about the maze. Maybe I just news a better generator.

As for forest paths they cannot be random because it would give the feeling of going in circle.

Oh and about the OOD monsters its normal. Just as OOD objects can happen.

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


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