ToME: the Tales of Maj'Eyal

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 Post subject: Re: Midnight (v1.12.1)
PostPosted: Sat Feb 16, 2019 12:23 pm 
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Wayist

Joined: Wed May 23, 2012 1:19 am
Posts: 25
Cool.

I can see the reasoning that took place in my mind. There is a wide discrepancy in what I consider Stealth to be and how ToME views it. I keep expecting skills and talent to work with Stealth rather than against it. Thanks for helping me through the 'obvious' things.

My feedback on the Astrologer was along the lines of recreating the naive experience of playing a class that may be rather distant to more experienced players, I thought this might be useful to a designer of classes and scenarios.

As to the equipment thing. Let me tell you a little story. The other day, I started up Everett, a new Starslinger. Based upon all that I'd learnt, I had high hopes. I made it to Diakara-1 w/ no deaths, and I was basically killing everything one on one from Stealth. Group fights were ugly and I'd get pushed back by them - this has more to do with the point at which my skill lie than w/ the class, it looks to me like this is partially an intended effect upon reflection.

Anyway, I enter Diakara-1, its an escort. Where's the portal - its far to the North. Track. Ohnoes. Waaay too many Storm Giants to tank. I could do it. Alone it wouldn't be a problem. But I want that Vitality talent so.. I get up and go think about it.

I am gone from the game for 15 minutes or so, but when I come back... 2x messages from dg. One is the Land of Poosh. The other is that he has, for his own reasons, made me Invulnerable. I check my Char sheet. Yep, says Invulnerable. Wonder what that means?

Well, it doesn't mean much. I don't know exactly, cause I wasn't into that level of care, but I died rather quickly after the escort died. I came back sort of ill about the Invulnerability 'gift' and hate played a rare. It was one of the Steel drakes (an excellent addon) with some of the Mage Knight talents (another really good addon). The Steel drakes are tougher than anything except multies and the Mage Knight rares are something I've come to dread. AND. On top of this nothing in the way of eq yet.

I ran up 3 MORE deaths. One because I was hateplaying. Another for about 50% of the same. And a third while doing a proper job.

Now, ol' E's on his r/l life. We'll come back, but the next thing, I wanted to test my notion about how slingers combine w/ lots of addons. I turned off everything except Midnight and the so-called QOL ones that I prefer.

The results are conclusive for me. A completely different game. I hadn't noticed it when playing characters w/ different equipment needs but the slinger is definitely punished by the algos here.

I see that the Starslinger is a bit behind the power curve now that you mention it. I can't take my perceptions of such things at face value. I have so much to learn that it is to my advantage to presume it comes from not knowing how to play the class well. Hence some of my irrational hopes that the Night tree not break Stealth. I now see the intent w/ CiN, but I still like the idea of a CiN that amplified a Stealth position rather than break it. I suspect however that when I use it the way its described above, I will find it to be most useful.

I want to see what my SS's look like when they get in their 30's. Right now, I just have a hint of what they might become.

Anyway. Really loving the Midnight addition to this already very rich and interesting land.


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 Post subject: Re: Midnight (v1.12.1)
PostPosted: Sat Feb 16, 2019 1:16 pm 
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Wayist

Joined: Wed May 23, 2012 1:19 am
Posts: 25
An idea for the Astrologer -

I don't know how deliberately you planed some of these things out, but I've had the real sense of puzzle solving as I've revisited this area w/ the classes designed along w/ it the MP and the SS. The 3rd time through w/ my ss, I found myself saying, well, I know I'm going to need the nightchill if I plan on killing anything in here. Whereas previously, I felt all the urgency went to shadow shot. The way that the creatures and terrain change the relevance of two skills that are both useful and orthogonal w/rt to both stealth and n.erg is a very cool turn.

As such, that lead me to thinking along the lines of the real problem w/ the Astrologer, which is finding him.

Pure Perlin noise maps are much more work to explore than others. I often do 50% of the map w/ auto and if he didn't turn up, creep through the rest. The next time, I will make an effort to have the Clairvoyance wand too which often seems available.

But.

What if there were large paths, like elephant paths, cut through the Tenebrous Glades? I didn't see anything to make this easy in the code base, but I feel like some paths, not necessarily straight and not really related to s/e, just something to break up the density, would change the way the whole thing plays. There would be smaller areas of density that one could dive in and out of. I'm thinking of paths that are 1..3 wide and with puddles.

pass one
perlin noise jungle

pass two
Get some randwalk sandworms,
tell'm "left to right this time and try to keep it straight!" (haha).
They cut the paths, generating a set of tile coords and changing each to the path terr.

pass three
puddles.
another noise pass over the masked set from the worms to add water.

I know all this is crazy talk, but take what is useful and the rest... :? :)


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 Post subject: Re: Midnight (v1.12.1)
PostPosted: Sun Feb 17, 2019 12:48 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5923
I think the Glades were my first attempt at using some map generation code. (You can see that the Orchards were made by me doing a scribble with a map painter. XD )
It took me a fair bit of time to get it to where it is now, and you will probably still see some faulty water tiles.
I can probably do what you are suggesting by looking at the Alt-Trollmire generation code.

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My feedback meter decays into coding. Give me feedback and I make mods.


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 Post subject: Re: Midnight (v1.12.1)
PostPosted: Thu Feb 21, 2019 6:40 pm 
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Wayist

Joined: Wed May 23, 2012 1:19 am
Posts: 25
Ok. I'm having another Moon Paladin run. Learning more and more.

Scorpiojust had a real disappointment. I had 3 points in Celestial Intervention because it says, I will save you, give you a 86 pt damage shield and put your health at 1 pt.

I got into a little too much trouble under lake Nur. The rare snake did his job and with burst damage killed me. No CI. It was sustained and active, I was looking right at it. I was a little curious to see it in action.

Am I missing something here or is this a bug. If its a bug, would a log of any sort be useful. I'm going to back up the logs that I know of right now, they'll be around.

I love all the gambits and fiddliness that go into playing the MP. Its fiddly in all the right sorts of ways.


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 Post subject: Re: Midnight (v1.12.1)
PostPosted: Fri Feb 22, 2019 2:31 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5923
A log would be helpful.
Its also possible that some of the code that it relies to work has changed. I'll take a look at it.
One problem with Celestial Intervention, is that its not perfect (because that would make it too easy as you would never die). There is nothing to stop you taking another 100 damage on the same turn, after its already triggered, which will then kill you again. Its also useless if something has Damage Shield Penetration, as they will likely kill you with some +5 extra weapon damage after its triggered.

_________________
My feedback meter decays into coding. Give me feedback and I make mods.


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