Search found 24 matches
- Thu Nov 21, 2013 10:23 am
- Forum: Ideas
- Topic: A less pointless dreamscape
- Replies: 30
- Views: 9616
Re: A less pointless dreamscape
Updated proposal of my variant (to have everything in one place again - easier to read): _________________________ General unusual rules in dreamscape: - Actions cost no ressources - Mind attacks deal 15% more damage - Physical attacks deal 15% less damage - Dreamscape has a high cooldown (above 50 ...
- Thu Nov 21, 2013 8:05 am
- Forum: Addons
- Topic: Rebalanced item drop chances
- Replies: 4
- Views: 2363
Re: Rebalanced item drop chances
I wonder if it'd be possible to look at monster rarity, figure out what items will be "common" in a given area, and then adjust floor item rarity based on what the monsters DON'T have. Yeah, but a technically more clean solution, would be to hack the solvers: Whenever a non-unique enemy i...
- Thu Nov 21, 2013 7:57 am
- Forum: Addons
- Topic: Rebalanced item drop chances
- Replies: 4
- Views: 2363
Re: Rebalanced item drop chances
The usual way around that is to use the Entity:loadList hook instead. In particular, it looks like you're just changing the 'rarity' field in some objects; your hook function could look for certain filenames and walk the freshy loaded entity list to find the objects whose rarity it wants to munge. ...
- Thu Nov 21, 2013 7:24 am
- Forum: Ideas
- Topic: A less pointless dreamscape
- Replies: 30
- Views: 9616
Re: A less pointless dreamscape
a) It is USEFUL to enter your own solo dream (i.e. it is better than just resting); or b) It is NOT useful to enter your own solo dream (i.e. it is worse than just resting). In case (a), you've taken an automated mechanic and made it more optimal to operate manually. That's making the game more of ...
- Wed Nov 20, 2013 5:01 am
- Forum: Ideas
- Topic: A less pointless dreamscape
- Replies: 30
- Views: 9616
Re: A less pointless dreamscape
okay, so how about this (again, actual values need playtesting): General unusual rules in dreamscape: --------------------------------------------------------------- No ressourcecosts for actions. Before entering dreamscape, a copy of all your cooldowns, buffs and debuffs is made. When entering drea...
- Tue Nov 19, 2013 11:55 pm
- Forum: Bugs Archive
- Topic: Escort kills itself via meteor event
- Replies: 0
- Views: 636
Escort kills itself via meteor event
1. Old forest, floor 4 2. Get escort quest from seer 3. escort seer close to target portal (NE on the map) 4. Meteor event happens just when portal comes into sight. Meteor crashes right next to the portal, covering the way to the portal and the portal itself, with lava 5. Seer escort tries to walk ...
- Tue Nov 19, 2013 10:49 pm
- Forum: Ideas
- Topic: A less pointless dreamscape
- Replies: 30
- Views: 9616
Re: A less pointless dreamscape
Got any ideas for how an enemy triggering dreamscape would work in your new setup? Can enemies even do that currently? Wasn't aware they can (if they can, this actually sounds like it might be fun). Not sure if it's needed that enemies can do it, but if they can do it - since this scenario is only ...
- Tue Nov 19, 2013 10:36 pm
- Forum: Ideas
- Topic: A less pointless dreamscape
- Replies: 30
- Views: 9616
Re: A less pointless dreamscape
A generic impression from my side, about the desire to keep the current theme, and rescue it somehow: The problem i see, is that i don't know how to make dreamscape useful for attacking others, without basically shortcircuiting normal game difficulty. Consider this: - if you make offensive dreamscap...
- Tue Nov 19, 2013 10:28 pm
- Forum: Ideas
- Topic: A less pointless dreamscape
- Replies: 30
- Views: 9616
Re: A less pointless dreamscape
Okay, some more detailed thoughts (don't want to discourage alternative ideas, keep them coming): Before deciding about any values, we need to consider in which state it should be feasible to enter the dreamscape, and in which state it shouldn't be. I'd argue that a player should enter dreamstate in...
- Tue Nov 19, 2013 5:57 pm
- Forum: Ideas
- Topic: A less pointless dreamscape
- Replies: 30
- Views: 9616
Re: A less pointless dreamscape
Thanks. It could be fleshed out and polished more. So far, was just some quick brainstorming - but the overall idea basically is: Fight your own current disadvantages in the dreamscape. I.e. instead of fighting projections of visible foes, fighting inner demons as 2nd type of enemy, would fit the th...
- Tue Nov 19, 2013 5:32 pm
- Forum: Ideas
- Topic: A less pointless dreamscape
- Replies: 30
- Views: 9616
A less pointless dreamscape
In theory, the whole dreamscape thing sounds really cool, if you first hear about it. And then you do it, and afterwards think "Fancy - but what's the point? Now i'm worse off than before, in terms of psi and cooldowns" Oh sure, if you power it up really high, you might even be able to kil...
- Tue Nov 19, 2013 1:27 pm
- Forum: General Discussion
- Topic: How I Died Again For The First Time
- Replies: 12
- Views: 5694
Re: How I Died Again For The First Time
4) KorPul is tier 1 dungeon so there are no lv20+ enemies, except in vaults. Not entirely true. For starters, KorPul is among the harder T1 zones. The statistics page with the top killers also agrees with that - KorPul enemies are the top player killers at the begin of the game. KorPul together wit...
- Tue Nov 19, 2013 11:08 am
- Forum: Addons
- Topic: Rebalanced item drop chances
- Replies: 4
- Views: 2363
Rebalanced item drop chances
This addon modifies the rarity values of most items, to make it so that most "kinds" of items have approximatelly the same chance to drop. For example, 2 handed weapons (ALL kinds of them) now have a similiar drop chance as 1 handed weapons (ALL of them except of daggers, mindstars). Simil...
- Tue Nov 19, 2013 9:15 am
- Forum: Ideas
- Topic: Dropable tagged items
- Replies: 2
- Views: 1100
Re: Dropable tagged items
And then remember the tag you gave it, and type it in again, when you pick it up. Over and over. Yes, sounds fine.
- Tue Nov 19, 2013 8:24 am
- Forum: Ideas
- Topic: Dropable tagged items
- Replies: 2
- Views: 1100
Dropable tagged items
Currently, if one tags an item, it becomes unsellable, undroppable and cannot be transmogrified - thus locking it into one's own inventory. I can see why some people would want this, but in my case, those rules a bit limiting. The reason is that i store some items i want to keep - but don't want to ...