RFT6

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Shoob
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Re: RFT6

#31 Post by Shoob »

endless choices... maybe... basically you have a few spells you need though and it takes a few levels to get there (id and dig are necessary atm) they are pretty weak though... I mostly die from forgetting to look at how much hp I have left (and some monsters blend in).

really what I do (lvl 6+) is run around manathrusting everything till the level is clean, picking up potions and scrolls and staffs and rings and amulets, then I cast id at the end of the level, and sort through what I got, if anything is worth keeping I keep it otherwise it gets dropped.

hmmm my talent allocation: (stat allocation is basically up magic (first) and willpower)
1: manathrust and sense
2: manathrust and stone skin (if I am following the skill choice pattern :P)
3: manathrust
4: manathrust and identify and manaflow and dig (cough, if I am not following the skill choices)
5: identify (and dig if I decide to follow the skill choices)
6: identify

at level 6 I am killing bears in 1 hit with manathrust... hmmm....

and then finally... the blur image description should be changed... (it says her image, even if you are a male)
Oliphant am I, and I never lie.

darkgod
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Re: RFT6

#32 Post by darkgod »

For endless death and destruction I prefer to up both manathurst and flame, then a bit of freeze to be safe.
Maybe a point in sense and regeneration too and phase door.
But once we start getting more crowds I'll divert to noxious cloud or flameshock (actually I do take flameshock sometimes
it's hellishly nice).

I dont tihnk your leveling way is the only one that works :) But that's the goal anyway, and as we can get higher levels when we have more dungeons much more possibilities will unlock. Try some bit of forced leveling to test it out.

Any recommendations ?
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darkgod
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Re: RFT6

#33 Post by darkgod »

But how do you LIKE it ? or not ? ;)

Should the talents/level be increased to 3 ? (but this means 150 points total, which should be more than half the spells available to mages, seems a bit much no ?)
Maybe changed to get 4 points per 2 levels to create a bigger feeling of advancement ?
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

Shoob
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Re: RFT6

#34 Post by Shoob »

i like it...

i would add in an auto-id weapons for warrior types (based on lvl of weapon mastery, ie you can id iron weapons at lvl 1, steel (lvl 2), etc)) then make armour based upon heavy/massive armour mastery (not sure what would affect light armour auto id-ing)

I am not sure if I would increase talents/lvl, i somewhat like it the way it is now... maybe I will change my mind later, but more physical talents should be added so we can see how different classes can compare.
Oliphant am I, and I never lie.

darkgod
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Re: RFT6

#35 Post by darkgod »

Ok :)

Yes auto-id will come.

And I'm adding physical talents currently, I have quite some ideas. Both two handed and weapon&shield have been redone to have two talent lines of 4 each. I'll add some general ones too.
I'm quite fond of some already :) like Riposte (weapon&shields) which give sa chance of a free melee attack when you block/evade an attack
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madmonk
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Re: RFT6

#36 Post by madmonk »

Shoob wrote:i like it...

i would add in an auto-id weapons for warrior types (based on lvl of weapon mastery, ie you can id iron weapons at lvl 1, steel (lvl 2), etc)) then make armour based upon heavy/massive armour mastery (not sure what would affect light armour auto id-ing)

I am not sure if I would increase talents/lvl, i somewhat like it the way it is now... maybe I will change my mind later, but more physical talents should be added so we can see how different classes can compare.
I agree, don't change the points you get to allocate each level (or at least not yet!).

The other thing you might consider is allowing everyone (like in T2.3) access to all skills. The killer part here is not the talent level, it is the Mastery multiplier that will do you in!

A Mage will not make a good Tank, but anyone can wield a sword and cause some damage. A Tank is not a Mage, but anyone can cast a spell although it may not work!

So give the Mage a Mastery multiplier of 0.5 or less in Weapon Mastery, give the Tank a Mastery multiplier of 0.5 in the Spell schools and so on.
Regards

Jon.

darkgod
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Re: RFT6

#37 Post by darkgod »

yup that's planned :)

And you madmonk what do you think of mages ?
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madmonk
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Re: RFT6

#38 Post by madmonk »

Still playing (very slowly) I have suddenly been flooded with work!

I like the Mage at the moment looking very promising!
Regards

Jon.

madmonk
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Re: RFT6

#39 Post by madmonk »

Rogue Comments:

Hobbits - Any difference between the 3 types?

Talents:

Flurry: Hiting should be hitting

Momentum is listed as a Talent twice. Although with different affects.

Knife Mastery (Talent): Knifes should be Knives

Heavy Armour training: Consider renaming to Mail Armour Training

Massive Armour training: Consider renaming to Plate Armour Training

If you rename adjust the Stealth description to suit the renaming!

@CLvl 5 Dual Weapon Mastery is at 109% meaning you do more damage with the off hand than your main hand. That can't be right?
Regards

Jon.

Shoob
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Re: RFT6

#40 Post by Shoob »

@CLvl 5 Dual Weapon Mastery is at 109% meaning you do more damage with the off hand than your main hand. That can't be right?
think of it as opening up the first wound more :P or that you become more ambidextrous as well.


and DG... a couple of requests:
-summoning, I have several monster ideas that will need to summon.
-no attacks. I want to add monsters that only summon or do special effects, but dont attack.
-aggravation: not just a general aggravation, but able to target specific types if needed (eg. I am planning on putting in a honey tree as a plant that doesnt attack, but summons (1 in 2 with bees, and 1 in 10 with bears), however, it makes all bears attack it (they want some honey :))... which then makes me think.. should bees be hostile to bears too? :P
Oliphant am I, and I never lie.

darkgod
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Re: RFT6

#41 Post by darkgod »

madmonk wrote:Hobbits - Any difference between the 3 types?
Not yet, ideas welcome
Flurry: Hiting should be hitting
fixed
Momentum is listed as a Talent twice. Although with different affects.
Yes, changed now that I implemented much more physical techniques.
Knife Mastery (Talent): Knifes should be Knives
fixed
@CLvl 5 Dual Weapon Mastery is at 109% meaning you do more damage with the off hand than your main hand. That can't be right?
Why not ? :)
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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darkgod
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Re: RFT6

#42 Post by darkgod »

-summoning, I have several monster ideas that will need to summon.
have a summon talent:
[Talents.SUMMON] = 1
X being the talent level (and number of monsters summoned)
then have a summon section like that:
summon = {
{type="animal", subtype="wolf", number=X, hasxp=true, lastfor=100},
{type="animal", subtype="bear", number=Y, hasxp=true, lastfor=100},
...
}

hasxp tells if the summoned monsters should grant experience when killed, lastfor tells for how long they
exist (do not set it if they should stay forever).
X and Y tells how many monsters to summon.
You can also add a name="foo" to find a monster by its specific name.

Add as many summon lines as needed one will be randomly picked for each summon.

(will only work in next RFT)
-no attacks. I want to add monsters that only summon or do special effects, but dont attack.
combat = false
(will only work in next RFT)
-aggravation: not just a general aggravation, but able to target specific types if needed (eg. I am planning on putting in a honey tree as a plant that doesnt attack, but summons (1 in 2 with bees, and 1 in 10 with bears), however, it makes all bears attack it (they want some honey :))... which then makes me think.. should bees be hostile to bears too? :P
Well currently monsters do not sleep, if you want such interractions you make them two opposing factions yes.
[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 ;)

Shoob
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Re: RFT6

#43 Post by Shoob »

ok... that made me think of a new request...

could the chance to cast the talent be a part of the npc for each talent you give it?

right now there is one set time that you declare how often they cast any talent

but what if you want them to cast one talent every 2 times and another talent every 10 times or so

I guess you could work around it with the cooldowns, but...
Oliphant am I, and I never lie.

darkgod
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Re: RFT6

#44 Post by darkgod »

Yes they respect cooldowns.
I'll add new AIs later that make them cast smartly but not for now (and not for many NPCs or it'll be too powerful)
[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 ;)

Shoob
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Re: RFT6

#45 Post by Shoob »

ok... so i noticed a few more things in playing... monsters can spawn on the stairs, even if you are there (either that or they are off map and follow you).
Oliphant am I, and I never lie.

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