RFT8

All development conversation and discussion takes place here

Moderator: Moderator

Message
Author
Shoob
Reaper
Posts: 1535
Joined: Mon Jan 22, 2007 6:31 pm
Location: East of the sun, west of the moon

Re: RFT8

#46 Post by Shoob »

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)
Oliphant am I, and I never lie.

darkgod
Master of Eyal
Posts: 10750
Joined: Wed Jul 24, 2002 9:26 pm
Location: Angolwen
Contact:

Re: RFT8

#47 Post by darkgod »

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
[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 ;)

Yottle
Reaper
Posts: 1753
Joined: Sun Jan 26, 2003 11:49 pm
Location: West Virginia

Re: RFT8

#48 Post by Yottle »

Sometimes I get unseen monster tool tips even when my cursor is outside the window.

Shoob
Reaper
Posts: 1535
Joined: Mon Jan 22, 2007 6:31 pm
Location: East of the sun, west of the moon

Re: RFT8

#49 Post by Shoob »

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: Select all

[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
Oliphant am I, and I never lie.

darkgod
Master of Eyal
Posts: 10750
Joined: Wed Jul 24, 2002 9:26 pm
Location: Angolwen
Contact:

Re: RFT8

#50 Post by darkgod »

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.
[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 ;)

Post Reply