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BeefontheBone
Posted on: Jan 4 2010, 06:16 PM


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This quick update has turned into a long thread of drivel. Closing.

If you do feel the need to have these conversations, would you mind keeping them to the offtopic section?
  Forum: The Public forum · Post Preview: #46304 · Replies: 128 · Views: 54,780

BeefontheBone
Posted on: Dec 19 2009, 08:50 PM


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Dunno, I reckon there'd be a significant impact from having to feed them all...
  Forum: The Public forum · Post Preview: #46136 · Replies: 128 · Views: 54,780

BeefontheBone
Posted on: Dec 18 2009, 06:18 PM


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You mean like studded leather ones? We definitely have those.
  Forum: The Public forum · Post Preview: #46096 · Replies: 8 · Views: 5,714

BeefontheBone
Posted on: Dec 15 2009, 10:44 PM


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QUOTE (aardless @ Dec 15 2009, 07:58 PM) *
Teh Beef!!! shocked.gif It is back! wave.gif


wave.gif
  Forum: The Public forum · Post Preview: #46023 · Replies: 56 · Views: 29,157

BeefontheBone
Posted on: Dec 14 2009, 07:14 PM


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Long time indeed - had a random urge to get involved again smile.gif

You're right about the order thing, I was just being a bit thick yesterday. I reckon adding's easier to understand than multiplying smile.gif I also think my idea has the advantage of divorcing the implementation of the system from the rounds of playtesting and tweaking since it trivially replicates the existing system, whereas the multipliers mean you need to do both at once. I suspect the multiplers would be harder to rebalance if you introduced new items, but I could be wrong.
  Forum: The Public forum · Post Preview: #45987 · Replies: 56 · Views: 29,157

BeefontheBone
Posted on: Dec 14 2009, 12:31 AM


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Racial resistances are straightforward I think - they'd just be bases rather than modifiers, assuming the resistance is physical rather than magical in nature.

My main problem with the multipliers is it's hard to work out what a given item is going to do if you equip it, especially since the order of calculation matters. Even more so if you want to introduce negative modifiers.
  Forum: The Public forum · Post Preview: #45969 · Replies: 56 · Views: 29,157

BeefontheBone
Posted on: Dec 14 2009, 12:08 AM


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Yes, and yes smile.gif

There's definitely more in-depth discussion in the dev forum somewhere - under FRs, maybe?
  Forum: The Public forum · Post Preview: #45966 · Replies: 56 · Views: 29,157

BeefontheBone
Posted on: Dec 13 2009, 10:43 PM


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I suggested a system some time ago (probably in the dev sections somewhere) - granted, everything I did was 'some time ago' now! - which I think would be a decent compromise between the two desirables of it not being too much effort to change from what's in now and giving finer control over resistances.

The main point is to split resistances into two chunks - base and modifiers.
Items (and spells, potions) could provide a base resistance to a particular attack type, a modifier to it, or both.
The character's net resistance to the attack would be equal to the maximum of the base values for each equipped item, plus the total of the modifiers:
CODE
NetResist% = max{Base(Item1),Base(Item2), ... ,Base(ItemN)} + Mod(Item1) + Mod(Item2) + ... + Mod(ItemN)

This number is then capped at, say, 95%.
I'd imagine the simplest way to display these values would be as "Fire Resistance [60,+10]" or similar.

For instance, if Urist McFlamebeard is wearing a Shield of Asbestos which grants Fire Res [40,+25] and a Robe of Resistance which does Fire Res [20,+10], her total fire resistance would be equal to max{40,20} + 25 + 10 = 40 + 25 + 10 = 75 percent.
If she then puts on some Boots of Ice with Fire Res [0,-10], her net resistance drops to 65%.

I see this system as haivng the following advantages:
* It doesn't feel like a great amount of coding effort in terms of the system in the .exe
* The data file changes should be pretty simple - there's an extra field needed for each resistance, of course.
* Crucially, you can just set the inital values in the data to give a base value of 90 and modifier of 0 where the item used to grant the resitance (and [0,+0] elsewhere). Then you're exactly where you already are with the existing system, and this can be done automatically rather than anyone having to go through every item.
* Setting the resistances for items is then a trial-and-error job, which is pretty unavoidable however you do it. But if a particular item is felt to be badly balanced, it's relatively easy to tweak just that item rather than adjusting loads of them to rebalance things.
* Negative resistance modifiers are trivial to introduce, which opens up more possibilities for items which aren't just either god or nasty but are situationally useful or require tradeoffs from players.

Spell-granted resistances could then be handled several ways - casting a resistance spell could set your target's base resistance at some level (increasing with caster SL?) or add a modifier, or a combination of the two (the latter would probably work best in fact, so that characters who were already somewhat resistant to an element would still gain a marginal benefit, but those with very little resistance wouldn't feel like the spell was only adding a tiny amount of benefit.
  Forum: The Public forum · Post Preview: #45964 · Replies: 56 · Views: 29,157

BeefontheBone
Posted on: Oct 19 2008, 05:04 PM


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Irritating signature and unnecessarily huge necrobump? The rest of the internets appears to be invading!
  Forum: The Public forum · Post Preview: #41423 · Replies: 41 · Views: 22,013

BeefontheBone
Posted on: Oct 2 2008, 07:03 PM


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... apart from the many many hours on planes, presumably smile.gif
  Forum: The Public forum · Post Preview: #41295 · Replies: 13 · Views: 3,121

BeefontheBone
Posted on: Sep 23 2008, 10:02 PM


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QUOTE (AnmanIndustries @ Sep 23 2008, 07:01 AM) *
The toxin in the Eucalyptus keeps them docile. Its like a crazed serial killer stoner. When hes not high, hes off killing people. Although should you provoke it/him hell still lash out at you.

I resent that - I'm nothing like a koala!
  Forum: General Discussion · Post Preview: #41094 · Replies: 8 · Views: 1,427

BeefontheBone
Posted on: Aug 27 2008, 07:43 PM


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Shh, you'll attract the attention of the Dark Powers of the Coast and their Copyright Lawyers tongue.gif

@ Nappa: Hopefully somewhere in between - some types will stack, others won't. Need someone to get round to coding up my design spec though smile.gif
  Forum: The Public forum · Post Preview: #40849 · Replies: 24 · Views: 10,610

BeefontheBone
Posted on: Aug 15 2008, 05:34 PM


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Could just be the resoultion or something too. From what I've seen the overflows seem to be more common in functions which draw the interface than elsewhere - forcing it to reset the UI (by restarting the game, for instance) ought to do the trick smile.gif
  Forum: Technical Support · Post Preview: #40749 · Replies: 19 · Views: 10,192

BeefontheBone
Posted on: Aug 15 2008, 05:32 PM


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The actual chance of seeing a ring depends on which monsters spawn as well as those chances - you need to encounter a monster with rings as a possible drop and a non-zero chance to have a box or chest. It's also possible for monsters to have specific items as drops rather than rings in general, so your monster encounters can skew that distribution.

If you want to farm them for some reason, boxes will drop items from the level above IIRC so look for chests. It'd be worth noting down which monsters drop rings so you can farm the areas they spawn in and hope for more of them smile.gif
  Forum: General Discussion · Post Preview: #40748 · Replies: 27 · Views: 11,826

BeefontheBone
Posted on: Aug 12 2008, 09:19 PM


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Hi to you too!

The XP stands for a few things depending on what mood we're in, but mainly for "eXPanded", and was also intended, I believe, to indicate that it'll run on Windows XP (and indeed Vista - we've been working on it for a while smile.gif) now.
  Forum: General Discussion · Post Preview: #40718 · Replies: 1349 · Views: 203,397

BeefontheBone
Posted on: Jul 3 2008, 05:12 PM


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Think that's probably me smile.gif

Welcome, welcome!
  Forum: The Public forum · Post Preview: #40563 · Replies: 13 · Views: 3,121

BeefontheBone
Posted on: Jun 24 2008, 09:43 PM


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I believe you can cheat by deleting the store status file though; it'll get reset with a new SotW and thingumy's sash. I could be wrong though smile.gif
  Forum: General Discussion · Post Preview: #40448 · Replies: 6 · Views: 1,317

BeefontheBone
Posted on: Jun 24 2008, 09:41 PM


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Surely item alignment is a big one, too? If you're good or evil and wield or use an item of opposite alignment you'll suffer a penalty. Using items 1 step away from you (neutral if you're G or E, G or E if you're neutral) - potions, tomes, for instance, has no effect. You can realign items in the store.
  Forum: General Discussion · Post Preview: #40447 · Replies: 3 · Views: 1,109

BeefontheBone
Posted on: Jun 24 2008, 07:34 PM


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Pretty much all the existing skills are passive rather than active - Mordor has no active skills unless you count spellcasting. We've discussed a couple of ideas for additional ones (affinity for certain kinds of weapons, altered chances of certain monster types joining and/or being peaceful when you encounter them, racial affinity for certain items - like an Orcish Helm or something, for instance, which gives extra benefits to an Orcish character) but haven't nailed anything down yet. We're still throwing around ideas for a couple of new guilds and they'd be likely to use some of this stuff as USPs, provided we can scrape together enough grots to get them coded up.

Regarding 'hands' items, we wrote round that - I believe it was briefly mentioned in an update which featured some item pictures.
  Forum: The Public forum · Post Preview: #40443 · Replies: 15 · Views: 5,317

BeefontheBone
Posted on: Jun 19 2008, 08:40 PM


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Probably your alignment was good or evil.
  Forum: General Discussion · Post Preview: #40302 · Replies: 20 · Views: 5,204

BeefontheBone
Posted on: Jun 19 2008, 06:59 PM


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I doubt it. There wouldn't be much point, your stats are maximised by the time you get down there anyway. It'd just be fodder for legacy characters.
  Forum: General Discussion · Post Preview: #40288 · Replies: 20 · Views: 5,204

BeefontheBone
Posted on: Jun 19 2008, 06:20 PM


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You need Potions of Fitness for Con and something else for Wis. They're like the tomes but without the stat requirement, but they're also rarer.
  Forum: General Discussion · Post Preview: #40278 · Replies: 20 · Views: 5,204

BeefontheBone
Posted on: Jun 18 2008, 04:52 PM


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Don't know what the spec of your machine's like, but quite a few older RPGs work fine under WINE - you can play Diablo I and II, Baldur's Gate IIRC, Fallout, probably something like Planescape: Torment (which is great) if you emulate Windows.
  Forum: The Public forum · Post Preview: #40264 · Replies: 10 · Views: 5,057

BeefontheBone
Posted on: Jun 17 2008, 08:44 PM


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Linuxgames.com might not be a bad place to start looking. I can heartily recommend Incursion too; it's a roguelike which is very solidly based on A Certain Popular Pencil-and-Paper RPG. The interface is much more user-friendly than NetHack or ADoM's, incidentally; there's a handful of keyboard commands and some shortcuts but a lot of it is accessible via menus and things - pressing Y will give you a long list of verbs to choose from. The help system is also pretty decent, athough there are some things which are hard to find. DoomRL is also great fun and has like 2 buttons to press biggrin.gif
  Forum: The Public forum · Post Preview: #40250 · Replies: 10 · Views: 5,057

BeefontheBone
Posted on: Jun 16 2008, 08:23 PM


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There are some much more accessible RPGs available for Linux - including many many more Roguelikes than NetHack, plus more traditional RPGs too.
  Forum: The Public forum · Post Preview: #40247 · Replies: 10 · Views: 5,057

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