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Ondb

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Everything posted by Ondb

  1. Normal characters would have limit at 100. Barbarian would have 125 (or some different number). Also when you think about fatigue, you can easily implement other mechanics. 1. Slowly increasing over time 2. Soul-wind can drain fatigue and etc..
  2. True. This would need to change too then. 1. When you are super fatigued you will get huge penalties to stats and combat. 2. When you run of health you die or fall asleep.
  3. After seen demo and listening as Josh has to explain again and again what the hell is stamina i would suggest to rename: Current health -> fatigue stamina -> health I think this would be much less confusing as current state. Fatigue will start at 0 (full bar) and raise to some level 100). 1/ healing spells will restore health (instead of stamina). Which normal naming convention to virtually every RPG. 2/ Resting will now remove the characters fatigue (this actually makes more sense). 3/ As characters gain new levels, their hit points increases. (again standard naming convention to RPGs.)
  4. By "dark gods" you mean CDPR? Well, Cyberpunk 2077 will be FPS/TPS game, what I'm looking for something like PoE style game too One can't have too many cyberpunk games! It was confirmed by developers. Cyberpunk is core signleplayer RPG.
  5. I just want to answer following question? 1. Will it be possible to disable durability functionality from the game? 2. If not, will it be possible to easily mod the game? I am 100% positive i will not be playing PE with durability on. period. If i need to wait couple of days for mod, so be it. I am ok with that.. I am really wondering who get the idea that single-player game need gold sink in first place?
  6. Ok i have one more UI layout. 1. The bottom consist of the original UI. There are characters portraits with abilities. Once you pick character the corresponding custom version of abilities is displayed there. 2. Additionally i am showing two party-wide ability bars on left and right side. Ok, this is important to understand that those bars are for whole party. The abilities there does not change, there are independent on current character selection. This means that those are mouse GUI friendly too, because you only need 1 mouse button click to active the ability. I mean why the abilities has to be linked to particular character only? I would like to have possibility to put wizards spells there for example and then be able to cast them with one click. No matter who is my currently selected character from party. The only problematic case are parties with 6 wizards only
  7. Then you should be really happy where the current system is going because by allowing low level spells to be given back, they can restrict resting more and increasing the strategic part of the game-play with high level spells. What I think they want is the following: 1. Take IE game spell system. Restrict resting to specific location/events - By doing so, they will cripple Wizard, Cleric (any class which have limited resource). 2. To compensate, they will add low level spells the spell slot cool-down mechanic. So wizards are not 100% out of spells or doing really nothing in 90 % of the battles. - However this will make some of the low tier spells overpowered. 3. To compensate, they will separate spells to two groups. Basic spells (Magic missile, Acid arrow) going to wizard spellbook (with cooldown mechanic in low tiers) and more powerfull spells to Spell-tomes, which wizard will additionally equip. (no spell cooldowns here). - Now they want player to find multiple spell-tomes of different power as a loot. This means if the player has more then one spelltome and there is no restriction on equip we have problem. 4. To compensate they will allow re-equip of spelltomes with 30 seconds cool-down. Ok, now if you discuss just one change it will sound as a problem. What is really important, is to view all the changes as a one whole group.
  8. There it is. Played all of them several time. Love the IE spell system. I would like to fix the obvious problems with it, not to redesign the whole system.
  9. The cool-downs are not evil or good by definition. It would really depends on how they are implemented in the game. I could just now create couple of examples of good cool-downs (at least for me). Lets assume that we have traditional spell system with 1-9 level spells which need to be memorized combined with individual spell cool-downs. Examples: A, Low level wizard with 2-slots in Level 1 spell-book with following options Magic Missile - projectile with 5 magic damage. Cool-down 15 seconds Magic Orb - projectile with 10 magic damage. Possible Blind, slow , stun effect. Cool-down 2 minutes If you fill your slots with two magic missile then you can cast this spell every 7-8 seconds. Or you could fill then with two magic orb. As low level wizard you will prefer probably Magic missile. As high level wizard I would probably pick magic orb ? If my high level wizard is solo-wizard I will still probably pick Magic missile. B, Wizard with 2-slots in Level 5 spell-book with following options: Hold-Monster - holds up to 5 monster for 10 seconds. Cool-down 10 minutes Animate Dead - Creates undead-monster which will fight for you for 60 seconds. Cool-down 30 seconds. Without any cool-down mechanic in place I would pick hold-monster any time. However with cooldown introduced I could pick 2 Animate Dead and create my personal army of dead....as i go. And its not easy to see what spells is best C, High Level choose 1-slot in Level 9 spell-book with : Wail of Banshee - 150 magic damage to every enemy in 30m radius around caster. Cool-down 30 minutes. PowerWord-kill - 100 magic damage to single enemy. Cool-down 3 minutes. What you will pick ? Its easy choose or not ? Final comment: Good implementation of cool-down system to individual spells can bring you new strategic layer to wizard and change obvious best spells for given level in D&D games to something else. Powerful spells are given bigger cool-downs, there can be spell with very sort cool-down (with intention to be used on regular basis). There can be big powerful area spells with less powerful brother in the same level. (As long as there is difference in cool-down, it can be balanced).
  10. Sometimes its good to just summarize what is wrong with the current system and try to fix those problems before re-implementing the whole system. So far I have seen two major problem with the Memorization spells : 1. Resting anywhere and resting in general is making it too powerful. 2. Sometime it would be useful to cast particular spell(s) without the memorize new spell -> press rest button. To fix it lets remove the rest button and replace with something else and enable to cast any spell without the need of preparation of that spell with some penalties. A. Remove the rest function from the game and replace it by actually and visually pre-casting of spells after the change to spellbook is done. This is actually real memorization spell system, isnt ? Example: you replace 2 spell in spellbook. You close the book. After couple of seconds (if outside of combat, wizard is not doing anything or just walking) he will actually start to cast/prepare those spells (to memorize those spell for future battle). This will take 10-15 seconds. You replace 10 spells in spellbook. This will take of course time to actually cast those spells (we will say 1-2 minutes). You will replace the whole spellbook. This will take much more time (5-15 minutes). You cast Fireball, kill every enemy. While your warrior characters and you loots their bodies, your idle wizard will actually re-memorize the Fireball spell to be used once again. The pre-preparation of spells is done after every loss of memorized spells (automatically by the game (no need to do it manually )). How fast or slow this process has to be, should be balanced. There is also possibility to change the rate of this based of locations. like slow in dungeon. Fast in daylight and so on... What is most important that this is controlled by the game and player can not abuse it like rest button. Of course if the player will wait after every battle couple of minutes then it cannot be helped (i doubt that most of the player would had the patience to wait and wait for all spells to be re-cast). B: Allow full-spells to be cast manually out of combat and in combat (this with some penalty -- 2x-3x slower casting with high possibility of failure if hit or something like this during combat). This will enable to cast any known spell, solving problem number 2.
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