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#41 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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"Enhancing" the stat-swap potions in the manner you describe amounts to making the stat drain aspect of the game less interesting. Monsters with stat drain attacks aren't as much fun to deal with because their attacks can be more easily dealt with.
Remember, "making X more useful" amounts to "making the game easier", unless the reason X is more useful is because the thing it acts against has been made more threatening. And we're trying very hard to not make the game easier right now. As for the time element, it's far from the only unresistable attack in the game. Gravity, inertia, water, force, ice, mana, etc. are all unresistable. Personally I'm in favor of a game in which even a perfectly kitted-out player has things they have to worry about. |
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#42 | |
Scout
Join Date: Feb 2010
Posts: 37
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Quote:
rTime resists Time. If that's too brutish, then allow each of the components of Time effects to be resisted by the appropriate protection, much like side effects of other high-level attacks are resisted as appropriate (stun, confusion, etc). If the Time effect would drain experience, and you have Hold Life, then it doesn't, or it's reduced, as usual. If the Time effect would drain stats, and you have sustain on some or all of your stats, then the Time effect is similarly diminished and/or prevented. |
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#43 | |||
Scout
Join Date: Feb 2010
Posts: 37
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#44 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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I fight gravity, inertia, and time hounds all the time. Not when they first start showing up, but once I can kill one before the next comes around (and ideally, kill one before it gets a turn on me), fighting them is not a huge risk -- if they're between me and where I want to go, then it's worth taking them on.
Don't underestimate the value of monsters you don't want to fight. Wandering badasses prevent you from going everywhere you want to go. This is a good thing. Otherwise the player would just be mindlessly pinging between loci of interest without worrying about what's in-between. |
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#45 | |
Prophet
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 3,025
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Quote:
I think we need a hound that breathes something irresistable (the elements?) for 100 damage or so. These are insta-death hounds in groups, but they would be handleable one on one. Right now time hounds fill that role, but I'd rather have time be an interesting mechanic without it being so damaging to HP as well. Anyway, as to some of the points mentioned in the thread. Draining XP to restore stats is a loophole that will probably be closed soon. In fact, If no one else gets to it before me, I'll certainly do it before the next release. Mushrooms of vigor won't be that bad if we introduce drop profiles where you know that to get the mushrooms you just need to find a death mold and kill it. |
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#46 |
Veteran
Join Date: Apr 2008
Location: Germany
Posts: 2,180
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Not that I particularly like the "element" time in its current form, but unresistable damage types add to the game. Just because some elements follow a certain pattern doesnt mean all have to. Some things can be resisted partly; others have to be avoided, totally. Both aspects exist and removing one of them would make the game poorer.
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#47 |
Prophet
Join Date: Apr 2007
Location: Climbing up from hole I just dug.
Posts: 4,096
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That's just matter conversion. Easy to do. There is certain level of suspension of belief that you shouldn't pass. Even in fantasy game like this.
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#48 | |
Prophet
Join Date: Apr 2007
Location: Climbing up from hole I just dug.
Posts: 4,096
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Quote:
I think clear hounds do not respect pack AI, I think time hounds should not do that either. They are a lot more dangerous if you can't control their movements so easily. |
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