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Jiamat <[EMAIL PROTECTED]> wrote: >Take Strygalldwir out of the wilderness. he is a bit of a bother. Just reduce his detection range a bit. >I bought a holy avenger (+3 attacks) for around 13000gp. This is far too >low even with the new money system. Yeah, they should be more expensive. (Got mine from a drop; am now set for a few thousand feet...) Oh, and give psi-blades a small chance to boost SP. =) >Can you make it so pets can move levels with you. At the moment the >figurine shop is useless. And after that, add the beastmaster class... ;-) >More mage towers and lower cost of teleport. It's cheap enough once you get to 2000' or so. >Also can someone give me a rundown on dungeon types. The documentation needs to be updated... As a quick ref, the wooden floored ones have spellcasters and lotsa wands, rods and other magical items; they're usually the best. >Quests >Kill monster x - much too difficult to find monsters at moment. I think >it should be kill monster x at dungeon level y, like in the old days. Haven't found any of the monsters yet, so I can't say. I'm guessing they're hiding in another type of dungeon... >Deliver message - much too easy for money gained really. Reduce reward. Only if you know the city in question. Otherwise the game should reward the player for exploration. >Find ruins - Can you generate a building for duration of the quest. I >managed to complete one quest even though i didn't seem to find any >ruins. Maybe fill building with monsters and a relic to find. Sort of >like dungeon entrances are. >Or a one level dungeon with relic to find. >Didn't attempt other quest. I assume this is because i only found small >castles. Yeah, and it can be a bit difficult to locate where exactly the relic should be - the quest description only gives a direction from a town. Apparently, it's in a dungeon if I understood the source correctly, but what if there's more than one possible dungeon? Also, I had a neat idea about the quest rewards: How about giving stuff with 2-3 times the monetary value as a quest reward? After completing the quest, the castle owner would give something like half a dozen choices: Thank you for [doing thing foo]! What would you like as a reward? a) Healing (potions, staffs, even rods for deep quests) b) Teleportation (scrolls, staffs, wands of T. away, possibly Trump weapon) c) Protection (? of ProtEvil, potions of resist, shield & armor of resist) d) a Mighty Weapon (good with generation slightly deeper than visited) e) Augmentation (stat potion, only give this reward at appropriate depths) f) etc etc. g) Cheaper town services (dunno how hard to code...) The items should probably be chosen by what depth/danger level the player has visited when completing the quest and the possible activations they have in lua; this would help if more items are added later... And only money rewards for the message quests. =) Oh yeah, another thing: the quest screen should show what town the quest was given at (with 5 or more castles, it's a bugger to find the right one...) and add the status "Unrewarded" after the quest is finished but the reward hasn't been gotten yet. Otto Martin - hmm, should post the "wilderness slowdown" bug to sourceforge -- "I could use a feelings reset on a regular basis." "Don't you think that's kind of sad?" http://www.megatokyo.com/index.php?strip_id=471
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