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Posted by Sammael on 09/01

In the futile attempt at keeping this somewhat organized and sane, just starting a new post with the exact same idea as 14, just a continuation. Great ideas out there guys, but I'd like to hear Ea!'s point of view on all of this now with all this extra input. It'd be nice if those 31 appends had been noticed :P - Sammael

From: Chanel Thursday, August 30 2001, 10:01AM just a quick note, I've noticed no change in the mv of my homunculi, which quite frankly, annoys the hell out of me. Fine, lets downgrade Homunculi, make them true porters. But lets at least give them the ability to port. -Chanel

From: Ea! Thursday, August 30 2001, 06:10PM There is a bug where they're loosing move at the tick. I'm going to be working on fixing that one. Also, as you might note, there's some dependan on spirit now. So, those of you who have thrown away your spirit in order to fight better might consider trying things with higher spirit. (Making spirit as a stat mean something is one of the medium-term goals of the coding staff). Further, you'll note that homunculi are now able to hold significantly mor stuff than they could before. As for some of the ideas that have been suggested: I'm all for giving different elementals different strengths and weaknesses This is probably not a quick change, and, hopefully, we'll have something in place much faster than that. But I'll add it to the list of stuff to work on in the future. As for complaints about downgrading one before upgrading the other, it's often hard to tell how much of one change will be needed to match the other. I don't think a few week wait between the two is all that outrageous. I invite you to take the time to try out some of the other spells and see if you can find places where they're useful where you didn' consider them useful before. I know a lot of the popular spells in the gam sat unused for years until someone found a inovative use for the spell. As people have noted: it's silly to have things based off of the caster's con/hp. Part of this change is undoing a bunch of that and moving them over to more sensible stats. As for spells like the create weapon spells -- at the moment, I'm not too inclined to make major changes to them. The spells might not be the most useful at level 50, but there's certainly a good set of levels where they are useful. I'd rather put the emphasis on redoing spells which are totally useless and/or unimplemented (eg, rainbow bridge). -Ea!

From: LadyAce Thursday, August 30 2001, 06:30PM Great lines of discussion, here and in 14. I could do without the snide remarks every now and then (and please turn off your triggers!) but in general, you guys are coming up with some great ideas and providing good feedback. Ea and I are both in limited-availability mode right now, but we will always catch up with boards and consider what has been said on them. If you expect immediate response to your posts, yes, your expectations are too high. We are on a two-week pattern with code updates -- the things coded on a given day do not go into the game until 2 Fridays have passed. The homunc mv bug that Ea acknowledged earlier will certainly be fixed, and I imagine he'll continue with his stated plan to upgrade elementals. The one caveat to this is simple: don't post when you're mad. You may find you will say things that only provoke emotional response, not motivate a change. Criticism can be either constructive or destructive, there isn't any middle ground. -LA

From: Mandarb Friday, August 31 2001, 09:39AM I agree with moving stuff from con to a new stat, but spirit? Mages need enough stat as it is, FAR more then any other class, and now your adding spirit to the mix too. It just doesn't seem very right, but your the boss I guess.

From: Chanel Saturday, September 01 2001, 03:38PM I have to agree with Mandarb here, the only chartype that needs more spirit than mages are druids, and that's not a whole hell of a lot there. I think 43 spirit is plenty for a mage. Secondly, I'd think that if you wanted to make spirit important, you'd play with snipers before mages. with -spirit gear, it's possible to have a sniper with damn near 3 100 stats and negative spirit with no drawback whatsoever. I just think we should tinker with that before making mages have to have more spirit. AND, where is the equivalent in cause mages to this spirit change? Cause don't need charmies, period, they can do without. Create can't. Meaning this change doesn't really effect cause like it does create, thus downgrading the create versus cause argument even further. Think about it. just my two cents. -Chanel

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