Dynamic Skills

Send your ideas and suggestions here.

Moderator: Board moderators

bort
Forum Junkie
Posts: 607
Joined: Sun Jun 20, 2004 9:40 pm
Location: LG

Post by bort »

In the giant rat quest, there are traps that put you in a host seat of gates.
lordyoukai.DA
My wraith is cooler than your dragon.
Guest

Post by Guest »

More on the dynamic skills: Alchemy deaths

Ok, the whole point of alchemy is creating potins and dangerous stuff, etc... this isnt just the simple mixing dough and carrots: tada! carrot cake of sustanace. this has a tendancy to blow up like all hell in your face very often. What i dont like is the continual summoning of monsters resulting from failed experiments. Failed experiments should result in a larger variety of explosions, instead of summoning every damn monster in the game. if your making a cold potion, and fail, you should get a icestorm in your face, not fire-demons.

other skills shouldnt summon monsters either, just result in explosions.

and any monster you summon should be under your name. and same with any spell. if your summoned pet kills soeone, you get blamed. if you blow up something, and kill 5 people, you should get blamed. your monsters, you jail time.

next rant on lessening the penalty failures probably this afternoon.
Mikeeusa22

Post by Mikeeusa22 »

Jailtime? What?
...
Maybe on civilized servers.
Aaron
Senior member
Posts: 496
Joined: Sun Jan 30, 2005 9:04 pm
Location: New Jersey
Contact:

Post by Aaron »

i was talking about metalforges obsesion with over-patrolling their server

atleast blame your death on someone else. and i think i would get kicked on your server i i killed 5 people in navar-town center or such...
Aaron
Senior member
Posts: 496
Joined: Sun Jan 30, 2005 9:04 pm
Location: New Jersey
Contact:

Post by Aaron »

follow up rant on creation-failure penalties.

for the most part especially at lower levels this shold be pretty no-fatal, and below 15ish mostly non-harmless. most people avoid alch because it just drains levels, or they are purposly abusing it by using it the way its supposed to be used. or theyre just trying to make a zoo in thier pshop, but thats different... :-D

first the punishment for failures:
at low levels, less than 17ish, failures should be no more that a wrong result, or a small explosion, like "Your cauldron catches fire" maybe 5 hp from you, and most likey killing anything in your cauldron, but non-damaging to you and the cauldron.

at medium-low levels, your cauldron might suffer harm, but mostly not you. this is where the "Your cauldron creates a bomb" or "Your cauldron melts slightly/turns darker == -1" comes in. small harm to you, 20ish hp, and maybe curse your cauldron.

at medium high levels (im thinking at 30ish? alch needs to be easier to level at low levels, but the kinda get harder.) this is where your failure can result in burning hands/icestorm/ball lightning stuff. you also have the chance to highly curse your cauldron (-7) or to crack it. failures can be harmfull to fatal, depending on what your doing, and the enchantment of the items. if your trying to high a recipie, or to many items. possible results from hurts and cracked cauldrons to death or big big ouchies

at high levels possiblility of death from summoned demos, but very low. mostly exploding spells, unleashed mana, but not as bad as right now, still a chance to survive it at level 70-80ish mostly cone spells exploding from your cauldron. 50% chance of dieing from failure, mostly destructive stuff.



NEXT SECTION: item results from failures.

50% chance of getting the item you were trying to make, but cursed, damned, and minused stats. 25 to get a similar item, cursed and minused stats. 25 to get slag or a rubber chicken.

ok, maybe not a rubber chicken, but it would be very damn funny. "You recieve a rubber chicken from Devourers."

toss these ideas around a bit, i dont know about the levels and percentage chance of wrong item, but should be close. have fun.
cavesomething
Forum Fanatic
Posts: 852
Joined: Sun Jun 13, 2004 2:07 am
Location: Hemel Hempstead

Post by cavesomething »

I think your low level punishments are too gentle, the medium-low ones you describe seem more appropriate.

I like the idea of comedy failure items though, but it should be a 'rubber chicken with a pulley in the middle' :)
Aaron
Senior member
Posts: 496
Joined: Sun Jan 30, 2005 9:04 pm
Location: New Jersey
Contact:

Post by Aaron »

the whole idea is to get newbies into alchemy, then slowly increase the risk along with the reward. atleast for majorly reduced price philosical items, and incase you mess up your recipie by accident, it should be really harmless. no newbie deaths, but just keep them aware that it is dangerous stuff theyre playing with. that way, its also safe to experiment, and stumble on recipies, which are dynamic, and can be improved/devreased in strength.

but if you want a balm of insulation type thing, and you stumble across the recipie for a potion of cold res type thing, you could modify it and make the original balm of insulation type thing. it would also be possible to apply ths recipie to a sword, and get a sword of frost thing.

I use "thing" because with dynamic alchemy, that would be the best description of what you get. what you get is a reflection of what you put in... but thats the next rant, which is going to be pretty damn long...
cavesomething
Forum Fanatic
Posts: 852
Joined: Sun Jun 13, 2004 2:07 am
Location: Hemel Hempstead

Post by cavesomething »

alchemy is easy to get into.

buy x piles of salt, pyrite, phosporous, sulphur, and the otherone whose name I forget. (x being dependent on money and patience).

drop on a convenient square

do
get 1 pile; west; use_skill alchemy; drop pile; east
x times.

a couple hundred thousand plat should carry you safely to level 15-20 ish...

TBH I sorta prefer this approach, it seems more realistic that the early levels of alchemy are studying before you get to the fun stuff...
Mikeeusa22

Post by Mikeeusa22 »

Aaron wrote:i was talking about metalforges obsesion with over-patrolling their server

atleast blame your death on someone else. and i think i would get kicked on your server i i killed 5 people in navar-town center or such...
So?
There are no rules on Cat2.
You can do whatever you want.
It says it on the website :).
Aaron
Senior member
Posts: 496
Joined: Sun Jan 30, 2005 9:04 pm
Location: New Jersey
Contact:

Post by Aaron »

ok, a little studying is required, but if you want to jump right in, you should be able to with acceptable bodily risk. and if you studied, you should be able to make your own recipies. but its no fun to have skills that are based on how much money you can get. you should only have to study untill lvl 5 before you can have about 75% chance of sucess for the simple recipies.

Ex: you identify stuff until level 4.
you can now saftley make phil items about 75% of the time.
these are about 5x more expensive than the base itmes, enough to get more supplies and your own cauldron, but not hge income. alchemy is about creation of useful items, not making hell of a lot of money. thats where jewlyer comes in.
Post Reply