Dynamic Skills

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Mikeeusa22

Post by Mikeeusa22 »

Aaron wrote: also +1 and over cauldrons should be more readily availible.
I completly disagree!

You just want the game to be easier for you.
cavesomething
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Post by cavesomething »

I want there to be a test for stolen items in alchemy also, so that if you use an unpaid item, the security tag explodes to cover everything you are wearing with ink which can't be removed, and has a penalty to charisma....

But then I also want there to be a 'gonne'(musket).....
Rednaxela
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Post by Rednaxela »

Mikeeusa22 wrote:
Aaron wrote: also +1 and over cauldrons should be more readily availible.
I completly disagree!

You just want the game to be easier for you.
I agree, they're already easy enough to get. Just stalk a certain shop for a couple of days and you're bound to get a +1 or even better sooner or later.

Hmmm.. the alch code would'nt prevent a DM from patch a cauldron to +436 (what's the hardcoded limit on the magic property?) which would cause even a lvl 1 alcher's lvl to effectively be 110! :twisted: *calculates more* or even a +84 cauldron would be enough to effectively make a lvl 5 act as a lvl 110 alchamist :P
cavesomething
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Post by cavesomething »

hmm, this suggests an interesting way to make players want to play as alchenists, make their effective level change.....

Thinking about it this could be applied to all classes, and many objects too....

/me likes this idea, classes could be made pointful even to high level (have class players 5-ish levels higher in their effective class skill, could then have a level 120 alchemist, or pyromancer, or....

might alter the class balance a bit too (a sorceror who only needed to reach level 3 sorcery toget identify would be much more playable than currently....)

hmm, I wonder if that is a topic split I sense :)
Aaron
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Post by Aaron »

yes, mikee, it would be a hell ov a lot easier to play. your not going to get more people skills other than scripting by killing them when they try it.

ok, i think i got a temp solution for any of these skills (jewlyer, alchemy, woodsman, bowyer, smithing, and leatherymanship???). start by lowering the chance of death, summoning monsters, and big explosions. and lower uncontroled mana so it just does the damage of a level 40-80ish icestorm/burning hands/ and relevant cone spell. next just decrease the chance for success, and increase the chance to get the wrong item. that might result in a large increase of shadow alchemy, so its just a suggestion. but also, the item cost should be lowered, lvl 5 should be the success level for 1 item recipies, and decrease the value of things like phil oil and water of the wise a lot.

this should temporarily solve most of the problems resulting from aclhemy. i dont have time to look at the code now because im starting a programming course, but sometime next week ill start looking at it, and try to patch it... but anyone else is free to try because i wot be around most of the weekend.
Aaron
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Post by Aaron »

ok, here it goes, the main reason for this whole post. this is the main idea im proposing, the dynamic part.

(everything is made up, i dont know if theyre real formulas, but they all sound reasonable.)

So, at the present, our recipie for a potion of str is:
7 water of the wise
1 ogre arm

and the recipie for a poisoned dagger of str is
1 potion of str
1 potion of poison
1 dagger

with ai and dynamical skills the recipies would become

potion of stat:
7 waters
1 body part

and modified weapon of enchantment:
1 potion of stat
1 potion of attack
1 weapon

and they could be interpeted any way you want, and the ai would determie the most probable effect.

for the potion, if you used 7 waters or oils or possibly any liquid (rum?) would create a potion of strenght (temporary boost), but using water of the wise of phil oil would create a permanat stat potion. with the dagger, you could leave out the stat potion, and just have a dagger of poison, leave out the other potion, and get a dagger of str, or switch the weapon for a club or broadsword, and get a broadsword (attack type: fire, poison)(str+2)

that way, theres less recipies, for example all of the philosical items are condensed into one recipie:

Phil Item:
7 base items

could be given wine and recieve phil wine, a novelty item with a slightly higher worth, but useless, or more alchohol. this would also make it less dangerous to experiment, and the ai would take the properties of whatever items it was given, and re-assign them as appropriate, a dagger and an ogre arm might end up with a dagger of str or a dagger of elec resist.

this would also work with all the excisting skills, and some could overlap, like you could do some cooking with alch, and some alch with cooking, but not all of it, and some smithing with alch, and some alch with smithing, etc...

i was thinking that enchanting weapons would overlap in alchemy and smithing, but a recipie like 7 weapon == greter weapon, ex 7 dagger to short sword is smithing only, but a recipie containing a stat potion might be able to be reproduced with alch and smithing.
cavesomething
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Post by cavesomething »

permenent stat potions AFAIK are not creatable with any existing recipes. I believe this is intentional, to make them limit the degree to which stats on weapons and the like can be increased.
Aaron
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Post by Aaron »

well they should be, but a harder recipie for it, with some questing involved. like 1 blue shroom, 7 water of the wise, and 1 (temp) potion of stat
cavesomething
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Post by cavesomething »

The problem is that they are too common already, most high level characters have dozens. If they were harder to get, it wouldn't be such a problem, as it is /increasing/ their availability has to be a bad thing.
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Post by Aaron »

blues shrooms are commen? that quest is a ..., even at whatever level i can be counted as... if you make that the only way to get these potions, it would get people out of scorn, even if just to euthville or west not of scorn.
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