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Posted: Mon Nov 28, 2005 6:51 pm
by cavesomething
or even just foodstuffs with high probability of gaining resistances? which can be done right now.

yeti's tomb contains:
yeti's head
yeti's arm
yeti's eye
yeti's liver
...etc.

Seems a lot simpler than adding a whole new type of item to handle.

Posted: Mon Nov 28, 2005 8:23 pm
by timbo
I meant scrolls for humans so instead of adding stats to armor they could add resists.

Posted: Mon Nov 28, 2005 10:39 pm
by bort
Well, being able to add resistances to armour would be a great idea.
But you need a limit.
What could stop an enterprising high level from becoming invincible?
Perhaps making the armour enchant scrolls require special items, like scales.
Then setting it up as with every armour scroll read, it takes 5x(combination) of the items.

Code: Select all

You read armour resist scroll of acid.
You need (big num) of ancient bracers of acid resistance!
You pick up (big num of (item).
You added +8 acid resistance on your armour.
You read armour resist scroll of (any other).
You need 2x(big num) of (item).
The main point
Copy the arch types for scrolls of enchant armour, rename to scrolls of armour reisitance(acid, cold, fire, etc..). Setup in code that there is a counter on the armour, that increases cost (e.g. items), item power, weight, number of enchantments left, and cap off the armour at around 75.

Why 75? I've seen a lot of humanoids with "protection from (something)" spells hardwired into fingers, and items may be equipped with the modified armour. Plus, its a good even number :)

On the topic of Dragons, I agree wholly with it. It would bring some pride back to the dragons, after a "few" undead whipped some (explitive).

Posted: Tue Nov 29, 2005 3:20 am
by cavesomething
bort wrote: Copy the arch types for scrolls of enchant armour, rename to scrolls of armour reisitance(acid, cold, fire, etc..). Setup in code that there is a counter on the armour, that increases cost (e.g. items), item power, weight, number of enchantments left, and cap off the armour at around 75.
How do you get that to be backward compatible with existing items? Presumably the existing enchant armour scrolls would count towards this total, how do you know how many were already used on existing items?

Posted: Tue Nov 29, 2005 10:47 pm
by Aaron
times item power? what happened to those xorns btw? the eat armour like dragons eat flesh to gain resists sounded cool...

Posted: Thu Dec 01, 2005 10:40 pm
by bort
cavesomething wrote: How do you get that to be backward compatible with existing items? Presumably the existing enchant armour scrolls would count towards this total, how do you know how many were already used on existing items?
No clue. But it would make CF more interesting for dragons.
You want balance on how many use dragons-humanoids. Humanoids has been more of the choice, for now.

Posted: Thu Dec 01, 2005 11:57 pm
by cavesomething
but there are more humanoid races than dragon ones.

Why should there be more dragons than serpentmen or quetzacoatls?

on a similar note, can Leaf provide the statistics on the races that are used?

running
for i in $(ls); do grep ^arch $i/$i.pl | head -n 1; done | sort | uniq -c | sort -n

in the players directory

should give a count of the player races on metalforge.

Posted: Fri Dec 02, 2005 12:55 am
by Leaf
cavesomething wrote: on a similar note, can Leaf provide the statistics on the races that are used?
Sure, but players files that have not been used for more the 12months were moved to backup directories as a way to try and reduce the login lag.

For players files that have been active in 2005:
21 arch pl_half_orc
40 arch halfling_player
43 arch serpentman_player
51 arch gnome_player
57 arch troll_player
59 arch northman_player
62 arch quetzalcoatl_player
77 arch wraith_player
161 arch dwarf_player
191 arch fireborn_player
239 arch elf_player
267 arch human_player
333 arch pl_dragon

Players in 2004:
20 arch pl_half_orc
37 arch halfling_player
45 arch serpentman_player
48 arch troll_player
64 arch gnome_player
74 arch northman_player
74 arch quetzalcoatl_player
81 arch wraith_player
185 arch dwarf_player
250 arch fireborn_player
291 arch human_player
294 arch elf_player
336 arch pl_dragon


Players in 2003:
1 arch halfling_player
1 arch pl_half_orc
2 arch serpentman_player
2 arch troll_player
2 arch wraith_player
3 arch quetzalcoatl_player
5 arch fireborn_player
5 arch northman_player
6 arch gnome_player
12 arch dwarf_player
15 arch pl_dragon
16 arch elf_player
17 arch human_player

Posted: Fri Dec 02, 2005 2:02 am
by cavesomething
excellent.

So it looks to me like a disproportionate number of characters play dragons, and a very small number play half-orcs, halflings, and serpentmen.

So maybe the question should be, what can be done to get more players to pick these?

Posted: Fri Dec 02, 2005 6:02 pm
by timbo
20% of characters in 2005 as dragons isn't all that high since humanoids(gnome/dwarf/elf/human/northman) are WAY higher than that at 50%.

Besides humanoids are overpowered...only races that can kill Ghothwolte! I still want to see what kind of treasure a guy that is immune to almost everything has hidden in his volcano.