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Topics - Bragan

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Wish list / make stats (str, agi, etc) a prereq for skill training
« on: April 07, 2010, 03:43:22 pm »
Seems like an "obvious" suggestion, but couldn't find it on search, so here goes.

I think that each level for each skill should have stat level prerequisites to be able to get training from an NPC, which go up as skill levels do. For example, you should need more strength to learn the more advanced techniques of axe combat. Even just learning advanced dagger handling should require high agility, otherwise you can't even practice those skills. When you try to train without the prerequisite skill, the trainer would say something like, "Well, I can teach it, but you don't look like you have the dexterity needed for these advanced lessons. Come back a little later, when you're more agile."

Some skills would require a combination of stats: swords would be a medium-dexterity and -strength skill, for example, and blacksmith requires agility (to control the hammer blows) and intelligence (to determine where to strike with the hammer); you don't really need strength, you can compensate with more hammering.

I don't know any details of how the skills system is coded so I don't know how much extra complexity this would be for the coding team, but I think it would bring another level of complexity and (I hope) interest to the skills progression system.

2
Neither a forum search nor poking through the options yielded any results for me. Is there a way to keep the chat window (or some other windows) from stealing focus when something happens? Right now my only solution is to turn the window off completely, but that's a less-than-ideal solution, because then I can't see any notifications at all.

3
Like the title says. If you're frustrated about the mobs not fighting back (you probably have a disease like believing in fair play, or maybe are also training armor skills like me), try this: cast an offensive spell at them, wait until you're attacked, then start attacking yourself. You'll be at a disadvantage in that you'll get hit once or twice without getting to retaliate, but so far it's been foolproof in getting mobs to attack me. Just to make sure, I tried attacking the creature in melee directly, without using magic first, would not get attacked even once.

By the by, it's unclear to me whether the creature needs to have hit you, or if a dodged attempt is good enough; I'm still getting hit every time, so I haven't been able to test it.

4
The new wilderness with the "sharper edges" shows a remarkable tendency to ensnare hapless adventurers, such that an /unstick is necessary. Hills that yesterday were perfectly climbable, I suddenly cannot get through, nor can I climb back down. I've rolled back (0.4.01 installer) to see if this would fix the problems, and it did.

Something else, and I don't know if it's related, is that on-screen models seem to be out of sync with the heightmap -- I've been both waist-deep in earth and about two, three feet above it at various points. The heightmap doesn't seem to have changed though.

5
Granted, I don't know exactly how damage is calculated and therefore a Warhammer might deal more damage per hit than a Battle Hammer in the hands of the same character, but it seems that the damage dealt would be equal, and the Battle Hammer is ~17% faster (2.50 vs 3.00)

6
General Discussion / Post your undocumented tips here!
« on: July 02, 2008, 09:27:10 pm »
Hope this doesn't constitute spoiling  :-[

I haven't found either of these in any official documentation, but they're shortcuts that could really speed up certain things, especially crafting and smelting.

CTRL+click picks up a whole stack
SHIFT+click picks up one unit from a stack

If you guys have any other undocumented tips, please post them here.

7
Hope this is in the right place....

A lot of the steep slopes in the game slow my character to a crawl when going down them. Going up them is impossible, since they're too steep. But going down, the animation switches to walking (even if I had run on at the time), and the actual movement speed is even slower than that. Reaching the end of the steep portion where my character then resumes moving normally I receive a health hit as if I had fallen the vertical height of the segment. Which makes sense, since my character should be falling down these segments. I don't mind the damage, but is there anything I can do to my client to fix the issue? I've searched the forums and the bugtracker and my search isn't pulling anything so I wonder if this is isolated to my client.

Mac OSX client, Intel MacBook Pro, OS 10.4

8
From the beginning: I spoke to an NPC who said they had something really heavy they needed transported. I could just barely lift that weight, so I went somewhere to hide my inventory. I finished the quest, went to pick up my inventory but it was gone -- apparently I didn't hide it well enough, or rather I probably should have used an alt.

I was aware of the possibility, which is why I kept the things I considered irreplaceable with me -- my crafting recipes. Other non-purchasable items brought me over my limit and weren't central to my character -- glyphs, a certain ancient sword, a certain note i got as a quest reward.

My question is, will not having these in my inventory hinder me in acquiring quests? I don't mean not being able to finish a quest because I needed an item which was a previous quest reward, but not being given a quest because I did not have a particular item on me. I already figured that certain quests are pre-requisites to others (even not from the same NPC), but I read a thread somewhere that suggested even the presence of certain items might be significant.

Could someone in the know comment on the issue, and if it's true, is there anything I can do to un-block myself?

9
Is this normal? How is the power evaluation determined? Does it have anything to do with the fact that I'm wielding hand-crafted weapons?

10
Complaint Department / Advising chat window is inefficient
« on: June 21, 2008, 10:42:07 pm »
Is there any way to make advising as effortless as tells? Currently every time I want to tell some player something I have to /advice playername message. But usually advising sessions are conversations and not just one thing said, it would be nice to continue the conversation by simply typing the message in the Help pane, like we do in Tells. It's especially relevant when I have to type in a finger-twister of a name fifteen times (don't want to name names, but it's happened)

11
Newbie Help (Start Here) / On the scarcity of advisors
« on: June 21, 2008, 09:35:46 pm »
I don't really know where this goes, I'm guessing here since this would be where people interested in helping newbs would hang out. I've asked for help using /advisor a few times, once there weren't any at all the other times I simply never got an answer, though in all cases I eventually got my problem licked, usually with some help from the IRC channel. I have recently taken to volunteering myself as an advisor, and from what I've been hearing from my advisees there really aren't that many around. I suspect some of this may be that advisor mode is reset every connection, but I think most of it is simply that people don't bother to turn it on in the first place. So I come here with a petition to all of you: go ahead and type /advisormode on, and help out where you can. It's nothing that you don't already do here, except you'll be reaching more people (most people won't register a forum account for a simple question).

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