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Messages - Richgar

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1
Wish list / Re: Community Laundry List of Wishes
« on: July 17, 2015, 06:54:41 pm »
Cool, so this is a thread for tiny ideas for player discussion and development before they turn into big ones worthy enough to have their own thread?

Confections -  Tarts, custards, pudding, candied nuts like honey-glazed walnuts, and the ability to boil syrups into fudge, caramel, nougats, or toffee to make various sweets or coatings for sweets like toffee apples.
Make fighting a harder enemy more rewarding than dummies by giving a small modifier to practice points for combat actions against the enemy.
Just a small wish, but in the future, better models for food. So foods like fish delight could be served on a platter on the table for roleplaying. Currently, it shares the same model as fish.

@Mishka: What bugs are you talking about?

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Wish list / Re: Practice Point Modifiers
« on: July 10, 2015, 02:48:01 am »
Do you mean the progress bar or PP?
Practice points in the skill, not progression points/pps. I'm talking about the points in leveling skills, not stats. I see how they can get mixed up, so I clarified it in the main post.

Currently, it only matters that you successfully hit. There's less incentive to challenge tougher enemies because you level up slower due to getting blocked and missing. It's very unintuitive. That's why I'm suggesting a modifier for practice points so players are encouraged to challenge themselves.

3
Wish list / Re: Autocasting Magic Attacks
« on: July 10, 2015, 12:12:37 am »
Honestly, auto- or semi-AFK-training is not what you want to encourage by game-design.
However, if you want to do "multitasking" while training magic, there is still the option to enchant gems.

Other combat skills are trained with one press. I'm just suggesting the same for magic.

4
Wish list / Re: Practice Point Modifiers
« on: July 10, 2015, 12:06:07 am »
Actually, I think this is implemented sort of. It seems skills got practised more against tougher monsters.

It doesn't. I compared between dummies, tefusangs, and dlayos. The only thing that matters is the amount of successful hits. You actually earn practice points at a much slower rate against real enemies because they can block.

Yeah, PP raises when you fighter harder things ^^

I'm talking about practice points, not progression points.

5
Wish list / Re: Magic Leveling by Cast Times
« on: July 10, 2015, 12:04:47 am »
Alright, I guess my levels are too low to notice a significant difference. Spamming really fast spells like magic light still seems to be the best method of training compared to the spells at my level.

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Wish list / Re: Magic Leveling by Cast Times
« on: July 09, 2015, 11:04:38 pm »
Sorry, but I've tested this, and increasing the cast time of a spell doesn't yield more progression points. If it did, it's negligible.

Currently, you get merit based on the spell level and the difficulty of the opponent you are facing. Challenging stronger opponents will be more rewarding and using higher level spells ( which are usually slower) will get you more magic practice. Likewise, the spell % slider has an effect too. It's worth trying out different spells and power levels to see how they differ.

It is a while ago I tested this for a bit, so maybe some things got tweaked in the meanwhile. I think casting time is already considered by design (not all spells of the same rank have the same practice gain, but slower ones yield more). However, rounding has a big impact, and the practice numbers go down as your rank increases, so often you just get 1 practice per cast. More spell power (% slider) means longer casting times, so yes, this can yield more practice per cast, but depends on rounding/capping.

It's kind of illogical to master a skill without challenging yourself. Like boiling water isn't the best method of becoming a master chef. Yet casting quick spells is the best way to train magic.

The fundamental concept here is that of understanding the gains in skill prowess.

Yours is an interesting idea, but how do you relate cast times to proficiency?

Successful spells with longer time spent casting should contribute betterment to a characters acuity and mental focus, not necessarily to better skill in that spell's Way.

7
Wish list / Practice Point Modifiers
« on: July 09, 2015, 07:26:27 am »
Hi everyone. I am suggesting the addition of having a practice point modifier on enemies that increases practice point gains of any attack or defensive action. This will encourage players to fight the strongest enemies they can handle. Meanwhile, players that grind on dummies can continue to do so without penalty.

Note that I am talking about practice points, not progression points/pps.

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Wish list / Re: Autocasting Magic Attacks
« on: July 09, 2015, 06:16:48 am »
Yes, everyone wishes fighting real enemies were more efficient for leveling skills than fighting dummies. However, my suggestion is for the current leveling system. Maybe you can suggest a new system. On a sidenote, maybe enemies can have a practice points modifier that increases or decreases practice point gains of any attack or defense against them. Then weak enemies like rats and dummies would be inefficient to train on for higher level players.

9
Wish list / Autocasting Magic Attacks
« on: July 09, 2015, 04:31:29 am »
Hello everyone. I am suggesting the ability to autocast magic attacks. Training magic is mentally exhausting compared to ranged and melee. Ranged and melee have the ability to autoattack dummies. I am suggesting an autocast feature for magic attacks only to be on par with ranged and melee.

10
Wish list / Magic Leveling by Cast Times
« on: July 09, 2015, 04:24:45 am »
Hello everyone! I am suggesting that practice points for magic ways be earned by cast time instead of per cast. This will allow all spells to be used for training, and would make the use of various magic and magic power levels more flexible. Currently, the method is to spam 0 power, fast and easy spells like magic light rather than utilizing slow spells. This limits the idea of progression when harder spells are unlocked, as a player will be pressed to use their easiest spell throughout their magic career.
The amount of practice points earned will be proportional to the cast time. A standard value for casting time can be decided upon, and would give 100% of what we currently get per cast.

11
Wish list / Re: Thrown Weapons
« on: June 24, 2015, 05:56:08 am »
Ah, I just realized with the new combat system, thrown weapons can be under ranged skill, but they could have their own combat style so they dont use bow skills.

12
Wish list / Re: Thrown Weapons
« on: June 22, 2015, 06:43:08 pm »
Using archery skill for thrown projectiles doesn't seem right, but if everyone is comfortable with thrown weapons falling under that category, I won't fuss about it.

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Wish list / Re: Thrown Weapons
« on: June 22, 2015, 01:20:55 pm »
Yes, although thrown attacks would come out faster than ranged and could be used in between attacks, the supply of thrown weapons would be much less due to weight. They must also be equipped on the belt.

14
Wish list / Re: Arrow Types and Quality
« on: June 22, 2015, 01:05:23 pm »
If arrows had their own damage values, there would be a benefit to crafting higher quality arrows. Crafting options for rangers would be more extensive if arrows came into play. There would be steel and plat-steel arrows. The different arrow types would be bodkin (traditional) or broadhead. Bodkins are the traditional pointed arrowhead. Broadheads have sharp blades and require harder metals like steel to work. Arrows would be looted or crafted and have simple modifiers like short, long, wide, narrow, serrated, and barbed.

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Wish list / Re: Thrown Weapons
« on: June 22, 2015, 10:46:34 am »
Edit: Nevermind, it can work perfectly fine under ranged.
As a sidearm, it makes sense to be a combination of skills, but not with ranged, as it is archery. Ranged seems fitting for things such as slings, darts and blowguns, and crossbows. That's why i decided thrown should be its own skill. It would contain some weapons that are dependent on other skills, and allow for short ranged sidearms.
I think if you discuss these ideas, you should take into account the upcoming combat mechanics that will allow to chain different techniques or special moves:
http://194.116.72.94/pswiki/index.php?title=Combat_System
I wasn't planning on the Thrown skill being a primary attack style. However, if it had its own techniques, they would support the primary weapons with incapacitating throws to vital areas between attacks.

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