Posted by Sammael on 09/01
In the futile attempt at keeping this somewhat organized and sane, just
starting a new post with the exact same idea as 14, just a continuation.
Great ideas out there guys, but I'd like to hear Ea!'s point of view
on all of this now with all this extra input. It'd be nice if those 31
appends had been noticed :P
Thursday, August 30 2001, 10:01AM
just a quick note, I've noticed no change in the mv of my
homunculi, which quite frankly, annoys the hell out of me.
Fine, lets downgrade Homunculi, make them true porters.
But lets at least give them the ability to port.
Thursday, August 30 2001, 06:10PM
There is a bug where they're loosing move at the tick. I'm going to be
working on fixing that one. Also, as you might note, there's some dependan
on spirit now. So, those of you who have thrown away your spirit in order
to fight better might consider trying things with higher spirit. (Making
spirit as a stat mean something is one of the medium-term goals of the
Further, you'll note that homunculi are now able to hold significantly mor
stuff than they could before.
As for some of the ideas that have been suggested:
I'm all for giving different elementals different strengths and weaknesses
This is probably not a quick change, and, hopefully, we'll have something
in place much faster than that. But I'll add it to the list of stuff to
work on in the future.
As for complaints about downgrading one before upgrading the other, it's
often hard to tell how much of one change will be needed to match the
other. I don't think a few week wait between the two is all that
outrageous. I invite you to take the time to try out some of the other
spells and see if you can find places where they're useful where you didn'
consider them useful before. I know a lot of the popular spells in the gam
sat unused for years until someone found a inovative use for the spell.
As people have noted: it's silly to have things based off of the caster's
con/hp. Part of this change is undoing a bunch of that and moving them
over to more sensible stats.
As for spells like the create weapon spells -- at the moment, I'm not too
inclined to make major changes to them. The spells might not be the most
useful at level 50, but there's certainly a good set of levels where
they are useful. I'd rather put the emphasis on redoing spells which
are totally useless and/or unimplemented (eg, rainbow bridge).
Thursday, August 30 2001, 06:30PM
Great lines of discussion, here and in 14. I could do without the
snide remarks every now and then (and please turn off your triggers!)
but in general, you guys are coming up with some great ideas and
providing good feedback. Ea and I are both in limited-availability
mode right now, but we will always catch up with boards and consider
what has been said on them.
If you expect immediate response to your posts, yes, your expectations
are too high. We are on a two-week pattern with code updates -- the
things coded on a given day do not go into the game until 2 Fridays
The homunc mv bug that Ea acknowledged earlier will certainly be fixed,
and I imagine he'll continue with his stated plan to upgrade elementals.
The one caveat to this is simple: don't post when you're mad. You may
find you will say things that only provoke emotional response, not
motivate a change. Criticism can be either constructive or destructive,
there isn't any middle ground.
Friday, August 31 2001, 09:39AM
I agree with moving stuff from con to a new stat, but spirit? Mages need
enough stat as it is, FAR more then any other class, and now your adding
spirit to the mix too. It just doesn't seem very right, but your the boss
Saturday, September 01 2001, 03:38PM
I have to agree with Mandarb here, the only chartype
that needs more spirit than mages are druids, and that's not
a whole hell of a lot there. I think 43 spirit is plenty
for a mage. Secondly, I'd think that if you wanted to make
spirit important, you'd play with snipers before mages.
with -spirit gear, it's possible to have a sniper with damn
near 3 100 stats and negative spirit with no drawback
whatsoever. I just think we should tinker with that before
making mages have to have more spirit. AND, where is the
equivalent in cause mages to this spirit change? Cause don't
need charmies, period, they can do without. Create can't. Meaning
this change doesn't really effect cause like
it does create, thus downgrading the create versus cause argument
even further. Think about it.
just my two cents.