Everything posted by Retech
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Space
Soya is also the name of a company that makes Tofu. Coincedence? And also a coincedence that half the new major NPCs seem to have names related to "Jen" in some form, like adding an extra letter. :P THE CONSPIRACY DELVES DEEPER
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Dungeoneering Again
So it would be with arbitrary testing characters rather than existing characters?
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Dungeoneering Again
Okay, explanation on why I have 7 different magicks. Ice magic - I like Ice magic < Core magic Water magic - Floods and rainstorms are cool + Always annoying when fighting a fire mage < Core magic Air magic - Who doesn't like flying? Again, storms are good with a howling wind < Core magic Light magic - Everything looks more awesome when you're entering an area with a flash of light. Basically showmanship < Entertainment Illusion - More subtle Light magic really < Entertainment Healing magic - Just a one time thing that I used, but it is useful. < One time thing Necromancy - I was trying to summon an ice spirit horse but I didn't realise that was going in the realm of "magic doing stupid stuff", so it actually ended up as an undead horse, so accidental necromancy exp. I would get rid of it if I could (in exchange for something else :D) < Me being stupid Besides, generally as a scholar, Jen wants to learn about a lot of different kinds of stuff. She's the kind of person that would jump off a cliff (if no one had before) to see if she could fly, though she's generally smart enough not to touch things that could explode. ---- And how would that work? Would multi-mages that volunteered go to one side and uni-mages that volunteered to go the other side?
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Space
-Points out that ion cannons are still a viable option-
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Dungeoneering Again
It's because I usually only use one skill at a time or the spell I'm using with three is considerably more difficult (tempest beam!). It's basically the finishing move, which I've only used against Baerl and once to test against a pillar of ice. :) I figure that if we get to a stage where things need to be changed, then everyone should be able to recombine their magical exp, moving it all to one or two of their currently highest skills, or separating it into up to five total related skills (fire would be like closely related elemental skills and nature might get geomancy). Then if there turns out to be one "class" of mages that everyone deems to be weaker and nerfed, then they can get on out of there, and there won't be an issue. There's only really an issue after you start nerfing people for game balance, instead of putting out the rules so everyone can see them.
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Space
More than half the job of being captain is getting people to listen to you. :)
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Space
Just because I was unreliable and probaly unstable doesn't mean you can blame the entire command structure, Nex. :)
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Dungeoneering Again
Wasn't 0.3 basically how it was working before? Except that it was closer to 0.2 And will harder stuff generally give more exp than easier stuff (relative to level of course)? --- Btw, for the thing that you said contradicted what I said before. I meant that there were no players in the game that had extremely powerful single skills such that they could beat people with multiple balanced skills. I was basically saying that it only seems that puring is disadvantaged because there isn't someone with level ten puring against someone with level 2s (not to mention we don't actually know each other). Oh, random related thing, but what is the approximate level of Trent and Briar's magical skills? (Their most powerful)
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Dungeoneering Again
I'm saying that someone with two level 5 skills will usually defeat someone with five level 2 skills. There shouldn't be a game mechanic to change any of that. The effective level of a sorcerer is 5 or 10 times higher than that of a magician. There's the fact that the sorcerer is roughly 5/2 stronger already by level, then we stack on the fact that it always succeeds. That's basically doubling your level. The only reason that it seems that puring doesn't give an advantage is because there are no pures with extremely single skills that they can beat out someone with multiple lower level skills. Basically I am saying that we should keep with the old "Do whatever you want, learn whatever you want" style of Dungeoneering. Then try to work out an advantage of that, if you can. Please point out the evidence about not gaining the same amount of experience with the same level spell (using more than one kind of magic). I don't think there is anything where I have gained more, and I don't believe that you have a record of what Mask did. Just pointing that out, because I don't have much of a reason to be biased, since I'm not the one benefitting. --- If we do have this magic system, we should be able to re-arrange our magic experience though.
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Dungeoneering Again
It's not remotely fair if that actually went on, but usually either the spell is harder for using a buncha different magic or the spell is the same level and you get the same amount of experience. That tornado that Mask did was a one-time thing. He probaly rolled a 20, and he was at level 1, so logically he would get considerable experience from that. If you look at my exp records, you'll find that my max is...0.4 exp, I think. And it will balance out, because level 1 fire magic in a forest will never be more effective than someone with level 10. It just takes a bit until magic reaches level 10, and you can clearly see the difference. I am saying that following the path of sorcery is already balanced without its effect of succeeding 100% of the time, or even succeeding more often. Level 2 Ice magic Level 2 Water magic Level 2 Air magic Level 2 Light magic Level 2 Healing magic vs Level 10 Fire magic I'm sure that the fire magician would most likely win, even though water is usually effective against fire. Then if we say that sorcerers succeed all the time, the fire magician would start pumping out huge beams of lava or massive fire balls at will, and the five random skills magician would be confined to...ice shards or something. --- Basically, sorcery without the suggested boost is already balanced because it sacrifices versatility for power. It would just be unbalanced with the bonus. The best way to keep it balanced would be to keep it the way it is, because if the game had no restrictions on what you could do (in terms of choosing which way to level), then everything is perfectly balanced. Whatever one person could do could be emulated by another person. No balance issues. :)
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Dungeoneering Again
Well I think it's much easier just to blow the Baerl up from afar with the help of Briar (fire + ice,water,wind tagteam!). At the beginning I was ambushed, so I didn't really have anything to do except run, but then we came back and just blew it up in four hits with no casualties (it just sorta got dizzy and we spammed it with magic). Archi, I don't think that's such a great idea. Namely because you can perform awesome magic at level 5, if you rolled a 19-20. (Meteor, for example) Comparatively, no sane magician would try that awesome magic until at least level 10. There is no point in balancing the specialisms, because people always have options. They can try and use all kinds of magic and never become good at a single one, they can focus on a few (like a magician) and get medium-high skills, or become masters at one or two (sorcerers) and become masters. Basically if you choose to train two skills compared to five, it's likely that your two skills will be considerably higher than someone with five. Then if you add the fact that sorcerers cannot fail for spells that they can cast, then sorcery is clearly better and I would switch my air magic skill into ice magic if the system were implemented. = Leading to boringness where everyone has just one or two magical skills (in all likelyhood one really strong one, so that they can cast all sorts of powerful spells without failure)
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Dungeoneering Again
I could see that being interesting, but it's up to Ross and the world that's he's created (and spent some good time on). So I guess, maybe we could try it one session and see how it goes? Also, random comic about rpg. :thumbup: http://xkcd.com/593/
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Dungeoneering Again
There should just be a clear policy though. If all the players are working together and metagaming is allowed, then so be it. If it's a roleplaying world and metagaming is generally disallowed, then that would be fine too. Just generally there should be a policy that we can work with.
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Dungeoneering Again
Nex, how would we meet up and make such a telepathic hub without metagaming? :P So really it's just between metagaming and non-metagaming. ---- It sorta worked in the original because all the players started together and were forced to interact.
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Dungeoneering Again
That undoubtedly happens to people when they read other people's rolls because they're curious. Either you're stuck trying to pretend you don't know because it would be metagaming or you use your knowledge to finish faster. Hence why I try to do different things compared to other people or try not to read other people's rolls (even though sometimes I do anyways, just because I'm curious).
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Dungeoneering Again
Didn't we do that before? Maybe how it would work could be that you describe the characters and the monsters and the NPCs that you are knowledgeable on and we could help fill in your knowledge? And the magic would probaly be easier if we just sent that to you, since it might be hard to actually salvage through all of the sessions to find out which ones.
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Dungeoneering Again
Now that you post it, my technique seems noticeably worse. :P The only thing about exp for me is that it should be somewhat directly comparable. For example, two magicians with totally unrelated magicks (not like fire and water, since usually water would win in that case) would essentially be tied if they got equal rolls, if they are equally experienced in their fields of magic. It generally makes it easier (for example, you know when someone is a beginner or a master) and it keeps things consistent.
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Dungeoneering Again
Field of ice pillars +0.2 Ice magic Curving Jet of Water + 0.2 Water magic Microbursts! + 0.2 Air magic Water oopsies + 0.1 Water magic Steam jets + 0.2 Water magic Big steam jet + 0.2 Water magic Whirlwind + 0.1 Air magic Cloud! + 0.1 Air and Water magic Raincloud + 0.2 Water magic Cloud advertising + 0.2 Light magic + 0.1 Air magic Melting ice sculpture + 0.1 Ice magic Water shield + 0.1 Water magic Cloud to Hallowsdale! + 0.2 Air magic Clouds further past the city + 0.1 Air magic Tempest Beam + 0.1 Air, Ice, Water Ice shards + 0.1 Ice magic Geyser of Steam + 0.2 Water magic Street performances + 0.2 Light magic 0.6 Illusion magic 2.3 Air magic 3.3 Water magic 6.8 Ice magic 0.9 Light magic 0.2 Bludgeoning 0.2 Healing magic 0.2 Necromancy Inventory: Enchanted Kaerite Mace (Wind magic) Staff of Tempests (Water, Wind, and Ice magic)(Also lowers the temperature of the nearby area by 20C) Calming Bear Tooth Amulet Calming blue robes Mysterious Tome about blowing up mountains Map of Hallowsdale Five Gold
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Dungeoneering Again
Alrighty. That's not very good. Do you know why you're having them?
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Dungeoneering Again
When will the session be today?
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Dungeoneering Again
I think that trying to infiltrate the wealthy magical academy in Hallowdale is much more interesting than a few measly experience points. :P Now to figure out how to get some decoys to distract the guards while I sneak in. Aha...I have just the thing. :idea:
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Dungeoneering Again
Translucent Rocks + 0.2 Illusion magic Bigger translucent rocks + 0.2 Illusion magic Healing Water + 0.2 Healing magic Ball of Water + 0.1 Water magic 0.6 Illusion magic 1.4 Air magic 1.9 Water magic 6.3 Ice magic 0.5 Light magic 0.2 Bludgeoning 0.2 Healing magic 0.2 Necromancy Inventory: Enchanted Kaerite Mace (Wind magic) Staff of Tempests (Water, Wind, and Ice magic) Ice chainmail Ice canoe
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Dungeoneering Again
When will the session today be?
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The Back Room
Did you play the "No Russian" level or did you skip it? What did you think of it?
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The Back Room
Black ops has really crappy multiplayer connection though.