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100 rogues weapon suggestions

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8:43 pm
November 8, 2010


psycochiken

Member

posts 34

 

problem 1)

I always end up with lots of extra low level weapons and there is no hard choice involved, you just drop them and move on. This is very different from every other part of 100 rogues, there is no hard choice. 

solution 1)

crafting system (team fortress style)

3 bucklers = +1 scroll

In addition I would like to see a crafting system allow for aggregation of weapon qualities 

e.g. if you find the scroll of smelting your +1 sword and dagger of vampirism become the +1 sword of vampirism, this could even be extended allowing for 3 +1 scrolls to become 1 scroll of smelting.

 

 

problem 2) 

Fairy weapon variety is the Achilles heel of the class (after amyfist but that will be fixed this week) Spell books are nice, but nothing compared to the arsenal of the crusader. I would like to suggest some higher level weapons be added for the wizard (that require a certain spell), as well as some low level weapons, these are all very vague, and preliminary input would be nice.

 

Low Level

Wand 

1 handed/ shield

ranged less damage, however it can be equipped as a shield, and provide a buff of some kind, dual wielding for extra damage or better mana regen etc.

Staff of Flame 

heavier damage (not based on mana) but no mana regeneration

 

High level 

crystal flute

2 handed musical instrument

wind can stun or push back opponents 

 

Staff of storm 

2 handed staff

fires (crystal) chain lightning (hits multiple oponents)

(not exactly thematic I know)

 

These are just my 2 cents, I know they would be hard to balance and implement, but hey you never know. 

5:42 am
November 9, 2010


Keith Burgun

Admin

posts 253

Good stuff!  Actually stealing TF2's crafting idea is rather brilliant… I can picture the player moving around with two bucklers and looking for a third.  We'll discuss it!  As for the wands, we agree.  Right now there are Ice Wands that slow enemies, but I think you're right that there should be more special wands.

8:47 am
November 9, 2010


7h30n

Croatia

Member

posts 23

Basicaly it's not a steal. Crafting was already seen in roguelikes and I think this is a great idea.

Theon
Faber est suae quisque fortunae.

10:06 am
November 9, 2010


Zaraf

Edmonton, Alberta, Canada

Member

posts 35

I also like the crafting idea, but then comes the question of how do we know what the "recipes" are?  Just guess and test?  Or will "recipes" also be random drops?  Or will there be a recipe compendium?  etc?

 

Personally what I think would be a good idea is to have pieces of paper that are "recipes" as random drops that once you pick up, become part of your Recipe Compendium, so those recipes stay unlocked for your future games.

 

I agree with what someone mentioned in another post somewhere…there should be some minor aspects in this game that should carry over.  I think people in general like making some kind of "progress", even if it's minimal.  Starting fresh every single time really eats away at you after awhile.

11:58 am
November 9, 2010


7h30n

Croatia

Member

posts 23

Post edited 12:00 pm – November 9, 2010 by 7h30n


Hmm, I'm against recipe drops because when you have all the recipes the recipe that drops becomes useless item thus wasting the drop of some better item.

 

Trial and Error type can be really rewarding when you guess a good combination but also can lead to frustration.

 

Recipe Compendium could make the path to powerful items easy but removes a lot of frustration.

 

It seems each option has cons and pros (like they always do).

Personally, I'm for Trial and Error type (I'm not easily frustrated) because it implements risk (of losing ingredient items) & reward (crafting something good) and that suits roguelikes perfectly.

 

Ofcourse, I was thinking about other options.

#1 Recipe drops + randomized recipes + Recipe Compendium

- upon starting a new game recipes are randomized so that each game has different combinations of items

- you are reliant on finding recipe drops which reveal the recipe for this iteration of game

- recipes are added to this game's Recipe Compendium

= this makes recipe drops almost always useful because you can't learn all the combinations since they are randomized each time

#2 Recipe Compendium + hidden recipes

- there are saved recipes in your Compendium that can be used each game, but there are also recipes that aren't written and require experimenting

= players can rely on safe recipes to produce useful items but they can also experiment to find out a new better item (introducing risk & reward)

 

#3 Recipe Compendium + hidden recipes + recipe drops

- You start with empty Recipe Compendium and fill it up with recipe drops

- better recipes are harder to drop

= players can experiment but they can also play the game and hope for drops that reveal the recipe (I think this is more harsher variant than #2)

 

Edit: Ofcourse, let's not forget: this might be hard to code in an already done game but these are just my thoughts about crafting

Theon
Faber est suae quisque fortunae.

6:27 pm
November 9, 2010


psycochiken

Member

posts 34

Post edited 6:30 pm – November 9, 2010 by psycochiken


It occurred to me more fairy weapons would be added with 2.0 so yay confirmation!

 

As to the crafting system I know there are much deeper options, but I kept mine very simple on purpose, it is easy to program (at the easiest just add a 'crafting bench' to prevent menu growth) and use, but adds some depth. It doesn't need to be balanced because it ADDS to game balance, it removes the problem of two many random low level drops as well as the lack of scrolls

If the team really likes it (which would be awesome), I would say allow for 3 shields/swords/bows, and 1 other item with an undisclosed effect

e.g. 3 bucklers+mana = scroll of magic -1 

3 robes+food= scroll of health+1

Or maybe a few very high level weapons with crazy recipes

e.g. 3 plate armors+3 tower shields+ 3 daggers = daggered armor (no idea what this does but it is awesome)

but complex recipes don't work so well in a game with random drops, imagine the shop but a thousand times more frustrating.

 

p.s. thanks for all the responses I feel so popular 

p.p.s. I forgot to say how much I love this game waiting for 2.0 is hell (pun intended), and it is cool that you guys take suggestions seriously!

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