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#2022 - 06/01/08 01:01 PM
Circle of Life
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Cerberus
addict
 
Registered: 11/28/07
Posts: 608
Loc: Arlee, MT, USA
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The Cleric-of-Risla spell "Circle of Life" has been drastically altered. Please post comments, questions, test results, concerns, etc here.
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#2023 - 06/02/08 08:50 AM
Re: Circle of Life
[Re: Cerberus]
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Cerberus
addict
 
Registered: 11/28/07
Posts: 608
Loc: Arlee, MT, USA
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The game information on circle of life has been removed.
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#2029 - 06/03/08 07:31 AM
Re: Circle of Life
[Re: carmy]
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Cerberus
addict
 
Registered: 11/28/07
Posts: 608
Loc: Arlee, MT, USA
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Yes, this is carried, and thus "portable", though it is in practice difficult to move around with.
Edited by Harold (06/10/08 01:52 PM) Edit Reason: The in-game information on Circle of Life has been removed.
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#2032 - 06/04/08 02:31 PM
Re: Circle of Life
[Re: Cerberus]
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Cerberus
addict
 
Registered: 11/28/07
Posts: 608
Loc: Arlee, MT, USA
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I'm pleased with the way this experiment has turned out, though I must say I'd hoped for more community response either for or against. So I have a few prompt-type questions:
Is party-wide effects a design space we should look to in the future for abilities? Does these effects make parties too relevant? Are there more ideas for this sort of ability? Would clan abilities in this vein (clan based rather than party based) be worthwhile for exploration?
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#2040 - 06/05/08 08:25 PM
Re: Circle of Life
[Re: Cerberus]
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Candanuca
stranger
Registered: 04/18/08
Posts: 3
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I honestly don't think there is enough for a party of people to do right now. I can think of people going into Dregan's but there really isn't anything for a low or mid range to attempt on that kind of scale. I am probably asking for too much in mentioning quests but I do believe that party anything would be interesting to implement. Party buffs like the one just changed give a benefit to being in a party now at least. Now we just need fun things to do in parties! We already see a lack of places to hunt individually so maybe a party focused area would be a different solution to that. Mobs that require some kind of cure that a cleric has or a mob you need to sweep before it performs something. Just an idea.
Making certain classes important for combat situations would cause a need for parties and then it wouldn't make the parties too relevant, it just makes them relevant enough!
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#2042 - 06/06/08 08:11 AM
Re: Circle of Life
[Re: Candanuca]
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Cerberus
addict
 
Registered: 11/28/07
Posts: 608
Loc: Arlee, MT, USA
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Partying is not particularly advantageous or even relevant at this point, and part of the reason for this change was to encourage our coders to consider them as viable for design space.
Regarding there being enough for parties to do, that's quite a larger problem than Candanuca's post makes it out to be. Most mobs are designed to be solo'd (though things in the Stalker's Realm are obviously an exception) and don't scale well to partied combat because the xp they can give is finite. Since they are designed for a single player to fight, they're just steam rolled when more than one player begins fighting them, and parties give no experience bonus/sharing to counteract this(another thing we've been looking at, but no one has taken on as a project as of yet). When mobs and areas are designed for party interactions primarily, they go largely unused.
I can tell you from experience that coding mobs that can stand up to a single player is difficult, but generally just a question of how much effort the coder puts into it (and testing it). Coding mobs that could stand up to parties is quite another thing entirely though, as writing the special routines is not only time consuming but difficult to ascertain the real effectiveness of. My current project is called the Manor, and I'll continue to see what I can do to make some places advantageous for multiple players at once to be involved in it. The other side of that coin is, of course, that the possibility for attack effects over parties.
Darke is in heavy need of areas, both as hunting places and quest/exploring zones. We're accepting applications.
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