2 Jan 2008 10:15
Re: Balance changes
On 31/12/2007, Mark Wedel <mwedel@...> wrote: > 2) Since the rebalance here includes scaling things up to level 100, it strikes > me we can not give out new spells every level. Maybe every 5 or so, so at level > 5 you get a small exploding ball and small bolt spell (maybe not at exactly same > level, who knows) Sure you can. Make old spells have old strength until player learns new level of the spell. i.e. to cast lelvel 2 bullet you need to find and learn a level 2 book, and until then you will cast a level 1 bullet. This also allows to fine-tune each spell for each level, however you would want higher level versions to replace lower level versions, to keep the spells list from getting too large. > Item creation classes - if someone wants to play a blacksmith and make weapons > all day, who am I to say no? But with other balance changes, we can know how > this works - that blacksmith needs raw ore, and the facilities and time. Maybe > there is a mine near by he can go to get the ore - but if it takes 5 minutes > realtime for him to get a load of stuff, that help factor out exp gain. > Likewise, if he gets 50 exp for making a sword, it means he has to make a lot of > swords to gain a level, and if an actual time delay is put in there (lets say it > takes 10 seconds realtime to make a sword), it probably means that such a > character will not gain levels any faster than any other class, so IMO would be > considered in balance. The only issue here is that I think such long time (10 > second) actions need to be interruptible - in a sense, it is almost like the run > on stuff - the character keeps making the sword unless he chooses to do > something else. And there is some chance at failure - a first level blacksmith > maybe only has a 50% chance to successfully make a sword for example. > > I think clerics/priests are basically OK. Any other thoughts out there?(Continue reading)
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