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#1
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New suggestion thread
The old thread was getting long, awkward, and off topic, so I took the liberty of starting a new one. Anyway...
Anyway- why do our characters always go first fighting monsters? When I've played this type of game before all combat is assumed to be simultaneous- so even though I may go first in a round and kill the opponent, because he did have a turn that round he still gets to take it. As you level up the number of attacks per melee that you get increase, and so eventually you could outnumber your foes and get to hit them when the can't hit back (that was always fun ). Doing this here would mean even weak monsters would still be able to deal small amounts of damage to your character. We could offset this but adjusting the way monsters drop money. Right now my character only finds money about 1 battle in 20 (5% or so). If that were changed to about 30% then we would be able to keep up with healing in spite of taking more damage. Tougher monsters could carry larger purses.
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#2
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from what I see the monsters still get their turn, even if you kill them.
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#3
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If I kill a monster in one hit he never gets to try to hit me back. It just says he tried to dodge, but that's not part of the turn.
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#4
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Quote:
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Miscellaneous Software Viper_SB Developershed E-Support Anyone else play chess? Challenge me Challenge me |
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#5
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Here is a larger scale suggestion.
What about an option where we can create a character but we can't change it after that WITHOUT reseting the experience, items, Devs etc... to zero. This would not be required for all users, let people change themselves around, but anyone with a fixed character would have benefits. For example a Troll would heal quicker (ever 15 minutes or so). Each class and/or races would have there own special features, but these would ONLY be available to fixed characters. This might be a large hack so I'm not thinking it will be implemented right away or anything. But wanted to pass on some ideas that maybe could be added. |
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#6
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Most, if not all, of the beasties I have slapped into oblivion thus far have been 'physical' types - meaning, as a Mage, I can only really take on Monsters a few levels below my own. Plus, I do not get an idea of how good magical defence is! Any chance for a smattering of more 'magical' beasties for us poor li'l Mages to play with?
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According to Sod's Law, buttered toast lands butter side down, when dropped. Per nature, cats always land on their feet. So, what happens when you strap buttered toast to the back of a cat and throw it out a window?. |
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#7
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You know Ehlanna, you can play a mage if you want and just switch to a troll for monster fights to level up faster. I did that and all of sudden I can take out a training bot with one hit.
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#8
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Damnit. I got a Training Bot to 1hp but then retreated not realising it would end the battle. Doh.
Anyway, here's my suggestion. When battling, can you make it so the page jumps down to the last performed action (maybe with named anchors)? Having to scroll so much is annoying. Or maybe show only the last/current actions as quotes and then show the action history as a div with scrollbars (actions listed with most recent first). EDIT: It would also be good to use icons/images/colours to represent the different outcome events.
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. Web Dev Cheat Sheets :: Flash 8 LiveDocs :: PHP Manual :: MySQL Manual :: My Zodiac/13Moon Mod for SMF :: Compare Game Prices "All matter is merely energy condensed to a slow vibration. We are all one consciousness experiencing itself - subjectively. There is no such thing as death, life is only a dream. We are the imaginations of ourselves." - Bill Hicks "Truth is hidden in the subtle nature of the heart of everything, although it is invisible. One cannot see it from inside and neither from the surface. One can only live and experience it." - Heart Sutra Last edited by b3n : January 5th, 2007 at 12:45 PM. |
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#9
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Yeah, but then I would not be a Mage. |
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#10
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But you can switch back to your now more powerful mage without penalty (and with full MA) for a pvp battle.
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#11
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Quote:
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Vi Veri Veniversum Vivus Vici. |
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#12
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