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Post by Tintomara on Aug 31, 2008 2:13:20 GMT -6
Interesting. I like the way you suggest poison and poison mitigation work. I get lost trying to figure out what you mean with the taint hits, though, but I only just woke up, so maybe it's too early to understand it. I will read it later today, and see if it makes sense then
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Post by Tintomara on Aug 31, 2008 4:04:58 GMT -6
Ah, thanks! That's not at all how muy confused sleepy brain read it! And this makes a lot more sense! I like it! Taint would still be unpredictable, but if you land it, it's powerful. How would it work when your opponent has a lot of agility? Like it is today, so they get more and more hit by your taint the more double or triple attacks they get? (I really like that about taint, it becomes a trap for the over-agility powered chars)
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Post by Hugh Longshanks on Aug 31, 2008 10:43:45 GMT -6
Interesting.....
Taint looks good.
Poison I'm not so sure about - the current system is not realistic, but I don't know exactly how we could make a system that works at all. Here's an idea: Poison has no numerical value (either you're poisoned, or you're not). It can only hit once in a battle and is delayed (so, char 1 hits - char 2 hits, 1 is poisoned - char 1 hits again, and takes poison damage), but when it does hit it takes out half your life (if you have 1000 health, you lose 500, if 2, then 1).
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Post by Hugh Longshanks on Aug 31, 2008 21:03:10 GMT -6
Yeah. That was really my gripe with your poison idea - the fact that it's really just Fire damage.... My idea wasn't really worth much, anyway....
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Post by Tintomara on Aug 31, 2008 23:13:34 GMT -6
I like that poison would affect the victim's next attack. That would mean that poison would have its very own characteristic. I'm not sure why you would hit the target with 100-200% of your poison total, though. Surely it would make more sense to hit them with 50-100%? And you could just up the poison total instead, to allow for that. I think that would make more sense to the players that you inflict the damage it says you have, rather than up to twice as much. Other than that, I like it.
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Post by Hugh Longshanks on Aug 31, 2008 23:23:26 GMT -6
I'd have to agree with Tinto on the percentage issue - poison is rarely more effective than you want. Other than that, I like this idea - it's unique, and along the same lines as I was hoping....I really like the damage penalty thing.
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Post by Tintomara on Sept 1, 2008 7:09:39 GMT -6
So you're saying you made me try to understand something that wasn't even meant to be there! tsk tsk! That's not nice!
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Post by Tim on Sept 8, 2008 10:25:58 GMT -6
Sorry for not getting to this sooner. I've been slacking on the suggestion replies since v1 came out. Working on bug fixes and partially slacking off.
I like the ideas in general, but I think it makes poison and taint very similar. I agree poison is WAY over powered right now (especially since I've been toying around with a character that has Venomous of Snakes on all his equipment).
The way I see taint, I think the damage should build over time (the longer you're effected by it the worse off you are). While poision, if it doesn't kill you, you get better as it works it's way out of your system. So perhaps if for taint we reverse it, so that the taint damage builds over time instead of decreasing. So instead of 100%/50%/30%/15%/5%, something like 5%/15%/30%/50%/100%. Of course these numbers would need tweaking, but you get the general idea.
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