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 Post subject: Re: Poverty trait: unplayable because of the water
PostPosted: Mon Oct 25, 2010 7:27 am 
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Joined: Tue Apr 13, 2010 9:59 pm
Posts: 59
Location: Italy
Peculiar decision :)

So if a non-poor @ who hasn't magic/merchant/cannibal/udead traits who have his water flask just stolen by a thief is dead man walking?

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The Laby's challenges are: water, food, light, monsters, traps. If there is one thing on the list your built can't handle, then you surely won't survive the Labyrinth.


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 Post subject: Re: Poverty trait: unplayable because of the water
PostPosted: Mon Oct 25, 2010 10:15 pm 
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Joined: Tue Oct 13, 2009 12:06 am
Posts: 270
Next release will do following:
NO merchant will sell water skins in levels 1-9.
That should prevent trying to get through with a non-viable skill combo just by repeating until one gets lucky in merchant generation.
So if your only water-skin gets stolen before that: dead man walking, yes.
Same as archer running out of arrows or badly poisoned players and whatnot.
But you get double water from puddles and potions now with the survivalist perk.


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 Post subject: Re: Poverty trait: unplayable because of the water
PostPosted: Tue Oct 26, 2010 8:01 am 
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Joined: Tue Apr 13, 2010 9:59 pm
Posts: 59
Location: Italy
Grunz wrote:
Next release will do following:
NO merchant will sell water skins in levels 1-9.
That should prevent trying to get through with a non-viable skill combo just by repeating until one gets lucky in merchant generation.

Will this also apply to merchants generated with the Merchant perk? I hope it will not, because otherwise even that perk will become useless as a water-solver, and with your decision to don't let survive @s who don't pick at least a water-solver trait, this will further limit the possible choices leaving only cannibal/undead outcasts and water mages.

Grunz wrote:
But you get double water from puddles and potions now with the survivalist perk.

Those random puddles are totally useless at the moment, and even doubling their quenching effect will do nothing in my opinion; as you said before, now a @ have to chose a perk to cope with the water problem, so random -10/-20 thirst puddles are not going to change anything.

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Grunz wrote:
The Laby's challenges are: water, food, light, monsters, traps. If there is one thing on the list your built can't handle, then you surely won't survive the Labyrinth.


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 Post subject: Re: Poverty trait: unplayable because of the water
PostPosted: Tue Oct 26, 2010 5:10 pm 
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Joined: Tue Oct 13, 2009 12:06 am
Posts: 270
Yes, quite so.
But remember: the water problem is solved automatically by default!
Your assumptions would be valid if all @ were poor.
But it's an (optional!) flaw and it is supposed to cause you some problems taking it.
For example "lame" or "short sighted" are still more nasty flaws imo.


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 Post subject: Re: Poverty trait: unplayable because of the water
PostPosted: Wed Oct 27, 2010 10:27 am 
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Joined: Tue Apr 13, 2010 9:59 pm
Posts: 59
Location: Italy
All right, this makes sense.
Currently melee builds are very powerful; making poor-trait more magic oriented is reasonable.

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I'll be back! Khe-he-he!!
Grunz wrote:
The Laby's challenges are: water, food, light, monsters, traps. If there is one thing on the list your built can't handle, then you surely won't survive the Labyrinth.


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 Post subject: Re: Poverty trait: unplayable because of the water
PostPosted: Thu Mar 17, 2011 3:50 am 

Joined: Thu Mar 17, 2011 3:23 am
Posts: 7
I have the same problem, poverty have only 2 choice: undead/cannibal (and no trade!) or magic and my pg is not a mage :(
I think you should create more ways to find water, in fact it is also unlikely that there are many creatures in a dungeon almost no water.
possible ideas are:
create creatures droppin water (elementary, Humanoids, camels :P)
enter groundwater sources on the walls as the existing wells
Ensure that some foods quenched a little (as in reality, some fruits and vegetables such as lettuce, tomato, watermelon...)
otherwise the tract poverty is really unplayable, today I played for 2 hours without finding water except the pools.
last match, with the traict merchant, have met four sellers (2 through levels and 2 during the game) and nobody had water.


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 Post subject: Re: Poverty trait: unplayable because of the water
PostPosted: Thu Mar 17, 2011 9:04 pm 
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Joined: Thu Nov 11, 2010 12:38 am
Posts: 161
Location: Norway
I like the idea of fruit and vegetables also giving a little thirst quench.

If we add a water elemental we could make it always drop water when killed. This should be easy now through the new custom monster system and extensible monster trait system.

But poverty is worth 2 whole points, so it should give a significant penalty. If the player would get a water-skin on the first few levels, this penalty would be almost useless (money and equipment is easy to get on later levels anyway)

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 Post subject: Re: Poverty trait: unplayable because of the water
PostPosted: Fri Mar 18, 2011 8:51 am 

Joined: Thu Mar 17, 2011 3:23 am
Posts: 7
Another idea might be to insert the "divining rod" in the skill "survival expert" and occasionally in the sellers.
would be something like:
Code:
You can find a trickle one time per level
(chance=50%+Perception*5%)


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 Post subject: Re: Poverty trait: unplayable because of the water
PostPosted: Fri Mar 18, 2011 1:35 pm 
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Joined: Thu Nov 11, 2010 12:38 am
Posts: 161
Location: Norway
Doesn't survival expert already give you double the water nutrition?

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 Post subject: Re: Poverty trait: unplayable because of the water
PostPosted: Sun Mar 20, 2011 1:50 pm 

Joined: Thu Mar 17, 2011 3:23 am
Posts: 7
the problem is missing water.
an average of just 3 levels to die without water also with survivor expert that i use
Try to note it


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