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Toms Other Games => Shopkeeper => Topic started by: Tom on June 06, 2015, 10:06:33 AM

Title: Suggestions for Items, Quests, etc.
Post by: Tom on June 06, 2015, 10:06:33 AM
Post your suggestions here.

Title: Re: Suggestions for Items, Quests, etc.
Post by: Zakilevo on June 06, 2015, 10:15:17 AM
Item ideas

Teleportation Crystal - Let's your party escape in dire situations. Consumable, expensive.

Magic Lamp - Requires 1 mana potion per quest to keep it lit. For exploring dark places.

Traps - Useful for many things, especially for capturing animals. Consumable, price varies.

Sacred Idol/Incense etc - Forces evil beings to be weakened, revealed, etc.

Enchanted Equipment (Weapon, Armor, Shield etc) - price varies but usually more expensive than their non-enchanted parts.
Title: Re: Suggestions for Items, Quests, etc.
Post by: Zakilevo on June 06, 2015, 10:25:38 AM
Quest

Dead Rising - Something sinister is going on. Deads are rising from their graves and lurk the town at night. Defeat these horrors! (Very good for parties with priests. Very bad for parties without priests)

Monster Hunt - Monsters are attacking travelers and merchants. Reduce their numbers before they breed out of control. (Requires a hunter, high strength and toughness)

Dragon Slayer - A dragon has settled in a nearby mountain. Slay the legendary beast before she eats everyone near the mountain. (Requires strength, wisdom, dexterity and very well equipped parties - maybe a multiple party involvement?)

Vampire Hunt - Rumors say a vampire is living among the people of the town. You must root this evil out before he grows too powerful. (High wisdom and a priest. Once you discover the vampire, you will need strength and dex with good equipment)

Ghoul Hunt - Same as the vampire hunt quest except easier to find the ghoul since it is not as intelligent as the vampire.
Title: Re: Suggestions for Items, Quests, etc.
Post by: Tom on June 06, 2015, 11:48:22 AM
I have no use for items with special abilities right now. Everything in the game works by raising some attribute by some value.

Enchanted items already exist, it's the +1, +2 thing (old D&D or AD&D nomenclature, I might want to make it more clear).
I'm thinking about adding a "is magical" indicator to items.
Title: Re: Suggestions for Items, Quests, etc.
Post by: De-Legro on June 06, 2015, 12:39:54 PM
I can't see a need for more regular items really. All character classes have weapons and armour options. Given that weapons only seem to affect damage and armour damage resistance, adding more items will simply result in similar effects with different names.
Title: Re: Suggestions for Items, Quests, etc.
Post by: James on June 06, 2015, 03:47:10 PM
I would think a chance for existing items to break when taking/causing damage, or for them to have some things stolen if/when they lose certain quests. Otherwise they will soon run out of things they need to buy. Just more +x stuff so that they can have items to deal with things at the higher levels.

Are weapons/armour going to function in different ways at all? Depending on what they hit/are hit with? If so, there are a lot more weapons that could be added.

Shields, dagger (in case main weapon breaks or such)
Title: Re: Suggestions for Items, Quests, etc.
Post by: Tom on June 06, 2015, 10:28:44 PM
shields I wanted to add already, but didn't.

Yes, there will be +3 and +4 and so on.

No, all weapons, armour, everything just adds to attributes. I think this is the level of complexity we need for parties.
Title: Re: Suggestions for Items, Quests, etc.
Post by: De-Legro on June 07, 2015, 01:14:52 AM
Shop sections are nice, but they are currently just a speed bump. Given time all shops will have all sections. I would really like to see some mechanics that make specialisation viable like
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Title: Re: Suggestions for Items, Quests, etc.
Post by: De-Legro on June 07, 2015, 01:16:51 AM
Tom have you plans to make the quests a bit more random? Right now each quest type is pretty linear, the only variation is from failing or succeeding at a section. Reading about quest is going to be one of the major points of entertainment I think, so anything that adds more variety is good.
Title: Re: Suggestions for Items, Quests, etc.
Post by: De-Legro on June 07, 2015, 01:18:45 AM
Party History

Add the quest history of a group as a viewable record. Can characters die? Do parties recruit new members? Be interesting to see a group that constantly fails when using magic to hire a second wizard and the like.
Title: Re: Suggestions for Items, Quests, etc.
Post by: Tom on June 07, 2015, 09:23:59 AM
Shop sections are nice, but they are currently just a speed bump. Given time all shops will have all sections. I would really like to see some mechanics that make specialisation viable like

Check what I've already planned under maintenance: http://shopkeeper.lemuria.org/info/shop
It might not be entirely clear from that, but more sections == more maintenance costs.

I have some other plans as well, which are similar to your ideas, but they are not finished, yet.
Title: Re: Suggestions for Items, Quests, etc.
Post by: Tom on June 07, 2015, 09:27:46 AM
Tom have you plans to make the quests a bit more random? Right now each quest type is pretty linear, the only variation is from failing or succeeding at a section. Reading about quest is going to be one of the major points of entertainment I think, so anything that adds more variety is good.

There is actually some variety in the quests. The Labyrinth is a good example, it doesn't just say that there are four ways to take, there actually are and it will randomly select a different one every time. Some quests are very simple and linear (the daughter for example) some are fairly complex (graveyard, labyrinth). The system I've written for quests allows branches, different paths, even different endings (graveyard has two).


Add the quest history of a group as a viewable record. Can characters die? Do parties recruit new members? Be interesting to see a group that constantly fails when using magic to hire a second wizard and the like.

All this is already on the TODO list: http://shopkeeper.lemuria.org/info/todo
Title: Re: Suggestions for Items, Quests, etc.
Post by: James on June 07, 2015, 11:30:06 AM
Any chance the links to all the base info - groups, shops, items can be added somewhere? When accessing via mobile device it can be a bit fiddly trying to find the relevant links in the forum (or just put them all in one sticky thread?)

Thanks.

(Not a huge amount of free time today as I am a zombie for most of it...)
Title: Re: Suggestions for Items, Quests, etc.
Post by: Tom on June 07, 2015, 01:58:03 PM
Any chance the links to all the base info - groups, shops, items can be added somewhere?

done
Title: Re: Suggestions for Items, Quests, etc.
Post by: James on June 08, 2015, 04:31:48 PM
Thanks,

Any chance we can have the shop item list split in the view some how - so that items currently in stock are shown in a clear table, perhaps with a separate table/tab that show an account book or such that details all expenditure and income?

<edit> ...and... the table for items we can purchase with each heading as a sortable option, so it's easy to view similar items together, or view by price and such.
Title: Re: Suggestions for Items, Quests, etc.
Post by: Tom on June 08, 2015, 06:33:34 PM
I will add tablesorter probably. What you see right now is not really meant to be used, it's just a quick hack to show the data while there is no actual game client.
Title: Re: Suggestions for Items, Quests, etc.
Post by: James on June 09, 2015, 12:24:24 PM
Table sorter very useful, thanks.

With orders, could there be a small chance of early/late delivery? (As my sofa is finally due to be delivered tomorrow... 3 and a half weeks later than originally scheduled! Grrr...)

It's difficult to know what to ask for as some things that might make it easier to test at the moment might need a fair bit of coding that wouldn't then translate to final game...

I need to work out the proper wording for something I think would be useful... Hopefully get that later.
Title: Re: Suggestions for Items, Quests, etc.
Post by: Crayne on June 09, 2015, 01:37:50 PM



Title: Re: Suggestions for Items, Quests, etc.
Post by: Tom on June 09, 2015, 02:10:07 PM
I don't want item fabrication of any kind, the game is strictly a trading game.

I like the idea of selling back. This ties in with the equipment-replacement concept. It could work to make something like "I sell x to y for z gold, and a trade-in of his item a".
Title: Re: Suggestions for Items, Quests, etc.
Post by: Crayne on June 09, 2015, 02:14:46 PM
Fair enough on the fabrication, knowing your core business is actually pretty damn important for any game.

Trade-ins would of course also lead to quality levels for items, but that would only deepen the subtle complexities of gameplay. After all, that might open up the way for second-hand shops like "Crazy Knutt's House of Slightly-Used Swords". ;)
Title: Re: Suggestions for Items, Quests, etc.
Post by: Tom on June 09, 2015, 02:25:39 PM
I'm not sure I want to track item quality. Most pen&paper roleplaying games do not. I'm also not sure if the trade-in item should appear in your inventory or not. Maybe just discard it for half value as a simulation for selling it to one of those 2nd hand item shops that no respectable trader wants to have anything to do with...
Title: Re: Suggestions for Items, Quests, etc.
Post by: Crayne on June 09, 2015, 02:27:42 PM
Well, item quality doesn't need to be very involved. A simply flag (0 for new, 1 for used) would be enough to distinguish between new and used items. But yeah, trade-ins would be a nice touch even without that. :)
Title: Re: Suggestions for Items, Quests, etc.
Post by: De-Legro on June 09, 2015, 02:31:43 PM
Well, item quality doesn't need to be very involved. A simply flag (0 for new, 1 for used) would be enough to distinguish between new and used items. But yeah, trade-ins would be a nice touch even without that. :)

But then you also need the effect of new vs used. We have items that provide a +1 bonus, so now do we need the system to handle fractions? Or are second hand items simply more likely to break once that is added in.
Title: Re: Suggestions for Items, Quests, etc.
Post by: Crayne on June 09, 2015, 02:34:03 PM
But then you also need the effect of new vs used. We have items that provide a +1 bonus, so now do we need the system to handle fractions? Or are second hand items simply more likely to break once that is added in.

I'd view it at a more abstract level, used items are simply less valuable than new ones. You could involve breakage, but that would make it a lot more cumbersome I think. And magic bonuses shouldn't depend on stuff being used or new, so fractions wouldn't be a problem there.
Title: Re: Suggestions for Items, Quests, etc.
Post by: De-Legro on June 09, 2015, 03:09:15 PM
I'd view it at a more abstract level, used items are simply less valuable than new ones. You could involve breakage, but that would make it a lot more cumbersome I think. And magic bonuses shouldn't depend on stuff being used or new, so fractions wouldn't be a problem there.

If new vs used has no drawback, then it makes sense for characters to always attempt to buy second hand goods, which just seems odd.
Title: Re: Suggestions for Items, Quests, etc.
Post by: James on June 09, 2015, 03:41:43 PM
A thought, though it veers away from the core, allow shops to set up wagers on things - like success of quests, or who will be the first group to have a member die...

Visit the Inn after a hard day's work in the shop sort of thing :)
Title: Re: Suggestions for Items, Quests, etc.
Post by: Crayne on June 09, 2015, 04:04:18 PM
If new vs used has no drawback, then it makes sense for characters to always attempt to buy second hand goods, which just seems odd.

Point taken.
Title: Re: Suggestions for Items, Quests, etc.
Post by: Tom on June 09, 2015, 05:50:52 PM
A thought, though it veers away from the core, allow shops to set up wagers on things - like success of quests, or who will be the first group to have a member die...

Visit the Inn after a hard day's work in the shop sort of thing :)

Oh, I do have some evil thoughts. That favorite group of that other shop, the ones who spend so much money there and always go back, and now they are in your shop... sure, you can try to win them over with really good deals. Or you can talk them into crap and make them trade-in their cool stuff, because you know the quest is really dangerous and if you manage to strip them of this and that, a total party kill is absolutely possible...
Title: Re: Suggestions for Items, Quests, etc.
Post by: De-Legro on June 10, 2015, 12:06:11 AM
Oh, I do have some evil thoughts. That favorite group of that other shop, the ones who spend so much money there and always go back, and now they are in your shop... sure, you can try to win them over with really good deals. Or you can talk them into crap and make them trade-in their cool stuff, because you know the quest is really dangerous and if you manage to strip them of this and that, a total party kill is absolutely possible...

Poison potions, funny when that healing potion causes the character to keel over instead.
Title: Re: Suggestions for Items, Quests, etc.
Post by: Tom on June 10, 2015, 07:29:11 AM
Also, I want to add gossip as a feature. Temporary raising your shop marketing value - or reducing someone elses. There needs to be more interaction between the shops. Maybe even a little sabotage and theft.
Title: Re: Suggestions for Items, Quests, etc.
Post by: James on June 10, 2015, 11:30:54 AM
So does the death of people in groups affect loyalty? The Reformed Bandits used to have a negative number, and I think they've only done a couple of quests since (including the one where people died) and they are now much higher.

What levels can loyalty go to? Are we just at a very minor influence at the moment?
Title: Re: Suggestions for Items, Quests, etc.
Post by: Tom on June 10, 2015, 01:14:27 PM
Death doesn't affect loyalty. For levels, there is no theoretical limit, but I would be surprised to see values in the three digits (either way, negative or positive).
Title: Re: Suggestions for Items, Quests, etc.
Post by: Penchant on June 11, 2015, 06:27:49 PM
Also, I want to add gossip as a feature. Temporary raising your shop marketing value - or reducing someone elses. There needs to be more interaction between the shops. Maybe even a little sabotage and theft.
One thing related to that I would like to see is being able to trade between shops. Maybe it turns out I bought too much leather armor so I sell it at a discount to another shop. Conversely perhaps a shop is in need of swords so I sell them one. Or perhaps I just need a little more gold to buy another section to my shop so I sell some goods to another shop.

As well, it would be very appreciated if the page that lists shop section pages got merged with page to buy shop sections.
Title: Re: Suggestions for Items, Quests, etc.
Post by: Zakilevo on June 11, 2015, 10:03:18 PM
I think we need to differentiate scrolls and potions more. Potions are way too good compare to scrolls since scrolls can be used only by wizards while potions can be used by everyone. They are both covering same stats as well. Actually potions cover even more.
Title: Re: Suggestions for Items, Quests, etc.
Post by: De-Legro on June 12, 2015, 12:03:24 AM
Items in general need differentiation. My potions are the same as everyone else's, my wholesale price is the same. If the only differentiating factor becomes the demand side, then the game is rather limited. We need to be able to work on our supply side, finding the best wholesale deals, finding suppliers for rare items, finding suppliers that provide higher quality items etc.
Title: Re: Suggestions for Items, Quests, etc.
Post by: Zakilevo on June 12, 2015, 12:28:28 AM
Also, armors are starting to become pretty much the same on everyone. I think we need more variety as well.

Maybe Plate Mails as well? Or stat increasing weapon and armor? But that might make the whole calculation more complicated.
Title: Re: Suggestions for Items, Quests, etc.
Post by: Tom on June 12, 2015, 12:31:24 AM
That is planned, especially for the higher quality and rare items. I absolutely intend to include rare items. I've just not gotten to that stage in the development yet.
Title: Re: Suggestions for Items, Quests, etc.
Post by: Zakilevo on June 12, 2015, 06:56:56 AM
Custom Item

Maybe somewhere down the road, we can have a way to create custom items? Or rare items?

ex) You have armor dolls, library, alchemy corner:

You want to create a rare armor for your party

You select one of three armor types - leather, chain, scale [leather] 10 gold +1 armor
You select 1st stat your armor to have - 1 [healing potion] 10 gold +1 hit point
You select 2nd stat your armor to have - 1 [scroll of power] 30 gold +1 strength
Creation cost - 2 enhancement on a cheap armor: 10 (cost of first enhancement) +20 (cost of second enhancement)
Total cost: 10+10+30+10+20 = 80 gold

And when you sell it to a party that wants
armor (2)
strength (1)

Basic Value = 80*1.2(2/5+1/5) = 144 gold

Something like that
Title: Re: Suggestions for Items, Quests, etc.
Post by: Tom on June 12, 2015, 07:48:45 AM
Items do and always will have exactly one attribute they boost.

I know this limits everything quite a bit, but that limitation is intentional.


The possibilities with charged items are not yet fully explored. It would allow limited-use items, for example. Flimsy shields that break after 10 hits and such. Speaking of shields, I really should add them.
Title: Re: Suggestions for Items, Quests, etc.
Post by: Zakilevo on June 12, 2015, 11:51:47 PM
Can you make it so that when you go to buy inventory section, you only see items you can actually buy? Not all items?
Title: Re: Suggestions for Items, Quests, etc.
Post by: Tom on June 13, 2015, 12:03:31 AM
Can you make it so that when you go to buy inventory section, you only see items you can actually buy? Not all items?

The whole web client is not meant to be used to actually play the game, that's why it's so rough. I want to continue work on the real client instead.
Title: Re: Suggestions for Items, Quests, etc.
Post by: Zakilevo on June 14, 2015, 02:07:51 AM
So when will automatic turn change be implemented?
Title: Re: Suggestions for Items, Quests, etc.
Post by: Tom on June 15, 2015, 12:08:31 AM
When I have managed to implement the town log. Otherwise I lose track of what's going on.
Title: Re: Suggestions for Items, Quests, etc.
Post by: Tom on June 15, 2015, 07:38:47 AM
Something I'm thinking about after playing Darkest Dungeon:

Instead of everything being about gold, why not add something else. Maybe precious stones. They would be needed for magic, for example, and to buy magical items for your shop, you need not just gold but also certain stones. Stones in turn you can buy from parties who find them in dungeons.
Title: Re: Suggestions for Items, Quests, etc.
Post by: Zakilevo on June 15, 2015, 07:52:56 AM
Something I'm thinking about after playing Darkest Dungeon:

Instead of everything being about gold, why not add something else. Maybe precious stones. They would be needed for magic, for example, and to buy magical items for your shop, you need not just gold but also certain stones. Stones in turn you can buy from parties who find them in dungeons.

Uh... No. It is hard enough to sell magical items due to their high prices. Why add another huddle?

Maybe they can get rare materials that they can sell to you which you can use to buy 'rare' items? Maybe rare items can only be bought that way instead of using gold? I think any non-rare items should use gold.

As for Darkest Dungeon, it is a decent game but it has too much RNG involved. You pretty much rely purely on luck. If you unluckily get hit with critical strikes multiple times like me, your party is done. My entire party got wiped out because a pig boss hit all my party with crit three turns in a row which was a total bull!@#$.

Edit: If you are interested in a game with good narratives, you should give Age of Decadence a shot. It is just as brutal as DD. The game took 10 years to be made and it is a very well thought out game. It is still unfinished but it is pretty much 90% done.
Title: Re: Suggestions for Items, Quests, etc.
Post by: Lacedaemon on June 15, 2015, 09:07:06 AM
Tom, have you seen the item system for battle brothers? It suits the dark age theme quite well.
Also, I like it because the power scale is rather gentle. Just like in Battlemaster.

The average human in the game has about 50 (anything from 30 to 70+) hitpoints. Armor simply adds more hitpoints to either the head or body.
Gameplay wise, I never leave home without a shield (you collect them like baseball cards because they keep you alive but keep breaking), and I never give flanking troops anything heavier than basic mail. The best armor in the game gives 6 times the hitpoints of a naked man on both the head and the body.
The Early game is marked by hilarious noob rushes where your untrained conscripts slash away at monsters and bandits dressed in their knives and tunics. The typical early game warband usually has one or two professional soldiers anchoring a group of recruits.

Daggers: has puncture skill which bypasses armor
Knives 15-25 dmg 50% vs armor
Dagger 15-35 dmg 60% vs armor
Sax 25-35 dmg 60% vs armor

1 handed Swords: has riposte skill which allows a free hit on every block
Shortsword 30-40 dmg 75% vs armor
Falchion 35-45 dmg 70% vs armor
Arming Sword 40-50 dmg 80% vs armor
Noble Sword 45-50 dmg 85 % vs armor

Blunt: has stun skill
Wooden Stick/Club 15-25 dmg  50% vs armor
Bludgeon 20-25 dmg 90% vs armor
Winged Mace 35-55 dmg 150% vs armor

1-handed Spears: has spear wall skill that pushes enemy back
Militia Spear 25-35 dmg 100% vs armor
Boar Spear 30-40 dmg 100% vs armor

1-handed Axes: has split shield skill
Hatchet 25-45 dmg 120% vs armor
Handaxe 30-55 dmg 120% vs armor
Fighting Axe 35-55 dmg 125% vs armor

msc weapons:
Flail 25-55 dmg, 100% vs armor, bypasses shields
Military cleaver: 40-60 dmg 90% vs armor, 10 bleed dmg per turn on any hit that goes through the target's armor
War Hammer 30-45 dmg 200% vs armor, has an armor piercing effect, and has an attack that crushes armor

2-handed weapons:
Greatsword: 85-110 dmg 125% vs armor, splits shields, swings to hit 2 targets
Greataxe: 80-100 dmg 175% vs armor splits shields, roundswings.
Billhook: 70-100 dmg 135% vs armor, has a range of 2, can pull enemies from higher terrain down.
Pike 70-100 dmg 100% vs armor, range of 2

Ranged Weapons: (still quite undeveloped, most players find them difficult to use tactically because of friendly fire in the game. I personally love crossbows)
Javelin 50-80 dmg piss poor range with range penalties.
Short Bow 30-50 dmg 70% AP
Hunting Bow 40-60 dmg 75% AP
Crossbow 40-60 dmg 150% AP

Armor: Name/durability/Fatigue Penalty
Headgear
Hood 30
Aketon Cap 40 -1
Full Aketon Cap 50 -2
Mail Coif 80 -4
Closed Mail Coif 90 -4
Reinforced Mail Coif 100 -5
Nasal Helmet 105 -5
Padded Nasal Helmet 130 -7
Nasal Helmet with Mail 200 -12
Kettle Helmet 115 -6
Padded Kettle Helmet 140 -8
Kettle Helmet with Mail 215 -4
Flat Top Helmet 125 -7 (Looks like a kind of open bascinet)
Padded Flat Top Helmet 150 -9
Flat Top with Mail 230 -13
Flat Top Helmet with Closed Mail 265 -18
Closed Flat Top Helmet 170 -10
Close and Padded Flat Top Helmet 180 -11
Closed Flat Top with Mail 280 -21
Great Helm 300 -20

Body Armor name/durability/fatigue Penalty
Tattered Sackcloth 5 0
Sackcloth 15 0
Linen Tunic 20 0
Woven Tunic 30 0
Padded Surcoat 40 -4
Gambeson 55 -6
Padded Leather 70 -8
Basic Mail Shirt 100 -12
Mail Shirt (with mail pauldrons, I would just call it a hauberk) 120 -14
Scale Armor 180 -22
Coat of Scales 245 -30
Lamellar Harnes 210 -26
Heavy Lamellar Armor 270 -34
Coat of Plates 300 -38
Heraldric Mail 320 -42

Shields: Round shields and above have a shield wall ability that increases (doubles I believe) the character's defense and the defense of the characters adjacent to him (by +5) that are also in shield wall mode. A shield wall generally keeps everyone alive. The AI does it too, so the battle then turns into shield breaking galore, while lightly armored troops try to outflank the shields.
Hilarity also ensues when one has to fight in forests and on uneven terrain and simply can't move people into the right formation. This is especially catastrophic when facing giant orcs that can beat most humans one on one.
On open ground shield wall tactics are a bit more interesting, one would try to rotate wounded men and men who lose their shields out of the line and replace them with reserves. This gives you a fighting chance against difficult odds.
Buckler: 10 melee def 5 range def -4 fatigue
Wooden Round Shield: 15 melee def 15 range def -10 fatigue
Heater: 20 melee def 15 range def -14 fatigue
Kite Shield: 15 melee def 25 range def -16 fatigue
Title: Re: Suggestions for Items, Quests, etc.
Post by: Tom on June 15, 2015, 09:56:48 AM
Yes, I'm thinking about making the power scales more smooth, just to give more space for items.

But on the other hand, I really like the easy math. Working with single-digit numbers makes everything so much more accessible.
Title: Re: Suggestions for Items, Quests, etc.
Post by: Lacedaemon on June 16, 2015, 12:12:25 PM
Tom, what about making the adventurer side of things playable as well? Some of us really like rpg games.

We may end up developing similar dynamics as adventurers to nobles in battlemasters, with each group dependent on each other.
Title: Re: Suggestions for Items, Quests, etc.
Post by: James on June 16, 2015, 12:30:45 PM
From what I've read, the hope would be that other games would be developed that would link to our shops, so the adventuring side of things would be playable through those other games.
Title: Re: Suggestions for Items, Quests, etc.
Post by: Tom on June 16, 2015, 12:37:45 PM
No, this is a pure shopkeeper game.

It allows other CLIENTS to connect to the server, so if someone wants to write a native iOS client - be my guest.
Title: Re: Suggestions for Items, Quests, etc.
Post by: De-Legro on June 16, 2015, 02:39:13 PM
Tom is simulating the idea of "D&D Parties" Thus the characters are all abstractly controlled by players. Make little difference but for flavour text. Instead of Getting Jomi the Barbarian misses the adventure because he was sleeping off a big night, you get Player of Jomi not present.
Title: Re: Suggestions for Items, Quests, etc.
Post by: Zakilevo on June 16, 2015, 10:38:04 PM
What happened to Quest logs? They no longer display old quests it seems.
Title: Re: Suggestions for Items, Quests, etc.
Post by: Tom on June 16, 2015, 11:14:52 PM
I had to clean it out when updating quests.
Title: Re: Suggestions for Items, Quests, etc.
Post by: Zakilevo on June 16, 2015, 11:42:47 PM
I had to clean it out when updating quests.
That's a shame. I really liked looking at old quests :(.

Also, how come armors are not being used often compare to weapons?
Title: Re: Suggestions for Items, Quests, etc.
Post by: Tom on June 17, 2015, 06:46:24 AM
Because the way I calculate usage counts is off. It's one of the many, many areas where I need to put work into balancing, but right now my work is focussed on actually finishing the game firstly.
Title: Re: Suggestions for Items, Quests, etc.
Post by: Zakilevo on June 18, 2015, 07:51:46 PM
Looks like many parties only care bout damage and armor at the moment. They wanted other stats in the beginning but not anymore. Are they only picking battle quests?
Title: Re: Suggestions for Items, Quests, etc.
Post by: Tom on June 18, 2015, 09:28:27 PM
Looks like many parties only care bout damage and armor at the moment. They wanted other stats in the beginning but not anymore. Are they only picking battle quests?

Or maybe they got enough of the other stats to complete challenges based on them.

I need to finish web client code so you can replace items, give them better weapons and armour.
Title: Re: Suggestions for Items, Quests, etc.
Post by: De-Legro on June 19, 2015, 12:12:42 AM
Or maybe they got enough of the other stats to complete challenges based on them.

I need to finish web client code so you can replace items, give them better weapons and armour.

I believe the problem Lapallanch is suggesting is if damage and armour are going to continually be the most desired stats, then all shops will need to cater to them to be truly profitable, lowering the variation between stores.
Title: Re: Suggestions for Items, Quests, etc.
Post by: Zakilevo on June 19, 2015, 01:12:15 AM
It seems it is most profitable to get both weapon and armor sections and move on from there.

Like De-Legro said, other stats are fulfilled rather quickly while damage and armor are in constant demand.
Title: Re: Suggestions for Items, Quests, etc.
Post by: Tom on June 19, 2015, 05:23:07 AM
wisdom and charme also seem to be in demand. It might just be the kind of adventures I created, but yes this is absolutely one type of feedback from the alpha test that I needed.
Title: Re: Suggestions for Items, Quests, etc.
Post by: Zakilevo on June 19, 2015, 05:33:07 AM
How about this -

Instead of making item loss completely random,

why not make it so that you are more likely to lose an item when that item is used for often during quests?

Like if you are doing a lot of quests that require you to go through 'charm' stat checks, then for each time it is used, make the chance to lose 'charm' related items more and more?
Title: Re: Suggestions for Items, Quests, etc.
Post by: Zakilevo on June 19, 2015, 05:40:50 AM
Another suggestion,

How about making high level characters want to buy more quality stuff? Like if you are trying to sell a 5 gold knife to Lv6 fighter, he will not buy it as  it won't benefit him much at all.
Title: Re: Suggestions for Items, Quests, etc.
Post by: Tom on June 19, 2015, 09:03:35 PM
Both of these are good suggestions, I'm just not sure how to implement them right now.