View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0004008 | Valley 1 | Programming Todo | Sep 26, 2011 3:57 pm | Oct 12, 2011 10:20 pm | |
Reporter | Chris_McElligottPark | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Fixed in Version | 0.523 | ||||
Summary | 0004008: Very light healing drops (HP and MP) from "trash mobs." | ||||
Description | Just to give some incentive to kill regular enemies, after all. | ||||
Tags | No tags attached. | ||||
Internal Weight | Fix ASAP | ||||
has duplicate | 0004196 | closed | Some sort of reward for killing basic enemies. |
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As long as it's not from EVERY mob, and maybe make them spawn less and less after the player has x number already. To cut down on the desire to farm. |
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Sorry, to clarify: these would be things that are maybe 1/10th as powerful as a regular healing or MP-healing potion. And they would be things that get auto-applied when you walk over them, not something you can carry in inventory. But yeah, they would also need to not be from every mob even so. |
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Ahh, that's even better, but, still not on every one. ;-) |
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Definitely not every one. :) |
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You could also sharply reduce the spawn rates based on your character level. So if you're in an area where even your weak spells would blow them away, they won't spawn much, or at all. |
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I like this idea. Especially since tigersfan doesn't want you to implement my "auto use best healing potion first" idea and they're not going to be Healing Mark 0.1 potions. :) |
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Well, to be honest, I think that would make the game really boring. As it stands, if you're overpowered, there's at least the bubble-wrap satisfaction of attacking enemies and killing them with one hit. But if there are almost no enemies, then it's just you... running. That's it. I think that would get extremely tedious, which is part of why the monsters spawners aren't kill-able. The other part of the reason why monster spawners can't be killed has to do with the effect they have on boss rooms, and how one that is higher in a cavern causes monsters to keep "arriving" from above in lower sections. |
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"how one that is higher in a cavern causes monsters to keep "arriving" from above in lower sections." I don't follow. But I'm just a tester. |
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>>"how one that is higher in a cavern causes monsters to keep "arriving" from above in lower sections." >>I don't follow. But I'm just a tester. I think he means that mobs will run off of cliffs and fall down on you if you are below them. It's raining monsters in here! |
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Ah, right. That's why I often build a few platforms in the big boss rooms, to get away from the trash stuck down below. :) |
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Yeah, something light like this would be wonderful. It works well for the lovely AEOD mod for the ZDoom Doom2 port. In that mod there are more difficult monsters, but also more powerful weapons and there are minor health drops for most kills. Perhaps later in development monsters could drop crafting elements that let you craft monster-specific resist-ware (reduce a specific monster's spell damage by 15% or so) or else monster specific douse spells. |
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IMHO, I would prefer not to have monsters drop potions. I rather like the 'raiding' aspect of the game. If the world is as dangersous as it's supposed to be, then you'd want to sprint through it, get to your objective, then get back -- avoiding as much combat as possible. (I really like the no-xp-for-trash-mobs mechanic, BTW). If mobs drop potions, you can stay out in the world indefinately, and would make the game seem easy. The way I do it now is pick my target, head to that region, loot for potions if I need a few, then engage. At first I was thinking the same thing -- needed some form of mana/hp regen -- but with the ability to teleport in and out, I think that's enough. Leave exploring to find more important items. |
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GrimerX I think you may be overestimating the proposed change. As I understand it, it would be a relatively uncommon drop, and even then only 1/10th the potency of a potion you'd manually consume. They certainly wouldn't enable you to stay out indefinitely. |
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Ah, okay. Thanks for the clarification huw. |
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Having read the points on both sides, I feel the decision to add these potions depends on the intended time spent actively traversing in the fighting mode. However small they may be, the potions will extend how long someone is able to continuously cover new ground in search for something. There's not a whole lot out there at the moment, which means that characters don't really need to be doing very long excursions to acquire what they need. Perhaps if there are rare or ultra-rare commodities that lie deep within the tail-end of a dungeon, this would be nice to have. Otherwise, the system will make bosses with large numbers of monster generators in the room/area a bit easier and carry a minimal difference elsewhere. So as it stands at the moment, I'm against it without knowing just what the commodity rarities are going to be like. |
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How about instead of potions dropping, it dropped consciousness shards? I think it'd fit more thematically, and it'd give you a secondary source of them aside from scouring buildings. |
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I am inclined to agree with Toll (consciousness shard drop vs. hp/mp). I crank out heal and mana scrolls to keep me going and don't have too much of an issue with that, but having another source of CS would allow me to push my settlement a little further (decent reward). |
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Doesn't have to be a binary choice. They could have a chance to drop small insta HP/mana items and also a chance to drop consciousness shards. I'd even like them to have an extremely rare chance to drop big heal/mana potions, or an ultra rare chance for them to drop higher crafting materials, books, etc. If the odds are long enough, farming them becomes pointless, but the rare time that it does happen you get to feel like you hit the jackpot. Plus, as MMORPGs have proved, simply the potential for a good drop is enough to keep people interested in running the same dungeon and killing the same dragon for months on end. It could help here to stop people feeling like the world monsters are just obstacles to be ignored. |
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After playing this way a while -- you guys were right, this is a good mechanic. I stand corrected :-) |
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^Agreed... The consciousness shard drop is great. Now if there just was something to do with it..... |
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I think the current monster drops hit the right balance. It's nice to get something when you kill them, but what you get isn't big or important enough to be worth going out of your way to do it. It lets you collect shards as a side effect of hunting down items or bosses. (I think not announcing what you're getting in the message log actually helps here. It reduces the sense of achievement you get for having collected something.) |
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I don't get healed from these drops... bug? Running 515. |
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The healing drops aren't in yet. Currently, it's just shards that drop. |
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It would be a nice to have if you can get some Magic points(Mana) back in a (micro)boss fight. even if it has 5% chance that 1-2 "mana orbs" would be dropped from a minion that run around in that room and give 10-40 Mana. you can replace it with hp&mana or mix it with a 50/50 chance, it just a suggestion. ^^ |
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I'd be all for all variants of bosses dropping some health/mana to give you a little instant aid when you fight multiple bosses at once. But I'm not sure if trashmobs should get them. |
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I would agree with this idea only if the dropped items came to me like the consciousness shard drops do now and were fairly rare like 1 in every 10 drops or more as I think was suggested earlier. |
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Sure, I loved all those Metroid boss fights where I'd be right down into my last energy cell, critical health warning bleating, and JUST scrape through thanks to taking out an opportune couple of enemies with crucial little health drops. So, it'd be a welcome addition to boss fights, for sure! |
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Like many above, I would agree with boss variants dropping very light potions but that should be all. |
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* Non-boss enemies now drop minor health and MP pickups that are auto-attracted to you like the shard drops are. The new percentages are: ** 10% minor healing drops ** 10% minor MP drops ** 50% shard drops ** 30% no drop |
Date Modified | Username | Field | Change |
---|---|---|---|
Sep 26, 2011 3:57 pm | Chris_McElligottPark | New Issue | |
Sep 26, 2011 3:57 pm | Chris_McElligottPark | Status | new => assigned |
Sep 26, 2011 3:57 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Sep 26, 2011 3:59 pm | tigersfan | Note Added: 0013677 | |
Sep 26, 2011 4:00 pm | Chris_McElligottPark | Note Added: 0013679 | |
Sep 26, 2011 4:03 pm | tigersfan | Note Added: 0013680 | |
Sep 26, 2011 4:04 pm | Chris_McElligottPark | Note Added: 0013681 | |
Sep 26, 2011 4:07 pm | Echo35 | Note Added: 0013682 | |
Sep 26, 2011 4:07 pm | Admiral | Note Added: 0013683 | |
Sep 26, 2011 4:09 pm | Chris_McElligottPark | Note Added: 0013684 | |
Sep 26, 2011 4:10 pm | Admiral | Note Added: 0013687 | |
Sep 26, 2011 4:16 pm | c4sc4 | Note Added: 0013688 | |
Sep 26, 2011 4:17 pm | Admiral | Note Added: 0013689 | |
Sep 26, 2011 11:31 pm | Jerebaldo1 | Note Added: 0013794 | |
Sep 27, 2011 2:02 pm | GrimerX | Note Added: 0013922 | |
Sep 27, 2011 7:13 pm | huw | Note Added: 0014047 | |
Sep 27, 2011 11:42 pm | GrimerX | Note Added: 0014135 | |
Sep 28, 2011 3:32 am | Procyon | Note Added: 0014192 | |
Sep 28, 2011 8:43 am | Chris_McElligottPark | Internal Weight | New => Fix ASAP |
Sep 28, 2011 1:36 pm | tigersfan | Relationship added | has duplicate 0004196 |
Sep 28, 2011 2:05 pm | Toll | Note Added: 0014372 | |
Sep 28, 2011 3:22 pm | AragonLA | Note Added: 0014389 | |
Sep 28, 2011 3:29 pm | BobTheJanitor | Note Added: 0014391 | |
Oct 1, 2011 1:59 am | GrimerX | Note Added: 0015126 | |
Oct 2, 2011 3:40 pm | wingsofdomain | Note Added: 0015316 | |
Oct 2, 2011 3:50 pm | jerith | Note Added: 0015322 | |
Oct 4, 2011 5:25 am | Nenad | Note Added: 0015569 | |
Oct 4, 2011 5:28 am | jerith | Note Added: 0015570 | |
Oct 6, 2011 7:36 pm | Rices | Note Added: 0015984 | |
Oct 8, 2011 2:03 pm | Yuugi | Note Added: 0016244 | |
Oct 8, 2011 4:14 pm | wyvern83 | Note Added: 0016253 | |
Oct 8, 2011 4:15 pm | wyvern83 | Note Edited: 0016253 | |
Oct 8, 2011 4:22 pm | zebramatt | Note Added: 0016255 | |
Oct 8, 2011 4:23 pm | wyvern83 | Note Edited: 0016253 | |
Oct 12, 2011 8:02 am | JedTheHumanoid | Note Added: 0016444 | |
Oct 12, 2011 10:19 pm | Chris_McElligottPark | Note Added: 0016511 | |
Oct 12, 2011 10:19 pm | Chris_McElligottPark | Status | assigned => resolved |
Oct 12, 2011 10:19 pm | Chris_McElligottPark | Fixed in Version | => 0.523 |
Oct 12, 2011 10:19 pm | Chris_McElligottPark | Resolution | open => fixed |