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 Loot Scaling & Grinding Area's

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Tjuven92
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Tjuven92


Number of posts : 321
Location : Middle Sweden
Registration date : 2010-10-01

Loot Scaling & Grinding Area's Empty
PostSubject: Loot Scaling & Grinding Area's   Loot Scaling & Grinding Area's Empty2013-01-11, 2:39 am

-Spider Caverns [Intended level 3-10]-

[Loot]: Originaly i intended to have the spider-caverns only drop normal to +1 item at max, and from the spiders themselves albeit with a low drop-rate, i however wasnt very skilled with scripting thus i implented the now badly made chests that works at times but is still a pain in the arse.

[Boss]:
the spider-queen at the end was also supponsed to grant an item that you could turn in at the start of the caverns to the shop-keeper, as a form of quest-reward for beating the boss, which as of now is admittedly too easy, has too many fears/hold spells as oposed to damage and has too low on health, the above is the suggestions i had intended for it all but was held back due to inexperience.

[Issues/Bugs]:
  • Free-Weapons at start of it shouldnt be there, or should be something akin
    to sticks or wooden-clubs.
  • Chests are an arsepain.
  • Shop-Keeper (dorant) is naked in game (i dont know why it has clothes in the toolset)
    and his items are WAAAAAAAAAAAAAAAAAAAAAAAY too cheap.
  • Spider-Queen (designed for 2-3 people), has too many hold
    spells too few balanced damage ones, biggest issue being fear aura
    that even at level 25 for me on Laura proved difficult.
  • Loot is messy and at times gives too good, but at other times too crappy or unusefull loot.


Last edited by Tjuven92 on 2013-01-11, 3:09 am; edited 7 times in total
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Tjuven92
PINGAS!
Tjuven92


Number of posts : 321
Location : Middle Sweden
Registration date : 2010-10-01

Loot Scaling & Grinding Area's Empty
PostSubject: Re: Loot Scaling & Grinding Area's   Loot Scaling & Grinding Area's Empty2013-01-11, 2:41 am

Lizardmen area, i had inmind to make the next grinding area for levels 10-20
to promote variation in encounters and loot and whatnot, loot was intended to be
normal - +2 loot at max, but due to issues and things that occured back then it
never came that far.

[Known Issues]:
  • Lizardmen Casters just casts useless support-spells and dies too easily.
  • Lizardmen Archers, needs poison on their arrows, and were supponsed to drop antidotes.
  • Lizardmen Warriors, just put simply too weak and doesnt particularly handle things better
    in melee than either of the other two.
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