Cookies Disclaimer

I agree Our site saves small pieces of text information (cookies) on your device in order to authenticate logins, deliver better content and provide statistical analysis. You can adjust your browser settings to prevent our site from using cookies, but doing so will prevent some aspects of the site from functioning properly.

All posts created by Flari-Merchant

Flari-Merchant
This doesn't look too bad. smile
Flari-Merchant
Also rather than quit if it is an unreasonable result, I have faith that severe unpopularity would give "The Guys" incentive to probably adjust things. It is going to need long term testing to balance in any case, I'm sure. There are too many factors to get right, after all.
Flari-Merchant
Auriga
With honesty, at least in the spell casting field, I would really look at a few spells that would not need ammo period. Some combat spells etc for mages, heals for clerics etc

I know the number crunchers will add their own two copper at some point.
As far as I know, top bars will not use ammo. Just cantrips(bottom bar).
Flari-Merchant
I was a lil worked up about the stuff from the last Update, but it seemed to add to play more than harm things. The economy is already whacked so bad I doubt that the extra materials flooding it will harm anything, as an example.

I'm with MidKnightDiamond and will give things a try. We are all leery of change because there has been so little for so long. At the same time, we want change but we mostly have different opinions about what and where and when.

Hang in there Guys! This is just the Beginning. smile
Flari-Merchant
@ Bob

In the wayback, you were considering letting ammo be universal(Tier wise) so long as it was the right type for the weapon. Has that changed in your more updated plans? Will we be able to use weapon appropriate ammo despite Tier, either up or down the spectrum?

Looking for how specific or flexible the system will be.
Flari-Merchant
@ Bob

Gushers: Not of major concern but maybe for bug polishing in future updates. There are instances in attack waves where mobs get stuck up tress close to the Gusher Kit, or freeze and stand invulnerable nearby, or just outside(invulnerable) but probably close enough to take points away. I have solved the issues by attacking the invulnerable from many angles until they wake and by ensuring I have a 30 meter range attack available.

My concern is that they might be "counting coup" on the structure before I can figure how to kill them. Otherwise, I am enjoying the gushers so far. smile
Flari-Merchant
Will it be easy to both slot ammo and will type "auto switch" like if I switch from Battle to Elemental Foci?
How about Broadhead Arrows to Bodkin?
Flari-Merchant
For several months now I have been trying to strengthen my characters physical melee attacks as I thought that ammo would be all encompassing(or pretty close). Glad now that I did.

My greatest concerns about this now are the impact on traveling cross country, the cost of "group combat" with wasted shots fired in battle and the logistical headaches.

Ammunition manufacturing/procuring does intrigue me a bit in the "I need coin now" angle.
Flari-Merchant
@ Bob

Subject Ammunition: Will ammo be required for ALL cantrips and orisons even if they are self, burst to self, melee range, (hope you get what I mean here)?
Flari-Merchant
Bob
Bringslite-Dominion Soldier
Have you considered objects(hills, buildings, large rocks, etc… ) simply breaking the target lock on things?

Our plan is to simply prevent the attack from being able to happen, much like being told that your target is out of range when you try to attack from too far away. As odd as it is to be able to track a target that can't be seen, it would probably get really annoying to have to keep reacquiring a target that bounces in and out of cover repeatedly.

When we check line of sight, things like terrain, buildings and other creatures will block it, but the trick is that it's not the object itself that blocks things. Most objects are so complicated that checking against their geometry would slow things down tremendously. Instead, we check against their simplified collision models. Since those collision models were primarily built to prevent characters from walking through the objects, they're sometimes much bigger than the object itself, or they gloss over parts of the object that could easily be shot through but that characters couldn't move through. We won't know how much trouble that causes until we try it out.
Thanks for the explain! smile
We know that it isn't easy with a micro team even if they have macro dedication. Line of sight mechanics(even if fairly adequate) would be another major game enhancement, so we are all pulling for you. Was just chatting last night about how the game has improved since The Road Map has started.
REALLY, thanks Guys. *Cheering from The Peanut Gallery*