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Post by pon on Dec 9, 2005 21:44:34 GMT -6
Monsters have the ability to auto-act after being unparalyzed, after stop wears off or after they wake up. I was thinking, why not give thieves an ability called, say, Rogue Reflexes, that allows them to act instantly after being revived, freed from a monsters belly, woken up or unparalyzed? They don't have many as it is and it seems like the perfect ability for their class.
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Manboy
Hunter
butsecks?
Posts: 124
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Post by Manboy on Dec 9, 2005 21:52:56 GMT -6
That's not a bad idea really. In fact, it's pretty hot.
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Post by U. Dye on Dec 9, 2005 22:30:08 GMT -6
It does, doesn't it?
Actually(not trying to take away from Thieves on this one, but...), I wouldn't see why ANYONE couldn't do so? I mean, I wouldn't think our characters would forget what they decided to do just because they couldn't move for 2 seconds. Automatically executing their last input command only makes sense, if you ask me.
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Post by pon on Dec 9, 2005 22:42:55 GMT -6
It does, doesn't it? Actually(not trying to take away from Thieves on this one, but...), I wouldn't see why ANYONE couldn't do so? I mean, I wouldn't think our characters would forget what they decided to do just because they couldn't move for 2 seconds. Automatically executing their last input command only makes sense, if you ask me. Thieves are the most agile class. If you've just been petrified or put to sleep or are covered in worm juice or just got brought back to your senses, I doubt most peoples minds would be clear enough to think rationally. A thief, having lightning-fast reflexes, would be able to act on the spot. A round is only like, 4-10 seconds, isn't it? Mages wouldn't be able to prepare spells if brought back during that time, Fighters in bulky armor wouldn't be able to attack, etc. Thieves would become quite useful if this was a class-only ability. If everyone had it, I'd think some of the monsters would need retooling.
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Post by Mahn on Dec 10, 2005 0:22:43 GMT -6
You plan and coordinate your attacks as a group. The chaotics do not coordinate their attacks AS they randomly attack everyone that they are able to. That is the main difference. Not only can they automatically select to attack a player as soon as they are Life'd in battle, BUT, they don't need to plan or coordinate. Meaning they can attack DIRECTLY after waking up or being un-paralized. The investigators work as a "team" to figure out what makes the world "go 'round"; the monsters, are there for the sole purpose of killing those who come into their reach. Not a bad idea actually BUT, it wouldn't work here as the chaotics do not have AI. Not even basic intelligence. IF we were subjected to give the chaotics a more range of spells/skills and an AI to actually coordinate attacks on weaker/smaller investigators, THEN we will maybe consider putting in this passive skill for Thieves. Maybe, just maybe, IF "Advanced Classes" come out in Version 10 and up, will there be a skill for the "Advanced Class" of the Thief AND AI for the chaotics. The chaotics NEED some type of advantage against the investigators of this game and them directly making their move/attack as soon as being able to, is it. Besides, doesn't fit the storyline QUITE just yet. (Advanced Classes)
** On a side note, any game on BYOND can't have more than 65536 objects of each kind of atom existing at once, for example. (That is, you can have 65536 mobs, and 65536 objs; but no more than that.) The limit for turfs is larger, of course, otherwise maps would have to be rather small. **
I do not know where we stand on the FF-THG coding BUT, we must also not get TOO ahead of ourselves if we are going to calculate the storyline, game-play, graphics, battle engine, and other numerous important tasks that NEED to be in the "design boundaries" of this wonderful game before "extra ideas" are implemented. Great idea though.
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Post by U. Dye on Dec 10, 2005 10:34:49 GMT -6
The chaotics NEED some type of advantage against the investigators of this game and them directly making their move/attack as soon as being able to, is it. So, what, chaotics outnumbering investigators by as much as 6:1 isn't an advantage?
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Post by Mahn on Dec 10, 2005 10:40:19 GMT -6
An advantage if you can kill them in one hit? Come on now, the chaotics are VERY weak compared to the investigators. Maybe we should make all chaotics HP at least the same as the investigators by the time you get to them. Having over 600HP (not counting Titans and such) a piece, even up to several thousand, AND that is just for the chaotics, not the representatives. I was trying to be nice in explaining the skill is not going to be looked at for implementation right now. We got more important things that need to be done. The chaotics have several advantages WHICH is what is needed to actually POSE a threat to the investigators. It is that simple UNLESS they get AI...WHICH, if they get, won't be for awhile.
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Post by U. Dye on Dec 10, 2005 11:52:23 GMT -6
An advantage if you can kill them in one hit? Come on now, the chaotics are VERY weak compared to the investigators. Not really. When you go into a new Hunting Ground for the first time, you're generally having to really fight in order not to get de-lifed and wind up on some Ogre's dinner menu with an apple in your mouth and a meat thermometer up your ass (unless you just went overboard with leveling in the previous Hunting Ground). <_< Maybe we should make all chaotics HP at least the same as the investigators by the time you get to them. Having over 600HP (not counting Titans and such) a piece, even up to several thousand, AND that is just for the chaotics, not the representatives. ...That actually sounds pretty cool. Sure as hell make the game tougher for anyone with high-HP builds. I was trying to be nice in explaining the skill is not going to be looked at for implementation right now. We got more important things that need to be done. And it's gonna kick some ass when y'all finish with that. The chaotics have several advantages WHICH is what is needed to actually POSE a threat to the investigators. It is that simple UNLESS they get AI...WHICH, if they get, won't be for awhile. How delightful would that be... *imagines a party of 5 getting ambushed by Imps and systematically ripped the hell apart*
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Post by Kija on Dec 10, 2005 14:51:10 GMT -6
I do not see how such a simple skill would destroy the storyline or in any way, but wanting to reserve the skill for an advance class would not be too bad if that is what would be done. It is an interesting skill, and when the time comes for adding such things, we will take it into consideration. Version eight will include changes to several different classes; as we near completion and start to go over each class, thieves are being looked at too.
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Post by talon on Dec 10, 2005 17:19:43 GMT -6
Well, as with the para-thing.. I believe that if you are para'd or the likes during the turn phase, after you selected, you lose the turn. That is why monsters don't lose it, as they don't get their attack choice in until right on their turn.. Think of the later FF's on that part. You didn't pick the whole thing right away like the earlier ones. It might be possible to create the skill, or possible rewrite that section of code, but yes, investigators are overly powered up compared to monsters. Look at the standard defense of a player to a monster's (can look up monsters via website ), or even hp, willpower, the fact that it takes 32 monsters to be a threat against 8, in only half the possible ambush situations that can/do exist. In time, this skill might be a plausible idea (best suited for NEW SKILLS THREAD btw....) but lets not get too much of our hopes up. Keep them coming, but don't expect it to be gushed over.
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Post by Hiroshima on Dec 10, 2005 20:15:32 GMT -6
also, if this was implemented i'd say Mortal Wounds for monsters!
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Post by pon on Dec 10, 2005 20:23:45 GMT -6
If monsters are so easy, then why, before and after killing Geyzer with a level 35-38 group, were we killed repeatedly in Ice Caves trying to return to the Monestary?
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Post by Mahn on Dec 10, 2005 21:25:18 GMT -6
...because you were trying to run all the way through..I was watching. Every-time you failed to run, you got attacked. Then, when you hit an ambush, you weren't prepared to handle it. (HP&MP) Thank you for the wonderful idea for the skill and it will be considered when the time comes. This thread is now closed as you are just trying to bring across an argument that isn't necessary.
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