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A question for the rogues:

Posted: Sun May 25, 2008 5:41 pm
by Death
In order to change up the trammel/felucca style like other systems (Where there's more monsters in fel and they give double resources), I have been thinking of doing the same for dungeon chests. Here's what I'm thinking.

New System:

- Trammel will spawn the lesser chests (Levels 1 through 4) and will not spawn level 5 or 6 chests. In trammel, it will be easier to get chests with less dangers than in felucca.

- Felucca will spawn medium - greater chests (Levels 3 to 6). You will not find a dungeon chest lower than level 3, meaning there will be more room for level 5 and 6 chests. However, there will be more revealing creatures and more dangers for rogues in felucca for choosing to go after the level 6 chests.

I'll run a poll for a few weeks to get an overall consensus

Archived topic from AOV, old topic ID:2941, old post ID:18683

A question for the rogues:

Posted: Mon May 26, 2008 7:56 am
by j4bber
If this is done, will the lvl 5/6 chests only be at the lower levels of dungeons or can they be all over?

Maybe add an uber rare lvl 7 chest spawner for the champ areas...

Archived topic from AOV, old topic ID:2941, old post ID:18702

A question for the rogues:

Posted: Mon May 26, 2008 9:20 am
by Death
j4bber wrote:If this is done, will the lvl 5/6 chests only be at the lower levels of dungeons or can they be all over?

Maybe add an uber rare lvl 7 chest spawner for the champ areas...
Just like before, the chest levels would climb per level.

So let's take dungeon shame for example:

- The first level with the earth elementals, scorpion and corpsers would be level 3 chests.
- The second level would be level 3's and 4's
- Third level would be 4's and 5's
- Last level would be 5's and 6's

Dungeons with higher climb scales (As in, more floors) will of course have more level 6 chests on the last floor than dungeons with less floors (So shame, being a dungeon with a good 5 floors, would have a lot of level 6 chests compared to say destard, which only has 3. Destard would still have level 6 chests, just not as many as shame.

Felucca dungeons would have more monsters that can reveal you and possibly more floor traps. I would also like to release the special monster known as the chameleon that disguises itself as dungeon items and leaps out to attack you if you fall for it. These would only be in felucca of course and only a few would spawn on each floor (So take shame for example. The first floor would have maybe 1 that spawns once every 2 hours).

Chameleons hit a little bit less than a lesser hiryu and die in 2 hits of a good weapon such as an sos.

Archived topic from AOV, old topic ID:2941, old post ID:18708

A question for the rogues:

Posted: Mon May 26, 2008 2:13 pm
by dprantl
Seer Death wrote:
j4bber wrote:If this is done, will the lvl 5/6 chests only be at the lower levels of dungeons or can they be all over?

Maybe add an uber rare lvl 7 chest spawner for the champ areas...
Just like before, the chest levels would climb per level.

So let's take dungeon shame for example:

- The first level with the earth elementals, scorpion and corpsers would be level 3 chests.
- The second level would be level 3's and 4's
- Third level would be 4's and 5's
- Last level would be 5's and 6's

Dungeons with higher climb scales (As in, more floors) will of course have more level 6 chests on the last floor than dungeons with less floors (So shame, being a dungeon with a good 5 floors, would have a lot of level 6 chests compared to say destard, which only has 3. Destard would still have level 6 chests, just not as many as shame.

Felucca dungeons would have more monsters that can reveal you and possibly more floor traps. I would also like to release the special monster known as the chameleon that disguises itself as dungeon items and leaps out to attack you if you fall for it. These would only be in felucca of course and only a few would spawn on each floor (So take shame for example. The first floor would have maybe 1 that spawns once every 2 hours).

Chameleons hit a little bit less than a lesser hiryu and die in 2 hits of a good weapon such as an sos.
No, no, you have to stay with Ultima lore. You want to make mimics. A mimic is a monster that looks exactly like a chest, but when you try to open it, you're in for a surprise.

Archived topic from AOV, old topic ID:2941, old post ID:18724

A question for the rogues:

Posted: Mon May 26, 2008 2:20 pm
by Death
dprantl wrote: No, no, you have to stay with Ultima lore. You want to make mimics. A mimic is a monster that looks exactly like a chest, but when you try to open it, you're in for a surprise.
I can do that instead. Do you happen to remember what they looked like?

Archived topic from AOV, old topic ID:2941, old post ID:18730

A question for the rogues:

Posted: Mon May 26, 2008 2:24 pm
by dprantl
Seer Death wrote:
dprantl wrote: No, no, you have to stay with Ultima lore. You want to make mimics. A mimic is a monster that looks exactly like a chest, but when you try to open it, you're in for a surprise.
I can do that instead. Do you happen to remember what they looked like?
Well, in Ultima IV and V they looked exactly like chests. The animation when they were attacking you was just the chest opening.

Archived topic from AOV, old topic ID:2941, old post ID:18732

A question for the rogues:

Posted: Mon May 26, 2008 3:24 pm
by Death
hmmm that would be funny but unfortunately there's no mobile for chests so might have to stick with my chameleon look. Can always call them mimics and possibly have them shift forms.

Archived topic from AOV, old topic ID:2941, old post ID:18736

A question for the rogues:

Posted: Mon May 26, 2008 4:26 pm
by Lymus
If you make roguery more offensive, then the new method would be awesome. You know. If you have Lockpicking+Stealth+Hiding+Maybe Ninja, you should be able to "backstab from the shadows" and do more damage. If, somehow, roguery was offensive, method two would be cool.

Archived topic from AOV, old topic ID:2941, old post ID:18741

A question for the rogues:

Posted: Mon May 26, 2008 4:30 pm
by Death
Shadow strike already does that. Allows you to stab from the shadows without being seen at all. It's rather fun actually. I've killed people using only shadow strikes (Brunus while in my house lol). If you're making a rogue, chances are you're going to take up ninjitsu for smoke bombs or attacks. The ninjitsu rogue template is rather common

Archived topic from AOV, old topic ID:2941, old post ID:18742

A question for the rogues:

Posted: Tue May 27, 2008 12:23 pm
by dprantl
Seer Death wrote:hmmm that would be funny but unfortunately there's no mobile for chests so might have to stick with my chameleon look. Can always call them mimics and possibly have them shift forms.
Yeah that's too bad. EA should have added all the mobs from previous games. You can see what it looked like in U4:

http://dino.shiftedphase.com/ultima/u4/u4beast.php

Archived topic from AOV, old topic ID:2941, old post ID:18762

A question for the rogues:

Posted: Tue May 27, 2008 12:26 pm
by Death
Hmmm thanks for posting that. There's a couple of those I can add in with a UO feel to it. Squids would be easy to add in as well. I'm also planning on adding icehounds (I believe from Ultima Ascension I saw them). They'd basically be like hell hounds except instead of breath, they would have a freeze ability (Similar to that of frost bats).

Archived topic from AOV, old topic ID:2941, old post ID:18763

A question for the rogues:

Posted: Tue May 27, 2008 1:01 pm
by jrhather
I get a kick out of the 'Zorn' creature thats obviously a ripoff of D&D's 'Xorn'

http://en.wikipedia.org/wiki/Xorn_(Dungeons_&_Dragons)
http://www.themaddevil.com/ral%20xorn.JPG
http://www.wizards.com/dnd/images/tt20061017a_xorn.jpg

Archived topic from AOV, old topic ID:2941, old post ID:18764

A question for the rogues:

Posted: Tue May 27, 2008 1:24 pm
by Death
I can see a couple of those monsters were snagged and used in other games. For example, the carrion creeper was in castle of the winds and the mind controlling wizard with the tentacles on his face was in final fantasy (Mind flayer).

Archived topic from AOV, old topic ID:2941, old post ID:18765

A question for the rogues:

Posted: Tue May 27, 2008 1:53 pm
by jrhather
I love D&D. Forgotten Realms ftw.


I've noticed a few things....

When thieving from chests in Tram dungeons I've noticed that hats don't spawn with magical properties. (hats, caps, animal masks, wizard hats)

And I pulled a talisman out of a chest today (6500gp in it) that had no properties whatsoever.

Bug?

(You should eliminate the item ID wands...)

Archived topic from AOV, old topic ID:2941, old post ID:18766

A question for the rogues:

Posted: Tue May 27, 2008 2:18 pm
by Death
jrhather wrote:I love D&D. Forgotten Realms ftw.


I've noticed a few things....

When thieving from chests in Tram dungeons I've noticed that hats don't spawn with magical properties. (hats, caps, animal masks, wizard hats)

And I pulled a talisman out of a chest today (6500gp in it) that had no properties whatsoever.

Bug?

(You should eliminate the item ID wands...)
The talisman function is very generic and sometimes a talisman won't spawn with any special properties or attributes. They are still useful for the protection on them though (Curse removal, damage removal, summoning, etc).

I could have sworn the hats have properties that spawn on them but I'll check the formula. I vaguely recall seeing an LRC bear mask when I was testing drops.

Ya item ID wands don't have a use anymore. They're just there for the nostalgic feel of the UO days when identifying an item was a useful skill for determining bonuses.

Archived topic from AOV, old topic ID:2941, old post ID:18767

A question for the rogues:

Posted: Tue May 27, 2008 2:47 pm
by jrhather
Seer Death wrote:
jrhather wrote:I love D&D. Forgotten Realms ftw.


I've noticed a few things....

When thieving from chests in Tram dungeons I've noticed that hats don't spawn with magical properties. (hats, caps, animal masks, wizard hats)

And I pulled a talisman out of a chest today (6500gp in it) that had no properties whatsoever.

Bug?

(You should eliminate the item ID wands...)
The talisman function is very generic and sometimes a talisman won't spawn with any special properties or attributes. They are still useful for the protection on them though (Curse removal, damage removal, summoning, etc).

I could have sworn the hats have properties that spawn on them but I'll check the formula. I vaguely recall seeing an LRC bear mask when I was testing drops.

Ya item ID wands don't have a use anymore. They're just there for the nostalgic feel of the UO days when identifying an item was a useful skill for determining bonuses.
There was NOTHING on the talisman. Check the 'Y' shaped one in Artemis' pack when you have a chance.

I have yet to see any hat types spawning with an attribute.

Archived topic from AOV, old topic ID:2941, old post ID:18770

A question for the rogues:

Posted: Tue May 27, 2008 2:52 pm
by Death
Ya the talisman system is kind of fussy about that. We'd have to go in and fix that entry but if we do that we'd probably end up recoding the whole thing. The talisman system we have right now was a shell we downloaded and modified and it would be nice to be able to raise/lower the intensity of the properties on drops.

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A question for the rogues:

Posted: Tue May 27, 2008 3:19 pm
by Red Squirrel
When i redo loot system I'll treat talismans like jewelery basically. I'll probably make a type for each item id like gold ring and silver ring etc.

Archived topic from AOV, old topic ID:2941, old post ID:18774

A question for the rogues:

Posted: Tue May 27, 2008 3:33 pm
by Death
Red Squirrel wrote:When i redo loot system I'll treat talismans like jewelery basically. I'll probably make a type for each item id like gold ring and silver ring etc.
Ya that's probably the best way really. Will really help with quests to ensure that the intensity of the talisman you get is on par with the difficulty or stage of the quest you completed.

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A question for the rogues:

Posted: Tue May 27, 2008 5:52 pm
by Lymus
jrhather wrote:I love D&D. Forgotten Realms ftw.
Ebberon>Fauren setting. Fauren is just overplayed.

Mind Flayers are from Dungeons and Dragons, not Final Fantasy. As are Beholders, if you were thinking about that. ;3

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A question for the rogues:

Posted: Tue May 27, 2008 6:05 pm
by Death
Lymus wrote:
jrhather wrote:I love D&D. Forgotten Realms ftw.
Ebberon>Fauren setting. Fauren is just overplayed.

Mind Flayers are from Dungeons and Dragons, not Final Fantasy. As are Beholders, if you were thinking about that. ;3
Ah forgot about D&D. Many monsters/creatures originated there first likely.

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A question for the rogues:

Posted: Wed May 28, 2008 10:41 am
by jrhather
Lymus wrote:
jrhather wrote:I love D&D. Forgotten Realms ftw.
Ebberon>Fauren setting. Fauren is just overplayed.

Mind Flayers are from Dungeons and Dragons, not Final Fantasy. As are Beholders, if you were thinking about that. ;3
Faerun btw.

I disagree. Ravenloft is overplayed as is Dragonlance (Krynn). Greyhawk is my favvy though, but from a novel POV its all about Forgotten Realms and especially R.A. Salvatore

Archived topic from AOV, old topic ID:2941, old post ID:18814

A question for the rogues:

Posted: Wed May 28, 2008 4:39 pm
by Lymus
jrhather wrote:
Lymus wrote:
jrhather wrote:I love D&D. Forgotten Realms ftw.
Ebberon>Fauren setting. Fauren is just overplayed.

Mind Flayers are from Dungeons and Dragons, not Final Fantasy. As are Beholders, if you were thinking about that. ;3
Faerun btw.

I disagree. Ravenloft is overplayed as is Dragonlance (Krynn). Greyhawk is my favvy though, but from a novel POV its all about Forgotten Realms and especially R.A. Salvatore
Greyhawk is DND slang for "You're gonna die on the first night. Goblins and orcs are out to getchagetcha."

Archived topic from AOV, old topic ID:2941, old post ID:18823

A question for the rogues:

Posted: Wed May 28, 2008 9:26 pm
by j4bber
Man I remember my Forgotten Realms days. the memories....

But yeah, most fantasy games (UO, etc) pull from the D&D base.

I like the idea of mimics, kindof a play on a "trapped" chest..

The leveling sounds good.

The only real problem I personally have with chests in fel is at the champs. My rogue gets hungup in the mob alot (stamina drops to 0), then I get revealed and well I usually die :)

Guess my template sucks, but just wanted to mention it :)

Archived topic from AOV, old topic ID:2941, old post ID:18831

A question for the rogues:

Posted: Fri May 30, 2008 1:40 am
by oompa
Im all for double loot in fell chests:) And for the champ spawns, get ninja and shadow jump

Archived topic from AOV, old topic ID:2941, old post ID:18860