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karnos

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About karnos

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    Rook

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  1. Internally the numbers can be as big as they need to be. Training can give you a .001 bonus or something. But when you get to the point where everyone write "k" after the damage or hp, that begins to show how ridiculous it is. Just divide the numbers by 1000 and then you don't need the extraneous "k". You can still use the same big numbers internally while fixing the display to more modest numbers. Look how meaningless the numbers get, when everything is so inflated it's listed as "M"
  2. I'm afraid it already looks like Crowfall is going down the route of WoW and Diablo 3. From the Myrmidion news item: "When the Myrmidon activates his Berserk power he will instantly heal all damage done to him as it is applied to him. Hit him for 8k, he heals for 8k, hit him for 4k, he heals for 4k, hit him for 7k, he heals for 7k. As he takes damage, he also increases his capability to deal more damage. After Berserk wears off, though, he will pay a price: he takes a large portion of the negated damage in one lump. In the above example, he could take up to 19k damage in a single hit. We call this the Berserker Crash." I'm pleading here. I don't want a new starting character to have 100000 hp. That level of number granularity will never be necessary, and it just creates extra spam and information overload. Some players go for that sort of thing, I understand, so I wouldn't be opposed to an option setting. Let me set my game so I see myself as having 100 hp. A hard hit hits me for 25 damage, a weak hit does 4-5 damage. That is cool for me, because I can immediately process how hard I am getting hit. I don't care one bit if the rounding makes a 4,201 damage hit appear to do the same damage as a 4,890 damage hit, I don't need that level of detail. It just confuses the game and causes information overload. Then the default could shows billybob with 100,000,000 hp and critical hits doing 25,233,974 damage to him, as long as I can adjust or turn off the useless extra significant digits I don't care. Heck, you could even have a sitting to add extra digits, for those who love the big numbers. Let them play a character with 342,434,234,732,246,578,213 hp if it makes the game more fun, I don't care, just please don't push that stuff on to me. Please, just don't force these massive inflated numbers on everyone. Give us a toggle if we must have 4+ significant digits for hp & damage values.
  3. Nobody got the reference? https://youtu.be/RepBGR1PblI
  4. karnos

    PK merit

    Imortalis has been killed by water.
  5. It's a lot more complex than that. However, I can remove all your complaints with a small modification- each death, you lose permanent skill points while in that campaign. So die once, all your skills are down by 2% each, barely noticeable. Die a dozen times, it starts to hurt. But your character still has the same base skill levels as before- it's just a permanent skill lose while playing in that particular campaign. The ides is to punish failure. risk vs reward fails if you can get into a situation where you risk nothing (i.e., zerging naked with no equipment to lose). There needs to be some sort of death penalty other than dropping or durability damage to gear, otherwise scouting and thieving and similar activities can be done with zero risk.
  6. It's really easy to fix this. Death penalties. You die, you get a 30 minute death flag. You die again while flagged, an hour is added. You die again before waiting for the death flag to wear off? Now you get 2 more hours added. What does the death flag do? Reduces your damage, hp, armor, regen rate all by 50%, and reduces your move speed by 25%. Alternatively- you die, you lose 5-10 skill points from your highest trained skills. After a few dozen naked suicide deaths, you are below par for a brand new character, oops.
  7. A stealing discipline would be cool, allows a chance to snatch an item or several items of a stack from another character's inventory, with chance to succeed without being noticed, succeed while being noticed, fail without being noticed, or fail and get noticed. I'd also like to see a discipline or class ability for some classes to disarm weapons, disarm shields, knock off helmets- all kinds of disruptive stuff- which in each case would knock the item onto the game world ground, where an enemy could pick it up. Perhaps some caster discipline or class would have a sleep spell- this would need to be limited by long cooldown or be a difficult cast to land- but if you did succeed in putting someone to sleep, all his gear could be stripped off and stolen. It shouldn't all be about fights to the death winner take all, there should be ways to outsmart and steal items without killing someone. Oh, and I still like the idea of spells or abilities that cause durability damage to gear. Acid spray that destroys shields and breastplates, a frost attack that chills weapons making them liable to shatter, a certain blocking technique that can chop off the end of a spear or pole-arm.
  8. Ah! Why wasn't there a kickstarter package that included a 6 hour gaming session with J Todd Coleman as DM?!
  9. karnos

    Mad Max Fury Road

    http://thebestpageintheuniverse.net/c.cgi?u=mad_max_hell_yeah
  10. karnos

    Mad Max Fury Road

    DC area peoples might agree with this...
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