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QCF Design Community • View topic - Here be goats!
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Re: Here be goats!

PostPosted: Tue Jan 24, 2012 1:49 am
by q 3
There's also a subdungeon that looks more or less like the old Mothers for Safer Dungeons or whatever, with a couple of gold piles and a sign - except if you actually bother to read the sign (which I rarely do, so I have no idea how long this particular subdungeon has been there) it has a somewhat poetic message about heroes and helmets (or something like that). There were also a few walls in one of the corner that I had no means of interacting with, so it's possible there's some goodies to be had.

On the topic of HALPMEH - I would just note that changing it to 4 MP and 4 HP * level would have one very, very major unbalancing effect. A Wizard with Mana Leak and a Crystal Ball would still have an effective 1 MP HALPMEH, only now it heals 33% more HP than before. Add BLUDTOPOWA and he'd get a patently ridiculous 80 HP per tile.

Re: Here be goats!

PostPosted: Tue Jan 24, 2012 1:56 am
by Lujo
Dude last time they pulled this funny bussiness with resistance they took their sweet time nerfing them back. See if you can break stuff in the meantime, and post ridiculous pictures (of in game stuff :D ) of it in a thread titled something like "How broken do you need?" for a while, and at some point they'll nerf it back down. My 2 cents.

It probably needs convincing non-hardcore people of giving it a try to see if it's broken for everyone, then if we have a flood of PISSORF spellcasters laying waste to the game, there won't be any denying it.

Or just wait untill it blows over :D

Re: Here be goats!

PostPosted: Tue Jan 24, 2012 2:01 am
by xspeedballx
Honestly my thoughts on zombie dog or a) Explore design space and odd interactions b) There may be some ideas they have about exploring better design space with shops but it would require a bit more dilution of gear ranging in use. Honestly I always felt shops in general were a bit nerfed in beta compared to alpha, where as you worked at the game you got better chances of better stuff.. unlike what has been pointed out, the more you work at it now, you have better chances at nothing you need.

Re: Here be goats!

PostPosted: Tue Jan 24, 2012 2:06 am
by Lujo
Well I did suggest having 1 separate locker slot for trinkets and secifics in the racial buildings, waaaaay back before I started being a douchebag, but the thread quckly degenerated into spam about female portraits. It was a major contribution for me choosing a douchebag aproach later down the road.

There's a whole bunch of stuff that could be turned into inexpensive quest unlockable preps and reduce the shop clogging. I'm sure the devs have talked about it as well.

Re: Here be goats!

PostPosted: Tue Jan 24, 2012 3:50 am
by gjaustin

Re: Here be goats!

PostPosted: Tue Jan 24, 2012 3:52 am
by The Avatar
But making everything undead would be cheap for priests.

Re: Here be goats!

PostPosted: Tue Jan 24, 2012 3:53 am
by TigerKnee
Unless they do that change where priests get extra damage against mana burners and poisoners that someone suggested last time.

Re: Here be goats!

PostPosted: Tue Jan 24, 2012 3:57 am
by gjaustin
Hmm, good point Avatar.

Maybe the damage bonus would be permanent, but the undead turning effect would be one use (a click effect).

Re: Here be goats!

PostPosted: Tue Jan 24, 2012 3:59 am
by The Avatar
Now that sounds much more reasonable (and I'd want to buy it.)

Re: Here be goats!

PostPosted: Tue Jan 24, 2012 8:15 am
by Lujo
I'd still rather have another consumable death protection with a Zombification. Everyone would love the DP, but priest would rock with Zombificatin. I also know this would be rather cheap, most likely.