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Should fading restore items to their default endowments?
Yes, I want the innate endowments to stay when fading. 76%  76%  [ 45 ]
No, I prefer fading to continue to wipe all endowments. 24%  24%  [ 14 ]
Total votes : 59
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 Post subject: Re: Should fading restore items to their default endowments?
PostPosted: Fri Dec 07, 2012 10:01 am 
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Mortal

Joined: Sat Dec 25, 2010 11:34 am
Posts: 104
SK Character: Noragh, Rhakeesh, Eralenax
I've noticed that many seem to dislike the 'Nothing Happened' message. It seems to me that you are actively complaining about passing the 'will the item won't explode' check.

My understanding of enchant was something like this: You get one roll that is pass/fail, then another roll to see if you save against critical failure, or get a critical success. EG:

Pass-pass = brilliant enchant
pass-fail = single enchant
fail-pass =item resists enchant
fail-fail =item explodes

Obviously I have no clue what the actual code behind the system is, but I'm still quite convinced that when your item "does nothing" you should take the opportunity to be happy that you saved against explosion, rather than annoyed.

Can/will anyone confirm that the "nothing happened" message is in fact a succesful save message?


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 Post subject: Re: Should fading restore items to their default endowments?
PostPosted: Fri Dec 07, 2012 10:14 am 
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Mortal

Joined: Mon Dec 01, 2008 2:01 pm
Posts: 3527
Location: I'm in a glass case of emotion!
SK Character: Retired Troll
I can't find the post, but I believe in a different thread, Dulrik recently confirmed this. People were complaining about the "nothing happens" messages, and Dulrik was like "I don't understand. You would rather your item explodes?"


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 Post subject: Re: Should fading restore items to their default endowments?
PostPosted: Fri Dec 07, 2012 11:12 am 
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Joined: Fri Dec 26, 2008 1:22 pm
Posts: 1648
Baldric wrote:
I can't find the post, but I believe in a different thread, Dulrik recently confirmed this. People were complaining about the "nothing happens" messages, and Dulrik was like "I don't understand. You would rather your item explodes?"

viewtopic.php?f=22&t=23278&p=386361


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 Post subject: Re: Should fading restore items to their default endowments?
PostPosted: Mon Dec 24, 2012 9:59 pm 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
Now that the endowment system has been in use for a bit, would you change your answer to this question? If yes, tell me why.

Note: I've re-opened the poll and you can change your vote if you'd like. The previous totals were Yes - 35 / No - 9.


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 Post subject: Re: Should fading restore items to their default endowments?
PostPosted: Mon Dec 24, 2012 10:01 pm 
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Mortal

Joined: Fri Sep 22, 2006 2:42 pm
Posts: 944
I still think it should wipe all endowments. There are some things that have negative enchantments that would become useless if negative endowments weren't faded.


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 Post subject: Re: Should fading restore items to their default endowments?
PostPosted: Mon Dec 24, 2012 10:06 pm 
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Mortal

Joined: Thu Aug 30, 2012 4:08 pm
Posts: 55
Kin wrote:
I still think it should wipe all endowments. There are some things that have negative enchantments that would become useless if negative endowments weren't faded.


Some of those negatives are there for a good reason though. The robes overflowing with vermin is the first that comes to mind, it has a penalty to charisma that can be faded although the penalty seems less like a magical penalty to charisma and more like a penalty for being covered in insects and vermin that are spilling out of your robes.


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 Post subject: Re: Should fading restore items to their default endowments?
PostPosted: Mon Dec 24, 2012 10:08 pm 
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Mortal

Joined: Wed Aug 24, 2011 6:07 pm
Posts: 362
While I like the idea of not having to worry about losing innates, there are some items where the innate is kind of silly. Take the mother's ire for instance it comes with 5 runes of willpower, while five innate runes of willpower is great, on a weapon like a bow where I NEED damage runes to do things that five innate willpower just makes me scratch my head.


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 Post subject: Re: Should fading restore items to their default endowments?
PostPosted: Tue Dec 25, 2012 10:10 am 
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Mortal

Joined: Sat Oct 02, 2010 10:24 pm
Posts: 483
Innate endowments are supposed to be a form of ancient magic we can't duplicate. They are more powerful than the spells we do, by virtue of their ability to stack while our magic doesn't. The failures of our puny magic shouldn't be able to wipe away the old powerful magic.
Object have negative endowments you don't want? Find something like a bow with 5+ willpower, which you'd rather not have? That's easy enough: go use something else.


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 Post subject: Re: Should fading restore items to their default endowments?
PostPosted: Tue Dec 25, 2012 10:16 am 
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Mortal

Joined: Sat Oct 02, 2010 10:24 pm
Posts: 483
Or maybe even have multiple fadings weaken the innates. The first three or four fadings keep innates. The next few fadings slowly remove the innates. Something with +3 str and -2 dex goes to +2 str and -1dex, and then after that +1str.

So if you want to keep innates, you can so long as you don't keep screwing up. If You want them gone, you can with some effort as long as you don't blow it up.

But if not this, then please keep innates.


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 Post subject: Re: Should fading restore items to their default endowments?
PostPosted: Tue Dec 25, 2012 3:12 pm 
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Mortal

Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
I haven't had the time to test this, but I think that you should be able to add augmented saves (fort/will/reflex) to armor. As the game now stands, any armor with said saves innately is incomparably more useful than armor which starts without it. The reason that people are complaining about fading being too annoying isn't because of having to start over: It's because now the only way to get armor with saves is to know where the handful of sets in your armor category with saves are.

People should be able to enchant armor with augmented saves. Disallowing such only widens the gap between the elite who know where and how to get armor with saves and those who don't. It also completely hosed a lot of end-game armor that starts with great MP.

And no, I don't think this is a builder issue.


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