The Slime Cave

Unstructured ideas, requests and suggestions for the development of the game.
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Zukero
Lead Developer
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android_version: 7.1

Re: The Slime Cave

Post by Zukero » Wed May 03, 2017 3:16 pm

As a rule of thumb, I'd suggest to avoid making modifications to the spawn areas of maps where at least one unique mob existed in v0.7.1.
From v0.7.2 onward, each spawn area is tracked by a unique ID, so this gives some flexibility for the future.
Lvl: 78, XP: 8622632, Gold: 271542, RoLS: 1, ElyR: -, RoL: -, ChaR: 1, GoLF: 1, ShaF: 1, SRoV: 1, VSH: 1, WMC: 1, GoW: 1
HP: 71, AC: 301%, AD: 38-47, AP: 3, ECC: 50%, CM: 3.75, BC: 101%, DR: 2

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Kashim
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Re: The Slime Cave

Post by Kashim » Wed May 03, 2017 4:50 pm

So, what you're saying is, we can't make the current boss drop change, but we totally can make a new boss (a harder one), one map later, because no one will have ever stepped onto that map to trigger the spawn, and use the current boss as a "mini-boss" mid-cave?

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rijackson741
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Re: The Slime Cave

Post by rijackson741 » Thu May 04, 2017 1:04 am

Adding another cave would be possible, but it still has the problem that those that have "done" the slime cave will likely not go back and find the new chamber. I think adding an extraordinary drop is a much better way of making the cave (potentially) more rewarding. It would also be very easy, because I already have the item, so I would just need to add it to a couple of droplists :mrgreen:
Level: 64, XP: 4734786, HP: 196, AC: 246%, AD: 49-59, AP: 3, ECC: 25%, CM: 3, BC: 127%, DR: 2
Gold: 232355 | RoLS: 1, RoL: 1, GoW: 1
HH: 1, CS: 2, IF: 4, Ev: 3, Re: 2, WP:DA: 1, WP:1S: 1, AP:L: 1, FS:DW: 2, S:DW: 1
SR

Capeditiea
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android_version: 4.4
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Re: The Slime Cave

Post by Capeditiea » Thu May 04, 2017 3:52 am

do extraordinary.

:D go with the bag of rocks idea. :3

joking aside. :3

the extraordinary item should be shoes.

Slimetastical Boots (working title)
45% BC
-1 AD
5% AC
-1 MS (i forgot the thing movement speed...but to nake it cost one less.)

:3

...edit: o you have an item... omit my post. -_-
carry on. :3

second edit... i won't edit any typoes from before. so :P
Player Name: Capeditiea
Lvl: 49 HP: 118 AC: 269% AD: 22-30 CHS: 48 CM: 3.0 BC: 167% DR: 3
i am spoiler happy now that i have figured it out. :3
caught up. have 1 RoLS. now to grind like crazy.
:D

Tomcat
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android_version: 7.0

Re: The Slime Cave

Post by Tomcat » Wed May 10, 2017 3:06 pm

At some point, whether v0.8 or even 1.0, I think we should not be afraid to say:

"This is a new version. Everyone just needs to start over with a new character, so they can find all the new places/bosses/boss-drops/dialog-clues."

Probably associated with the combat system revamp we've been dreaming about for years, or other large change.
Norbert
Lvl:52 XP:2597576 AP:12 HP:124 AC:282 AD:30-42 CHS:27 CM:2.0 ECC:18% BC:132 DR:2
Skills: CS:2 IF:2 Ev:3 Rg:1 DgPro:1 1HPro:2 LtAPro:2 FS-DW:2 Sp-DW:1
Equip: FP BSS JoF RoP PRoB SrpHbk GoLF EnhCH EnhCB
Other: DotSP VD GoW FB TG RoD+6 Oegyth:6

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rijackson741
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Re: The Slime Cave

Post by rijackson741 » Wed May 10, 2017 4:06 pm

Tomcat wrote:
Wed May 10, 2017 3:06 pm
Probably associated with the combat system revamp we've been dreaming about for years, or other large change.
Yes. That is an omelette that might be hard to make without breaking a few eggs.
Level: 64, XP: 4734786, HP: 196, AC: 246%, AD: 49-59, AP: 3, ECC: 25%, CM: 3, BC: 127%, DR: 2
Gold: 232355 | RoLS: 1, RoL: 1, GoW: 1
HH: 1, CS: 2, IF: 4, Ev: 3, Re: 2, WP:DA: 1, WP:1S: 1, AP:L: 1, FS:DW: 2, S:DW: 1
SR

Tomcat
Posts: 933
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android_version: 7.0

Re: The Slime Cave

Post by Tomcat » Wed May 10, 2017 4:14 pm

Very true!
Norbert
Lvl:52 XP:2597576 AP:12 HP:124 AC:282 AD:30-42 CHS:27 CM:2.0 ECC:18% BC:132 DR:2
Skills: CS:2 IF:2 Ev:3 Rg:1 DgPro:1 1HPro:2 LtAPro:2 FS-DW:2 Sp-DW:1
Equip: FP BSS JoF RoP PRoB SrpHbk GoLF EnhCH EnhCB
Other: DotSP VD GoW FB TG RoD+6 Oegyth:6

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Kashim
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Re: The Slime Cave

Post by Kashim » Wed May 10, 2017 8:55 pm

That's also the price you pay for playing a game that is still in Dev. We appreciate very much that the game has remained stable to this point, but if there were to be a breaking change, I would be OK with it. Though I would be happier to keep my current character, I wouldn't quit or throw things if my char got wiped. Now, that level 390 guy who has 35 of every extraordinary, and 10 of every legendary, he might have an issue with it...

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rijackson741
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Re: The Slime Cave

Post by rijackson741 » Wed May 10, 2017 10:35 pm

Kashim wrote:
Wed May 10, 2017 8:55 pm
Now, that level 390 guy who has 35 of every extraordinary, and 10 of every legendary, he might have an issue with it...
I think we would go to great lengths to not break anyone's collection of extraordinary and legendary items. For a start, I "only" have an RoL, an RoLS, and a GoW, but I would have a problem with that :lol:

At level 390 we could nerf every aspect of a build, and it could still kill everything in the game instantly ;)
Level: 64, XP: 4734786, HP: 196, AC: 246%, AD: 49-59, AP: 3, ECC: 25%, CM: 3, BC: 127%, DR: 2
Gold: 232355 | RoLS: 1, RoL: 1, GoW: 1
HH: 1, CS: 2, IF: 4, Ev: 3, Re: 2, WP:DA: 1, WP:1S: 1, AP:L: 1, FS:DW: 2, S:DW: 1
SR

Tomcat
Posts: 933
Joined: Tue Feb 08, 2011 7:05 am
android_version: 7.0

Re: The Slime Cave

Post by Tomcat » Thu May 11, 2017 11:28 am

We wouldn't have to make older characters unplayable, just unable to re-fight dead uniques and get their drops, or to take new branches on a completed quest that's been modified.
Norbert
Lvl:52 XP:2597576 AP:12 HP:124 AC:282 AD:30-42 CHS:27 CM:2.0 ECC:18% BC:132 DR:2
Skills: CS:2 IF:2 Ev:3 Rg:1 DgPro:1 1HPro:2 LtAPro:2 FS-DW:2 Sp-DW:1
Equip: FP BSS JoF RoP PRoB SrpHbk GoLF EnhCH EnhCB
Other: DotSP VD GoW FB TG RoD+6 Oegyth:6

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