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Re: The Slime Cave

Posted: Wed May 03, 2017 3:16 pm
by Zukero
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.

Re: The Slime Cave

Posted: Wed May 03, 2017 4:50 pm
by Kashim
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?

Re: The Slime Cave

Posted: Thu May 04, 2017 1:04 am
by rijackson741
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:

Re: The Slime Cave

Posted: Thu May 04, 2017 3:52 am
by Capeditiea
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

Re: The Slime Cave

Posted: Wed May 10, 2017 3:06 pm
by Tomcat
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.

Re: The Slime Cave

Posted: Wed May 10, 2017 4:06 pm
by rijackson741
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.

Re: The Slime Cave

Posted: Wed May 10, 2017 4:14 pm
by Tomcat
Very true!

Re: The Slime Cave

Posted: Wed May 10, 2017 8:55 pm
by Kashim
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...

Re: The Slime Cave

Posted: Wed May 10, 2017 10:35 pm
by rijackson741
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 ;)

Re: The Slime Cave

Posted: Thu May 11, 2017 11:28 am
by Tomcat
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.