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Back after 5 years o.O - Ideas and Beginner tips

Posted: Sun Oct 27, 2019 6:18 pm
by Excelsus
Hello everyone,

as my title already explains it, I'm back to AT after many years. Things have changed, but not everything. Can we finally find our lost brat? He has to explain a lot of things once ha comes back :lol: .
Even though I made a backup of my saved files for AT I wanted to make a fresh start so now I'm level 12. Last time I went for heavy atk and hp and this time I set the goal for something different, would like to try a rogue/thief kind of style (with high block chance aka evasion, and a dagger as weapon for low AP costs). As I firmly remember that no matter how strong I was, once I reached the fields north of Loneford, those little devil river frogs made my journey a hell. I learned that many hits equal more success. Therefore now I mapped each equipment I needed in order to build a strong character. Though I'm excited to go and find all the missing pieces (nostalgia factor over 9.000), I feel a little bit odd about:
First of, character development. There a truly many skills to choose from for your character, but in the end just a hand-full are really good; the rest is kinda meh and not needed I think. Like in chess, endless moves but in the end you choose just the best ones. For now I chose increased fortitude and regeneration as I find it very useful for farming. But then I looked at future skills and concluded, yes you can chose whether direction to make your own character strong, but to be honest, going for more criticals in order to obtain the skill for bleeding and then further bone breaker seems the strongest variation :o ! And there is no similar combo, besides concussion which is just a minor development (There is also taunt which I would like, it implies to invest into BC and evasion but in comparison it's way less strong). Therefore I thought that more condition combos would be more than welcome. Like bleeding and bone breaker, one reduces atk chance, the other defense :shock: .(<-- Perfect for a rogue style) This could be a specific characteristic for each class as I further explain below.
I thought that instead of giving us fighting styles as skill, the better option could be to introduce classes, like in most rpg's. I understand that there is weapon and shield, two-wielding and specifically with one, but this all refers to actually one class, the let's say warrior-class. It doesn't reflect your stats, but the armor you fit. I would like to see a more class oriented style that reflects your stats. So for example if we take, hp, atk, block chance and AP, I think you could develop a more in depth combat mechanic. I.e. HP for knight, atk for hunter, b.c. for ranger, AP for thief. You could have this setup, and depending on how you develop your stats, let's say you go for 150 HP and 80 BC you can apply for becoming a Knight. You don't invest a skill, but of course it's your development that matters. And you could make up stages for each class and each stage gives you some advantages (for that class) like there are now: 1° stage fighting style weapon and shield + tot%, 2° stage + tot% etc. In this way you could spare some skills for others, and I think there would be more opportunity for character growth. To don't make it too static, the protagonist could have also multiple classes, like if you reach the required amount of stats you could be knight and ranger, of course than you can reach only a certain stage, like 2 and 1. Just in order to think it through...
I think this system would also give the opportunity for some unique power once reached the final stage (doesn't need to be the final but whatever). For example soon I wanted to go towards the blackwater mountain, but I fear a little bit the gornauds. As I want to focus on a dagger-style, crit, and low AP oriented character, I remembered that gornauds are simply immune to crits...this ability is kinda OP. I think that there should be not only a counter skill like, Piercing (chance of tot% to nullify opponents armor), but also the chance to learn this skill as well. I think it would be kinda appropriate after i.e. Bark Skin level 5 to be able to unlock the skill Immune to Crits. Maybe like this it would be too easy, but think on the class system. If the development of a knight requires a lot of HP, BC and going on Bark Skin, one final bonus could be Immune to Crits. In the contrary the final bonus of being a rogue/thief kind of development could be Piercing etc. This are just some ideas to promote the class-style :D . What do you think about :?: :ugeek: ?

I think I said enough for now, just wanted to throw out some ideas I had, remembering both past and recent experiences.
To conclude, I saw no real thread for let's say beginners, what are your suggestions now that I'm level 12? I'm in fallhaven, made the snake cave, made the thief guild mission, started to go up the the crossroad tavern. Spots to farm gold and exp? I'm currently in the snake cave as they give both currencies at a decent amount.

For now it's all,
Ex

Re: Back after 5 years o.O - Ideas and Beginner tips

Posted: Sun Oct 27, 2019 6:40 pm
by Fatboy73
Best place to grind right now is to get access to the chambers under Fallhaven chapel. You can collect tons of potions and items to sell for gold.

Re: Back after 5 years o.O - Ideas and Beginner tips

Posted: Sun Oct 27, 2019 10:54 pm
by rijackson741
Hello Excelsus, and welcome (back) to the forums.

The original designer of the game, Oskar, was very against classes. The design is that you can build your character in a particular direction, whether that is a heavily armored two-handed weapon wielding knight, or a dagger wielding thief, but with no hard boundaries between any particular build. This concept is so entrenched in the game mechanics and the existing content that changing it is not practical, even if we wanted to (which we don't; new content is far more important).

I would say to you, and anyone else thinking about this, do you want changes to the game mechanics, or more content? Because the AT dev team, and other content contributors, have very limited time for this project. We do, and plan to, make changes to the mechanics, but they are changes that will bring significant benefits compared to the amount of work we have to put in. Changing the mechanics just to make the game something different to what it is now is not an effective use of our time.

Re: Back after 5 years o.O - Ideas and Beginner tips

Posted: Mon Nov 04, 2019 8:54 pm
by Excelsus
@Fatboy73 thanks for the suggestion, the Fallhaven chapel was a very good grinding spot, especially at the beginning; now I'm stuck in the gargoyle cave trying to get this darn RoLS...

@rijackson741 indeed, I wasn't aware until now that I got back to the game how many implications the character development has. Now that I completed the charwood stage I remembered that there are also the oegyth stats to consider. And of course developing more content is of far more use at this stage.