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#1 |
Swordsman
Join Date: Feb 2010
Posts: 405
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Early assessment on a change...
We've talked about the issues with stat-gain, so I changed my alchemist's shop to have the stat gainers instead of the stat restorers, in V3.1.2v2 release code. Built a high elf mage, started back in.
First thing to notice: the stat-gain potions' *price* remains high. The base price is 8000; they were running almost 9000 even with the big Char boost that high elf gets. For most it'd be even higher. So, right away this becomes a limiting factor; you're not going to gather up that much cash for a while. The first 10 dungeon levels should pretty much play the same as they always do, no matter how you like to play them. Starting around DL 12, you start getting enough cash for what you bring back, that you can start buying the gainers. Maybe 1, on the first trip; you're not seeing that many ego weapons at that point. By DL 18, a lucky trip might let you get 2 potions, from a reasonably extended trip. But that's probably all, unless you get somewhat lucky with ego weapons...and I was using the one Westernesse weapon I'd found. (I'd also gotten lucky and found Cammithrin, but damn if I'm gonna sell those. ![]() I had a very YASD on 20, but my sense is, in this approach you should be able to drop down reasonably smoothly, with the limitation becoming resists. The fact is, you can't buy them *quickly*...and you're limited by the need for so many of them. At one point, I had more mana than hit points...but I still had to watch out for energy/fire hound packs because 120 hit points can be gone rather quickly. And fine, I can use Spear of Light against a bunch of black orcs, but it still takes 3 to do the job...which is still a pretty good chunk of mana to use. Levels 19 and 20 were *less* of a hassle than normal, but they still weren't easy. |
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#2 |
Prophet
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 3,025
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As I said in another thread, I tried a similar thing a couple years ago with including stat-gain potions in the shop. Except, I did it differently, including !Aug, instead of the individual stat gain potions. Those sold for around 60k so you couldn't really afford one until you hit stat gain depth anyway. What I found was that, if you choose, you can run a ego item finding business. Instead of scrounging dlevel 30-35 for stat gain, you scrounge for ego weapons. 6-12 ego weapons will get you a potion. If you choose to hang around those levels to do stat gain then you can accomplish it with much less grinding. I don't know how the game would play with diving though, I was not good enough back then to try that.
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#3 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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I like the idea of selling Augmentation better than that of selling the stat-gain potions, mostly because stat-gain potions sold by the non-Black Market shops are way too cheap. Think about it: if they're worth buying from the Black Market at 27k a pop, then they're definitely worth buying from the standard shops at 9k.
I can't help but think that making stat gain reliably available in the shops is only going to reinforce the "shopping game" though, which doesn't seem like such a great idea. There's got to be a better way to smooth out stat-gain. |
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#4 |
Veteran
Join Date: Jun 2008
Location: Los Angeles
Posts: 1,069
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I actually like where stat gain is in V right now.
Before, it was generally assumed you would dive down to dlvl 30 and farm stat potions until you were maxed and then dive down near the bottom. That was prescribed, boring, and pretty artificial-feeling. Now, the potions aren't common enough to stay at 30 until you're maxed out. Now you just keep going deeper as you feel more powerful and by the time you're at 98 and collecting consumables for the last few fights, you get maxed out from !Aug and stat potions. It feels much more organic of a process.
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A(3.1.0b) CWS "Fyren_V" NEW L:50 DL:127 A++ R+++ Sp+ w:The Great Axe of Eonwe A/FA W H- D c-- !f PV+++ s? d P++ M+ C- S+ I- !So B ac++ GHB? SQ? !RQ V F: |
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#5 |
Swordsman
Join Date: Feb 2010
Posts: 405
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It would be rather easy to switch to Aug; I can do that and see what I think. It has another advantage: you can't focus-buy. Mage? Never touch a !Wis until anything important's at 18/60 before race/class adjustments. Priest feels the same way about !Int.
We spend the money to buy from the BM because we're getting desperate for them by DL 20-22 or so. I know I want more damage and more hit points. Scumming for !'s means more exhaustively working a level. 1 or 2 Str or Dex boosters might mean a 2nd attack, or maybe a 3rd...big help there. Int or Wis, we go from 2 mana per level to maybe 3 per, and we get lower failure rates on the spells that do enough damage to be worthwhile. And, when you get down to it, what else do we have to spend money on, at this point? Fine, spend a bit here and there on CCWs and WoRs and a few other minor things...nothing we routinely like, tho, costs anything. The rare, deep stuff like =Spd, !(Exp, *Enlight*, *Aug*, Life), ?(Acq, *Acq*) don't show up often enough to be a serious factor, and are usually so *outrageously* expensive that by the time we can consider their purchase, 25K for a !Int is nothing. As for reinforcing the shopping game...what's the point of having the stores in the first place? But, making !Aug's available at the alchemist, would cut down on the point of "well I have the money but they don't have the one I want". That wouldn't be a bad thing. |
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#6 | |
Prophet
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 3,025
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Quote:
However, I also don't think selling it in stores is the way to go. Having tried it, I think it makes things way too easy. It's not my preferred approach. For the record, I do not like the following aspects of stat gain: 1: stats are unbalanced (specifically INT/WIS and CON) to give huge gains near max and almost useless gains lower. Going from con 18/00 to 18/50 is pretty useless. Going from 18/150 to 18/200 is huge. This means that you often need a *lot* of stat gain potions to get those benefits you need. Especially Con. Not enough Con and you *cannot* beat Morgoth. 2: clearing mobs of weak monster is a good method for stat gain. 3: Drop_good monsters (all uniques with drops, minus the lernean hydra) cannot drop stat potions. Just add stat potions to drop_good already. If each unique drop had a 5% chance of being a stat_gain potion, almost all the problems I have with stat gain would be solved. |
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#7 | |
Knight
Join Date: May 2009
Posts: 560
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Quote:
But the root problem is the same, looking for potions sucks and it can stall an otherwise good game out, especially if !con decides to never drop. If that happens I'm either loaded with +con gear and losing some killing power, or my hp pool is too low to be where I'd like to depth-wise (I like surviving a single-resisted base element breath when great wyrms start showing up) |
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#8 |
Veteran
Join Date: Jun 2008
Location: Los Angeles
Posts: 1,069
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My point earlier was that in the quest for finding a good end-game kit and a decent amount of consumables, you should find enough potions in vaults and from wyrms to be well maxed by the time you are done gearing up. At least it has been that way for me in all of the about 12 games I have played to Morgoth since 3.0 came out. It's refreshing not needing to stop for stat gain any more.
__________________
A(3.1.0b) CWS "Fyren_V" NEW L:50 DL:127 A++ R+++ Sp+ w:The Great Axe of Eonwe A/FA W H- D c-- !f PV+++ s? d P++ M+ C- S+ I- !So B ac++ GHB? SQ? !RQ V F: |
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#9 | |
Prophet
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 3,025
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Quote:
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#10 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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What if we reduced the number of types of stat gain potions? So you'd find potions that increase STR and CON, or INT and WIS, or DEX and stealth (assuming stealth is going to replace CHA, as I heard earlier). This would basically eliminate useless stat gain potions from the game (except for warriors who don't need INT at all and WIS only for the saving throw), and for instances where you need both stats the potion provides, you'd only need to find half as many potions.
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