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Area of Effect spells

PostPosted: Mon Mar 23, 2009 11:25 am
by sourceofprovidence
I would like to see AOE spells, The one that was taken out was to strong but if it was just weakened it'd be awesome. Especially at level 11, with no aoe =(

Re: Area of Effect spells

PostPosted: Mon Mar 23, 2009 11:46 am
by Joe M.
don't worry, Putesco's still around. It's just at a higher lvl now. I don't know which lvl, but it's before 17, at least.

Re: Area of Effect spells

PostPosted: Mon Mar 23, 2009 11:57 am
by Karl G.
putesco is at lvl 13. Balancing is really tough, I'll try changing its damage a bit and adding more AOE spells.

I'll take time this week from adding new features to create some spells :)

Re: Area of Effect spells

PostPosted: Mon Mar 23, 2009 12:02 pm
by Joe M.
Features first, then spells! What you could do instead is add some really f***ing hard monsters that'll slow us down some. :twisted:

Re: Area of Effect spells

PostPosted: Mon Mar 23, 2009 12:11 pm
by marzuku
Joe M. wrote:Features first, then spells! What you could do instead is add some really f***ing hard monsters that'll slow us down some. :twisted:


finding it hard to lvl on my knight "jesus" cant greenpot or heal and when i press whirlwind a little to much he stands there still and just spins for like 4-5 spins.

maybe add some cast sequence to buttons u press?, like if you press whirlwind 3 times and greenpot 1 time then the greenpot comes the fourth time? or something like that? like on xen when you had to stop your spin to get one mederi inn and then continue?

Re: Area of Effect spells

PostPosted: Mon Mar 23, 2009 2:01 pm
by nautilus
It's very unpleasant leveling from 8-13 without a quality multi. Just lower the damage of putesco and give it to level 8's. Or add a really low damage multi for that level that doesn't use a ton of mana so you can clear out weak monsters that are in your way.

Re: Area of Effect spells

PostPosted: Mon Mar 23, 2009 3:01 pm
by marzuku
nautilus wrote:It's very unpleasant leveling from 8-13 without a quality multi. Just lower the damage of putesco and give it to level 8's. Or add a really low damage multi for that level that doesn't use a ton of mana so you can clear out weak monsters that are in your way.


All AoE spells have to take alot of mana, or else it will just be "bomb" and 5-6 people die.

Also, the game isnt realy balanced, bombs on xen came on like lvl 9, beams on like lvl 11-12? cant remember, and spin at 15.

What is kinda discouraging is the spell dmg, and i think some one should do some basic thinking of how damage should work with stats spells etc.

Re: Area of Effect spells

PostPosted: Mon Mar 23, 2009 7:40 pm
by Karl G.
Yeah, I agree that spell damage is really low right now. I'm sure you all can appreciate how hard it is to try to tame the huge number of variables: casting duration (repeat rate), dmg vs. monster hp, dmg vs. mp cost, effectiveness vs. stats, mp cost vs. regen rates, ... etc.

As per the other post, I think I agree with Joe that the best course would be to get all the features implemented, then tune. However, I want to keep this game playable in the mean time so you guys are happy with it :)

In the next couple of days I'll release a mini-update with a bunch of tweaks to damage/drop rates and I'll add a new area or two with new monsters. Tell me what small things I can do to fix up the current system and I'll do it. For example, "putesco back to lvl 8, lower damage" is straightforward and I can definitely do that. Let me know!

Re: Area of Effect spells

PostPosted: Mon Mar 23, 2009 8:40 pm
by Joe M.
First off, the drop bug--why hunt when there's no loot? I will say though that the new models make a huge difference--I didn't give Marzuku enough credit for insisting on more varied graphics now rather than later, but he was absolutely right. It looks good enough to go on now that we've got that addition, though.

For monsters or hunting areas to add, I would particularly recommend another area between GY and Trolls (make sure Trolls stay pretty hard, then) and an area to challenge the highest lvl of players.

I would also very strongly recommend that you fix the relative EXP of Trolls and Monstrosities: I'm getting significantly more for each troll, but they pose far far less of a threat to me. If the Monstrosities stay hard (I love hunting them, especially with the lower dmg: they're fast and tough and dangerous, and keep me on my toes even at lvl 17--not to mention the excitement of having the significantly higher risk and reward of the Spirits lurking around) and have even just slightly better loot and Exp than Trolls, I would never go back to Trolls, even running the risk of losing my precious loot--that is to say, the game would be much more interesting for the higher lvls: as it is, it's hardly worth my time and the risk, and so I grind Trolls, which are pretty boring.

That plus an even more difficult area and another mid-lvl area or two (along with fixing the drop problem) would make the game a lot more interesting in the interim before Beta, and it seems that these are all perfectly feasible for a quick mini-update.

That's my assessment, but I haven't been able to play the game nearly enough to give the best feedback. I can't speak at all to the balancing issues. What does everybody else think?

Re: Area of Effect spells

PostPosted: Mon Mar 23, 2009 8:53 pm
by Joe M.
Also, if it's not too much trouble, it would be nice if you could increase the durations of the buff spells (as per nautilus's suggestion) and fix the graphical bug related to them.

Re: Area of Effect spells

PostPosted: Tue Mar 24, 2009 4:44 am
by marzuku
Joe M. wrote:First off, the drop bug--why hunt when there's no loot?


lol i grinded trolls for about 1 hour to become lvl 18, is not that motivation enough for a tester when he already knows that his gear will be wiped later :D
and yeah, thanks for saying you were "kinda wrong" but yeah, for me as i have played f. ex Twelvesky 2(closed beta) and many other upcomming games i always see the same failures, providing new content instead of grinding with the same weapon look for like 20 lvls, and some failing at balancing.

but now i have an idea actually which actually would be kinda awsome.

instead of having one insane AoE spell that inflicts all targets, why not make it so that you have to f. example press (putesco) aim the cursor to a spot which then sets of putesco in a radius around where you clicked? this would be hardcore instead of the superfast spam of putesco everywhere, also would mean players would have to use Ignis multi to hunt aswell to fend off the ones not affected by putesco, which brings this game to another hardcore lvl.

Click putesco
Green radius around mouse indicating a "blast zone" and then press, monsters at that point get hit.

This way it would be kinda balanced like a knight, cause a knight will have to kite mobs and then start spinning them, but a sorceror has to kite mobs and then lay down the law(putesco) where he wants it to be.

i always thought mage classes lvled far faster than warrior types.

and to add to this suggestion "A New Rank"
As you level you get Vis Putesco which is what we have now, bombing everything in the area, but of course this sounds like a powerfull spell compared to the other one and is obtainable at lvl 20 or something?

my thoughts is that this will actually create some more interactive grinding, cause you cant grind mindlessly with putesco no longer.

Re: Area of Effect spells

PostPosted: Tue Mar 24, 2009 5:58 am
by Karl G.
marzuku wrote:instead of having one insane AoE spell that inflicts all targets, why not make it so that you have to f. example press (putesco) aim the cursor to a spot which then sets of putesco in a radius around where you clicked?

Good idea! I like the concept of having to "aim" an AOE. I was planning on doing it for a poison-cloud type spell, but this would work well too.

marzuku wrote:As you level you get Vis Putesco which is what we have now, bombing everything in the area, but of course this sounds like a powerfull spell compared to the other one and is obtainable at lvl 20 or something?

Sounds feasible.

Re: Area of Effect spells

PostPosted: Tue Mar 24, 2009 10:10 am
by Joe M.
I do like that idea. Now about having cursor effects: that would actually be nice, especially to get a glow when casting a targeted spell. I don't know about the radius of a targeted AOE, though--I kind of like having to just get used to it and know its range.

Are cursor effects doable in the interim, Karl, or will it have to wait? It's hardly essential, so it's no big deal if it has to wait, but it should happen at some point.

Re: Area of Effect spells

PostPosted: Tue Mar 24, 2009 6:06 pm
by Karl G.
A cursor effect is pretty simple, actually. I added one for the mini-update I'm releasing tonight. It looks pretty cool if I do say so myself :)

Re: Area of Effect spells

PostPosted: Tue Mar 24, 2009 6:25 pm
by Joe M.
sweet!

Now imagine how easy Beta will be, when all you'll have to worry about are these mini-updates. :D

Re: Area of Effect spells

PostPosted: Wed Mar 25, 2009 6:39 am
by Karl G.
:D

Re: Area of Effect spells

PostPosted: Wed Mar 25, 2009 7:53 am
by marzuku
Loving the interesting way of fighting with vis putesco man!
you did a great job adding it and it is just like i imagined it could be.

Though i think it being an Aera of effect spell maybe it should last for 1-2 seconds do two putesco those seconds.

Re: Area of Effect spells

PostPosted: Wed Mar 25, 2009 7:59 am
by Joe M.
No need to have it do multiple attacks on the same monster, but it would be nice if it would last 1-2 seconds and damage any monster that walks through it: since I'm on the run all the time I keep missing!

Re: Area of Effect spells

PostPosted: Wed Mar 25, 2009 8:13 am
by Karl G.
Joe M. wrote:No need to have it do multiple attacks on the same monster, but it would be nice if it would last 1-2 seconds and damage any monster that walks through it: since I'm on the run all the time I keep missing!

Ok, be sure to remind me of this if I don't remember to add it for the next update.