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Another way to exploit Options
TerrinBkft
#1 Posted : Sunday, February 22, 2009 8:57:28 PM
Rank: Noble



Joined: 1/16/2009
Posts: 70
I love what you did with the shielding spells.... looks great. Could use a display of the strength of spell when you mouseover the shield (i.e. Water Shield +9 prot).

Anyways... onto the exploit...

If you re-cast a shield spell on yourself the old one wears off and the new one takes its place. This, in and of itself, is a good thing: it allows you to get rid of a bad cast instead of waiting for 5 minutes for the spell to wear off. Unfortunately, each time you cast the spell, you get xp in the category of the spell. I can sit in town and contuinually cast shield spells until I'm blue in the face (mainly from downing all those mana potions) and walk away with 100 in Earth, Wind and Fire (and Air too, but I'm not talking about Air Supply)...

I think the best solution to this would be to drastically lower the xp that a sucessful cast of Shield spells gives you. Or put some kind of check system in to notice this abuse, give a GIANT warning, then start subtracting xp instead of adding it for the abuser.

Terrin
Progenitor
#2 Posted : Monday, February 23, 2009 10:58:15 AM
Rank: Noble




Joined: 2/10/2009
Posts: 52
Or a more ideal solution, might be something along the lines of spell level and skill, limiting the amount of skillups.

Something along these lines:

Sk = your characters level in the spell skill
Sp = the spell level, e.g., Fire Armor requires a skill level of 4, so it would be a 4.
T = some tolorance value.

V = Sk - (Sp + T)

If , V <= 0, then the greater the chance of skillup, on successful spell completion. If V is positive, then the lower the chance of skillup

Something like :

V <= -4 50%
V <= -3 35%
V <= -2 25%
V <= -1 15%
V <= 0 10%
V > 0 5%
V > T 1%

The reason for T, is that if you have new spells every four skill levels, you might want a T=2, so that it is easier to gain enough skill to be able to somewhat succefully cast the next level of spell, and thereby gain more skill points.


Of course, this assumes that there are evenly spaced spells available.

Currently, with just the low level shields/armors, we wouldn't be able to get much past skill level 6ish or so and we'd never be able to cast the level 12 spells.

-p
Character: Progenitor
Progenitor
#3 Posted : Monday, February 23, 2009 1:06:48 PM
Rank: Noble




Joined: 2/10/2009
Posts: 52
And just FYI, it takes approximately 40 casts of a level one spell: Air Shield, Earth Shield, Fire Shield, Water Sheild or Minor Healing, to increase a spell skill one level, for skill levels 2-9.

At level 10, the number of casts increases vastly, it looks right now at around 130 casts, but I need to do a bit more testing.

-p
Character: Progenitor
calbert
#4 Posted : Tuesday, February 24, 2009 9:17:46 AM
Rank: Administration



Joined: 5/24/2007
Posts: 255
That is a good idea with the level caps, that would at least prevent you from mastering a skill at level 1. :)
Progenitor
#5 Posted : Tuesday, February 24, 2009 10:00:48 AM
Rank: Noble




Joined: 2/10/2009
Posts: 52
Are there skill level caps by level?

If you character is level x, what is the highest skill level then can attain?

-p
Character: Progenitor
calbert
#6 Posted : Tuesday, February 24, 2009 9:14:21 PM
Rank: Administration



Joined: 5/24/2007
Posts: 255
I never defined any caps on skills, probably should have thought of that though. :)
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