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  #241  
Old 05-14-2016, 09:37 PM
MindDefect MindDefect is offline
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Want to get a bit into more into the interaction of clans, which hasn't been discussed all too much. Been playing more lately and I really think it would be cool that triggering a raid would cost expedition points (could be less than 50 points? 25?), and could prevent early game hitting and running. By definition it's just as much an expedition as well, and it could maybe make clan management more interesting.

Also, I know work probably has to be done on AI, since just recently AI clan health stones being destoryed finally kills off the clans.... but AI clans that are raiding the player, are fooled by the player just simply triggering a raid on them, and they will fall back even if they have your healthstone health low. They obviously should only come back if they have their health stone in worse shape then yours, to put it simply.

Was also thinking that defending against raids (especially for the AI's sake more than the players) that they and the player should have more defensive options to set up. I was thinking maybe if one could have traps (like the ones in the wilderness and dungeons) that setup inside the town that stay until triggered by enemys. This would also encourage setting up outside defenses better because you wouldn't want to just have no doors/guards and just let a small monster attack trigger these traps, especially if a powerful enemy clan raids you right afterwareds. These traps could either disappear and you would have to get more, or they can just have a long enough cooldown time.

Maybe guards or doors can have enhancements that put randomly placed traps in town? Rogue NPCs could have a skill for them in some way. As you can see I haven't thought much on how to go about setting them up...

(now that I think about it, the setting of traps in a town could kind of fit the Zombie aspect feeling... it would kind of make sense to have traps out for the zombies that could creep to a town during the night or for town members mysteriously turning undead)

Last edited by MindDefect : 05-14-2016 at 09:45 PM.
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  #242  
Old 05-14-2016, 09:53 PM
MindDefect MindDefect is offline
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Also as far as bugs, one serious one involves when the game crashes (via a system crash, overheating or power outage for instance) at times that can break the character save file for good, though not every time. At one point I was having weird issues with my video card causing my system to be unstable and this happened more than once. It can also do this from a sudden disconnect for a client if they lose internet connection.
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  #243  
Old 05-15-2016, 10:28 PM
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Castruccio Castruccio is offline
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Is there somewhere in game where it shows what bonuses the clan luminary receives? I see the new addition of the happiness of the NPC being highlighted in green, but I am still not clear on what being a clan luminary does for an NPC.
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  #244  
Old 05-15-2016, 10:53 PM
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Tuidjy Tuidjy is offline
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Quote:
Originally Posted by Castruccio View Post
Is there somewhere in game where it shows what bonuses the clan luminary receives? I see the new addition of the happiness of the NPC being highlighted in green, but I am still not clear on what being a clan luminary does for an NPC.
Find a luminary, select him as your target, and look at the status effects under his health bar. The 'Luminary' effect is green. Mouse over it, and read the bonuses.



Actually, here are the current effects. I have to say, though, that with the new happiness penalties, only very, very few clan members can remain luminaries unless they remain safely at home. Gone are the days of having luminaries assist you in combat, for at least 99% of the recruits. Among the 40 or so clan members that my level 100 characters have handpicked, there is exactly one that remains a luminary while adventuring. This is more like one in 1000, considering how many recruits produced those 40 select clan members.
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Last edited by Tuidjy : 05-16-2016 at 01:13 PM.
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  #245  
Old 05-15-2016, 11:03 PM
magusdl magusdl is offline
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Been playing with my brother as a necro/shaman, and noticed a few bugs related to the Raise Dead skill.

- Your raised creatures won't join in a raid, making yourself useless.

- If you raise a clan member, it will keep the clan name, and won't attack his old friends.

- If an NPC necro raises an allied clan member, it will attack you but you can't attack back (normal npc necro raised one of our allies, and neither me or my brother could attack him).

And finally a request to be able to unsummon a chosen creature.

Then there are some multiplayer related bugs.

- After logging out and in again twice in his hosted game, all my clan members went insane, and destroyed everything. They were all happy and the one with most insanity was 60 something. I can't reproduce this, but I remember the sound disappeared (only music was working) I restarted the game and this happened.

- When someone declares war and starts raiding our allies, we can't attack the invaders, even being at war, but they can attack us. We can still raid and fight them normally elsewhere.

- The tooltips for the "under attack" icons are often misleading. It says monster X is attacking my brother's clan name, when it's actually attacking me.

- The NPC's demand us to break our treaties (us players) sometimes, it's annoying and I think that would result in a bug if we accepted.

- The tooltip when you hover your mouse over a server in "local servers" still refers to sector and ship.
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  #246  
Old 05-16-2016, 12:35 AM
vegeto079 vegeto079 is offline
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As much as I love having all these powerful buffs..

Found a bug/exploit: if you use any of the buff skills in the Dark Templar (Dark Knight) tree and remove the skillpoints, the buff remains. You can do this to get all buffs active at once as they aren't removed.

If the buff would just get removed when you change (up/downgrade) the spell it would fix it. Not sure if there are similar buffs that are active that you cast but if there is it probably can be exploited the same.
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  #247  
Old 05-16-2016, 01:14 AM
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Tuidjy Tuidjy is offline
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This is a rather expensive exploit. It takes a lot of cash to take skill points away from a skill, especially at higher skill levels. When the shield exploit was fixed, I used about 40 golds to move my points from the shield buff into the armor buff. Not something you can do even once every region.
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  #248  
Old 05-16-2016, 01:19 AM
vegeto079 vegeto079 is offline
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Ah. We removed the cost as to learn the game, encouraging trying out different things. Still a bug that it remains either way, though.
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  #249  
Old 05-16-2016, 07:53 AM
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Castruccio Castruccio is offline
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Quote:
Originally Posted by Tuidjy View Post
Find a luminary, select him as your target, and look at the status effects under his health bar. The 'Luminary' effect is green. Mouse over it, and read the bonuses.
Hugely helpful. Thanks a lot. Maybe a Clan Luminary tool tip should pop up the first time an NPC gets it. As for not being able to adventure with them anymore, that is definitely s problem that should be fixed since they get so many good combat bonuses.
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  #250  
Old 05-16-2016, 06:02 PM
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Tuidjy Tuidjy is offline
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The way things are right now, there are some traits that are so negative that they make characters absolutely not worth keeping. There is no hope for someone who is anti-social, jealous, sadistic, violent, hostile, aggressive, or brooding. Some will turn everyone else against themselves, other will beat up their neighbors, and finally some will just descend into depression. And they will all poison the whole clan. I have gotten a few of these with skills tat I absolutely wanted.... but even if you try to stuff them constantly with food, and keep them alone in a corner, eventually they do bad. Now, with the new rules, you cannot even take them outside to cool down.

There are way too many traits that do not have the positives that should go with the negative. Violent, sadistic, bullying and aggressive members, for example, should get happiness for kills, and thus be happy to adventure. The nerves of steel and other brave traits should maintain happiness while adventuring, not just have frankly useless bonuses to morale. Why useless? Because morale drops have reasons that are better addressed, as opposed to hoping for a trait that will negate them. I.e. get rid of the NPC's fear, or equip him so that he is not taking damage, etc....

I do not mind the new happiness rules, but as it right now, it is a race to the bottom. Sure, you can keep everyone in the 50-100 range... if you do not have any problems, and you do not start in a burned out town, and if you do not actually make people work hard, or make themselves useful outside the clan seat. About 1 in 1000 can be happy while being productive and that is insane.

Basically, I am saying that there should be traits that make people happy while being useful. Intellectuals should be happy when lore is found, when artifacts are unearthed and when enchantments/identification/improvements are made. Having friends should make people happy, and having a husbad/wife even more so. There should be people who like working hard and producing stuff, and there should be people who like adventuring, at least for a while.

Right now, I am finding it easier to adventure solo with my level 100 characters... who have clans of dozens of hand picked clan members, and just one single member who can gravitate around 150 while adventuring. Of course, she had to be a commoner.
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