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Author Topic: Should adventurers be nerfed?  (Read 3271 times)

nenjin

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Re: Should adventurers be nerfed?
« Reply #15 on: April 14, 2010, 04:14:22 pm »

Adventurer is still half-done. I know that isn't a reply to most people but....bleeding is a bug. Infections are awaiting medical treatment options in Adventure mode. Pointless skill grinding happens because there's still a lot of open nothingness in adventure mode. When it's more populated with content, there will be more for adventurers to do that levels skills in a meaningful way. Further tweaks might also provide different levels of challenges, like standard RPGs do. Right now, you just get dropped in and are at the mercy of the world gen. That's a strength and a weakness of DF.

Combat too is mucked up because of the materials rewrite, and that's probably going to get adjusted a lot over the next couple months. I assume adventurers start with armor now because armor means a lot more than it used to, it just doesn't seem like it now with the bleeding bug.

So I don't think "nerfs" and "buffs" are in order. Patience for Toady to focus his attention on how many of his new changes have impacted Adventurer mode, and for him to tweak it and get up to speed on its development, is what's required. Unfortunately for Adv. Mode, he's probably going to sort out the major problems of Fort mode first. So it could be a while.
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Deon

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Re: Should adventurers be nerfed?
« Reply #16 on: April 14, 2010, 07:11:08 pm »

Nerf adventurer combat stats, and buff adventurer healing.

If something needs a fix, that's a healing. I was able to heal that fast that dragon bites were healing away faster than a dragon could deliver them.

As for stats, it's easy to mod that with a single line in the creature file you play.
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DarthCloakedDwarf

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Re: Should adventurers be nerfed?
« Reply #17 on: April 14, 2010, 07:43:28 pm »

As for stats, it's easy to mod that with a single line in the creature file you play.
I don't want to nerf dwarves, me dwarves be helpless enough alreadeh.
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Pkassad

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Re: Should adventurers be nerfed?
« Reply #18 on: April 14, 2010, 09:50:39 pm »

As for stats, it's easy to mod that with a single line in the creature file you play.
I don't want to nerf dwarves, me dwarves be helpless enough alreadeh.

Your pretty much immune to anything in full steel.  The only times I manage to die is from bleed outs form lip/cheek's and exhaustion.  If you want to make it hard, don't wear armor. 
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DarthCloakedDwarf

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Re: Should adventurers be nerfed?
« Reply #19 on: April 15, 2010, 01:38:59 am »

Your pretty much immune to anything in full steel.  The only times I manage to die is from bleed outs form lip/cheek's and exhaustion.  If you want to make it hard, don't wear armor. 
What I was meaning to say is that nerfing the whole race to make adventurers weaker will have deleterious effects on the race in fortress mode.
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druid91

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Re: Should adventurers be nerfed?
« Reply #20 on: April 15, 2010, 08:41:06 am »

I actually tried to kill my way to the top of a goblin civ, It didn''t work, not sure if its cause I killed the law maker or because of my theory that being an active adventurer causes you to be treated as your own entity.
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Bricks

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Re: Should adventurers be nerfed?
« Reply #21 on: April 15, 2010, 10:01:43 am »

Your pretty much immune to anything in full steel.  The only times I manage to die is from bleed outs form lip/cheek's and exhaustion.  If you want to make it hard, don't wear armor. 
What I was meaning to say is that nerfing the whole race to make adventurers weaker will have deleterious effects on the race in fortress mode.

It's well worth having a different save for adventure mode.  It's less "proper," but having elves/dwarves living in towns would simplify searching for quests and allow you to buy gear for your race.  Modifying the playable races to lack infection and recuperate quickly would also be a good idea.
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Re: Should adventurers be nerfed?
« Reply #22 on: April 16, 2010, 07:37:11 pm »

In the future, our adventurers will not be generated into existence when we want to play Adventure Mode, but instead a selection of people from worldgen.  As I understand it, that also means we won't get to pick our skills, and our stats will be roughly the same as everyone else.
The same will be true for Fortress Mode.

You are playing an alpha.
0.31 might well be called an alpha of an alpha.
There WILL be changes. There's no use in complaining about being overpowered now.
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Vester

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Re: Should adventurers be nerfed?
« Reply #23 on: April 16, 2010, 09:52:10 pm »

Both, actually. Toady did mention that you could create an adventurer who would then be retconned into worldgen history. No idea how that's gonna work.
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Acanthus117

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Re: Should adventurers be nerfed?
« Reply #24 on: April 16, 2010, 10:00:17 pm »

Both, actually. Toady did mention that you could create an adventurer who would then be retconned into worldgen history. No idea how that's gonna work.
Ooh.
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Re: Should adventurers be nerfed?
« Reply #25 on: April 17, 2010, 09:17:49 am »

so far all I hear is go back to 40d adventure mode where every thing can one shot you to death(some can in 31 but it's less than common) yet one can travel their worries away.
I... never actually did have anything one-hit-kill me in 40d, not even the KILLER AX-WIELDING SCORPION. That sort of thing has only happened to me in the new version (Bronze colossus fell off a cliff on top of me).

...... i am amazed. you know from my own experience and reading other peoples, the two most common deaths in 40d were gettting hit with an arrow from a skilled archer or crossbowmen, which was damned near ALLWAYS fatal, or having a random creature like a wolf bite your throat out in a random encounter, which was possible no matter what armor you were wearing. both were horribly frustrating and totally unavoidable by any action on your part. i remember someone posting a thread specifically about how their bronze colossi was one hit by a wolf. i am so happy those things are gone.

playing as a dwarf trying to take down the nearby goblin towers which are full of humans has been pretty challenging so far in the current version. their silver hammers can cause fatal wounds through my armor, and the crossbowmen are able to whittle away at me unless i use cover in clever ways, and they actually seem to wait till i come out again rather then running up into melee range when i drop out of sight. (and yes i am passing in game combat turns while i wait)

as for other improvements, i have not been wrestled to death by children yet, which happened sometimes in 40d even if your stats were awesome. and thrown vomit almost never punctures metal armor anymore, even with legendary throwing.

fleshy non armored creatures are currently very easy though. if anything hydras and dragons need their skins buffed into something resembling bronze armor, and the thick shaggy fur on a wolf or bear needs to do a better job of keeping damage out, not adventurers nerfed.
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Maxxeh

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Re: Should adventurers be nerfed?
« Reply #26 on: April 18, 2010, 06:32:50 pm »

you start out with metal gear


:D  I wish
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DarthCloakedDwarf

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Re: Should adventurers be nerfed?
« Reply #27 on: April 19, 2010, 12:32:54 am »

...... i am amazed. you know from my own experience and reading other peoples, the two most common deaths in 40d were gettting hit with an arrow from a skilled archer or crossbowmen, which was damned near ALLWAYS fatal, or having a random creature like a wolf bite your throat out in a random encounter, which was possible no matter what armor you were wearing. both were horribly frustrating and totally unavoidable by any action on your part. i remember someone posting a thread specifically about how their bronze colossi was one hit by a wolf. i am so happy those things are gone.
I actually very rarely had wolf problems, and they always tore pieces out of me before any sort of killing blow. Stay out of the middle of the pack, deal with them one at a time, and you shouldn't have any problems.

playing as a dwarf trying to take down the nearby goblin towers which are full of humans has been pretty challenging so far in the current version. their silver hammers can cause fatal wounds through my armor, and the crossbowmen are able to whittle away at me unless i use cover in clever ways, and they actually seem to wait till i come out again rather then running up into melee range when i drop out of sight. (and yes i am passing in game combat turns while i wait)
Taking out a whole group of people should be nigh impossible. As is, I can waltz through human towns murdering people and no one can actually hurt me much. I got an arrow that nicked my arm, but that's it.

as for other improvements, i have not been wrestled to death by children yet, which happened sometimes in 40d even if your stats were awesome. and thrown vomit almost never punctures metal armor anymore, even with legendary throwing.
...wrestled to death by children? Seriously?

fleshy non armored creatures are currently very easy though. if anything hydras and dragons need their skins buffed into something resembling bronze armor, and the thick shaggy fur on a wolf or bear needs to do a better job of keeping damage out, not adventurers nerfed.
They are far from the dangerous terrors they should be.
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Rumrusher

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Re: Should adventurers be nerfed?
« Reply #28 on: April 19, 2010, 02:13:57 am »

...... i am amazed. you know from my own experience and reading other peoples, the two most common deaths in 40d were gettting hit with an arrow from a skilled archer or crossbowmen, which was damned near ALLWAYS fatal, or having a random creature like a wolf bite your throat out in a random encounter, which was possible no matter what armor you were wearing. both were horribly frustrating and totally unavoidable by any action on your part. i remember someone posting a thread specifically about how their bronze colossi was one hit by a wolf. i am so happy those things are gone.
I actually very rarely had wolf problems, and they always tore pieces out of me before any sort of killing blow. Stay out of the middle of the pack, deal with them one at a time, and you shouldn't have any problems.

playing as a dwarf trying to take down the nearby goblin towers which are full of humans has been pretty challenging so far in the current version. their silver hammers can cause fatal wounds through my armor, and the crossbowmen are able to whittle away at me unless i use cover in clever ways, and they actually seem to wait till i come out again rather then running up into melee range when i drop out of sight. (and yes i am passing in game combat turns while i wait)
Taking out a whole group of people should be nigh impossible. As is, I can waltz through human towns murdering people and no one can actually hurt me much. I got an arrow that nicked my arm, but that's it.

as for other improvements, i have not been wrestled to death by children yet, which happened sometimes in 40d even if your stats were awesome. and thrown vomit almost never punctures metal armor anymore, even with legendary throwing.
...wrestled to death by children? Seriously?

fleshy non armored creatures are currently very easy though. if anything hydras and dragons need their skins buffed into something resembling bronze armor, and the thick shaggy fur on a wolf or bear needs to do a better job of keeping damage out, not adventurers nerfed.
They are far from the dangerous terrors they should be.
those kids where deadly in 40d it made sense why goblins kidnap them young...
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NinjaE8825

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Re: Should adventurers be nerfed?
« Reply #29 on: April 19, 2010, 07:06:46 am »


Taking out a whole group of people should be nigh impossible. As is, I can waltz through human towns murdering people and no one can actually hurt me much. I got an arrow that nicked my arm, but that's it.
Taking out a whole group of less-armed, less-armoured and less-trained people should be somewhat difficult, and not because they can just kill you through your armour, but because six of them can hold you down while a seventh gets your helmet off and slits your throat. (aka the only thing that's wrong is how everybody just rushes you)
Even so, Theseus or Odysseus or Hector could've beaten 'em, and that's who adventurers are when they use all their starting points.
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