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Author Topic: kingdoms: web-based RPG  (Read 132762 times)

Wysthric

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Re: kingdoms: web-based RPG
« Reply #1470 on: January 10, 2015, 06:18:52 pm »

Thanks for all the help Reelya.

Is there a level cap? And where are we going to found our kingdom? It sounds like in the South - West, but I thought Girlinhat was present in Ashford?
« Last Edit: January 10, 2015, 06:23:26 pm by Wysthric »
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SharpKris

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Re: kingdoms: web-based RPG
« Reply #1471 on: January 10, 2015, 06:44:27 pm »

god damm monsters go straight for my wizzard and priest!
any point in having wizzards around?
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Wysthric

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Re: kingdoms: web-based RPG
« Reply #1472 on: January 10, 2015, 06:54:35 pm »

I think they're designed to be slightly better than rangers and warriors offensively WHEN they have spells.
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Girlinhat

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Re: kingdoms: web-based RPG
« Reply #1473 on: January 10, 2015, 06:56:01 pm »

Okay, the kingdom is really confusing new people.  SO HERE'S THE DEAL!  We do not have a kingdom.  We will not have a kingdom for a while.  We will alert you when we do have a kingdom.  If you want to help, start leveling yourself.  You being at a high level is the most important thing.  More information will be given to you when we are ready to advance.

Also, level cap per character is 25, but you can store characters and train them up, but only have 8 active at a given time.  Wizards are good for debuffs, mainly, because they can inflict status effects on enemies.  If you have a base of operations and some patience, you can put everything on scrolls and just take those.

Zazmio

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Re: kingdoms: web-based RPG
« Reply #1474 on: January 10, 2015, 07:27:49 pm »

Hey guys.  I've been lurking in this thread for a while now.  I figure it's time I spoke up.
I've been playing this since December 7th.  My party is "Pastry Pirates".  I haven't been putting lots and lots of time into it, but I've managed to get my party up to levels 9-10.

My mage is now level 9.  The most useful spell, so far, seems to be energy beam.  It only costs one magic point, always hits and is never resisted, and seems to do from 3 to 12 damage, averaging about 6.  Not exactly great damage, but always hitting is useful, and with level 8 recall, I seem to run out of turns before I run out of energy beams.

The other damage spells don't seem too great.  Flame's damage doesn't seem good enough to justify 5 magic points, and it tends to be resisted half the time.  Poison blast seems like a complete waste of 6 points, especially considering that it's resisted a lot.  I haven't messed with Ice Bolt, though.  If it freezes enemies like ice damage on weapons sometimes does, it might be worth it.

Confuse seems kind of useful, though, and is only 2 points.  Entangle might be useful if you run into a very powerful enemy, but I haven't run into a situation yet where it is worth the 8 magic points.  I'm guessing it will be more useful at higher levels.

I'm not exactly sure if mages are worth it.. seems like another warrior or priest would be more useful.  I'm sticking with him, however, hoping that he'll be very useful at high levels.
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Reelya

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Re: kingdoms: web-based RPG
« Reply #1475 on: January 10, 2015, 11:18:55 pm »

I recoded everything on the map using a database, it's a bit more streamlined now, and I put images for the dungeons, they're dice faces now, the number of pips is the level. This makes them a bit easier to spot. Because I just rewrote everything however, there's no map editing code that works, and I'll get onto that tomorrow. What I hope to implement is clicking on the map itself and you get a little form pop up to change things in a particular tile. I'll do that first, then re-implement pages that list the data.

Seriyu

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Re: kingdoms: web-based RPG
« Reply #1476 on: January 11, 2015, 01:00:40 am »

Started playing! Question time.

Attack factor is accuracy, and more is better, right? Just making sure.

Can you reset dudes, or are skills and stats permanent? I feel like I made some minor mistakes already. Similarly, is there a hard cap on how high particular stats can go?

For skills, are the base stat values terribly meaningful? Doubt anyone will know this, but worth checkin on.

Annnd finally, any skills to be focusing on inparticular, for the future of the B12 kingdom? Construction, etc, all that? And while we're on the topic of skills, do any stand out as being particularly bad/good?

I feel like I remember this from (now long distant) previous playthroughs but around what level is it safe to start roaming around outside towns/doing dungeons etc?

Thanks in advance, and if you see Bariaus's bashers roaming around, that's me!

Arx

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Re: kingdoms: web-based RPG
« Reply #1477 on: January 11, 2015, 01:03:32 am »

Yup yup.
Nope, nope except for the level cap of 25. You can stick your people in garrisons and level new ones, though. Reelya's doing that.
I haven't found them to be, really.
Berserker rage, shield bash, fletching and recall are the ones I've been focusing. The first two significantly improve the damage output of warriors.
About level three you can make short sorties out. I'd hold off on dungeons till level four or five.
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Zazmio

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Re: kingdoms: web-based RPG
« Reply #1478 on: January 11, 2015, 03:02:22 am »

Agree with Arx that berserker and shield bash are great; cast haste on berserk warriors for double the fun!  Recall might be ok, I haven't decided yet.  I think it sucks at low levels but might be good at high levels.  If you get recall, you probably want to go all in as a couple levels is probably just a waste of skills.  Fletching seems useless to me; arrows aren't that expensive.  Maybe skills like fletching and medicine are only good for characters you leave in a garrison for a long time.

I think Eagle eye might be bugged; I've only noticed like 1 or 2 criticals done by my characters in thousands of attacks.  Criticals seem bugged; I've noticed that monsters crits are kind of common, but the damage they do is strangely small, as in "monster gets critical hit for 1 damage".

Personally, I would only put skills like construction, negotiation, etc., on specialist characters that you make; at first I would concentrate on levelling up 8 good combat characters, and then, once those are good and powerful, level up specialists to be your mayors and such.
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FireCrazy

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Re: kingdoms: web-based RPG
« Reply #1479 on: January 11, 2015, 03:57:58 am »

Hmm.. can't get it to work and too lazy to try getting it to work. Oh well, back to leveling.
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Reelya

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Re: kingdoms: web-based RPG
« Reply #1480 on: January 11, 2015, 05:06:52 am »

*** EDIT *** God-like Blacksmith at Firenymph finally retired.

===

In the long run, you don't want your core 8 to have support skills like fletching or recall. This wastes combat potential, and you need every drop at high levels. You end up with tens of thousands of gold at a time, so you can just stock arrows by the 1000, no need for fletching.

Instead of recall, you can have mages and priests in garrisons and use them to make scrolls of the expensive spells. Plus, two high-level priests will have over 200 heals / days between them, and you will more often run out of turns. In those situations, you can scribe leftover heals onto scrolls, as a buffer for the days you have big fights.

Scrolls can be cast by any class, so you can give heal scrolls to your mage and ice-bolt / energy beam scrolls to your priest. Or, a newbie of any class, give them a stack of attack + heal scrolls and they double as a combat mage/priest in a pinch while training them up. These options make recall less important.

Since you can make unlimited additional characters and bases, you can think about specializing into combat/support roles, which will massively increase your XP potential: train 1 support person in your party at a time, e.g. a mage with 90 Intelligence and level 10 in construction + level 10 in fletching + level 4 in recall, and stick them in a garrison as a fortress building specialist + scroll/arrow machine. You can also remotely transfer inventory in a garrison, so you can use this guy to keep the forts archers supplied indefinitely, and focus the archers 100% on offensive power.
« Last Edit: January 11, 2015, 05:59:46 am by Reelya »
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Seriyu

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Re: kingdoms: web-based RPG
« Reply #1481 on: January 11, 2015, 06:42:34 am »

All very helpful, thank ya!

Safe to say I've minorly messed up, (combat built statwise, non combat skills), might end up selling a few dudes later. Still have at least one all combat character, so that's somethin. Might make a new account, I'd barely gotten started anyway. Went ahead and disbanded, same name and all.

Another question, for combat characters, I assume you want to focus on offensive stat + constitution? Or is it all attack stat all the time (besides starting stats) Is it that big a deal to worry about stat spread? Are int and divinity even worth it outside of their respective classes?

Thanks again!
« Last Edit: January 11, 2015, 06:46:45 am by Seriyu »
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Reelya

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Re: kingdoms: web-based RPG
« Reply #1482 on: January 11, 2015, 07:20:49 am »

For archers, their main stat agility is defensive as well, so you can conceivably leave them at 18 CON and just level AGI. Stick the remaining start points into STR so they can carry a little more.

For Warriors, focusing on just STR means they hit a lot harder, and battles are over before you know it. You can give them heavily upgraded plate armor rather than worry about CON. This will mean less work for your priests too. Max out STR/CON at 1st level and the rest into AGI.

A priest with 100% DIV will get more heals / day, they have less HP but in a way that can heal everyone. And a mage with max. int will be able to cast more and bigger spells. It's kinda useless tacking HP onto them, because that means less spells/day - their main function. If you're worried they'll die before casting, have them scribe scrolls before the big dungeon raid, then anyone can use the spells. This becomes possible when they hit level 8. For Priest/Mage max out DIV/INT at 18, CON at 18, and the rest into either AGI (for extra defence) or STR (for carry capacity).
« Last Edit: January 11, 2015, 07:24:49 am by Reelya »
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Seriyu

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Re: kingdoms: web-based RPG
« Reply #1483 on: January 11, 2015, 08:05:08 am »

Right! Thanks again.

Arx

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Re: kingdoms: web-based RPG
« Reply #1484 on: January 11, 2015, 11:09:04 am »

Just burned two and a half thousand gold on party maintenance (resurrection of one, healing, repair) after a dungeon raid. Wow.
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