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Author Topic: kingdoms: web-based RPG  (Read 133038 times)

TTHSK

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Re: kingdoms: web-based RPG
« Reply #870 on: December 26, 2014, 05:11:49 pm »

My sage is still bugged.  I may get people to search for things for me once I get to a more decent level.  I'm mainly just after some rough dungeons, so that I can dive for loot.

ALSO a call for trade.  If anyone can find an indestructible plate armor I will pay price-gouging levels of gold for it!

I'm kinda curious as to how much gold they're worth because I'd love to buy ... all of them (I've only got one, which also has +5 int and has been smithed to +20 df ^^).

I haven't been able to use the sage either; I'm using chrome so I might try ff instead. I want to poke a level 4 dungeon.

edit: Seems to work for me in firefox, which is nice, but no nearby level 4s x-x.
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Lukewarm

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Re: kingdoms: web-based RPG
« Reply #871 on: December 26, 2014, 05:13:39 pm »

Joined up on this, it's looking pretty nice. Just wandering around, finding things I can kill and bringing my warriors back to life. I turn a little profit, at least, and everyone's getting stronger. Party name's Ten Thousand Orcs.
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etgfrog

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Re: kingdoms: web-based RPG
« Reply #872 on: December 26, 2014, 05:59:53 pm »

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Mapleguy555

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Re: kingdoms: web-based RPG
« Reply #873 on: December 26, 2014, 06:37:57 pm »

How do single character parties work?
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ArKFallen

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Re: kingdoms: web-based RPG
« Reply #874 on: December 26, 2014, 06:49:14 pm »

How do single character parties work?
Place the rest of your party in an Inn, on the Street of a town, or in a garrison and the last guy moves by himself.
It is very dangerous unless they are a very high level. If they are a high level monsters will flee from them so they aren't in as much danger.


Purchased 2 of the 5 short swords and am heading to 97,66 to upgrade them. I need moar damage.
« Last Edit: December 26, 2014, 06:51:32 pm by ArKFallen »
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Reelya

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Re: kingdoms: web-based RPG
« Reply #875 on: December 26, 2014, 06:52:47 pm »

Probably not really good. You'll get more XP focus on the one character with that. But the limiting resource in this game is turns and one character gets the same number of turns as 10 characters or 100 characters. it costs more turns to fight longer battles, so a one character party would have the problem that battles would drag out eating a lot of turns up, hence if you look at it in a total XP vs turns spent fashion, the optimum is definitely something greater than 1 character.

A big party has a downside that individual characters won't level up as quickly, but they definitely have the long-term advantage of more total XP gain per turn (since battles etc will be over fast). So it pays to start of with a smaller party (5-6 chars) when you're aiming to get a core of high-level characters, but if you're looking to train up a lot of secondary guys (I don't know how much this is necessary vs just buying high-level recruits), you might want to add a bunch of low-level guys all at once to the party. They'll knock over battles quicker and the new recruits will get a bigger share of the XP that way, thus speeding up the long-term training process, so it might be more efficient to cram in a ton of recruits all at once rather than train them up one after the other.
« Last Edit: December 26, 2014, 06:59:06 pm by Reelya »
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ArKFallen

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Re: kingdoms: web-based RPG
« Reply #876 on: December 26, 2014, 07:07:51 pm »

I don't know how much this is necessary vs just buying high-level recruits
Most recruits you find in towns are generated and have random skills. The combat skills aren't too good early but after 2-4 points they are amazing. One of my warriors has Shield Bash 3 and every couple of battles she'll start it off with a 12 damage attack and follow up with her regular attack. There is a rare item that is able to redo a character's skills but I've never seen it.
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etgfrog

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Re: kingdoms: web-based RPG
« Reply #877 on: December 26, 2014, 08:34:53 pm »

yea...smaller parties is to get party level higher quicker, I can only really run around with a single character because they have 51 defense, which means only a critical hit will actually land, unfortunitly, battles take alot longer, so in general you get less money for the turns.
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Reelya

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Re: kingdoms: web-based RPG
« Reply #878 on: December 26, 2014, 08:36:30 pm »

I'm putting some data I collected into a Google Docs spreadsheet like locations of dungeons (3 level 2 dungeons already ID'd), and some town details, including indestructable stuff I found in the shops, I think this would be a good method to share information and pool our exploration data. Like, for each dungeon people can add in details on the profits from a run, so we can get good estimates of relative dungeon profitability.

It could be a bit more manageable and persistent than just posting to a thread. Does anyone want to try using that? If you want, pm me an email address and your bay12 ID and I'll give you editing rights. I added a sheet for party details for each player, and requests, then the other Bay12 players will know what to look out to help everyone out.
« Last Edit: December 26, 2014, 08:45:51 pm by Reelya »
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Girlinhat

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Re: kingdoms: web-based RPG
« Reply #879 on: December 26, 2014, 09:10:00 pm »

Dungeon profit and location of items isn't very useful, it changes too much.  Dungeons appear to be roughly the same for the same level, but have enemy amounts based on the last person to kill mobs, so untouched dungeons are more profitable.  Enchanted items also get bought by people who aren't part of the spreadsheets...  Location information is a bit more useful, but I feel we could do better with a map option rather than a spreadsheet.

etgfrog

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Re: kingdoms: web-based RPG
« Reply #880 on: December 26, 2014, 09:48:26 pm »

The location of chests are static until the dungeon despawns and respawns somewhere else. The less frequent the dungeon gets visited, the more rewards drop from the chests, mobs will always have the same range of money and items they drop. I found a very isolated dungeon that was getting 3-4 items per chest, it might be more with the level 3 and 4 dungeons, then level 5...I'm really not sure. If you want strait gold, get lots of movement enchantments, wander the world beating the enemies, dungeons are hard coded to use 2 turns for every movement. Now...I am still learning things about the game so things could be wrong.
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Girlinhat

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Re: kingdoms: web-based RPG
« Reply #881 on: December 26, 2014, 09:54:23 pm »

A small party with movement enchants can cover a lot of group and kill a lot of enemies.  I'd go for two-handed weapons that are maximally enchanted.  With my current OP Halberd, I can take out Wyverns in one hit from a dwarven warrior who isn't optimized.  I'm building up a new warrior with just max strength, she'll be my halberd-bearer when the time comes...  Just a single powerful smash cannon.

Reelya

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Re: kingdoms: web-based RPG
« Reply #882 on: December 26, 2014, 11:19:10 pm »

I'm at the point I'm thinking of starting to upgrade some weapons soon, since everyone in my core 5 is armored to the hilt now. Can you tell me what the cost progression is per upgrade? I'd like to do some calculations before investing anything. Also, which type of weapon should I upgrade? How important is keep weapon weight down (for movement) vs starting with upgrades on a strong weapon?

Indestructibles I have are:

- a spear (2hnd, weight 20, dam 6, att 6)
- a battle axe (2hnd weight 36, dam 10, att 8 ).
- 1 short sword (1hnd, weight 9, dam 5, att 2, +3 to all resistance)

Also, I'm interested in the best way to utilize my archers, I seem to run short of money for arrows/bolts a lot. How do you guys outfit your "ideal" archer? Do you have them cart around melee weapons as backup etc?
« Last Edit: December 27, 2014, 12:46:38 am by Reelya »
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Girlinhat

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Re: kingdoms: web-based RPG
« Reply #883 on: December 27, 2014, 12:37:18 am »

Invest in Fletching, or just keep them stocked.  Archers are REALLY strong, because they can attack twice a round with the same weapon (as opposed to shield bash, the only other method) and that makes them super dangerous.  They're a bit more costly to keep around, but they're also pretty awesome.

One way you can offset the cost, is to put any type of person on garrison, perhaps a wizard because high Int, wielding a bow with great Fletching, but on defensive.  They won't use the arrows, but they'll produce them into their own inventory.  Then you can come by every few days and collect the gold and arrows.

As for other weapons, the Battle Axe is pretty great.  It has the highest Damage and Attack of any 2h, except the Halberd.  The spear is a bit underwhelming, kinda lacks attack power, but has good back-row attack, so it'd be good for a secondary warrior.  And it is indestructible, so it has an innate advantage.  The short sword, well, it's indestructible...

Cost for upgrades are something like 200 - 800 - 1,600 - 5,000 - 21,000 - 52,000 at least as far as I've gotten, still saving up for that 52k upgrade...  It gets really expensive really fast.  Thankfully we have some godlike blacksmiths, so you at least shouldn't waste money on fails or sub-par upgrades.

Also, for movement, I usually give them rings.

Reelya

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Re: kingdoms: web-based RPG
« Reply #884 on: December 27, 2014, 12:47:37 am »

... I think I found a game-breaking bug/exploit which can boost my stats to infinity -_- the stats are definitely going up to where they shouldn't be, I'll see if it "sticks" or resets.
« Last Edit: December 27, 2014, 12:52:34 am by Reelya »
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