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Author Topic: kingdoms: web-based RPG  (Read 132518 times)

Tomcost

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Re: kingdoms: web-based RPG
« Reply #1755 on: January 17, 2015, 10:39:32 am »

I personally am training a phalanx of dwarven halberdiers

Reelya

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Re: kingdoms: web-based RPG
« Reply #1756 on: January 17, 2015, 11:53:07 am »

Sounds to me like we're narrowing optimal character build down to Archers that focus solely on Agility...

Or pure STR fighters, since fighters have collosal material hauling capacity. You won't build many fortresses with archers. You need to eventually have at least a half-dozen high-level fighters to carry loads and loads of mats in any reasonable amount of turns (helps with dungeon loot too).

Though, I now put my archers in the front row, and the warriors in the back with upgraded ind. halberds. They take less damage that way and the archers have awesome defence. It's not very intuitive but works.
« Last Edit: January 17, 2015, 12:02:48 pm by Reelya »
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Tomcost

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Re: kingdoms: web-based RPG
« Reply #1757 on: January 17, 2015, 12:11:41 pm »

Archers in the front row. The meta of this game is odd.

Girlinhat

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Re: kingdoms: web-based RPG
« Reply #1758 on: January 17, 2015, 12:29:43 pm »

Archers in the front row. The meta of this game is odd.
[META INTENSIFIES]

Reelya

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Re: kingdoms: web-based RPG
« Reply #1759 on: January 17, 2015, 12:46:14 pm »

Here's a better idea for hauling building materials, though I haven't tested it in the field: keep a half-dozen dead level 20+ warriors on hand. Dead people can carry their full weight but I don't think their movement factor gets counted in the average from what I remember. So you can have 1-2 guides with all the +move stuff, and zombie warriors, carrying loads of materials across the countryside at lightspeed.
« Last Edit: January 17, 2015, 12:48:20 pm by Reelya »
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Tomcost

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Re: kingdoms: web-based RPG
« Reply #1760 on: January 17, 2015, 12:49:46 pm »

And suddenly the meta become weirder.

Magnumcannon

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Re: kingdoms: web-based RPG
« Reply #1761 on: January 17, 2015, 01:02:23 pm »

Going to give it a try.
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Reelya

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Re: kingdoms: web-based RPG
« Reply #1762 on: January 17, 2015, 01:07:18 pm »

I've used the trick once or twice when I raided a big dungeon but someone died: piling all the loot on the dead guy increases the group movement rate. It's just a quick lightbulb moment realizing you can keep a couple of dead guys around specifically for hauling. Though, I'd have to test it to be 100% sure of the mechanism: see if a group of 1 live / 1 dead averages the movement rate or only takes the movement rate of the living people (which I think it does...).
« Last Edit: January 17, 2015, 01:09:30 pm by Reelya »
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MDFification

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Re: kingdoms: web-based RPG
« Reply #1763 on: January 17, 2015, 02:11:01 pm »

I'm considering getting into this game  :D

Is there any large-scale PvP? Is the mighty dorf nation going to reclaim its lost glory, despite a 3-year absence? That would be precisely the kind of motivator I'd need to get into this
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Arx

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Re: kingdoms: web-based RPG
« Reply #1764 on: January 17, 2015, 02:15:36 pm »

We're building a nation. Which will hopefully ally with the two other lesser nations and not get curbstomped by Staberinde.

So yes, large scale PvP, but not just yet.
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I am on Discord as Arx#2415.
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Reelya

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Re: kingdoms: web-based RPG
« Reply #1765 on: January 17, 2015, 02:18:24 pm »

Elven archers are the best!

You know this in your Dwarven heart, all of B12 does. They are just too stubborn to say so!

Actually, dwarven archers are the best in this game. Because elves have a higher minumum Int, which is useless for archers, so dwarf archers have more points to put into Str so they can carry more.


@ crowe: your guys with 30 Con have almost as much HP as my guys with 40-45 Con, and my guys are all around level 22, 4 levels higher than yours. Comparing the results hardly sings the magic of CON in giving higher HP.

Then of course there are my fighters with 18 Con, they never touched it after I created them (so "when" it was raised isn't even relevant or in question), they both have > 140 at levels in the early 20s. Sure, maybe your 130HP guys will be about ~150HP by the time they're level 22. 10 HP the difference.
« Last Edit: January 17, 2015, 02:25:20 pm by Reelya »
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Urist McScoopbeard

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Re: kingdoms: web-based RPG
« Reply #1766 on: January 17, 2015, 02:21:46 pm »

So, I finally started a party (Scoopbeard's Scuppers) to see how this plays. Pretty cool concept really. I think it's what battlemaster/might&fealty shoulda been.

Anyways, once I deplete my local sewer (which I think is only one level) what do I do? I'm still level one, although everyone's got chainmail. I know you said quests at level 2/3, but if i'm still level 1 am I gonna get rekt by marauding monsters?
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Mapleguy555

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Re: kingdoms: web-based RPG
« Reply #1767 on: January 17, 2015, 02:23:26 pm »

No, just hunt orcs and goblins. Stay away from bugbears until level 3. After that you should only be worried about hellhounds, harpies, and wyverns unless your party is really low health at which point FLY YOU FOOL.
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Arx

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Re: kingdoms: web-based RPG
« Reply #1768 on: January 17, 2015, 02:23:57 pm »

The sewers refresh themselves every so often. Make sure your guys have good armour. If you're very careful, you might be able to take very weak groups of creatures in the wilderness, but the odds are not in your favour. At level two, it's better, and at level three, go for it with a little care.
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I am on Discord as Arx#2415.
Hail to the mind of man! / Fire in the sky
I've been waiting for you / On this day we die.

Tomcost

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Re: kingdoms: web-based RPG
« Reply #1769 on: January 17, 2015, 02:24:29 pm »

Hobgoblins will destroy you, and zombies will be difficult.

So stick to orcs, goblins and ghouls. Anything else is a no.
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