Reduce Monster Speed
Moderator: Gamemasters
Reduce Monster Speed
Today I was ganged upon by two mummies with my mage character. After running out of mana I decided to run for it. However the mummies are TOO fast to run away from, although I eventually lost him by teleporting through a hedge.
Simialrly, a few days ago I was unable to outrun a golem...
I could do it in ye olde days, so did someone change the speeds for some reason?
Its not fun at all if you're a non-fighter and you end up being chased by a creature you can't escape from.
Simialrly, a few days ago I was unable to outrun a golem...
I could do it in ye olde days, so did someone change the speeds for some reason?
Its not fun at all if you're a non-fighter and you end up being chased by a creature you can't escape from.
- Estralis Seborian
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Fifteen or twenty gold ingots would surely do.
rly, just reduce their rot-count, or make them undroppable.
On the other hand..the recent TB incident was real fun, with the highspeed mummies, they were really something to handle barely.
There are enough places, where one can hunt for sluggishly fast opponents.
The stats of the creatures are rolled by dice, eh?
So its one owns fault to spawn erm..pwn the fastest enemy first. . .or last?
rly, just reduce their rot-count, or make them undroppable.
On the other hand..the recent TB incident was real fun, with the highspeed mummies, they were really something to handle barely.
There are enough places, where one can hunt for sluggishly fast opponents.
The stats of the creatures are rolled by dice, eh?
So its one owns fault to spawn erm..pwn the fastest enemy first. . .or last?
How did it used to work before then? Can you lower the agility or summat?Nitram wrote:The problem is that its close to impossible to lower the speed of monsters on high-speed ground ( gras, streets )
The only way i could imagin is to overload the monsters. But I have no idea if that really works.
Nitram
- Estralis Seborian
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Monsters "warp" e.g. over transition tiles, this has nothing to do with bad stats. It is simply a phat bug. Stupid question: There seems to be a value for each kind of tile that reduces the walking speed on these tiles. As for grass tiles, this value seems to be OK while it seems to be zero for transition tiles. I would prefer walking a tiny bit slower on high speed tiles instead of having monsters warp around.
If that will happen I suggest to make movement on low speed tiles faster! It is a pain to move in woods and rocky areas, but because now there are 3D obstacles, these tiles could be faster.Estralis Seborian wrote:I would prefer walking a tiny bit slower on high speed tiles instead of having monsters warp around.
- Konrad Knox
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Ooooh boy. So monsters don't move through the tiles in the same way characters do? Is there any talk of changing that code to make the speed dependant on agility for monsters too? That would open up some insane ingame possibilities for flexible behavior. Like, bandit steals your gold, has to slow down. Drop the gold, speeds up. Realistic and really cool!
Overloading the way i experienced it, is tid to strength and agility. Strength exceeded = overload. Overload = movement penalty subtracted from agility. That's for players, who have to do the walk animation between the tiles. If monsters don't have that tile transition, how did you manage to make some monsters slow, and others fast? Like gnolls are very fast, and trolls are slow.
Overloading the way i experienced it, is tid to strength and agility. Strength exceeded = overload. Overload = movement penalty subtracted from agility. That's for players, who have to do the walk animation between the tiles. If monsters don't have that tile transition, how did you manage to make some monsters slow, and others fast? Like gnolls are very fast, and trolls are slow.
Crap,there are many tiles, which prevent a char from beeing seen.
walk on street, not on grass,
walk on grass not in the woods. . .did i mention there might me many roads in the wood, and not ((as current mostly)) edged by grass;
strategy<->tactics keep mingled in this way of presenting the client; NP for me;
Monsters..
Movement may be point of attraction,
but it might also be kind of detracting?
I get the first, noteable, movement penalties by beeing clothed,
i get the second or third on going all day, in light leathers,
who cares how fast i can run nude, in the woods up or down a hill?
I vote light armors.
walk on street, not on grass,
walk on grass not in the woods. . .did i mention there might me many roads in the wood, and not ((as current mostly)) edged by grass;
strategy<->tactics keep mingled in this way of presenting the client; NP for me;
Monsters..
Movement may be point of attraction,
but it might also be kind of detracting?
I get the first, noteable, movement penalties by beeing clothed,
i get the second or third on going all day, in light leathers,
who cares how fast i can run nude, in the woods up or down a hill?
I vote light armors.