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Posted: Fri May 11, 2007 7:12 pm
by AlexRose
Taeryon Silverlight wrote:And you don't need a filled hungerbar for that. The mage can easily cast ORL KAH when the huger bar gets low. Also, you won't need full mana, when you have good skills in pervestigatio. You will be able to perma-cast MES PEN then, without losing mana.
I can cast many a time without losing all my mana, probably hundreds. But it's needed to cast 3 every 5 seconds or so for 15 minutes.
Not so useful.
Posted: Fri May 11, 2007 7:16 pm
by nmaguire
Back to topic... I see the necromancers no longer seem to drop magical weapons, or have they just got rarer?
Posted: Fri May 11, 2007 7:20 pm
by Samantha Meryadeles
as far as i know they dont drop them anymore. it was, so a staff member said,m a failure that they could drop them in the past
Posted: Fri May 11, 2007 7:25 pm
by nmaguire
I think that the melee ones should drop them then. After all, they do USE magical weapons.
Posted: Fri May 11, 2007 7:28 pm
by AlexRose
nmaguire wrote:I think that the melee ones should drop them then. After all, they do USE magical weapons.
Yeah and they drop crap all right now.
Posted: Fri May 11, 2007 8:01 pm
by Estralis Seborian
Huh, necromancer dropped magical weapons? Strange, wasn't me who had this idea...
Necromancers should drop staffs, robes and some other stuff, as well as some copper.
Posted: Fri May 11, 2007 8:03 pm
by Samantha Meryadeles
red skeleton necromancers dropped stormswords in the old system. but that was too overpowered...
Posted: Fri May 11, 2007 8:13 pm
by nmaguire
Estralis Seborian wrote:Huh, necromancer dropped magical weapons? Strange, wasn't me who had this idea...
Necromancers should drop staffs, robes and some other stuff, as well as some copper.
Apparently right now they drop rings, copper (usually all you get) I've got 2 poisoned weapons from them too.
In my opinion the melee red skeletons should drop good armor, magical weapons, some copper... shields, too.
Posted: Fri May 11, 2007 8:19 pm
by AlexRose
Estralis Seborian wrote:Huh, necromancer dropped magical weapons? Strange, wasn't me who had this idea...
Necromancers should drop staffs, robes and some other stuff, as well as some copper.
I think wands and mana potions too.
Posted: Fri May 11, 2007 8:19 pm
by HolyKnight
I would like to say simply, could the demon skeletons please drop more copper or even silver they really are hard to bring down and there maigical longswords can easily cloud you without warning and currently they are the second strongest monster on the map as far as I can see. Also could they drop atleast some kind of weapon: Smiths are making poison serinjah's so couldn't they drop those and some quite good serinjah-swords and longswords. Make it worth hunting them other than saying in the tavern me and so and so dispersed a demon skeleton, really what did you get? 15 copper and a slightly scratched chain helmet.

Posted: Fri May 11, 2007 8:20 pm
by AlexRose
HolyKnight wrote:I would like to say simply, could the demon skeletons please drop more copper or even silver they really are hard to bring down and there maigical longswords can easily cloud you without warning and currently they are the second strongest monster on the map as far as I can see. Also could they drop atleast some kind of weapon: Smiths are making poison serinjah's so couldn't they drop those and some quite good serinjah-swords and longswords. Make it worth hunting them other than saying in the tavern me and so and so dispersed a demon skeleton, really what did you get? 15 copper and a slightly scratched chain helmet.

I thought golems were stronger.
Posted: Fri May 11, 2007 8:25 pm
by Estralis Seborian
Ah, now I get it: You are talking about demon skeletons, not necromancers (those humans that spawn skeletons and mummies). Aye, the common drop of magical longswords will be (or was?) removed. However, there will be a slight chance to get a magical weapon (1%) - I guess that's OK for one the strongest spawned monster around.
Funny thing: 3/5 demon skeleton monster types should drop shields as their "primary" drop and all drop copper - don't they?
Posted: Fri May 11, 2007 8:28 pm
by AlexRose
Estralis Seborian wrote:Ah, now I get it: You are talking about demon skeletons, not necromancers (those humans that spawn skeletons and mummies). Aye, the common drop of magical longswords will be (or was?) removed. However, there will be a slight chance to get a magical weapon (1%) - I guess that's OK for one the strongest spawned monster around.
Funny thing: 3/5 demon skeleton monster types should drop shields as their "primary" drop and all drop copper - don't they?
No, before we were talking about the demon skeleton necromancer that summons white skeletons.
And they drop minimal amounts of copper and barely ever drop any items. It was like that before the change.
Posted: Fri May 11, 2007 8:30 pm
by Estralis Seborian
I was referring to humans. You were refering to demon skeletons. Where does the "no" come in?
Edit: There was no change in the monster drop scripts

But other things were changed and this might lead to problems with the monster drop, like mummies dropping unfinished items.
There
will be a change in the scripts, though. I just compressed the corresponding scripts into a zip file. One remark, in average, every monster drops one item plus the perma-drop. At maximum, a monster drops 4 items. And basically, the treatment is the same for all monsters, but quality and value of the dropped items differs alot. Yes, it is possible that demon skeletons just drop some copper.
Posted: Fri May 11, 2007 8:30 pm
by AlexRose
Estralis Seborian wrote:I was referring to humans. You were refering to demon skeletons. Where does the "no" come in?
There is a demon skeleton necromancer.
EDIT:
REEDIT: I was right the first time, sorry.
Posted: Fri May 11, 2007 8:31 pm
by nmaguire
Estralis Seborian wrote:Ah, now I get it: You are talking about demon skeletons, not necromancers (those humans that spawn skeletons and mummies). Aye, the common drop of magical longswords will be (or was?) removed. However, there will be a slight chance to get a magical weapon (1%) - I guess that's OK for one the strongest spawned monster around.
Funny thing: 3/5 demon skeleton monster types should drop shields as their "primary" drop and all drop copper - don't they?
In the graveyard, there are
4 red skeletons. Three of them use magical longswords. There is a fourth, located in a room full of chests behind 2 demon skeletons, which summons white skeletons, and does NOT use a magical weapon. It is weaker, for obvious reasons.
Posted: Fri May 11, 2007 8:34 pm
by HolyKnight
in the bottom of the graveyard past two demon skeletons there is a demon skeleton necromancer who summons regular skeletons. THey used to drop magical weapons and such. I dont really care about that I just wish they would drop more copper than a weak miserable regular skeleton. Perhaps the demon skeletons should atleast drop 50 copper - 1 silver coin as they are quite difficult to disperse.
Posted: Fri May 11, 2007 8:34 pm
by abcfantasy
Not really on topic, but I think that skeleton necromancer is way too weak.
Posted: Fri May 11, 2007 8:36 pm
by AlexRose
abcfantasy wrote:Not really on topic, but I think that skeleton necromancer is way too weak.
It's a mage... how many mages do you see clad in heavy armour, barely feeling any hits and killing people with a single prod? The whole point is that you have the stupidly difficult reds and then the weak mage when you're really injured, which you can take down and get worthwhile goods from. If THAT took 15 minutes to kill too, it'd be ridiculous. Especially with it summoning skeletons all over you.
Posted: Fri May 11, 2007 8:37 pm
by abcfantasy
Yes! They should take 15 mins! Because they're not to be hunted by one person!! Or a warrior and a mage, but more. A whole party! 4 of them!
Posted: Fri May 11, 2007 8:39 pm
by nmaguire
It would summon so much in that time that there would be no space left in the room.
Posted: Fri May 11, 2007 8:40 pm
by HolyKnight
actually the real problem is this: say you fight through the two demon skeletons which is an amazing feat as they are much stronger than the ones in the woods. Then you go to fight the red demon necromancer, and he is stronger to kill and you fight and fight and when you finally slay the darn thing you walk down the hallway and OH ZHAMBRA there is another 2 demon skeletons waiting for you

please don't make the necromancer more difficult. Make another somewhere that is difficult or allow the necromancer to cast a spell at its attacker or set the white skeletons to protect to the necromancer.
Posted: Fri May 11, 2007 8:41 pm
by abcfantasy
1. 15mins is not the exact time it should take. Point is it should take longer.
2. If a group of 4 attack it, it will take much less time.
3. Right now, a warrior could almost kill it without even summoning one.
@HolyKnight: Hence, you gather a party so it won't be too hard, close to impossible to walk back.
Posted: Fri May 11, 2007 8:47 pm
by Estralis Seborian
The demon skeletons that summon skeletons were ment to drop up to 200 cp.
The monster strength is not my business, I heard serveral times now that some demon skeletons are killing experienced fighters in one hit, maybe that was an exaggeration.
But I will gladly try to balance the monster strength/reward ratio. In the update I am working on, demon skeletons will be the monsters with the 3rd highest level, regarding quality and value of the dropped stuff. However, since they are still common monsters, the drop of one monster won't make you life happily ever after.
Posted: Fri May 11, 2007 9:25 pm
by HolyKnight
Thank you Estralis.
Posted: Mon May 14, 2007 12:20 pm
by Estralis Seborian
Well, there is something I thought about recently and I'd like to hear some opinions:
As a matter of fact, Illarion is a game, and Illarion is a roleplaying game. It is carved into stone that Illarion is not about loot, killing monsters and gaining XPs. However, in a game, there has to be a certain reward once in a while. Otherwise, players aren't motivated to do anything besides chatting.
So, I though about rewards. Monster drop is a reward for slaying the monster, of course. One can walk into the temple, slay a hundred of mummies and skeletons and gain quite some wealth. This way, a character can develope his skills and buy stuff from other players, interact with them, you name it. But... a character cannot kill dozends of demon skeletons or dragons. However, the drop of these monsters isn't something that makes your char life happily ever after. The reward/challenge ratio drops with rising monster strength. Even though the quality and the use of upper class monsters is way higher than of "cannon fodder", one might be pissed when slaying a demon and going home with a good, slightly scraped double axe and some gold ingots.
What I want to know: How important is monster drop for you? Is your main motivation to let your char kill a monster to gain stuff or is the challenge itself a reward, too? Do you want non-quest-related upper class monster to drop a bunch of very good items? What about crafters who have to spend RL-months to become good enough to craft similar items? Would you say that slaying monsters has to be the better way to gain items than crafting? Or is it OK that it becomes harder and harder to gain high end items, like having to slay 20 demon skeletons for one rare item?
Posted: Mon May 14, 2007 12:52 pm
by Taeryon Silverlight
I think there should be some monsters (about double strength of a red "swordusing" skeleton) which drop very useful items, like, for example an uber sword, which spits flames when using it or so. But the droprate of such an item should be about 1% or so. The only thing that must be there, in my opinion, is the chance to get such an item. 100%-drops are boring after some time. Even the magic longaxes got boring and useless after some time, since all the warriors had one. So yes for uber monster with uber drop, but with a very low droprate.
Posted: Mon May 14, 2007 2:41 pm
by Korm Kormsen
in my opinion, the monster drop as the only "legitimate" income of pure fichter chars should not be lowered too much.
if fighters can not earn enough by monsters, the number of robbers would increase.
some "super-monsters" should have some special weapons or similar too.
the problem is not the wealth of fighters, but the number.
we got a lot of fighters compared with the number of working chars.
if monsters don't pay up for the fighters upkeep, the crafters will have to.
Re: Monster drop related problems
Posted: Wed Dec 05, 2007 4:24 pm
by Estralis Seborian
Estralis Seborian wrote:In case you notice new bugs or inbalances related to the monster drops ("l00t") since the update, feel free to drop a note.
Possible bugs: Drop of unfinished items, drop of non existing items (question marks), drop of totally unfitting items, no drop at all,...
Please keep your posts as precise as possible, general remarks ("Monsters should drop more swords") cannot be scripted

A new update of the monster drops was done yesterday. Thanks to Nitram and pharse for taking care of the technical work as well as correcting the bugs I coded

. Feel free to post any related bug or
serious inbalance here.
Posted: Fri Dec 07, 2007 11:22 pm
by Konrad Knox
pigs dont seem to drop pork as often anymore, compared to last week.
Out of 9 pigs, 7 used to drop pork. Now only about 3.