Page 1 of 2
Asche bei Feuerelementaren/ ash for fire elementals
Posted: Thu Jul 10, 2008 8:42 pm
by Ivar Kraftimarm
(translation below)
ich finds immer etwas deprimierend wenn monster gar nichts hinterlassen, vor allem wenn sie relativ schwer zu knacken sind. deshalb schlage ich (zusätzlich zum reinen feuer) ein häufchen asche welches zu 100% da ist. asche ist ja nicht viel wert und um damit etwas effektiv anfangen zu können muss man schon viele elementare erschlagen. aber wenig ist auch schon ein erfolg und deshalb wärs schön einfach ein häufchen asche zu haben als erfolgserlebnis
---------------
i suggest some ash as loot for fire elementals, because it's good for the hunters ego

Posted: Fri Jul 11, 2008 9:38 am
by Estralis Seborian
Sounds good (like all of your ideas, as usual). I'd prefer to assign a complete drop set to all elementals. Currently, they "just" drop pure elements once in a while. For all other monsters except animals, it works like this:
A monster drops one item at 100% (your suggestion: Ash for fire elementals, what about the other elementals?). Then, 0-3 items are dropped out of three categories, with every category consisting of not less than 5 items. The chances vary:
20% for item 1 from category 1
10% for item 2 from category 1
1% for item 3 from category 1
1% for item 4 from category 1
1% for item 5 from category 1
20% for item 1 from category 2
10% for item 2 from category 2
1% for item 3 from category 2
1% for item 4 from category 2
1% for item 5 from category 2
20% for item 1 from category 3
10% for item 2 from category 3
1% for item 3 from category 3
1% for item 4 from category 3
1% for item 5 from category 3
So, when one can name 15 items for each elemental, we have a complete drop set. Actually, I doubt this can be achieved, but there is also the option to use the animal-assignment of 50%/50%/100% (item 1 is dropped at 50%, item 2 is dropped at 50% and item 3 at 100% - might collide with the intention to make pure elements rare).
Posted: Fri Jul 11, 2008 12:27 pm
by Miklorius
( Are there now graphics for fire elementals? )
Posted: Fri Jul 11, 2008 12:31 pm
by Ivar Kraftimarm
wusste nicht das es sooo kompliziert ist. ich dachte man könnte auch teile leer lassen... aber na gut, wenns nicht geht, dann gehts nicht

Posted: Fri Jul 11, 2008 12:35 pm
by nmaguire
Well, if you make some much stronger fire elementals you can include all the fire weapons:
Fire waraxes (2 types)
Fire longswords/ broadswords (do the broadswords actually exist? I've heard about them somewhere, I'm sure, but it might just be me hoping

)
Fire daggers
There's another 5 items, making the total that can be dropped 6

There are also fire wands... But if all these could drop the elementals would have to be a LOT stronger I think.
Somebody also told me about weapons a long while back that had signias on them, giving the weapon spell powers or something?
Posted: Fri Jul 11, 2008 12:37 pm
by Miklorius
I doubt that elementals use physical weapons

.
Posted: Fri Jul 11, 2008 12:38 pm
by nmaguire
I was just thinking along the lines of fire

There's not much else I could think of them dropping...
Posted: Fri Jul 11, 2008 12:39 pm
by Llama
Firebroadswords do exist
And I think fire elementals will be FARMED if they drop nice stuff like that. Ash and the rare pure fire is allright.
Posted: Fri Jul 11, 2008 4:01 pm
by Estralis Seborian
Ivar Kraftimarm wrote:aber na gut, wenns nicht geht, dann gehts nicht

Es geht alles. Das "Dropsystem" nutzt nur einfach ein paar Möglichkeiten, die geboten werden. Man muss diese Möglichkeiten nicht zwangsweise nutzen, allerdings finde ich es persönlich einfach schöner und runder, wenn alle Monster irgendwie gleich gehandhabt werden. Ein Drop von Asche für Elementare ist eine Zeile Skript, ändern, hochladen, baff. Wenn man aber eine halbe Stunde mehr investiert, kriegt man ggf. ein weit netteres Ergebnis hin. Denkbare Drops wären für mich:
- Edelsteine roh/geschliffen
- Ringe
- Geld
- Pure Elemente
- Feuerwaffen (1%)
- Asche
- Kräuter
Drops müssen mE nicht realistisch, aber stimmig sein. Ein Plattenpanzer wäre nicht stimmig bei einem Elementar oder auch Halbling während sich bis heute niemand über die Stoffbahnen der Mumien beschwert hat

.
Posted: Fri Jul 11, 2008 4:13 pm
by Ivar Kraftimarm
na ja, in dem fall werd ich mir gedanken machen über drops welche nicht zu sehr ins gewicht fallen. edelsteine find ich zum beispiel auch eine gute idee. da kann man ja jeweils was passendes nehmen (rubin für feuer, blaustein für wasser, diamant für luft und smaragd für erde).
allerdings gings mir nicht drum eine lohnenswerte beute zu machen, sondern eher das enttäuschende nichts zu entfernen

Posted: Fri Jul 11, 2008 4:17 pm
by Llama
nmaguire wrote:I was just thinking along the lines of fire

There's not much else I could think of them dropping...
Campfires!
Posted: Sun Jul 13, 2008 8:46 pm
by Kyad Gorun
also was ich neben dem häufschen asche noch recht stimming finde wäre viellicht ein paare reste (glühende) kohlen für feuer.
und stein, lehm oder sand für erde...
nur was passendes für wasser und luft zu finden, ist schwer...
für luft macht ja nur was sinn, was leicht vom wind weggeweht wird.. quartzsand z.B.? und für wasser hab ich grad gar keine idee, viellicht angel ich auch einfach zu selten um dafür passende ideen zu haben

Posted: Sun Jul 13, 2008 10:45 pm
by Saril
Feuerelementar (Feuer):
20% for Asche 1 from category 1
10% for Kupfermünzen 2 from category 1
1% for Zweig from category 1
1% for Kupfererze 4 from category 1
1% for Kupferbarren 5 from category 1
20% for Kupferkelch 1 from category 2
10% for roher Rubin 2 from category 2
1% for Rubinring 3 from category 2
1% for Öl 4 from category 2
1% for Magierstab 5 from category 2
20% for geschliffener Rubin 1 from category 3
10% for Silbermünzen from category 3
1% for Rubinkette 3 from category 3
1% for Krone 4 from category 3
1% for reines Feuer 5 from category 3
Sturmelementar (Wind):
20% for Zweig1 from category 1
10% for Kupfermünzen 2 from category 1
1% for leere Flasche from category 1
1% for Ast 4 from category 1
1% for Sand 5 from category 1
20% for roher Smaragd 1 from category 2
10% for Ast 2 from category 2
1% for Glasbarren 3 from category 2
1% for Smaragdring 4 from category 2
1% for Magierstab 5 from category 2
20% for geschliffener Smaragd 1 from category 3
10% for Silbermünzen from category 3
1% for Smaragdkette 3 from category 3
1% for Krone 4 from category 3
1% for reine Luft 5 from category 3
Frostelementar (Wasser):
20% for Flasche Wasser from category 1
10% for Kupfermünzen 2 from category 1
1% for Kelch from category 1
1% for Eimer 4 from category 1
1% for Eisenerz 5 from category 1
20% for roher Blaustein 1 from category 2
10% for Sand 2 from category 2
1% for Golderz 3 from category 2
1% for Blausteinring 4 from category 2
1% for Magierstab 5 from category 2
20% for geschliffener Blaustein 1 from category 3
10% for Silbermünzen from category 3
1% for Blausteinkette 3 from category 3
1% for Krone 4 from category 3
1% for reines Wasser 5 from category 3
Golem (Erde):
Gibt es schon
Posted: Sun Jul 13, 2008 11:02 pm
by Miklorius
"1% for Zweig from category 1" <=> Feuerelementar?!

Posted: Mon Jul 14, 2008 9:26 am
by Estralis Seborian
@Saril: Perfect work, a detailled proposal with concrete numbers and items instead of "I want horses"
We have some new items that might fit fire elementals since the latest update:
Torch (lit / unlit)
Lamp oil
Wax
Candle mould
I'd consider molotovs also as fitting for fire elementals. Furthermore, currently, all monsters drop one item at 100% (e.g. coins for skeletons or insides for mummies). Maybe somebody can assign such an item for each elemental, too?
Posted: Mon Jul 14, 2008 1:24 pm
by Kevin Lightdot
I'm not able to understand what Saril said completely but:
100% drops:
Ash is the only good one I can think of for fire elementals. And replace the ash in the original loot table by a candle? (I believe there are 2 types? The short ones and the long ones you could make with fine smithing.)
A trout for the watery guys?
A few(5 max or so) wind arrows for air maybe.
Also water/ice/whatever elementals might hold a 1% Water of Irundar drop?
And finally: I want horses.
Posted: Mon Jul 14, 2008 3:15 pm
by Saril
Also water/ice/whatever elementals might hold a 1% Water of Irundar drop?
lol
How should he get there? It is a water mixture and no easy source water. In addition it comes still underground lies and niergendwo in oberfläche penetrates. It can never form also Elementarily from it. In addition still comes that the Irundawater only at this level exestiert and not in the level of the water.
Posted: Mon Jul 14, 2008 5:09 pm
by Kevin Lightdot
niergendwo in oberfläche
What?
I don't see a reason why a fire-elemental would have candles and candle moulds either, but they do.
Posted: Mon Jul 14, 2008 6:06 pm
by Thanseus Valerian
Denen Fertigware zu geben find ich schwachsinnig.
Wo solln die die herhaben?

Posted: Mon Jul 14, 2008 6:24 pm
by Tanistian_Kanea
can we have an english version of what saril said?
Posted: Mon Jul 14, 2008 6:35 pm
by Ivar Kraftimarm
niergendwo in oberfläche
not on surface (i think).
Posted: Tue Jul 15, 2008 12:24 am
by Estralis Seborian
Thanseus Valerian wrote:Denen Fertigware zu geben find ich schwachsinnig.
Wo solln die die herhaben?

Da wo...
...Mumien Stoffbahnen
...Dämonen Plattenpanzer in Halblingsgröße
...Betrachter fette Klunker
...Faulwürmer Ringe
...Skelette Bestecksets
und Gnolle fertig gebratene Steaks herhaben!
Realismus hat einem Spiel noch nie allzu gut getan.
Posted: Tue Jul 15, 2008 10:52 am
by Ivar Kraftimarm
gerade bei luftelementen kann man sich das gut vorstellen: kleine tornados die allerlei plunder aufnehmen und mit sich rumwirbeln. vielleicht am besten blumen und blätter oder auch zweige.
Posted: Tue Jul 15, 2008 11:03 am
by Saril
oh ja blumen ganz vergessen
Posted: Tue Jul 15, 2008 12:24 pm
by Jupiter
Luftelementar: Firnisblüte
Finadri = Luftgöttin
Firnis = ist Findaris Blüte
Posted: Fri Jul 25, 2008 1:21 pm
by Estralis Seborian
I really think there are good thoughts in this topic, worth being implemented. So, taking Saril's list as basis, can anybody write a complete drop set for the elementals? This is the list of elementals:
501 lower fire elementary
502 higher fire elementary
503 lower water elementary
504 higher water elemenary
505 lower wind elementary
506 higher wind elemenary
507 lower earth elementary
508 higher earth elementary
509 lower spirit elementary
510 higher spirit elementary
And the default drop scheme looks like this for one monster:
20% for item 1 from category 1
10% for item 2 from category 1
1% for item 3 from category 1
1% for item 4 from category 1
1% for item 5 from category 1
20% for item 1 from category 2
10% for item 2 from category 2
1% for item 3 from category 2
1% for item 4 from category 2
1% for item 5 from category 2
20% for item 1 from category 3
10% for item 2 from category 3
1% for item 3 from category 3
1% for item 4 from category 3
1% for item 5 from category 3
100% for item 1 from category 4
From each category, one item is dropped at the given rates. So, when you kill 100 monsters of that kind, you can loot in average e.g. 20 items 1 of category 1. Usually, one category contains comparable items. For normal monsters, category 1 consists of weapons, category 2 of armor and category 3 of "stuff". Note that you can also drop a stack of random amount of items (e.g. 10-30 copper coins). For coins, it is common to use a ratio of 1:3 between the lowest and the highest value. Also, I usually let the value of drops rise with the monsters getting stronger. So, for 10 monsters, you have to assign 10x16=160 items. It is preferable that the drops differ from monster to monster.
Posted: Fri Jul 25, 2008 3:19 pm
by Kevin Lightdot
Here's something, though I can't read Saril's list due to lack of German.
Also I'm not sure about the power of these elementals and how hard they are to kill, I assumed something like the sword-weilding demon skeletons in the graveyard for lower elementaries, but from what I seem to remember they where a bit weaker.
I think if they're going to drop pure stuff they'd better be
Could add fireswords as a 1% drop on the higher fire elementaries too perhaps, if they're very strong. :p
501 lower fire elementary
20% for 10-50 copper coins from category 1
10% for lamp oil from category 1
1% for 1-5 copper bars from category 1
1% for item 1-5 iron bars from category 1
1% for item 1-5 coal from category 1
20% for torch from category 2
10% for candle from category 2
1% for candle mould from category 2
1% for wax from category 2
1% for big candle(there are 2 graphics for it, no? Small and big) from category 2
20% for uncut ruby from category 3
10% for pretty weak fire on the ground(If possible) from category 3
1% for average fire waraxe from category 3
1% for good to very good ruby ring from category 3
1% for average to good fire wand from category 3
100% for ash from category 4
502 higher fire elementary
20% for 20-75 copper coins from category 1
10% for 2 lamp oil from category 1
1% for 1-10 copper bars from category 1
1% for item 1-10 iron bars from category 1
1% for item 1-10 coal from category 1
20% for torch from category 2
10% for candle from category 2
1% for candle mould from category 2
1% for 1-5 wax from category 2
1% for good-very good fire waraxe from category 2
20% for ruby from category 3
10% for slightly stronger fire on the ground(If possible) from category 3
1% for pure fire from category 3
1% for good to exellent ruby ring from category 3
1% for good to very good fire wand from category 3
100% for ash from category 4
503 lower water elementary
Done with new fishing system in mind.
20% for 1-3 small fish from category 1
10% for bucket from category 1
1% for rare fish from category 1
1% for exotic fish from category 1
1% for turtle from category 1
20% for trout from category 2
10% for l from category 2
1% for bass(or what was the yellow fish again?) mould from category 2
1% for rare fish from category 2
1% for unique fish from category 2
20% for uncut bluestone from category 3
10% for pretty weak icefire on the ground(If possible) from category 3
1% for bluestone 3 from category 3
1% for good to very good bluestone ring from category 3
1% for average to good water wand from category 3
100% for sand from category 4
504 higher water elemenary
20% for 1-5 small fish coins from category 1
10% for fish bones from category 1
1% for 1-3rare fish from category 1
1% for 1-3exotic fish from category 1
1% for 1-3turtle from category 1
20% for 1-3 trout from category 2
10% for fishing rod from category 2
1% for 1-3 bass(or what was the yellow fish again?) mould from category 2
1% for 1-3 rare fish from category 2
1% for 1-3 unique fish from category 2
20% for bluestone from category 3
10% for slightly stronger icefire on the ground(If possible) from category 3
1% for pure water 3 from category 3
1% for good to exellent bluestone ring from category 3
1% for good to very good water wand from category 3
100% for sand from category 4
I might try the rest later.
Posted: Mon Jul 28, 2008 1:31 pm
by Estralis Seborian
Saril's list, translated:
Saril wrote:Fire elementary:
20% ash
10% copper coins
1% twig
1% copper ore
1% copper ingot
20% for copper goblet
10% raw ruby
1% ruby ring
1% oil
1% wand
20% cut ruby
10% silver coin
1% ruby necklace
1% crown
1% pure fire
Air elementary:
20% twig
10% copper coin
1% empty bottle
1% branch
1% sand
20% raw emerald
10% bough
1% glass ingot
1% emerald ring
1% wand
20% cut emerald
10% silver coin
1% emerald necklace
1% crown
1% pure air
Water elementary:
20% water bottle
10% copper coin
1% goblet
1% bucket
1% iron ore
20% raw bluestone
10% sand
1% gold nugget
1% bluestone ring
1% wand
20% cut bluestone
10% silver coin
1% bluestone necklace
1% crown
1% pure water
The list of K. L. reads fine, I am looking forward to the rest.
Posted: Mon Jul 28, 2008 2:44 pm
by Kevin Lightdot
We have ruby and bluestone necklaces now?
I think ring in German would mean ring in English too, though.

Posted: Mon Jul 28, 2008 3:02 pm
by Estralis Seborian
Yes, we have all kinds of necklaces now. But no turtles

.
English and german have lots in common, many words are pretty similar.