Forums

General Discussion

If this is your first visit, you will need to register before you can post. (All members of the forum must adhere to the Code of Conduct, as outlined in the Terms and Conditions)

Moderators: Da Boss

2170 Posts in 329 Topics by 283 members

Topic: Mature Mode: Perma-Death and More

Page: 1 , 2 , 3
  • Re: Mature Mode: Perma-Death and More

    I thought i would add my thoughts to this thread (I'm bored and waiting for my dinner to cook basically). I like the equipment repair idea as the game feels WoW anyway then it wouldn't feel too out of place. Your repair cost calculation isn't bad either. Most weapons in act3 have +2 speed and +4 brawn or magic. That would be 6 + 10 for the ability (16) and then multiply by 10 (160g). Cool. But I can see a couple of problems with this system, coming from having played through it with my rogue.

    1) gold is useful later for potions and mushrooms (i didn't use much of the latter, but they seem popular with other builds). In some of the longer quests and boss fights it helps to have some healing. No matter how well equipped you are, death is always a possibility. You can roll poorly and lose an easy fight.
    2) if you have problems in act1 and act2 and spend gold on repairs then you won't have gold that you need later. Take pickpocket or alchemist and you'll be richer but they aren't great end game careers. That is my opinion.
    3) you will change equipment alot. I could see myself spending 100g on repairing a crucial item and then five minutes later finding a better replacement item. That would be very frustrating.

    It would be interesting to know if Michael thought about these kind of ideas when developing the book. I can see problems which probably explain why the system was streamlined into what it is now.

  • Re: Mature Mode: Perma-Death and More

    An interesting discussion! I'll be honest and say that, no - there was never really a moment where I thought of introducing a 'death punishment' or durability option. I want the game to be as instantly accessible to as many players of different ages and experience as I could. To add extra rules would have made it too convoluted.

    Balancing the game was an incredibly difficult and time-consuming task; to have done that and also allowed for a durability/weapon breakage system would have been almost impossible. In games like World of Warcraft, if an item needs repairing and you can't afford it, you can swap it for another. In DestinyQuest, what you are equipped with is all that you have. As some other players have pointed out, if you were to lose one or two items then the game would quickly become unplayable.

    So that is why the death system is what it is. There is a penalty, in that you can't continue the quest you were on and you lose your health potions and other items you used. The bonus is that you learn from your mistakes and get to try again, rather than starting over.

    But I am 100% behind players developing and playing with their own rules. I'm flattered that players are passionate enough about the game to want to do that. I'd be interested to know how some of these rules pan out through Act 2 and Act 3 of the book.

  • Re: Mature Mode: Perma-Death and More

    ---Take pickpocket or alchemist and you'll be richer but they aren't great end game careers---

    I was thinking about this last night. I am playing a rogue in Act 2 of the story (warrior happily retired at end of Act 3) and have got the pickpocket career. It doesn't seem that great as there are no damage ablilities, but loot master....... ? Couldn't that be awesome in Act 3 if you gett to pick from any rewards for your class? I also thinking how much gold you could end up with. That could buy most of waldo's equipment. I might give this a try

  • Re: Mature Mode: Perma-Death and More

    alchemist also gets an extra talisman ability that other mages don't have

  • Re: Mature Mode: Perma-Death and More

    Eh? How do alechemists get extra talisman?

  • Re: Mature Mode: Perma-Death and More

    Other mages career abilities come from their talisman.

    pyro = core of flame
    icelock = heart of winter
    necro = bone fetish
    medic = lady of the lamp (not sure if name right???)

    Alchemist can equip different talismans with abilities without losing their special career abilities. This means they get one more ability than other mages do

Currently Online: There is nobody online.

Welcome to our latest member: Chemnerd42

Copyright © 2010 Michael Ward | Terms and Conditions | Acknowledgments | site built by nomad