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Topic subjectRE: Changes in Rolling!
Topic URLhttps://forums.carrionfields.com/dcboard.php?az=show_topic&forum=3&topic_id=690&mesg_id=695
695, RE: Changes in Rolling!
Posted by Cyradia on Wed 31-Dec-69 07:00 PM
>The only thing I don't get is how this would help vets save
>much time.


Let me see if I can help. We'll take human thieves for an example. The max rollable on the first five stats was:

18 18 17 19 20

Since 13 was the lowest number, there were 10,080 possible number combinations. Of these, only one was 'max rolled' and many veterans felt they needed to roll for this perfect set to give them an edge in the game. If the veterans were comfortable with anything 2 points off from max or better, there were 21 possibilities. Now, when you roll a human thief, you will only see the 15 options that make up all the options that are max rollable -2. So, instead of 10,080 possible choices, you will see 15. This allows you to quickly choose your stats without having to wade through 10,000 unacceptable choices. This makes the process take less time.

I know that was patronizing, but I don't get how you couldn't get how this would help vets save much time.





> If you want to help vets save time I'd suggest the
>following:
>
>A) Fix shops so if I buy something for a lot of money in
>Galadon/elsewhere that is an armor item at rank 35, its
>actually something I'd want to wear, at rank 35. The items are
>too high level for their stats, stuff I wouldn't wear at rank
>15 I have to wait til 25 to buy and then it costs an arm and a
>leg. Less time regearing = more fun. As an example, if the
>white worm would be hard but doable to kill at 30, then at 35
>I should be able to buy the equivalent of his armor. For most
>unlimited stuff it seems like it should follow this pattern,
>IE, can get earlier with group fighting but if its unlimited
>you should be able to buy something similiar to it at the
>point where all buying does is get you out of having to walk
>there. Not an unfair trade to spend say 20 gold on armor to
>avoid the walk.

This has nothing to do with changing the way rolling a character works.


>B) Stop throwing around the nerfing stuff. Nerfing treasures,
>nerfing Frigid with the aggro wolf, nerfing High Tower
>(they're fine except for the log on Dio's illustrating that
>the golem is immune_versus_steal, I mean seriously its not
>spirit breaker). That's the stuff that pisses veterans off,
>when it feels like you explore to find stuff only to find
>yourself praying no Imm sees you lest it gets changed for
>being too overpowered. Like the guy said, not everything
>should have to be a 20 minute puzzle.

This has nothing to do with changing the way rolling a character works. See Pico's note below if you want to discuss it on another forum.


>I'm torn on whether or not I dislike not being able to roll
>max rollable. I do think it tends to screw over races that
>already had to dump 4-5 trains into maxing stats, but
>whatever, I don't care much about that, that doesn't affect
>gameplay as much as the other stuff.

Remember that gear is now easier to use to compensate for lower stats. Also, it certainly wasn't designed to affect gameplay. It was done for the two reasons stated above. I also began to really dislike a system where you were trading hours of watching numbers scroll across a screen for an in game advantage. I want advantages to be earned while playing.