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#40947, "Zombies from player corpse vs NPC zombies"
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After playing a while, I found that zombies that are being made from NPC's are MUCH stronger than zombies that can be made from player's corpses (well, not player, but their characters, but anyways).
But it's a lot harder to produce zombies from the other players (in most cases).
And there is an idea. Why not let necromancers to raise really good zombies (quaggoth/aurumvorax quality) from the corpses that are made by necromancer? Very like dark feast works: if you made a kill, you will benefit from it; if kill is not yours - you will not.
I think it would be interesting, if zombies that are made from other players would be better than guaranteed zombies from NPC's. Perhaps they would do something in combat? Or have resists if they are fire giant or storm giant zombie? Or flying, if they are made of arial? Or have stoneskin, if they are made of svirf?
And etc. I am not asking for more power, no - I'm fine with the zombies that I can make. Just to make it a little more interesting.
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Note:,
Daevryn,
31-Oct-11 12:11 AM, #13
Dubious about the water restriction,
fist-law,
31-Oct-11 04:22 AM, #14
Zombie Whales,
Rayihn,
31-Oct-11 06:04 AM, #15
Personally, I'm a big fan of zombie eels punching me to...,
Vortex Magus,
31-Oct-11 07:58 AM, #16
Well...,
fist-law,
31-Oct-11 01:33 PM, #20
RE: Well...,
Daevryn,
31-Oct-11 01:38 PM, #21
so lazy nt,
Dallevian,
31-Oct-11 02:43 PM, #23
How about...,
fist-law,
31-Oct-11 02:48 PM, #24
weak,
Asthiss,
01-Nov-11 04:38 AM, #27
RE: weak,
Daevryn,
01-Nov-11 08:05 AM, #28
"There the easy way, or the right way." nt,
Artificial,
01-Nov-11 09:11 AM, #29
Confused. Is this some kind of Russian come on? nt,
Rayihn,
01-Nov-11 10:01 AM, #30
They have no come-ons, only white bears. nt,
Daevryn,
01-Nov-11 10:09 AM, #31
In Soviet Russia, bear turns white only after come-on. ...,
Artificial,
01-Nov-11 10:34 AM, #32
Reminds me...,
Explosion,
01-Nov-11 03:00 PM, #34
Underwater zombies,
Tzaritzawah (Anonymous),
31-Oct-11 12:57 PM, #17
RE: Underwater zombies,
Daevryn,
31-Oct-11 12:59 PM, #18
What a perversion!,
Tzaritzawah (Anonymous),
31-Oct-11 01:26 PM, #19
Braaaaains...,
Marcus_,
31-Oct-11 02:29 PM, #22
It would be a special undead with a brain-eating attack...,
Explosion,
01-Nov-11 02:53 PM, #33
RE: Zombies from player corpse vs NPC zombies,
Daevryn,
24-Oct-11 02:02 PM, #1
quick and dirty fix,
laxman,
24-Oct-11 02:35 PM, #2
RE: quick and dirty fix,
Daevryn,
24-Oct-11 03:24 PM, #3
It would be oped. Quick fix is here!,
Tzaritzawah (Anonymous),
24-Oct-11 03:34 PM, #5
Considering imms fight at level 60, that would be prett...,
Vortex Magus,
24-Oct-11 11:10 PM, #6
Wrong about mobs level,
Tzaritzawah (Anonymous),
25-Oct-11 11:58 AM, #7
Programmer's quick and dirty fix...,
Eskelian,
25-Oct-11 05:44 PM, #8
I like the idea of class skills and having it be a slid...,
laxman,
26-Oct-11 08:29 AM, #9
And assassin zombie - stalk + assassinate. Yeah. :) nt,
Explosion,
26-Oct-11 04:03 PM, #10
I like the idea of more work for Nep/Zulg too ;). Proba...,
Eskelian,
27-Oct-11 01:38 AM, #11
re: quick and dirty fix,
Kalageadon,
01-Nov-11 12:43 AM, #25
It's all to combat those dastardly OP ragers.,
TMNS,
01-Nov-11 03:54 AM, #26
another possible improvement,
The Heretic,
24-Oct-11 03:30 PM, #4
RE: another possible improvement,
orangepowered,
28-Oct-11 03:26 PM, #12
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Daevryn | Mon 31-Oct-11 12:11 AM |
Member since 13th Feb 2007
11117 posts
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#40996, "Note:"
In response to Reply #0
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We got to thinking and talking about more ways that what you make a zombie from could affect the abilities of the zombies. I've done a small bit of infrastructure that will make these changes easier in the future, as well as the following changes which are in now or a reboot from now or so:
- In order to have an inventory and/or be able to pick stuff up, a zombie will need "stuff-picking-up appendages", e.g. hands. - A zombie made from a monster that can't leave water will be unable to leave water. - A zombie made from a monster that has to remain underwater retains the same restriction. - PC zombies are currently unaffected.
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Rayihn | Mon 31-Oct-11 06:04 AM |
Member since 08th Oct 2006
1147 posts
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#40999, "Zombie Whales"
In response to Reply #14
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You really think zombie whale should be rolling itself down Eastern Road at a clipping pace?
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Vortex Magus | Mon 31-Oct-11 07:58 AM |
Member since 20th Apr 2005
400 posts
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#41000, "Personally, I'm a big fan of zombie eels punching me to..."
In response to Reply #15
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I'm also waiting for zombies of pink gay elephants.
You know you want to.
You already put in unicorns, what more could we ask for?
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fist-law | Mon 31-Oct-11 01:33 PM |
Member since 30th Sep 2011
149 posts
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#41005, "Well..."
In response to Reply #15
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I suppose it's as silly as, say, a necromancer.
But, if we're being critical about the notion of sea life roving around on land...sure, no problem there. Being a zombie takes away pain, fear, the need for oxygen, and most importantly, free will. So, I don't really see a reason why a zombie whale couldn't be caterpillaring its way around the mainland.
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Daevryn | Mon 31-Oct-11 01:38 PM |
Member since 13th Feb 2007
11117 posts
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#41006, "RE: Well..."
In response to Reply #20
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Since "your zombie fights like ass on land, and takes 10x as long as anything else to lumber from room to room" takes longer to code and "you just can't take the zombie whale on land" was fast to code, you got #2.
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Dallevian | Mon 31-Oct-11 02:43 PM |
Member since 04th Mar 2003
1620 posts
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#41008, "so lazy nt"
In response to Reply #21
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Rayihn | Tue 01-Nov-11 10:01 AM |
Member since 08th Oct 2006
1147 posts
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#41015, "Confused. Is this some kind of Russian come on? nt"
In response to Reply #29
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Daevryn | Tue 01-Nov-11 10:09 AM |
Member since 13th Feb 2007
11117 posts
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#41016, "They have no come-ons, only white bears. nt"
In response to Reply #30
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(Still one of the funniest posts ever to me.)
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Explosion | Tue 01-Nov-11 03:00 PM |
Member since 06th Jul 2011
381 posts
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#41020, "Reminds me..."
In response to Reply #31
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"I'm the commander - see, I don't need to explain - I do not need to explain why I say things. That's the interesting thing about being president."
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#41002, "Underwater zombies"
In response to Reply #13
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But you cannot make zombies underwater (water prevents etc etc etc). Did you change it and zombies can be made underwater now?
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Daevryn | Mon 31-Oct-11 12:59 PM |
Member since 13th Feb 2007
11117 posts
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#41003, "RE: Underwater zombies"
In response to Reply #17
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Correct, but you could pick up the corpse and run for dry land.
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#41004, "What a perversion!"
In response to Reply #18
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Worthy for a reward, not penalty Ok, point taken. Sounds reasonable.
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Explosion | Tue 01-Nov-11 02:53 PM |
Member since 06th Jul 2011
381 posts
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#41019, "It would be a special undead with a brain-eating attack..."
In response to Reply #22
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Daevryn | Mon 24-Oct-11 02:02 PM |
Member since 13th Feb 2007
11117 posts
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#40948, "RE: Zombies from player corpse vs NPC zombies"
In response to Reply #0
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Making PC zombies interesting is a goal I've had in the back of my head for a long time, but which has yet to make it to the top of the to-do list.
I agree that some form of it is something I'd like to see, but it's not something I'm going to work on soon.
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laxman | Mon 24-Oct-11 02:35 PM |
Member since 18th Aug 2003
1867 posts
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#40949, "quick and dirty fix"
In response to Reply #1
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Maybe let zombies from PC corpses wield a weapon and wear up to 3 pieces of gear? I figure you can use most of the golem code to do that. A horde of zombies with prayer beads... hehe (yeah I know align restriction but cool)
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#40952, "It would be oped. Quick fix is here!"
In response to Reply #2
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To reuse dark feast algorythm, if it's possible and if it fired - make corpse +20 levels (so it will be 71 max), 50 leve for 30th level of the player and etc.
Dunno if it's a quick fix though, but surely quicker than making weapon-armor using zombies, and not so unbalanced.
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Vortex Magus | Mon 24-Oct-11 11:10 PM |
Member since 20th Apr 2005
400 posts
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#40954, "Considering imms fight at level 60, that would be prett..."
In response to Reply #5
Edited on Mon 24-Oct-11 11:10 PM
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I was thinking maybe +5 levels to corpse maximum, (for level 56 max zombies, similar to strong npc zombies but not quite as powerful as the best ones) and then add some cool flavor stuff.
If you killed fortress guy yourself and then raised his corpse, and fought evil characters with the zombie, he occasionally prog some sexy fire echoes and do fire damage instead of punch, or .
If you killed scion mage yourself and then raised his corpse, he prog interesting shadow echoes on command and gives the necro a buff from the shadow plane - maybe extra dam redux against negative or something that is very interesting from an RP perspective and very limited from a PK perspective.
You could also add drawbacks to certain zombies, too. Fort zombie explodes in a cascade of flame after a certain time with the necro, blasting everyone in the room. Zombie of a thirsted rager will eventually start attacking everything you walk past.
Stuff like that. It would make player zombies more interesting but not overpowered. You'd still use unicorns or whatever if you wanted max power, since you can do better than level 57 zombies, but you could get some cool RP opportunities and flavor from each corpse that might outweigh small power considerations.
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#40957, "Wrong about mobs level"
In response to Reply #6
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Unicorns are 62, firedrakes higher. There are plenty of regular mobs of 60th level that are very easy to kill, and they are not supreme zombies.
When you are making undead, it's level is slightly lower than of original in most cases. And players are far more difficult to kill than those 60th level mobs.
56 level corpse will give you 52-55 level zombie (I think), so it will be weaker than usual mobs (even storm lieutenants/commander).
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Eskelian | Tue 25-Oct-11 05:44 PM |
Member since 04th Mar 2003
2023 posts
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#40960, "Programmer's quick and dirty fix..."
In response to Reply #2
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Level + 10 for PC corpses and + extra damroll.
Would sword-spec zombies be cool? Yeah but lets face it, that's hard to balance and get right and it's not really necessary.
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laxman | Wed 26-Oct-11 08:29 AM |
Member since 18th Aug 2003
1867 posts
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#40961, "I like the idea of class skills and having it be a slid..."
In response to Reply #8
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So maybe have like 4 tiers of zombie and 4 classes (melee, rogue, priest, mage that or make one for each class)
Tiers could just rip off the A-P charge equation so if you make a zombie from a really super powered char you get a sick zombie but if you pop joe herald its nothing really special.
so lets just use a thief as an example
weak thief = bag of tricks, dirt kick medium thief = above + trip, gouge disgusting awsome thief = above + circle, cheap shot.
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Explosion | Wed 26-Oct-11 04:03 PM |
Member since 06th Jul 2011
381 posts
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#40962, "And assassin zombie - stalk + assassinate. Yeah. :) nt"
In response to Reply #9
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Eskelian | Thu 27-Oct-11 01:38 AM |
Member since 04th Mar 2003
2023 posts
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#40964, "I like the idea of more work for Nep/Zulg too ;). Proba..."
In response to Reply #9
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Kalageadon | Tue 01-Nov-11 12:43 AM |
Member since 23rd Oct 2003
1044 posts
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#41010, "re: quick and dirty fix"
In response to Reply #2
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Having fought a zombie horde where one of them was wielding the Pincer staff, I personally don't like the idea of a pc running around with more npc's using gear, namely progging gear.
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The Heretic | Mon 24-Oct-11 03:30 PM |
Member since 04th Mar 2003
212 posts
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#40951, "another possible improvement"
In response to Reply #1
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If the corpse is of a player that would be worth some AP charges, the zombie retains some memory of its life. It would have all the skills of the class and fight like a stupid mob of that class. A 1 or 2 charge zombie would do next to nothing. A 10 charge zombie would go ape####. Perhaps give the necro the ability to tell how strong the zombie would be.
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orangepowered | Fri 28-Oct-11 03:26 PM |
Member since 29th Jun 2011
347 posts
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#40977, "RE: another possible improvement"
In response to Reply #4
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Because Tavlin wasn't powerful enough as it was, lets have dirt/bash/trip/disarm zombies? This is kind of overboard.
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