Things I like in the latest update to IR

curiousredmonkey
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Things I like in the latest update to IR

Post by curiousredmonkey »

Thought I should add this post, since hearing only complaints is not productive.

0) The town.
1) The recipes and use of the flowers.
2) The lockers.
3) Store bought potions:
----a) to kick off brewing our own more powerful versions.
----b) a wide range of brews which boost your damage output, reduce f/i/e damage, and so forth.
4) The gamling area; (bang for the buck needs to be increased but I like the idea)
5) The deeper you go the better chance for higher potency of brew.
6) Questers use your UI dialog windows (no more guessing the keywords!).

(more to come...)

Cobra
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Re: Things I like in the latest update to IR

Post by Cobra »

The stairs are a good idea, but the spread seems a bit off.

I found 3-4 stairs a couple of screens from the start, but haven't found anymore since. Currently exploring the 17 and 18 areas.

Cobra

curiousredmonkey
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Re: Things I like in the latest update to IR

Post by curiousredmonkey »

Yeah, I agree. Found a bunch close together in the lower areas. I hunted for an hour (day before yesterday) and didn't see one in the 25-27 areas.

P.S.) Welcome back.

Brad
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Re: Things I like in the latest update to IR

Post by Brad »

Thanks for the feedback.

I'm still adding quests, and potions.

The stairs were placed based on travel time to a risk area... it got a bit tricky to calculate. I may add something a little more player centric soon :) i have some ideas.

Gambling: hey dude, thats way better odds than vegas :) I could increase max bet but didn't want it to be like fate pools where people lose their shirts as they get addicted. Still working through blackjack.

Are you graverobbing yet? :)

Anyone tried the buddy armor?

curiousredmonkey
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Re: Things I like in the latest update to IR

Post by curiousredmonkey »

The rewards just needs to be greater. The gamble amounts are fine. My XP 99 slots make platinum faster, over time (no losses). My XP 50 slot has no platinum to gamble and I doubt he would survive the graves (but will try this weekend).

Yeah, looking forward to seeing what you come up with on the blackjack.

Yes, I grave robbed a couple days ago. I found a bit of platinum and other low end items. Stopped for same reasons as mentioned above; earn items faster hunting levels 23-28 and quirks/arcanes. Maybe make the quantity and items based on the XP of the player's character? If it changes let me know and I will test (or become an undertaker).

Tried to get someone to test Buddy system/gear using my XP50 slot, but they don't have the time until this weekend (if that). No one else found.

Brad
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Re: Things I like in the latest update to IR

Post by Brad »

Yeah, if you are hunting in the teens or higher the casino and the graverobbing is not really a time-saver :)

They are more for intro and diversity. New mechanics to break up the slogs in the dungeon.

Cobra
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Re: Things I like in the latest update to IR

Post by Cobra »

Grave digging has been working for me. A few platinum coins, as well as some flowers - nice little intro area to get coins and things. The little cave to the west is also a good idea as a safer intro area than getting lost in IR itself.

Cobra

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Re: Things I like in the latest update to IR

Post by Brad »

Have you gotten the upgrade yet to rob the southern areas?

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Re: Things I like in the latest update to IR

Post by Brad »

Oh, and what potions has everyone made? (If you dont mind announcing it)

Cobra
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Re: Things I like in the latest update to IR

Post by Cobra »

I haven't gotten the upgrade yet for grave digging, haven't done it much for the above reasons. 1 coin isn't much when we're way past that in hunting. Usually do it when going back to stairs after a trap has killed me.

The only bottle I've taken to the npc to see the ingredients was the heavy combat replication bottle. The npc said she didn't know the ingredients, or something along those lines.

Cobra

curiousredmonkey
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Re: Things I like in the latest update to IR

Post by curiousredmonkey »

Brad wrote:
Thu Dec 21, 2017 4:52 pm
Have you gotten the upgrade yet to rob the southern areas?
Not sure what upgrade you mean. However, at one time I was only able to loot the west side and can now loot all but one area; I don't remember which area it is. I suppose it could be what you're talking about. I will take another look...

No graves showing up to loot. Dunno if someone just did them all or it is broken.
Last edited by curiousredmonkey on Sat Dec 23, 2017 10:13 am, edited 2 times in total.

curiousredmonkey
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Re: Things I like in the latest update to IR

Post by curiousredmonkey »

Brad wrote:
Thu Dec 21, 2017 4:53 pm
Oh, and what potions has everyone made? (If you dont mind announcing it)
I hunted for a couple hours for Blazing Star. Gave up. So, no brews.

Suggestion: Have an Seller in town sell all ingredients (not just the flowers). Make the costs pricey, but not too highly expensive. Therefore, a player would rather hunt, find, and locker their favorites. But in a pinch, they can buy and brew.
Last edited by curiousredmonkey on Sat Dec 23, 2017 10:13 am, edited 3 times in total.

curiousredmonkey
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Re: Things I like in the latest update to IR

Post by curiousredmonkey »

The anvil in town used to allow interaction but no longer does. I was going to work some armor but seems yellow outline thing needed.

The questor for upgrading a shield with iron-bread is not accepting interaction for that. His dialogue stays the same.

Found an anvil in IR dungeon that I could interact with. However, it did not allow an upgrade to a shield. It only allowed upgrades to armor. Used my iron-bread on my SK Boneplate Green Armor and also on my SK Fieldplate Green Armor. It took the bread reporting 1900 38 and xx00 30 (I forget the xx numbers right now). Not sure what those base values mean yet because standard green bone is 1600 and standard green field is 1100.

P.S. When attempting to do it again it reported xx38 and xx30 (where xx is base numbers that I forget right now). So, forging is adding damage absorption to armor - cool.
Last edited by curiousredmonkey on Wed Dec 27, 2017 7:22 am, edited 3 times in total.

curiousredmonkey
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Re: Things I like in the latest update to IR

Post by curiousredmonkey »

curiousredmonkey wrote:
Fri Dec 22, 2017 2:37 am
Brad wrote:
Thu Dec 21, 2017 4:52 pm
Have you gotten the upgrade yet to rob the southern areas?
Not sure what upgrade you mean. However, at one time I was only able to loot the west side and can now loot all but one area; I don't remember which area it is. I suppose it could be what you're talking about. I will take another look...

No graves showing up to loot. Dunno if someone just did them all or it is broken.
Nope, not able to rob southern area yet. Haven't figured out the upgrade you hinted at.

curiousredmonkey
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Re: Things I like in the latest update to IR

Post by curiousredmonkey »

curiousredmonkey wrote:
Fri Dec 22, 2017 3:40 am
Brad wrote:
Thu Dec 21, 2017 4:53 pm
Oh, and what potions has everyone made? (If you dont mind announcing it)
I hunted for a couple hours for Blazing Star. Gave up. So, no brews.

Suggestion: Have an Seller in town sell all ingredients (not just the flowers). Make the costs pricey, but not too highly expensive. Therefore, a player would rather hunt, find, and locker their favorites. But in a pinch, they can buy and brew.
Made some iron bread for someone who had found a few raw irons.

Made Damage Inflation. I am skill 18 in brew, but it only made Moderate. Was hoping it would be Primal.

curiousredmonkey
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Re: Things I like in the latest update to IR

Post by curiousredmonkey »

[I updated the post that this quoted. However, since I cannot delete this post, I am writing this note.]
Last edited by curiousredmonkey on Thu Dec 28, 2017 6:14 pm, edited 5 times in total.

Cobra
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Re: Things I like in the latest update to IR

Post by Cobra »

The text I saw on the armor upgrade is for AC. The barb sk green said it was 1500 AC and increased by 35.

The anvil apparently only works once per level. I think maybe a little rework needs done. Trying to find a working anvil in starting levels wouldn't be that bad, but with the size of IR, getting deeper anvils seems like it would turn into a major tedious hassle.

Only thing I can think of currently as a suggestion is to have the anvil in town work, but have a scaling platinum cost for armor upgrades as well.

Cobra

Brad
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Re: Things I like in the latest update to IR

Post by Brad »

Thanks for the feedback. You still have a couple misconceptions, so i'll be watching progress.

Enjoy!
Brad

curiousredmonkey
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Re: Things I like in the latest update to IR

Post by curiousredmonkey »

Just a hint when searching for some flowers: remember your previous experiences in other scenarios. I stopped thinking about hunting only in IR, for blazing stars. Then found all I needed.

Note: Tried a bunch of different combinations and advanced flowers to improve the brew beyond Moderate, all ended in failure.

curiousredmonkey
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Re: Things I like in the latest update to IR

Post by curiousredmonkey »

I like the chests and picture and door traps.

I do not like that twigs to not allow you to set, sense, or drop in one go anywhere in IR.

Brad
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Re: Things I like in the latest update to IR

Post by Brad »

curiousredmonkey wrote:
Fri Dec 29, 2017 12:52 pm
I do not like that twigs to not allow you to set, sense, or drop in one go anywhere in IR.
Eh? What? You can't set twigs? What?

curiousredmonkey
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Re: Things I like in the latest update to IR

Post by curiousredmonkey »

You must hop to a twig location then sense the twig to see if the next hop is in reach.

To see what I mean, here is an easy test.
  1. Cast "Find Refuge". You are now in the initial area.
  2. Set a twig.
  3. Now go up the stairs.
  4. Then use the stairs to the west. What I call the advanced stairs down.
  5. Now drop the twig. You go nowhere.
  6. Note that if you have moderate Mentalist skill, you can sense a twig before hand; to see if the location is in reach.
Today, I finally got rid of all twigs on my thief. If I end up playing him again, he is just going to walk anywhere he needs to go.

PS) Sorry, I should have placed the post above in the "Bugs or Oversights" post. I was just so tired that I grouped it with this "Things I like" thread.

Cobra
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Re: Things I like in the latest update to IR

Post by Cobra »

Twigs and TPs have a 200 range if I recall Brad. Therefore, anything past the middle of IR takes two twigs/MTs to get to. One to get in range, and then another to get where you want to go.

The stairs have helped this problem a lot, but it is still there to be a nuisance when getting anywhere from the start of IR.

Cobra

curiousredmonkey
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Re: Things I like in the latest update to IR

Post by curiousredmonkey »

Mining a rock to get ingredients for armor upgrade ingredients. Cool idea.

However, the frequency for the rock availability seems way too low to me. I stopped bothering to find them since 99% of the time they yielded nothing. And I had to travel all over the place to find another one; which was also off.

Using the brewed rocks on anvils, to upgrade your armor, is another cool idea.

However, since they too are almost 100% of the time already used or turned off then you can see why the mini-quest isn't what it could be. Throw into this mix, the very small reward on the armor and I think you can see the problem.

Maybe the following would increase the fun, while still keeping the long time it takes to complete the upgrades:
  1. Make the rocks turn back on after a couple minutes. Who cares if you have a locker full of brewed breads because of this.
  2. Make all dungeon anvils always on. The difficult anvils still need to be reached and used.
  3. Place NPCs named "Smith" in the room with the anvils. They take 1-2 minutes to take down. Just like the pre-revamped IR NPCs and are tougher the deeper you go. They are just there to do their own work, unless interrupted! They could have some anvil related appropriate drops too. And if you place more than one Smith in the room, that could be a problem for the solo player but should be considered if upgrades happen to quickly.
  4. After a player has reached your cap for damage absorption to their armor, then what? Add another round of upgrades that are about defensive adds, followed by attack adds, then an on-contact tier that grows in power as you upgrade it, and so on.
The wide and varied number of brews are exciting.

However, the drops for them is way too rare. If the new brews lasted 100s of hours, then awesome. However, if you are unable or unwilling to do that, then drop a lot more ingredients in the dungeon.

A final comment: Think of SDC here. In less than an hour you could always generate enough flowers to make a sack full of your favorite brews. Then why did so few people brew and use them? I've talked to a lot of players over the years about it. It was too much of a hassle or too boring. The time it took to gather all the ingredients, get to a brew spot, and then get them in your sack all took too long; or it just seem like work to them and they were here to get away from work. When you have a party that can be earning rewards and the hits of pleasure that come from taking down NPCs then it is no surprise it was "only the lonely" that ended up doing the brews again and again.

-ShaDeth
Last edited by curiousredmonkey on Sat Dec 30, 2017 11:51 am, edited 1 time in total.

curiousredmonkey
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Re: Things I like in the latest update to IR

Post by curiousredmonkey »

I definitely like the revamped NPCs. They are taken down in a pleasurable time scale now.

However, their regen rate after corpse rot seems low. Especially, with more players trying out IR now. Maybe this is intended. If not, now you know.

I definitely like the removal of the slow and slide rugs. I end up where I want now. And NPC movement is more predictable.

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