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Time for a review

Posted: Wed Dec 07, 2005 3:48 am
by terryrayc
Looking for feedback.

Any outstanding bugs?
items you'd like changed?
Balance issues?
Anything you'd like added?

Any feedback helps.

Thanks,
Terry

Re: Time for a review

Posted: Wed Dec 07, 2005 1:54 pm
by Daemona
terryrayc wrote: Any outstanding bugs?
I will check alchemy and tailoring again. In the past the on an unsuccessful attempt both ate a portion of what was in the crafting device. Do not know if some of it is a missing ingredient or not. This seems to occur when you are missing more than one ingredient and as I do not know what is needed, it looks more like it is ingredients not needed to make the item. In particular any of the attribute potions which I think are level 3. If you would like I could test out each one again. Biggest problem is the rarity of some of the components as they spawn up north and there is only 1 plant I have found.
((If you would like we could schedule a time we are both on line. If you can drop some items in my inventory I could test each one of the alchemy, and tailored items out. I have tried almost every possible combination on them in the past. With the tailored items it may be the incorrect purchasable item, not sure.))

I have noticed on some crafting cycles that if you do them in research mode that some items disappear. If you attempt to make 5 and get 5 successes 6 times in a row and then attempt 5 and succeed on 3, you do not have 33 completed items, quite often it is only 3.

Last I checked (a few days ago) the innkeeper in Heroe's Walk would still not speak about rental of a room.
terryrayc wrote: items you'd like changed?
Nothing comes to mind on this
terryrayc wrote: Balance issues?
This is a tough one to call. My problems are most likely due to the build of my character and have little to do with balance. The XP per kill seems very well balanced. Some of the areas though like either crypts I would not venture into alone. There is no way I could defeat 2 skeleton warriors in a room much less 5 or 6 as in the northern crypt.
terryrayc wrote: Anything you'd like added?
The dye selection expanded, not so much the colors but to include the same colors in leather and metal. Almost every item of clothing/armor contains at least two to the material types.

Add the shovel options that fills empty bags in inventory with ore.

Add the ability for making some of the magic bags. (a bit extream)

Add an alchemy table and sawhorse in Heroe's Walk

Posted: Wed Dec 07, 2005 4:01 pm
by terryrayc
Thanks for the feedback. Can you send me a PM with a little more detail on a few items. Such as which plants seem too rare. I'll admit that when I was placing the plants I didn't keep track of how many I placed so it's possible I was not nice on a few numbers.

Shovel is a good idea...in fact it's IG just not saleable. I'll keep an eye out for you and next time I see you on I'll drop you a shovel to test. Should work just like the one on Avlis.

I'll add bags tonight. I think the required components needed for the 80% bag are IG, but the others are not there yet But it's a start.

For the Alchemy table and sawhorse...LOL feel free to put in the request like the anvil and forge and We'll do a build it quest again :D

Metal dyes will be buyable on the Isle of Iron tomorrow. Leather dyes will go in today.

I'll check the innkeeper...for some reason he's being a pain in the ass.

not sure about the crafting bug. I'll have to look at the code. From what I understand it shouldn't eat items off the table unless they are used to make an item. I'll dig through the code and see if there is a bug somewhere.

Posted: Wed Jan 18, 2006 1:19 pm
by Alphonse
*bumps*

Any of the new players got any opinions on how Islands is?

Posted: Wed Jan 18, 2006 1:45 pm
by Daemona
terryrayc wrote: Any outstanding bugs?
A few days ago I checked Alchemy and the problems still seem to be there on the Attribute enhancement potions. It does not trash as much as in the past but I still have not found a successful combination. I have tried a limited number(5) of each plant and creatable item I can make and never really seem to get close. I.e. "You are missing a component" I thought I would address one item at a time. This is only alchemy though, everything I have attempted to make in herbalism has worked.

The fire bud bushes only respawn after a reset still.

Although there are planks creatable for the collectable trees there do not appear to be any items to make from them as weapons presently.
terryrayc wrote: items you'd like changed?
Nothing comes to mind
terryrayc wrote: Balance issues?
Nothing comes to mind
terryrayc wrote: Anything you'd like added?
I noticed a new metal for blacksmithing, has the ore been added?

Posted: Wed Jan 18, 2006 6:36 pm
by Odin_Hammersong
I'm having a lot of fun here since coming over from Hala. Thanks to Al and Terry and to the current players who have made me feel most welcome. While Wyland is a bit overpowered for much of the islands, I've found plenty of challenges(*coughs* Iron*coughs*) and just exploring is a ton of fun here.

I have tried to make several characters using the Custom Char Creator but have had no luck. Can someone confirm if it's working? I tried to make a Half-Ogre (I made a half-orc and put Half-Ogre in the subrace box). Tried a wemic with a half-elf as well and that didnt work either. The CC golem gives me no options with any char.

I have also had the forge eat crafted items. From what I can tell it happens when you don't have the proper, or right amount of, ingredients.


Overall I think the mod is very well designed, and things just feel natural. There's also tons of places to add more content in the future. It's great to be in a low magic world again, I'm looking forward to starting a new character here. Thanks for the hard work! :)

--Odin

Posted: Wed Jan 18, 2006 6:43 pm
by Alphonse
It was working. I have a wemic, and Terry has a half ogre. It may have got broken when we added a new race though. Terry?

Posted: Wed Jan 18, 2006 6:47 pm
by Daemona
Alphonse wrote:It was working. I have a wemic, and Terry has a half ogre. It may have got broken when we added a new race though. Terry?
New Race :shock: , how did I miss that.

*winks at Al* Ghost Elf?

Posted: Wed Jan 18, 2006 6:55 pm
by Alphonse
Daemona wrote:
Alphonse wrote:It was working. I have a wemic, and Terry has a half ogre. It may have got broken when we added a new race though. Terry?
New Race :shock: , how did I miss that.

*winks at Al* Ghost Elf?
wait and see :wink:

Posted: Wed Jan 18, 2006 7:22 pm
by Odin_Hammersong
I'll give it another shot with a Half-Ogre.

I build a half-orc, enter Half-Ogre for the subrace, then talk to the golem once I'm IG, correct? I just want to make sure I'm not missing a step. Thanks. :)