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Moving current makes magnetic field and moving magnetic field makes current. Magnetic field can repels currents or attract depending on flow direction so it should have no effect the reduce resistance. See the right hand rule for details. Link to one site here Armor attracts electricity as it metal which has higher conductivity than air and hence low resistance and electricity follow the path of lest resistance, which is via the metal armor. Next time I suggest you do a bit of research first. Also remember theres English english and not just american english, remember the real spelling is colour not color and armour not armor and manoeuvres not maneuvers etc all you lazy americans . (If your getting upity about spellings.)And i wish this flipping spell checker would leave my english spelling alone instead of americanizing it. Edit: Pinkfrog the offical site got this on it in news section: "Eastern 2008 Status of the mod: Beta test has been finished. The site of the mod moved to it's new host and opens officially." So the release is imminent? or is there a mistake on site? |
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i'm not sure how much gold there is in each bag (or how big the cooldown is on the sill) but i suspect its close to what monsters usually drop (100-5000-20000). i think that at the time you actually reach this skill and put some serious points into it - you could get the same amount of money by picking up and selling a couple of yellow items. "fairly wealthy" is subjective ![]() my first toon has about 500.000.000 and the current one only 5.000.000, both are in legendary but no point in guessing... we'll find out, and maybe this skill will be readjusted after some serious testing by all community ![]() ps. does this skill give more gold in epic and legendary?
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spear Haruspex (67) | xmax -100 recharge Elementalist (62) | bow Avenger (62) | Slayer (57) | Paladin (56) | Diviner (50) | bow Brigand (33) | Conqueror (18) | Ritualist (14) | xmax hardcore Templar (13) |
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Concerning "gold": the skill needs to be available at early levels, because we need some money to buy potions or some good weapons then. The skill makes quite a lot of gold when maxed, too. If you need it, your skill-points will not be wasted. I'm aware that creating gold was the historical alchemists "max-level", if you take my meaning
but then again, the whole skill-table is full of alchemist terminology and most of the stuff was actually more a myth than reality. What i'm trying to say is: i agree with the idea that gameplay/balancing or "usefulness" comes first. the same goes for alchemy/magnetism. As much as i enjoy reading the ideas on whether magnetism should increase or decrease electrical resistance, and i do!, this skill was needed as another protection for a (tank)-petless and possibly shieldless-character. The theme of the skill must be wrapped around its function on the skill-table, not the other way round. Concerning british or american spelling: back in days when i went to school we were tought british spelling. But nowadays i read a lot of american sources, especially when it's about games. This might have confused me a bit. I'd rather use the british spelling when i think about it, because i like it when the words have more vowles than are actually needed... Anyway, i should stick to either this or that and not mix it. I shall correct that... at some point.Concerning class-names: again, keep it coming!! the fletcher is a nice word and i wasnt aware of its existance, to be honest, so thanks for suggesting it. The archer/construction was suggested to be called "Besieger" which i like more atm. I wonder if i couldnt use the Fletcher as replacement for bowman (combat - archery) I'm not so happy with "arcane archer" because we'd have the word archer twice. And caster may be simple, but both the sorcerer and the archer kill with projectiles, thats why caster fits, kinda. The bladesinger is a Wizard-of-the-cost-idea that appearantly was adopted by blizzard, too. Is it a common word, though? I'm not very familiar with this term... sorry. I will discuss class-names again in an extra-post, if you dont mind. I need to see what we have and make a list. Concerning the "way of the burning arrow": yes, as i wrote somewhere, it was overpowered. I nerfed it substancially, among some other early skills that got a little strong. Poor nessus is killed over and over again as my "guinea pig". Concerning finishing beta on eastern: well, this is more theory than reality, i must admit. We kept finding some important things the last days so beta was prolonged a bit. What can i say: sorry about that ![]() yours, pf |
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Hello everyone!
I cannot wait to play this mod x] I want to ask if it's possible to make this mod together with Achilles Dificulty Mod, the more the difficult, better! Aaaaaaaand... are you guys planning to make it with Lilith mod too? Edit: Er... this mod will be a custom map? Last edited by Felipe; 03-27-2008 at 10:09 PM. |
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I still disagree on the magnets issue, and still think that it should be a penalty to electricity resistance, but for balance issues I won't argue.
As for british/american spelling, I had no idea. I thought it was merely a typo, so my bad on that. Bladesinger was first used in WoTC dungeons and dragons, this is true, but so were many other names in the class names list. In class names, originality doesn't actually matter, it's more or less getting the idea of the dual class made clear. Oh, and as I said, these are just suggestions, if you disagree with something enough that you're sure you're not going to implement it, that's totally your call and fine by me. The fact that you're even listening to them (or in this case, reading them) is far more gratifying than many other mod makers have done for other games I've played. (I was once banned from an oblivion mod site for saying that a mod needed some serious work as well as giving suggestions). |
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Sorry for the double post, but recently noticed a post I somehow missed, and this needs to be addressed.
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Also, looking at the link to the site alone tends to disagree with you and fully agree with me, as what I said was actually correct. Yes, magnetism has the ability to attract or repel currents/electricity, however it does the OPPOSITE to metal. If you attract electricity, the perpendicular is to repel metal, and if you repel electricity the perpendicular is to attract metal. It's not good to try and show me up when not only you back up my original point but your site backs it up and disproves yours. Quote:
There's also the matter of you arguing English with me when you can't seem to type it yourself. Whether you're British or English, it doesn't matter, it doesn't give you permission to sound like Toki the retarded guitarist from Metalocalypse. |
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Oh, that, and in the quote -
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I digress - I want to come back to the point of balance: Gold does give an unnecessary output to Alchemist's. I'll just sit in a game and play "let's make gold". It is nice for theme but can't really do anything but make rare items common for low level Alchemist's. On the topic of balancing skills, I would like to point out Chronosophy. I don't think this mastery was given an emphatic enough amount of consideration. ****, time should be the be-all-end-all to masteries. I think an aura that slows down enemies and speeds you up would have been appropriate. [edit] I take that back, it would unbalance things too much, I suppose. The accelerated movements / attacks is enough ![]() 1. Childhood is brutally amazing. I'm tempted to abuse my powers as tweaker to prove it. 2. Wink of the Eye is a skill I like. If it acts as a speed-beyond-normal-maximum's it is very useful. Just some stuff I wanted to touch on. I really like how this mod looks and have a hard time waiting until it comes out. I hope you accept suggestions on further iterations of it, PinkFrog. I'd like to add some, after tasting the new TQ rainbow. Looks great so far. Malpheas Last edited by Malpheas; 03-28-2008 at 08:02 AM. |
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