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Current thread: Mythic forums > Technical > No Flee!?!
AuthorMessage
Sardonic2
9/24/2012 9:33:41 PM
*Falls Over*

I dunno man


9/24/2012 9:45:22 PM
The xp loss.. is that total xp the character has, or just for that adventure? guessing its total xp, since you dont gain any from running.

Along this lines, what will happen if a character drops below the amount for a level by doing so? I can see a possible abuse of this if it rerolls things like hp/sp if you drop/relevel characters.

WarWorld
9/25/2012 3:41:04 AM
With these changes did the penalty for leaving before killing all the monsters get removed? And if you can give us some insite to why you are doing this it would be appreacitated. Fless wasn't a certain exit and heavy laden characters had a low escape percentage as it was.
Legion
9/25/2012 6:54:44 AM
3% is, typically, two adventures (and less for low levels w/the rookie bonus). For aggressive players it is 1, for sub-heroic characters it can be 3 or more. Dropping below level thresholds has no impact, you will retain your current (higher) level. You do keep earned xp from the adventure too, to help offset the loss. Only the green starting exit is affected, other found exits are safe to take. Don't forget that it only takes 1 turn to move your characters a square with the move action, so even when pinned characters with actions (which were needed for fleeing anyway) can move back a square then retreat to the starting exit for a ride back home.

You all recall, I'm sure, when fleeing resulted in lost xp. This is somewhat similar, except fleeing is no longer a gamble. There is always an exit available now, so all those bad-start adventures are no longer scary.

Some of you are probably aware of how high level characters tended to just wall themselves off with earth magic and flee from scary situations. Now, they will have to retreat to an exit, which is more realistic. My expectation is that this will help low level characters quite a bit, since most of my low level losses seem to come from adventures where I don't dare fight a dangerous monster, but die before being able to flee since the typically small low level maps don't always have out-of-LOS spots to flee from. Having an exit available every time will essentially make low level characters unkillable for a cautious player, except in encounters where the player chooses to engage a monster.Likewise, higher level parties are often facing monsters with abilities to pin characters in place with daze or paralysis, slow spells or weakness, or a variety of other effects. High level players will no longer have the "free pass" of earth magic to get home. I had been considering getting rid of the create wall spell, but I would much rather expand that part of the game rather an eliminate it and this enables that. For example, other map-changing effects can now be added such as LOS-blocking spells (darkness or fog) or other wall spells, sanctuary type effects, or physical doors that can be closed (or locked, or trapped...) or teleportation and passwall spells, and so on and so forth. The idea of being able to instantly teleport yourself safely out of an adventure by fleeing never made much sense and is a holdover from the very earliest incarnation of the game (which most of you probably do not remember) when there were no maps but just a series of abstract encounters, when a "flee" button implied running back home the way you came. Now you can actually "run back home the way you came" so the free-pass-home-when-cornered-by-50-dragons is no longer necessary.

Eliminating the abstract flee is a very important step for the game, and the addition of the starting-square exit will really cut down on unavoidable character deaths.
Canuckistan
9/25/2012 2:25:23 PM
I'm liking this change! Mind you, the chance i used a flee button was almost non-existant as i oreferred to find an exit and not lose loot, lol. Would be nice to have an idea how many encounters are in a map now that the monsters really move around a lot. Perhaps once all the questions marks are cleared on a map, the display on the side could indicate 4/4 or 4/6 encounters completed?
Sardonic2
9/25/2012 4:42:26 PM
Though it is still very shocking to me, your logic is sound. As with all things you have done so far, I have faith.

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