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Current thread: Mythic forums > Strategy & Advice > the new map...
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11/19/2010 7:39:29 AM
nice change- but my worry is that when encounter groups are moveable - and more than one group of monters can engage a party it will make a lvl 2 adventure seem like a lvl 4 - not exactly but here is my line of thinking - 2 groups of 5 bandits separatly are way easier than 1 large group - just my 2 cents.

overall it is a decent change to the game, but i will miss the hallways, it added a nice "lod skool D&D" feel that is now gone :p

oh and btw i will be gone for a couple of months - going to basic training and AIT - please dont get rid of my clan...
Legion
11/19/2010 8:11:10 AM
Hi, thanks for the feedback. You have a good point about the map look taking a step backward and I expect to keep tinkering with it. Hopefully it'll end up looking better, not worse, than before.

Moving monster groups will definately be a big change, when it happens. But I think players will adjust and quickly use it to their advantage. Players will be able to have multiple groups too and I'm sure that intelligent human players will easily outmaneuver AI opponents. My goal is to introduce changes slowly and smoothly to ensure ease of play and enjoyment grow with each major upgrade. Today I'll work on getting a "hallyway" look back to some squares but in a way that allows LOS to carry through them more believably than the old narrow corridors would have allowed.

Good luck at basic/AIT and don't worry about your clan, there are no deletions for inactivity.
Legion
11/19/2010 9:24:42 AM
Actually, more player feedback on this could be helpful. I just spent an hour or so playing around with different looks and didn't really hit upon anything I liked. LOS (line-of-sight) is already stretching the limits of believability in that you can see the sides/exits of rooms that would clearly not be visible from your location. But since a room is either visible or it isn't, thats a concession that I'm willing to make since the important element of a room, the monsters in it, should generally be taking up enough space that you'll see them even if only a small part of the floor space is visible. Anyway, the point here is that if I constrict hallways at all, let alone to previous levels, LOS will go back to being primarily one square only (with the exception of sequential hallway squares) and that would render manuevering and ranged weapons largely pointless. My belief is that, if done properly, ranged attacks and mobile character/monster groups will add greatly to the tactics and enjoyment of the game as well as open up numerous new skills, classes, and feature possibilities. I realize this is a long-winded explanation, but the net result is that narrow-looking corridors might be worth sacrificing. Suggestions are always welcome.

11/19/2010 11:23:03 AM
I had an idea just now - a perception based on existing stats (to avoid one more skill to choose from) maybe dex and wisdom.

it would give a chance to "see" encounters at a varying range - the better the perception the further out the character (and the group it is in)

this would leave the openness of the current mapping but still allow for some believability as to how far out an encounter would be able to be detected :)

11/21/2010 10:22:03 AM
well...i've said it in irc as well...but this is something new...which i think would help. Make the 'hallways' 4/5 smaller than it's now and i think that would still be big enough for the LOS and small enough to easily identify a wall or opening between rooms.

11/21/2010 10:22:33 AM
that would be 1/5th smaller :)...at 80/85% as it now

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