badhabit wrote:Dr.Disaster wrote:
badhabit wrote:Also, pit-jumping should have more severe and negative consequences like breaking of limps (feet: less stuff to carry, hands: no weapon usage).
Right now there is no save way to climb down pits like the rope in DM and as long as alchemy healing materials are limited .. not a good idea.
Could en-strengthen the value of alchemy overall, in DM such wounds was also onyl cureable by potions. Also jumping down some unknow pit should have some negative potential consequence not only advantages, like now.
The resource for all potions in DM is mana. An empty flask and 5 measly points of virtually infinite mana is all what's needed to create unlimited(!) amounts of healing potions. By the point jumping pits caused wounds each character had at least one pre-made healing potion ready so those wounds were absolutly nothing to worry about. The exploring routine was "jump pit -> check for wounds -> drink and remake if needed -> go on". This routine became boring very fast and that's all about it.
About consequences: that's a matter level designers have to take care off, not game mechanic.
Me thinks this was already the subject of another thread here.
badhabit wrote:Dr.Disaster wrote:
badhabit wrote:On the rune menu and spell casting, I would be fine with an enhanced & faster accessability like putting the 9 runes on the the 9 num keys, more automation would be hand-holding and balance breaking.
Sounds nice on first thought but how to handle parties with more then one caster?
Well, maybe like the tabbed DM system : with the 4 keys above (numlock,/,*,-) you switch between the 4 prisoners. Should be pretty efficiant even in 4 mage party.
And this could not be done with/by the 1 to 4 keys above WASD, because .. ? The point is: it's impossible to key into multiple caster interfaces at the same time. No matter how much hotkeys are added under these circumstances a mouse user will always have the advantage.