Author Topic: AA suggestions for upcoming release  (Read 22582 times)

Xusilak

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Re: AA suggestions for upcoming release
« Reply #30 on: May 02, 2013, 04:03:57 PM »
I believe he had 45 base speed, and the lesser speed rings give +5 speed, so it's not hard to hit at all. Knights seem to be one of the slower classes. I think a rogue wouldn't even need speed rings to hit 55.

I'm curious if this issue is platform/DOSBox settings independent or not. Does anyone else experience speed glitches at 55+ speed?

On the topic of speed runs, I have a couple questions/comments:
First, are we allowed to stop and restart the recording during the game? This is the difference between what speed runners call a 'single-segment run' and a segmented run.

Second, it'd make timings much easier to figure out if AA had a built-in character lifetime stat. Do you think the next update could automatically count the number of seconds a character has been active (including in the hub/store if you want that to be counted in the speed run)? That way we could just reference that as a final, end-all statistic for comparing speed runs. It would also make cheating by speeding up DOSBox's timings impossible.

Markus Ramikin

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Re: AA suggestions for upcoming release
« Reply #31 on: February 08, 2016, 02:59:58 AM »
Strangely, we saw that as a feature and not a bug in the old days.  With great power comes great responsibility -- like making sure you have room to shoot.  We would purposely put the players in smaller hallways and corners to keep their magic options down.  Of course, when people spam a power, they'll get plenty of magic in their face if they are not careful.  But I'll take this into consideration as I know newer players may find this rather annoying.  However, some of the larger area of effect spells truly do add a certain ... excitement ... to knowing when to use them and when not to.  Magic dart, for example, is one of the most useful because of its small splash area but has a trade off on its damage/mana ratio.

This is a good idea in principle.

But as currently implemented, the problem often is that when I try to use a large spell in seemingly good conditions, it explodes in my face for reasons that aren't always immediately clear. At least when a player tries to fire through a tree in front of him and gets burned, it's obvious why, but sometimes it seems like it only happened because of some bush or wall behind me, or an unevenness of the terrain or ceiling, or I dunno, the game just being stupid. And when it's something like Death Cloud, this leaves me with a large chunk of health gone and poisoned.

The larger problem is that currently there is little incentive to use high level spells, to go past the Wand of Earthsmite which one picks up as early as Quest 2. I only switch to something else to deal with the physical-immune Mercenaries on that one map of the last quest, and that's it. It's just one of the factors that discourage one from moving on, some others being:
- cost-efficiency (wands tend to be cheaper to cast, and Earthsmite more than most)
- lower level spells doing high DPS thanks to spamming (a casting/use cooldown would solve this)
- fizzling chance (but this is good, magic stat being the gateway to higher spells)

That's what I like about Peewee's mod: casting timeout, and wands doing less damage than cast spells. That encourages variety and progression in spell use instead of spamming 1 wand throughout the whole game. If it was also possible to reliably avoid injuring yourself with higher level spells, that would be perfect.
« Last Edit: February 09, 2016, 02:12:36 AM by Markus Ramikin »
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peewee_RotA

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Re: AA suggestions for upcoming release
« Reply #32 on: February 09, 2016, 01:24:28 PM »
Strangely, we saw that as a feature and not a bug in the old days.  With great power comes great responsibility -- like making sure you have room to shoot.  We would purposely put the players in smaller hallways and corners to keep their magic options down.  Of course, when people spam a power, they'll get plenty of magic in their face if they are not careful.  But I'll take this into consideration as I know newer players may find this rather annoying.  However, some of the larger area of effect spells truly do add a certain ... excitement ... to knowing when to use them and when not to.  Magic dart, for example, is one of the most useful because of its small splash area but has a trade off on its damage/mana ratio.

This is a good idea in principle.

But as currently implemented, the problem often is that when I try to use a large spell in seemingly good conditions, it explodes in my face for reasons that aren't always immediately clear. At least when a player tries to fire through a tree in front of him and gets burned, it's obvious why, but sometimes it seems like it only happened because of some bush or wall behind me, or an unevenness of the terrain or ceiling, or I dunno, the game just being stupid. And when it's something like Death Cloud, this leaves me with a large chunk of health gone and poisoned.

The larger problem is that currently there is little incentive to use high level spells, to go past the Wand of Earthsmite which one picks up as early as Quest 2. I only switch to something else to deal with the physical-immune Mercenaries on that one map of the last quest, and that's it. It's just one of the factors that discourage one from moving on, some others being:
- cost-efficiency (wands tend to be cheaper to cast, and Earthsmite more than most)
- lower level spells doing high DPS thanks to spamming (a casting/use cooldown would solve this)
- fizzling chance (but this is good, magic stat being the gateway to higher spells)

That's what I like about Peewee's mod: casting timeout, and wands doing less damage than cast spells. That encourages variety and progression in spell use instead of spamming 1 wand throughout the whole game. If it was also possible to reliably avoid injuring yourself with higher level spells, that would be perfect.

I've been trying to track down exactly why death cloud blows up in my face so often. It's not because of objects nearby. I think there is a glitch that can make it change "owners" and therefore the player becomes a BBOX that it can detonate on. Since seeking spells are actually monsters the cause and solution to a lot of these problems are different in the original game and in pwmod

LysleShields

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Re: AA suggestions for upcoming release
« Reply #33 on: February 14, 2016, 06:15:37 PM »
A bug in the targetting code?

Chagero

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Re: AA suggestions for upcoming release
« Reply #34 on: March 04, 2016, 07:51:42 PM »
Would the mapping of hotkeys be possible in the future?

I'm Chagero btw, nice to meet you all.

LysleShields

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Re: AA suggestions for upcoming release
« Reply #35 on: March 05, 2016, 05:01:33 PM »
Chagero, this is an option to map all the hotkeys in v1.04.  If you don't already have it, download it from http://amuletsandarmor.com/download.htm , then when you enter a game, hit ESC and go in and change the hot keys.

peewee_RotA

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Re: AA suggestions for upcoming release
« Reply #36 on: March 10, 2016, 12:11:54 PM »
I've looked at a few of the unreleased maps and they are pretty cool. I can see where they fit into the original design and some why they were left out... but I'm all for adding them in as a new quest or even adding them into existing quests as a redux.