Mark W. wrote: > [...] > > I'm not trying to judge on anything here. But maybe we should listen > > more to the players' preferences in such cases. > > Either we remove the whole thing, we do nothing and stick with the > > immunities, or we tone down the hazard till players can accept it. > > Note that some players preferance might be something like > 'virtually impossible to be killed'. So we have to take some > consesus and common sense. That's true. > I personally think the third choice is the way to go - tune things > down so they are acceptable. > > Depending on the attacktype may determine how easy/hard this is to do. > For drain, it would not be really hard to reduce the amount that a > drain hit takes (instead of 10% by default, maybe 3% or the like) as > well as put some upper limit (100,000 or something) for high level > characters. Yes, good idea. Maybe the upper limit could be dependant on level- difference between attacker<->defender? Say, a grimreaper couldn't drain much from a level 100+ player. Anyways, the upper limit for draining shouldn't be high. One should barely ever loose a level from it. > For acid, [...] It has been sugested that items should have quality > ratings and thus get repaired. I agree this is a pain in most RPGs and we should consider this with care. > re confusion, slow, ... > But what I'm really arguing against here is the items that > give permanent immunity. As youu say above, once those are given > out, the attacktype becomes meaningless. [...] > > idea for fixing at least some of these: > confusion: If you have a resistance, then perhaps give some chance > based on resistance for the player to move the direction they want. > Thus, if you are 50% resistant, you will still wonder around somewhat, > but basically move in the direction youu want to, and hopefully get > away from the creature. > slow: amount of slowdown could be affected by resistance. So if you > are 50% resistant, you are only slowed by 50% of what youu would > have been otherwise. Once again, this should let you get out of danger. > paralyze: No good solution. This is really either an on/off effect. > Perhaps just do away with paralyzation as a monster attack, and leave it > for players? Currently, players beyond a certain level are immune > anyways because they get an immunity item for it. Great suggestions for confuse and slow. It's true that 90% resistance to these attacktypes is much nicer when it really helps. I would leave paralyze like it is, till we have some idea what to do with it. Andreas V.