March 21 Updates: Flask System Dev Diary/Screenshot of the Week

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Rhesos wrote:

hm i don't think that this is such a great problem as you always have to drag and drop the flasks to your belt slots or play with an open inventory all the time. However if that turns out to be a problem you can simply say that only the flasks in your belt can have charges and as soon as you put them in your inventory they will loose their charges automatically... So everytime you change the flasks you have to fill them first...


well yes if you cant store charged flasks in your invent then the problem will be less

for instance i have 15 flasks, 3 big heals, 3 big mana, 3 combined mana/hp and 6 for just about every debilitating effect... frozen,burn, curse etc

my concern was you could essentially swap and mix from your invent to your flask pouch/belt and the hoarding of potions is no different to what we get in other games, except these dont obviously stack making it worse on invent and management


but if indeed charges are deleted upon moving the flask to your invent then the issue is cancelled to an extent. but even so, you are still going to want more than the 5 you can "equip" at once.
of course saying that alot depends on how long some of the instances are and how the levels flow together if at all


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Malice wrote:


If there is one thing that is CERTAIN to negatively impact the size of the player base, it is rushing out an unfinished game.


thats the only given, but the problem is most players nowadays do not know what a "real closed beta" is because of the all marketing trash MMO closed beta tests

a real closed beta SHOULD be an unfinished game but because word of mouth is so strong and amount of kids crying at bugs in a bloody test DEV's get too worried
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eversorgod wrote:

but if indeed charges are deleted upon moving the flask to your invent then the issue is cancelled to an extent. but even so, you are still going to want more than the 5 you can "equip" at once.
of course saying that alot depends on how long some of the instances are and how the levels flow together if at all


That's quite possible, but i cannot see the problem. You also want to have more than one item per slot... E.g. special gear for PVP and PVE or gear with special resistances for special areas. It could work like that for potions as well... There could be some potions that are better in PVP battles and some that you need in PVE areas...

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eversorgod wrote:

thats the only given, but the problem is most players nowadays do not know what a "real closed beta" is because of the all marketing trash MMO closed beta tests

a real closed beta SHOULD be an unfinished game but because word of mouth is so strong and amount of kids crying at bugs in a bloody test DEV's get too worried


That's as sad as it is true :(
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Malice wrote:
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tpapp157 wrote:
Why does the unique flask say "Minara's Vial" and "Crystal Vial"? I think you really only need the first one and you'll get the point across just fine. Saying that it's a crystal vial as well is just very redundant and only serves to add more text to an already wordy box.

Speaking of redundant, why are usage instructions written on every single flask? It's not like the player will need constant reminders. "Oh yeah, I need to right click on it to use it". I would suggest replacing all of that with a once and done bit of text in the very beginning. Have an NPC in the Shore Encampment say it, get it over with, and you never have to look at that same bit of text ever again.


I can't say I agree with you at all. I like the fact that the base item type is clearly shown. And it's not like the help text is getting in the way of anything. There might even be a help text toggle option implemented.


I agree with Malice, I like seeing the base item type as well, and I see no problem with the help text.


I am a poor freezingly cold soul
So far from where
I intended to go
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Oasisbhrnw wrote:
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Malice wrote:
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tpapp157 wrote:
Why does the unique flask say "Minara's Vial" and "Crystal Vial"? I think you really only need the first one and you'll get the point across just fine. Saying that it's a crystal vial as well is just very redundant and only serves to add more text to an already wordy box.

Speaking of redundant, why are usage instructions written on every single flask? It's not like the player will need constant reminders. "Oh yeah, I need to right click on it to use it". I would suggest replacing all of that with a once and done bit of text in the very beginning. Have an NPC in the Shore Encampment say it, get it over with, and you never have to look at that same bit of text ever again.


I can't say I agree with you at all. I like the fact that the base item type is clearly shown. And it's not like the help text is getting in the way of anything. There might even be a help text toggle option implemented.


I agree with Malice, I like seeing the base item type as well, and I see no problem with the help text.




Agreed. Dont see anything bad in those.
Repent! That's what i'm talking about!
I like the system, but didn't see an answer on these get charge by killing things.

Do you get a charge for killing something, or is it a gradual affair?
If it is gradual, will we see how much left till next charge?
Do all get fill at the same rate, or does having multiple equip reduce the faction of charge time? (Having 5 same flasks takes 5 times as long to fully charge as a single one.)
Can you overcharge the flasks?
Why do you have flask that have 8 charges and a drink that takes 2? Wouldn't it make more sense just to make it 4 charges? Or is there something that will reduce the used charges from 2 to 1.
Insanity is overrated unless you join me in mine.
Whoa, how did I double post?
Well might as well use is for another question.

When do we get to hear about the minions?
Insanity is overrated unless you join me in mine.
Seems like a nice different-enough system, looking forward to trying it out.
Yeah, looking forward to trying this out as well.
I love lamp
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Do you get a charge for killing something, or is it a gradual affair?


I think its weapon-dependand
You could have a sword with + 3% Life-steal
and one with + 5% Flask-refill
would make for a nice twist.
https://www.youtube.com/watch?v=drDs-Y5DNH8
I think the point of the flasks that use multiple charges is that they take longer to refill - if we suppose that flasks refill on a per-kill basis, the number of charges used is the number of monsters you have to kill to be able to use said flask again.

I'd also expect them all to get filled at the same rate, to make belt size affect overall power in addition to versatility.

And I can just picture some amusing PvP matches with that "Panicked" flask mod:

"You were almost dead when I sent that fireball at you! How are you at higher life now than before I hit you? Hax!"
"What can I say? I find near death experiences... invigorating."

"What do you mean I wasn't below 14% health when I hit the panic button? That leap slam killed me! Hax!"
"How much life do you have? Ah. Yeah, my leap slam does about a quarter of your total health, so even after three hits..."

Also, I can sort of picture there being "emergency-use-only" flasks that empty 75% or more of their charge capacity per gulp - particularly with high total capacity, so you have to fight several battles to get enough charge for it.
I have wandered through insanity;
I have walked the spiral out.
Heard its twisted dreamed inanity
In a whisper, in a shout.
In the babbling cacophony
The refrains are all the same:
"[permutations of humanity]
are unworthy of the name!"

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