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

Adding a little something to flasks, you probably mean enchanting / imbuing. Since there are stones with whom you can enhance your gear, I think (hope) there will be flask version of enhancement, too.

Along the lines, some kind of crafting system would be nice, beyond basic enchanting. It would add a lot of depth to the game.

While we're at it, one thing that annoyed me was picking up (lot of times accidentally) arrow and bolt stacks in Diablo 2.
If they exist here, it would be good if they went "flask route".

Come to think of it, any other type of item with similar purpose as well.
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'I believe you find life such a problem because you think there are the good people and the bad people. You're wrong, of course. There are, always and only, the bad people, but some of them are on opposite sides.'
Great job GGG - Indie developers FTW!

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tpapp157 wrote:
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".

Right clicking flask in inventory does nothing, since they would have 0 charges. Doing the same while they are equipped in belt is much more complicated than using keys 1 ~ 5 assigned by default - is there really a need for right click itself?

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eversorgod wrote:
the point of this system was to stop hoarding but this system encourages me to hoard flasks for different situations, careful planning will mean you have an answer to everything if you have a decent selection.

Well, flasks are made of glass - having them in inventory or stash means they could (easily) break upon inventory or stash management. Problem solved ):o=

"I am The Banisher, the ill will that snuffs the final candle." - Seal of Doom (MTG)
actually i was talking about some booze.
+2 strength -2 intelligence. Sorry bad joke.
Yes good sir, I enjoy slaying mythical creatures.
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Chris wrote:

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DarkRookie wrote:
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.


Currently, you get a charge for landing the final hit on a monster. We're trying systems where nearby party members get charges too, or where the number of charges is increased if you're in a party (as monsters are harder with more players).
Having more flasks equipped means it'll take longer to fill all your flasks.
Some flasks take multiple charges per drink because they're more efficient in terms of life/mana healed at that level. They take longer to recharge because of it.


I wanted too says thanks for the answer. You guys are awesome for it.
Just want to clarify something.
If it is one charge a monster and it takes longer to fill multiple flasks.
Does that one charge get split between the number of flasks you have equipped. Or does the one on the (I assume) left has to fill first before the second and so on and so forth
Insanity is overrated unless you join me in mine.
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Samael wrote:
Adding a little something to flasks, you probably mean enchanting / imbuing. Since there are stones with whom you can enhance your gear, I think (hope) there will be flask version of enhancement, too.


Now this is a good question, can the currency items (orbs) be used to augment the flasks (upgrade base so as to go from small to medium, add magic prefix, etc.)?

I would think they would be able to as well, since they're just items like a shield or axe is an item. Any ideas?
In since 0.8.0
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tormenta wrote:



Well, flasks are made of glass - having them in inventory or stash means they could (easily) break upon inventory or stash management. Problem solved ):o=



not really sure what your saying :-P

chris already explained something which takes away the main problem so its of no issue really now

but only the killing blow refilling charges would not be good so im glad they are looking at different ways
Flasks are empty while in inventory or stash, true, but that won't prevent users from hoarding them - which is something flask system is supposed to prevent. With 5 flasks equippable in total, I'll switch unuseful flask in belt for useful one in inventory without really worring about losing charges on 1st one, or having no charges on second one. I'll do it anytime, actualy.

Interesting way to prevent users counting on some flask "extras", in order to optimize for certain situations, would be to play on what's obvious - flasks are made of glass, and glass breaks more or less easily. Messing with items in inventory or stash - including flasks themselves - could lead to some flask(s) ending broken. That's it!
"I am The Banisher, the ill will that snuffs the final candle." - Seal of Doom (MTG)
I cant explain it well in english, i think its a leftover from diablo-times where 1charge == 1use

I´m still a little bit confused about:
Each drink uses: x charges

--------------------------------------

What was the problem with this way ?:
Each drink uses: 1 charge <-fixed for every flask
Amount of blood-required/charge: 600 (displayed as current/required 130/600)

now lets say a hit/killing blow gives 10 blood as standard, we would be able to get a new modifiers like +50 Blood per kill or +6%Blood-leech,
or keep it fixed at 1 Blood per hit/kill.

https://www.youtube.com/watch?v=drDs-Y5DNH8
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tormenta wrote:
Flasks are empty while in inventory or stash, true, but that won't prevent users from hoarding them - which is something flask system is supposed to prevent. With 5 flasks equippable in total, I'll switch useless flask in belt for useful one in inventory without really worrying about losing charges on 1st one, or having no charges on second one. I'll do it anytime, actually.


...you mean like you can do with other pieces of equipment?
The only differences between swapping out flasks and swapping out weapons in this regard are that flasks are smaller, and you can have more equipped at once.
Notice that rings and amulets are also like this - smaller and therefore easier to carry alternatives. So, if you're going to swap anything out, arguably you'll swap out your rings first rather than your flasks: they're smaller even than flasks and you don't need to kill anything before they start being useful.
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!"
i have a good idea for the flask system.. why it doesn´t fill in procent%? i mean if you kill a monster you´ll get 100% = 1 charge, if you kill it for 55%, it stays there and if you kill another monster it will grow up from 55% to the 100% of charge. i think this is the best way to solve the problem with who killed the monster. and if you kill boss monsters you´ll gain more as 100% maybe 500% till it goes down..

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