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Loot and Gamebalance Revision


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#21
oFFoy

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did this mod change anything about usage of bought items? for example i bought addition inventory slots backpack and that item just went into my inventory and i cant activate it... i bought a Guardian manual tome and it also went into my inventory and i didnt get that speciality

#22
mutko

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For some reason my DLC items won't appear in my inventory :D
Only 1 DLC ring appears and none of the other DLC items do!

#23
EmptyPuppet

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"For some reason my DLC items won't appear in my inventory :D Only 1 DLC ring appears and none of the other DLC items do!"

yep, my mod is the cause of your dlc stuff disappearing as stated in the description.

the mod also removes item bonusses from items like the armor set from "return to ostagar" when you pick them up. i just don't want the player to get everything for free. i am no big fan of free and/or imba things like the dragonbone armor.

i'm sry, but getting all of the best stuff for free without playing the game is the opposite of gamebalance in my opinion.

oFFoy:
"did this mod change anything about usage of bought items? for example i bought addition inventory slots backpack and that item just went into my inventory and i cant activate it... i bought a Guardian manual tome and it also went into my inventory and i didnt get that speciality"

i just tried to buy a backpack and i got additional inventory slots. unfortunately, i got 20 by buying a single one. that'll be fixed in the next version.

this mod has not been tested with awakening. it only adds items to da:origin vendors and has only been tested with da:o 1.03.

i'll add that to the top of the description in a minute.

and as stated in the readme i did a nightmare playthrough and didn't encounter any problems with any kinds of books.

#24
svatoslav

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Hello EmptyPuppet,
I generally like your mod but there is one thing that does not suit my taste much – that armors' protection has severely been reduced. I test-loaded one of my previous saves with this mod and my tanks seemed to have died sooner than they did before (Sten wears the Armor of Legion with only 11.3 protection, the original value is over 21).
I know it is a delicate thing to balance everything so equipment does not get overpowered and all but I do not think that decreasing armor protection adds to this overall balance. To make up for the decreased protection, you'd have to decrease the fatigue of all armors to make things more balanced, I guess.
As a result, we now have a big discrepancy between those two values. For instance, the abovementioed armor: protection 11, fatigue 26 %, before 21, 26 respectively). Plus, there is a clear disproportion between armors as such (heavy armors' protection is only slightly better than their medium and light counterparts) and other pieces of equipment, such as gloves and boots. They provide nearly as much protection as armors do. Why have they not been decreased in protection as well?
The point is to ask you to make this feature optional in the next release (if you are going to release it anytime soon), I would greatly appreciate that. I think that you do not want to make equipment more powerful, just more diverse. If so, I am convinced that there is actually no point in modifying existing armor properties. Thanks for your response, will wait eagerly for your next work!

#25
cblodgett

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I tried out this mod, and it is a good mod dont get me wrong. Just not to my personal taiste and heres why.

1. a lot of the items available in this mod are pretty overpowered and enable you to cruise through the game almost effortlessly in most cases. The items are cool but a bit to powerfull.

2. This mod intentionaly disables some Bioware content DLC's
like blood dragon armor and other items. This is my main reason for deciding not to use this mod. I paid for Bioware DLCs so that I can use the items. To have a freeware modder arbitrarily decide they dont want me to use those items if I use their mod is just plain iritating.

In short, this mod is a good choice if you want to twink your way through the game with tons of money and seriously overpowered items. but if you want to "play" the game with at least some challenge I would not recomend this mod.

#26
Riftweaver

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I agree with what cblodgett said.

people paied money to have access to the DLC. this mod is basicly throwing that money away because you now no longer have access to the items you paied money for.

give us an option to disable that part of the mod and i would love this mod a lot. as it is? im afraid im going to have to give it a 0/10 due to the theft of the DLC items

#27
svatoslav

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That DLC taking away frustrates me, too. I would really like for it to be an option. This mod apparently has a good potential and I believe that one of its main goals was to add more equipment diversity, not to make stuff too powerful and unbalancing. I do not like getting original items degraded, either – this should also be an option. Why downgrade superior equipment when it is supposed to be superior?
It will be great if – in the next release – you:
1, retain DLC items in the game
2, keep original "overpowered" equipment untouched
3, keep armor ratings at their original values

Or it will just be sufficient if you make all that optional within the installer so everyone could choose how they want the mod to function in their game. I will definitely keep an eye on your further work EmptyPuppet and look forward to this mod's next releases.

#28
EmptyPuppet

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================================
========TO SVATOSLAV============
================================
thanks for pointing out that i have somehow overlooked the medium armor values.
i have added that one to my to-do list.


"The point is to ask you to make this feature optional in the next
release (if you are going to release it anytime soon), I would
greatly appreciate that. I think that you do not want to make
equipment more powerful, just more diverse. If so, I am convinced
that there is actually no point in modifying existing armor
properties. Thanks for your response."

OK, YOU CONVINCED ME.

i guess, i was a bit too brutal at cutting down the armor values.

raising the default armor values a bit and letting the user choose between
a few slightly different values during the custom setup should be viable.

i'll try to get that done in a week.

however, did you notice that gorim in the market district is selling a lot of
heavy armor items with +2 armor on a single one and that the +armor bonus is not
available on any medium or light armor pieces? that makes heavy armor a bit
superior.

in the end, my tank alistair ended up with 30 armor.




since i found the nightmare playthrough i did quite enjoyable, even though
i had to do try some of the fights several times to be successful, i
think i give you a few hints that will hopefully lighten your experience
with the mod a little bit. this is how i did it:




the group for my first and only nightmare playthrough consisted of:

mainchar -> dualwield warrior (champion/berserker)
alistair -> tank (champion/templar)
leliana -> bow using rogue (bard/duellist)
morrigan -> spirithealer with crowd control spells




i found things to be pretty hard in the beginning, but things got a little
easier from the moment that i arrived in lothering.




things that helped me get through the game on nightmare:

- when i arrived at lothering, i visited the party camp first, before heading into
town, bought a chestpiece for my tank alistair and some weapons for my group

- i spend all the money i got from quests in lothering until all my members
were equipped with some cheap weapons

- i fully equipped alistair with all the items i could get that had a +dodge
bonus and things got easier with every piece i got

- from then on, i invested in a mix of t1 items for all my other group members and
bought one of those more expensive armor items from gorim at the market district
whenever i had enough money. those pieces with +2 armor on a single one definitely
added a good bit of survivability to the tank




i used morrigan as a healer with crowd control spells:

- specced her to the usual healing spells, mindblast, forcefield,
telekinetic weapons, crushing prison, paralyze and mass paralysis

- forcefield is great for temporarely removing enemies from battles, can be
specced early and was a great help in the whole game, but especially in
the beginning

- increased her mana pool by buying some cheap t1 items

- used as many crowd control spells as possible




general combat hints:
- the new recipes have been added for a reason. now you can craft 1000 pots in a few seconds

- i always had at least a few hundred lesser health pots in my inventory at all times

- i set the tactics of all members to use lesser health pots at <80% or <90%

- i set normal health pots and pause/resume to mouse buttons,
because i had to use these two often, too




that's pretty much everything i did.

things got easier with every equipment piece and ability that i got,
even though some were still hard to win and i died quite a few times.

and if it's still too hard, lowering the diffitulty a bit down from nightmare
will get you hit a lot less often.

hope this helps at least a little bit. :-)

CAN'T ANSWER ANYMORE TODAY, SRY. I'LL FALL ASLEEP IN A SECOND.

#29
funnyfiggy

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I keep recieving manuscript copies and merchant manifests. Does anyone else have this bug?

#30
svatoslav

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Thanks EmptyPuppet for the quick response. I am glad I convinced you so easily:-). I know the issue we are discussing may be considered a matter of personal taste and that's it is good to keep your mod as modular as possible so everyone can choose what they like or not.
BTW, I do not play at the nightmare difficulty, just at hard. The game is overall challenging enough for me that way.
You know, I was mainly looking for an appropriate "loot" mod because most stuff you find is just garbage plus there is the goddamned elfroot everywhere... I think that your mod has quite matched my expectations and demands as to what a good "loot" mod should look like. Keep it up!




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