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MR Charges on items should spawn with a higher count
Posted: Thu Jun 10, 2010 4:51 pm
by son
I recall having a conversation with Derrick about this.
He changed the count on MR items to what was shown to be accurate on the demo, but he did not change the MR item mechanics. So for a day or so people were running around with 100+ MR items while using the old no decay while wearing tactic.
Well we now have the new mechanics, but the nerfed item MR spawn count.
Return to what it should be?
Re: MR Charges on items should spawn with a higher count
Posted: Thu Jun 10, 2010 6:33 pm
by Lazarus
I dont understand why wearing a MR item continously would drain the charges. Not saying its not EA (era accurate) but it doesn't make sense. That makes sense for things like strength or blessing because those are time based effects and they wear off after X amount of time but MR stays on forever as long as no one cast on you. So whats the reasoning behind having it drain the charges?
Re: MR Charges on items should spawn with a higher count
Posted: Thu Jun 10, 2010 9:17 pm
by Faust
Era accurate is the reason.
Re: MR Charges on items should spawn with a higher count
Posted: Thu Jun 10, 2010 9:18 pm
by son
Them wearing down is era accurate, and really not part of this thread :/
Re: MR Charges on items should spawn with a higher count
Posted: Thu Jun 10, 2010 9:22 pm
by Lazarus
Faust wrote:Era accurate is the reason.
Again, I'm not saying its not EA, not questioning why isn't happening here. I'm saying, generally speaking, why did they ever drain.
Re: MR Charges on items should spawn with a higher count
Posted: Thu Jun 10, 2010 9:24 pm
by Faust
Have no idea why OSI coded their scripts they way they did... can only assume that it's a global function that handled all magic items in this manner that would burn a charge when wearing and equipping the items.
Kitty Cat, my understanding is that the count was increased after this patch but reversed for the count that the original code was based on after the decompilation was analyzed.
Derrick can only confirm this though.
Re: MR Charges on items should spawn with a higher count
Posted: Thu Jun 10, 2010 10:04 pm
by Fwerp
MR items should be far more rare, then too.
Magic clothes were exceedingly rare, as was magic jewelery.
This does not need to be changed IMO.
Re: MR Charges on items should spawn with a higher count
Posted: Thu Jun 10, 2010 10:04 pm
by MatronDeWinter
Fwerp wrote:MR items should be far more rare, then too.
Magic clothes were exceedingly rare, as was magic jewelery.
This does not need to be changed IMO.
Thats sort of a normative statement. What happened to accuracy?
I'm not very fond of snooping revealing you while stealthed, or cutting 1 bandaid at a time, but that got an addition? What makes this situation any different? Severity is just an opinion.
Re: MR Charges on items should spawn with a higher count
Posted: Fri Jun 11, 2010 7:36 am
by Lazarus
MatronDeWinter wrote:Fwerp wrote:MR items should be far more rare, then too.
Magic clothes were exceedingly rare, as was magic jewelery.
This does not need to be changed IMO.
Thats sort of a normative statement. What happened to accuracy?
I'm not very fond of snooping revealing you while stealthed, or cutting 1 bandaid at a time, but that got an addition? What makes this situation any different? Severity is just an opinion.
Matron does snooping reveal if you arent stealthing? See just hiding? That change is lame.