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Topic: What a Hat should be?


Navigation: Forums \ Rage of Mages 2


Author: Defiant (fireiceviper [at] hotmail [dot] com)
Date: 15-Jan-08, 17:10:20
hola its def :) again...

here is a small little update for my monster map 240x240 wich wil be the whole rom2 world... basicly gonna be easy med hard and horror all nested into 1 map.

it is a whole lot more work then even i thought it would be.

so anyhow im working on that and perhaps il run a hat with only that map ...

if anyone has any kewl idea's plz let me know... oh and Lord atton,the grey fox and nova keep up the good work :)
 
Author: the.gray.fox (the [dot] gray [dot] fox [at] hotmail [dot] com)
Date: 15-Jan-08, 15:06:24
oh
and it is gray fox -- with one x
you write foxx with two x

no big problem -- for now

but if you add an other x i become porn :-)
 
Author: the.gray.fox (the [dot] gray [dot] fox [at] hotmail [dot] com)
Date: 15-Jan-08, 14:52:14
i was teached trick to augment resistance to damage greatly -- but for short time

drink one antipoison potion and one fighter bonus potion -- in that order

antipoison give 50 more absorption
fighter bonus give 250 more health regeneration

but when drink one after the other the character absorption goes above two hundred

defense do not change but for two minutes the character can sustain much heavy damage with low loss of health

new absorption will halt most damage because it work on per hit base and negate over two hundred damage each hit

only spiders and skeletons must be cursed because their hits inflict too much any way

this use of the potions is maybe a glitch or an untold trick in the game

it work well when you face lot of bats and other stuff that normally force you to drink like dehydrated sponge in sahara under mid day sun

i have seen few maps with the potions in -- i imagine not every map maker know of this trick

probably master did know -- by the way
i see in skeleton king quest map dragons and trolls drop the potions for trick
 
Author: Lord Atton (cosmclord [at] yahoo [dot] com)
Date: 14-Jan-08, 10:09:24
Those are both excellent replys thanks grayfoxx and Nova. My problems is I am working with a new band which takes up a huge amount of my time. So if and when I open my hat it will be with stock maps except for ghost armor on the Ghost Armor quest maps. To be honest I tried playing some of the horror maps with a chr of about 87 body. A few hacks. When it came to level 5 spiders and bats that chr would up running because the damage was so great that even with drinking health pots I could not keep the chrs health from going down. Thus I had to bail. But everything else I could handle pretty much. As I see it its a balance here. A too weak chr won't cut it on horror maps. Too powerful chr makes map making a challenge to not over whelm the chr with a fleet of level 5 spiders, and bats. Using teleport spells and firewall spells or fireball these too can be defeated if you wanbt to spend the time. I guess I am lazy. Seems too hard a job to overwhelm a huge group of level 5 bats with fireball spells drinking health pots. I don't think the game was really designed to do this. As Nova pointed out and rightfully so the game is very limited in how we can play and the differences between chrs is small. So the real fun if you can call it that is in building your chr. Once you reach a body of 76 or 87 or whatever there are still maps and groups that can kill you if your careless. Still even with these serious limitations and inflexability playing rom2 is still fun. I enjoy playing and building chrs. See my other post about a new version of Rom2.

Lord Atton
 
Author: the.gray.fox (the [dot] gray [dot] fox [at] hotmail [dot] com)
Date: 13-Jan-08, 15:37:21
--ideas

limit body -- limit it much

max male fighter body is 52 -- around 700 life
most level four monsters are dangerous
level five are lethal -- even snakes make you drink much

with inn gear best total body add you can get is 24

this mean a total of body 76 but no additional improvement in other areas
but you can take on most level four monsters and some level five -- you still drink lot of potions

remove shops and inns completely

no more dragon quests and escort quest mean no more body 76 -- and no more 4000 life

then you can make quest gear to reach a max body of 60 but with lot of added improvements

body 60 mean around 1000 life

players may find better body gear but they can not find better body gear with better improvement than quest gear

maybe they will sacrifice one or two bonus for one or two extra body -- found on loot gear

this is easy to balance -- you split improvement on all gear pieces so no single piece make you too strong and no single missing piece make you too weak

scrolls and potions and books should be given to monsters and considered like quest gear

players would fight all types of monsters to stock stuff they need to take on better monsters

with out shops then gold become use less

all this mean lot of editing of maps -- many many monsters have to be given bags for rewards of all kind

it also mean a very limited use of level five monsters

to fight a level five spider remain a high risk even if cursed
curse alone do not make a spider like a sheep
you need defense too or the spider continue to byte hard

when you have 1000 life and 300 defense a cursed level five spider can still kill you with occasional bytes of 200 or 300 damage

if they are two spiders together death is almost sure

see? limit life and defense and game become very hard
people have to team and need mage support
people still die to other wise low threat monsters
 
Author: NOVA (KINGKOTA666 [at] HOTMAIL [dot] COM)
Date: 13-Jan-08, 08:58:49
Well, I think you know my vote on the matter. Of course, all of my "drastic measures" of removing the shops completely and severely limiting the inns was done simply to slow the game progression as much as possible without slowing it so much as to drive players away from having experience NO sense of progress. In the end, my measures only wind up adding a few days to perhaps a week at best of added longevity before the veterans of the game wind up maxed and bored again. The result is a VERY short life for the HAT.

The problem is, the rom2 game simply has such LIMITED opportunity for true character development and specialization. Everyone's character winds up aspiring to and ultimately looking the exact same: wearing the same armor and using the same mage staffs, etc.

And that's simply because the game has a fixed set of BEST END RESULTS. For instance, which is better? a body +3 cuirass or a defense +40 cuirass. When was the last time you saw anyone running around clearing a horror quest map wearing armor with nothing more than defense adders on it?

And no matter what primary skills you choose or what initial stat allocations you choose, everyone winds up with the same values for them all (excepting the tiny differences between mage/fighter and male/female in the game). Not much individual character specialization there.

The real challenge is to invent some clever new way to alter the game even the tiniest bit or to incorporate something (anything) truly NEW that will keep the players' attentions if only for a short while. So much of what is possible (at least without gargantuan effort) has already been seen and conquered before. Been there/done that.

It's a tough task for any admin....one which only get's tougher with each passing day.

I wish you luck.
 
Author: Lord Atton (cosmclord [at] yahoo [dot] com)
Date: 13-Jan-08, 05:58:04
I am putting this question to all of you. I am interested in YOUR ideas of a Hat. I have seen every things from a Russian classic with only Nival maps to Nova's no shops and Inns on his hat. Frankly I take the middle road myself. I like chr development. You all tell me your ideas of a Hat!

Thanks,

Lord Atton
 
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