View Full Version : Bring the real plague back
Tylin
June 16th, 2006, 09:55 AM
I can't believe a mage is suggesting this. But the fact remains, I miss cause disease and the chaos it caused.
Tynian
June 16th, 2006, 11:27 AM
I support this idea. In fact, I was going to work on it a week or two ago and got distracted... ;)
jaerith
June 16th, 2006, 06:07 PM
GODS YES! The idea of people dying to plague makes me all tingly inside. Dmg that's based on your eff level..it puts a smile on my face.
I know it's petty and simple, but it's little changes like this that add to TFC.
Always about the little things, you know. (as long as they keep coming, and entertain our internet-soaked brains at a quick pace)
Tay
June 16th, 2006, 07:33 PM
disease was fun, you either sat in a room alone for no one else to contract it and gossiped every minute for "cure at ROR please?" or tried to pass it along to everyone
Tokugawa
June 16th, 2006, 07:55 PM
Heh, I loved going into Elemental Canyon or Dwarvenhold Mines and killing a rat. Then being spammed off the mud because the rat had 70 items on it.
:)
Jashon
June 18th, 2006, 07:29 PM
It is one of the aspects I miss most.
Tynian
June 19th, 2006, 09:14 PM
Working on cause disease -- expanding it to include multiple diseases.
Jose
June 19th, 2006, 10:43 PM
Actually "C" would had been my choice... since I'm a mage and not able to cause disease.... As long as the leeches or other such cure is still around... and as long as immunity is effective... Bring it on!
Yes... it's a pain... but so is Ink *wink*::whistle::
wylin
June 20th, 2006, 05:33 AM
Ink will give you a disease, too.
Are multiple diseases going to have multiple cures?
Tynian
June 20th, 2006, 07:13 AM
The one cure disease will cure any of them.
jaerith
June 20th, 2006, 12:11 PM
but there will be alternative problems associated with each particular ailment, I'm assuming? That makes me tingly, too..HIGH FIVE! *slap, snap*
Tynian
June 20th, 2006, 12:16 PM
Yes. Strains will have greater effect on some races than others, and other strains may not be (as) damage-oriented.
jaerith
June 20th, 2006, 12:19 PM
so..no High Five?
Dauthi
June 21st, 2006, 06:18 PM
This is sounding awesome..
Doc
June 23rd, 2006, 11:51 AM
I say bring it back, and remove the immunity bestowed by health ammys. Things always go better with plague! ::up::
Jashon
June 24th, 2006, 01:09 AM
I agree-- the idea of different strains having greater effect on different races is awesome. As for Health Ammys...once again, I think they should just be totally removed.
wish
June 24th, 2006, 05:56 AM
Jashon said:
As for Health Ammys...once again, I think they should just be totally removed.
I have started a new thread for the health amulet topic. It can be found here:
http://forums.finalchallenge.net/showthread.php?p=673#post673
Tynian
June 27th, 2006, 07:42 PM
Well... my disease writing efforts have stalled.
I think it has infected me. I'm tired. Working on it further gives me the cold sweats.
I've cut back on my original plans. The code is fairly close. There are a few little problems to work out. I'm also concerned about the infection rate (it's crazy), and the mob mortality rate (around 50%). I'm also concerned that being able to almost kill mobs via disease could make just about any mob relatively easy.
So, disease has stalled. Hopefully, it will start moving again soon.
orpik
June 28th, 2006, 07:43 AM
just give some big mobs the ability to cast immunity
Solaron
June 28th, 2006, 08:19 AM
Make characters under level 5 immune to disease. Make mobs over level 30 immune to disease. Add immunity as a spell to any casting mobs, or just limit the effects of disease on mobs (it can still infect PCs but doesn't drop mob hps... perhaps there'd be a visual clue that it is infected).
Gaul
June 28th, 2006, 02:53 PM
To expand on Solaron's last idea there, a "green aura" or other visual clue that someone or some mob is infected would be great. Maybe only after they're actually festering. It might help keep the guild hall from becoming a sess pool.
Tynian
July 3rd, 2006, 08:44 PM
Day 6: Mortals are screaming and dying in droves in the lab. Yet I have not gone back. I wonder, is it evil to create this magilogical weapon? Do I care?
And what of the woodland creatures? They've done nothing to me.
Maybe I should put away my disease-making equipment. Live a life in bliss and harmony...
Tay
July 4th, 2006, 08:31 AM
aw dont give up on the sickness.
spread the love as well as pain, lets pile the carcasses of these so called "woodland creatures" and have a bon fire in thier wake, where is the evil Tynian we never see, why must the good one persist all the time.
Tynian
July 10th, 2006, 06:37 PM
Day 13: I should get back to the plague. Then again, isn't there enough sickness already??
I worry about the poor mobs. It's not exactly like they can ask the local cleric for a cure... as if a cleric would anyway.
Oh, all those innocents...!
wish
July 11th, 2006, 07:41 AM
Kill them all, and let Nash sort them out.
Gomo
July 11th, 2006, 10:31 AM
To expand on Solaron's last idea there, a "green aura" or other visual clue that someone or some mob is infected would be great. Maybe only after they're actually festering. It might help keep the guild hall from becoming a sess pool.
Oh... it just occurred to me. What about making detect disease more like detect invis or true seeing... in that it exposes the plagued aura, rather than making it a targeted spell like (I think) it works right now.
boyardee
July 29th, 2006, 09:23 PM
I think plague is underutilized as a spell. Perhaps increase its strength so it has a chance to kill a mob or PC not already on death's door?
Boyardee
Tynian
July 31st, 2006, 08:54 AM
I re-wrote disease, and the code was pretty close. I have a couple of things to work through on it, however. I think as it stands, it is "too much," and does provide PCs with too many advantages.
So, on the shelf it sits.
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