Recent comments

  • Adjustable Levelup   10 years 41 weeks ago

    It must have been an addon conflict. I changed some and it's working fine now

  • Tales of Maj'Eyal 1.3.0 release date set!   10 years 41 weeks ago

    I agree the depth, variety, and verbosity of skills is part of why I have played tome for 10 read that 10 years.

    I have left, and returned to tome on and off again and had to reread nearly everything time and time again, but I have enjoyed it immensely. It is the kind of depth and richness almost never found in rpgs (and in many roguelikes) while it lacks all of the (usually unncessary) options of roguelikes like df among others, it has an enormously engaging story, setting, and the sheer level of content each class contains is so astounding it has taken me a year of playing to fully grasp the archmages arsenal and potential combinations (or so I thought) only to discover just how glorious aetherial magic truly was today (upon rereading said descriptions and taking time to ponder them)

    The new 1.3 chronomage was alot of reading to learn compared to simpler games, but overall only took me about 5-10 minutes (leisurely mind you) to fully understand each skill, and most of their implications in game, and I enjoyed every minute of that read.

    But to each their own. I'm honestly interested in hearing about Possessors!

  • 5 winners and still incapable of playing Thalore   10 years 41 weeks ago

    Have you tried Thalore-reaver? This combination seems to be pretty powerful. And, of course, solipsist is really neat.

  • CON Buff   10 years 41 weeks ago

    With this addon active I sometimes get stuck at level generation screen. Might be incompatibility with some other addon though.

    EDIT:Nvm, just got stuck at level generation screen with this addon disabled.
    EDIT2:This happens much more often with this addon though. Found this in game log (qqq is Improved Player Targeting): http://pastebin.com/TRm7GaQQ . This also happens without Improved Player Targetting

  • Tales of Maj'Eyal 1.3.0 release date set!   10 years 41 weeks ago

    This. Very well put.

  • Tales of Maj'Eyal 1.3.0 release date set!   10 years 41 weeks ago

    It seems to me that the complaint is really about having to read. Imho the more game information you can gather, the better. Whether it be skill descriptions, lore or simple stats. No one forces you to read each line. It does not take much skill to find what you want from the descriptions.

    I would understand if this was a request for a verbose and terse versions of the skills and stats but don't hold your breath. (Sounds like an addon right?)

  • Tales of Maj'Eyal 1.3.0 release date set!   10 years 41 weeks ago

    I disagree with you wholeheartedly.
    One of the main reasons ToME is such a great game is the amount of depth it provides, we have that depth thanks to all the classes/races and their skills,
    and the ability to build in more than one way just adds to that. Multiple choices are a good thing, if everything is streamlined and simplified we'd end up with something bland and boring, with no replayability. A lot of people are going to disagree with me on this probably, but there's a lot of roguelikes out there where your choices are few and far between with barely any choices between classes, or where every skill is a passive and races/classes hardly matter other than having x or y passive, this has 0 charm to me since everything feels samey and that's both boring and uncreative aside from roleplay value which honestly dies off after a while. One of the reasons I've been able to spend so much time in ToME is because of its wide array of skills of all types.

    I've always been reluctant to listen to people who feel the need to shove WoW into everything, because WoW both has nothing to do with ToME nor should be taken as a standard for everything. I don't think anyone should be able to just pick up something new and excel in it right away, I'm sure this is true for WoW as well. These things require some thought and experience to grab ahold of generally, and this is fine, otherwise you should probably be looking for simpler incarnations of the genre or a different genre altogether, but to each their own I guess.

    I honestly don't feel like going through all the new skills at times, but I think it's either just me being lazy or not being all that interested in the class to begin with, but more often than not it's worth checking things out and learning them, specially the newer classes which keep getting more and more fun.
    As far as the "default build" thing goes, I'm fairly sure something like that was in the process of being implemented or thought about at some point in the recent past so you may want to look into that and the people involved/interested.

  • Marson's Auto-explore & Rest Tweaks   10 years 41 weeks ago

    I adore this mod, but it acts really strangely with respect to Space-Time Tuning -- do you think you could add an additional check so you don't stop resting until you're back at your preferred paradox?

  • Tales of Maj'Eyal 1.3.0 release date set!   10 years 41 weeks ago

    I'm curious as to how you arrived at the conclusion that ToME has reached a saturation point where new players give up. I assume there is anecdotal evidence involved, but I'm not clear as to the process you're describing. A plethora of choices and options (of which you can only take advantage of two at a time, race and class) somehow affects the ability of new players to learn? If anything -- and I'm speaking anecdotally and deductively -- the complex options available make it *easier* for new players. Temporal mage too difficult for you to manage? Switch to bulwark, or the relative simplicity of an alchemist. Frustrated by the lack of ranged attacks to help keep you safe until you can work out the nuances of combat? Try an archer or archmage. Struggling to deal with hordes of enemies? Try a summoner or necromancer to create allies. And so forth. The process of trial-and-error is always going to remain in an RPG -- it's not a linear rail-shooter where you just have to let the plot carry you along. And "ideal" builds are going to vary greatly between players. Do you concentrate on shadows and ranged magic with a necromancer, or on undead summoning and avoidance? One-handed weapons and off-weapon or two-handed weapons for a beserker? Stealth and surprise, or straight-up confrontation with a emphasis on avoidance for a rogue? And so forth. Theory-crafting is done as much through personal preference and experience as it is through, well, theory. A better approach, I think, would be to post your own ideas about what does and doesn't work on the forum or wiki if you want to help people who'd rather learn from the experiences of others than surf the learning curve themselves.

    Personally, I think it's just preference. You're playing for whatever reason, and you find sticking to a few tried-and-true classes fulfilling. Others are intrigued by the variety of choices available to them. Either way, a new player will have to invest *some* effort into the game. If s/he has no desire to do so, perhaps ToME -- and rogue-likes in general -- simply isn't the best choice for him or her, even with the suggestion of the creators telling them exactly what to do.

  • Tales of Maj'Eyal 1.3.0 release date set!   10 years 41 weeks ago
    WoW

    WoW, the standard of gaming today, admitted when classes passed 50 skills that bloating had gotten out of hand and needed to be addressed, something which they did in WoD by merging some skills and removing others.

    Tome has reached the exact same point, where new players feel the time investment to pick this game up and learn all the skills just to get started is too great, and move on to other games for the masses, i.e MOBAs that have way fewer skills to keep track of.

    Even I, as an old player that has been playing this game for about nine years now, am getting tired of keeping track of this many classes times so many skills, i find myself sticking to the few 3-4 classes I know best and not having the energy to invest to research builds for new ones.

    Maybe time to add a "use default build" button, that auto-skills up for you, after a build specified by the class designer considered a good all-round build, so I can do less theory-crafting and more gaming instead, and you youngesters that like fiddling around with builds all day can still have your fun.

  • Tales of Maj'Eyal 1.3.0 release date set!   10 years 42 weeks ago

    I've spent enough time in this game to at least give every class a try now, and it doesn't really seem to me like there's that much excessive text in skill descriptions- a lot of them just do so many things that they need to have long descriptions (mindslayer aura skills for example). I admit that I haven't read skill descriptions in a while (beyond hopping in game just now to check a few of them), so I'd love a few examples of what you're talking about, but from what I've seen, the majority of skill descriptions seem to consist of a couple sentences (at most) of flavor text describing what it does and the important details of what the skill actually does.
    On the topic of too many skills, I think that if you were to look at the number of skills across all classes, there definitely is a ridiculous number of skills. However, looking at each class individually, most have a pretty normal number of skills for an rpg character. For example, mindslayer has 55 skills (plus whatever you get from extra skill trees picked up along the way, as well as however many race skills your race has), anorithil gets 40, etc. For comparison to other games, classes in guild wars 2 get a minimum of 4 different weapons with 2-5 skills per weapon, and then a choice of three skills from somewhere around 20 utility skills, one healing skill from around 5, and one elite skill from around 4ish. In dungeons and dragons online, many classes can almost fill the screen with bars full of skills- I used 10 bars of at least 10 skills/usable items each when I played. For comparison to another single player game, skyrim, the baldur's gate games, and plenty more provide you with similar numbers of skills. There's plenty of other examples, but the point is, you don't really have THAT many skills compared to other games. (Also, would you rather each class be forced into using a small set of skills or have the choice of multiple skillsets? You're not using every skill a class has to offer in most situations.) In this game, I tend to find myself cycling between 10-20 skills in a normal fight near the end of the game, which isn't terrible at all in my opinion.

  • Tales of Maj'Eyal 1.3.0 release date set!   10 years 42 weeks ago

    I'm not entirely sure what lore has to do with skill descriptions. Or how you skip them. If you want to have any idea of what you're (supposed to be) doing anyway.

    (or more precisely the massive bloat of stuff you accumulate over the game, I wasn't particularly surprised to hear dreadfell used to be the last dungeon)

  • Tales of Maj'Eyal 1.3.0 release date set!   10 years 42 weeks ago

    Thankfully you can skip it all. :) Some of us actually like the creative effort put into the game. Lore is good.

  • Edge Tweaks   10 years 42 weeks ago

    Haven't really found any issues with this so far.
    Can monsters just walk over traps given enough of a stat or something though?
    I'm not really sure about that, but I've seen monsters (at least early on) just walking past some traps of mine.

  • Tales of Maj'Eyal 1.3.0 release date set!   10 years 42 weeks ago

    Looks great!
    The only thing left on my wishlist now is a patch to address the skill bloating.

    It's not only that there are too many skills, if we print out the text attached to each of the around 50 abilities each character has, we get a small novel. Too many buttons, too much text, too much 80's in game design in that aspect. Less is more. Streamline a bit please, I got the point where i refuse to try out new classes, because I simply don't want to read 10 pages of a novel called "skill descriptions".

  • Can't log in...   10 years 42 weeks ago

    Occasionally the server hiccups. It comes back up eventually. Yes it is annoying. No there is not much to do but keep trying.

  • 5 winners and still incapable of playing Thalore   10 years 42 weeks ago

    I did manage to unlock it with a Thalore Hero ("No" by name) remembering to not dally this time on the floor above. The unlock itself was relatively easy ...getting there not so much as I had to deal with rare oozes growing with no PD to move me out of the range (except for a nonmagical and erratic one on my cloak.) Finding the stairs was the hard part.

  • Leeroy Jenkins   10 years 42 weeks ago

    You sir, have won the internet!
    Have a cookie!

  • 5 winners and still incapable of playing Thalore   10 years 42 weeks ago

    I'd rather just skip the class altogether as a bad experience. But thanks for the advice.

  • Leeroy Jenkins   10 years 42 weeks ago

    Best.Addon.Ever.

  • Tales of Maj'Eyal 1.3.0 release date set!   10 years 42 weeks ago

    I'm very happy to see this! Paradox mage has always been my favorite class and I look forward to seeing how they play in 1.3.

  • Adjustable Levelup   10 years 42 weeks ago

    All categories work for me. Either there is a bug that doesn't show up with my set up or you have an addon conflict. I use this with about 40 other add ons (I have way to many) and it works so I'm not sure what could be causing it. Try turning on dev mode, creating a test character, setting all the modifiers to 2 and turning on semi god mode. Then see if you are gaining the points correctly. Also I've never tested this on a game started without the addon so that could be the problem.
    If it still doesn't work could you tell me what addons you use?
    Edit: Also, the bonuses aren't retroactive so if you change the options partway through a game it will only effect level gained after the change.
    Edit2: I suspect another addon is superloading levelup() in actor.lua. The xp boost is through worthExp(target) while the others are through levelup(). If an addon superloads levelup() but not worthExp(target) it would explain your problem. I could try boosting the addon's weight to give priority to its superload of levelup(). Please say which addons you have so I can look into it.

  • 5 winners and still incapable of playing Thalore   10 years 42 weeks ago

    Wyrmics are kinda bad but on normal at least you should be able to get far with them somewhat easily with the right build. Put points in bellowing roar, sand breath, ice wall, lightning speed, and dissolve, those are the good skills. Pick one of the weapon trees to invest in. If you pick shield offense (which I suggest), put points in shield pummel for the stun and at least 1 point in assault for the damage burst. If you pick the 2h, get some points in stunning blow and death dance. You don't need to max every skill that you plan to use, look at how much it improves before investing points, most active skills work fine with just 3 points invested. You can always max stuff later.
    Fungus tree is fine with 5/1/1/1 for a while, eventually you want to boost the 3rd skill in that tree for more equilibrium regen and faster inscription use.

    Use bellowing roar and sand breath to soften up the enemies and apply debuffs, pop the fungus regen and close in to melee with movement infusion (for the stun resist) or rush if you're fighting something that can't stun/pin you. Dissolve and assault is 6-7 hits in 2 rounds which is usually enough even for tough enemies. If you find yourself in trouble you can use ice wall to cut off any pursuit and your lightning speed to run away. Bear in mind that all the skill related advice applies to 1.2.5 wyrmics, they will change (improve) significantly in 1.3.

    In terms of inscriptions, go for regen, wild, movement and shield/heroism. Don't go AM as you already have fungus. Early on you also want to load up on +hp items. If you see some in the shop, transmog gems and buy them. Purchasing good inscriptions and +hp items is always a good investment.

    I'd also suggest posting in the forums instead of here, as you'll get a lot more people replying and hopefully giving useful advice.

  • Adjustable Levelup   10 years 42 weeks ago

    So the add-on does show the options in the menu, but doesn't take effect. It might be an add-on conflict, but I am not seeing anything obvious.

    Edit: The experience bonus works, but the rest doesn't. That doesn't say a lot, but now you know where to look?

  • 5 winners and still incapable of playing Thalore   10 years 42 weeks ago

    Thanks for replying. I just loath the Thalore options for builds. Wymric as I said was especially bad for me. I am not really a fan of AM either. The Fungus line is OK but imho not particularly amazing until you get 5 in each ability and even then its really luck based because you need to find extraneous Healing infusions to make the talents valuable. The AM tree is horrible imho. It may or may not be on in any given fight after a few turns. If it is on it is costing you Equilibrium thus potentially costing you turns. Granted the third talent of the Fungus line does help with turns occasionally but it seems like a really bad trade off in terms of playability.

    Now I say this having just won with a Higher Hero AM with no deaths. Hero allows you to do some fun interesting things to offset handicaps but imho the racial start of Thalore is just terribad and unfun. I will be giving it another shot at some point.

    As to the wyrmic sand talents, I did not find them to be great. Swallow was mediocre even at 5 and the other abilities didn't even inspire me to put multiple points in them.

    Again thanks for your reply.