Coded room damage has no defense

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Yemin
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Joined: Fri Feb 07, 2014 3:08 pm
Location: On the back of castle oblivion

Coded room damage has no defense

Post by Yemin » Sun Sep 27, 2015 1:43 am

So, around the game there are a bunch of things in rooms and such that are designed to deal damage to PCs and perhaps NPCs i.e. rooms full of lava / magma, hot Geysers and so on.

I'd be in strong favor if future builders could implement code into these features that checked for flying / imunity / resistances in their areas.

I would be glad if these kinds of things could be retroactivley applied to areas already in game as well over an extended period if need be.

Simply put, feature slike these take away from the ability for PCs to affect their environment with abilities that are stated to work in just that very cenario but unfortunately because forsight isn't as clear as hindsight, do not.
I trained up double-edged bananas because the uber-plantain of doom I scored from the beehive quest was the best weapon in the game. Now it's being treated like a bug and they have gimped its damage! That's not fair! My character is ruined!
Ungtar
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Re: Coded room damage has no defense

Post by Ungtar » Sun Sep 27, 2015 2:33 am

Don't those rooms already hit up against resistances?

I know that I have been casting resist acid before I go into the acid spraying rooms and I resist more often than not. Just the dice rolls or is there something to it?
Yemin
Sword Grand Master
Sword Grand Master
Posts: 1589
Joined: Fri Feb 07, 2014 3:08 pm
Location: On the back of castle oblivion

Re: Coded room damage has no defense

Post by Yemin » Sun Sep 27, 2015 4:36 pm

Some may, the majority of the one's I've encountered do not
I trained up double-edged bananas because the uber-plantain of doom I scored from the beehive quest was the best weapon in the game. Now it's being treated like a bug and they have gimped its damage! That's not fair! My character is ruined!
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