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Re: Electrifier

Posted: Wed Feb 20, 2019 11:29 am
by Capt Cliff
So are you trying to make it more realistic, in a fantasy game? Or are you trying to make it more fun to play with this modification of the electrifier?! If it becomes too much of a hassle people will stop playing BSK. I have not been able to buy an electrifier for over 2 months. Every time I go to the shop the electrifier is gone, same with the rez rod! Just saying ...

Re: Electrifier

Posted: Wed Feb 20, 2019 12:13 pm
by driller
I have already stated what my goal is, to make more classes relevant. Unfortunately, implementing this is limited by time constraints which can cause issues, but, I will work it out eventually.

I do the best I can. I'm sure some people think it is a hassle, but there is always someone who is going to be annoyed by things, there is nothing to do about it.
Capt Cliff wrote: Wed Feb 20, 2019 11:29 am So are you trying to make it more realistic, in a fantasy game? Or are you trying to make it more fun to play with this modification of the electrifier?! If it becomes too much of a hassle people will stop playing BSK. I have not been able to buy an electrifier for over 2 months. Every time I go to the shop the electrifier is gone, same with the rez rod! Just saying ...

Re: Electrifier

Posted: Wed Feb 20, 2019 1:33 pm
by Cornflower
Kalaron wrote: Wed Feb 20, 2019 7:07 am Just a remind, if you going to remove the restriction and everyone could use the famous electrifier, please make sure you HAVE the ability to cast the spell you are recharging (cleric for cleric spell and mage for mages spell). Apply the same logic for all caster user.

cya
Err... In that case, you can just remove the electrifier. If you have the ability to cast the spell, you can just make a new wand. That would make the electrifier totally obsolete.

Please don't remove it. It's one of the many things that make playing here more fun. It doesn't overpower anything if you can't use it on a Ring of Nine Lives or similar.

Re: Electrifier

Posted: Wed Feb 20, 2019 2:08 pm
by Capt Cliff
driller wrote: Wed Feb 20, 2019 12:13 pm I have already stated what my goal is, to make more classes relevant. Unfortunately, implementing this is limited by time constraints which can cause issues, but, I will work it out eventually.

I do the best I can. I'm sure some people think it is a hassle, but there is always someone who is going to be annoyed by things, there is nothing to do about it.
Capt Cliff wrote: Wed Feb 20, 2019 11:29 am So are you trying to make it more realistic, in a fantasy game? Or are you trying to make it more fun to play with this modification of the electrifier?! If it becomes too much of a hassle people will stop playing BSK. I have not been able to buy an electrifier for over 2 months. Every time I go to the shop the electrifier is gone, same with the rez rod! Just saying ...
Not deliberately trying to be overly critical so sorry if it sounded that way, but sometimes less is more. You keep mucking with anything and it turns to crap before your eyes!!

Re: Electrifier

Posted: Wed Feb 20, 2019 2:30 pm
by driller
It gets mucked with because it is simply unbalanced.
Capt Cliff wrote: Wed Feb 20, 2019 2:08 pm
driller wrote: Wed Feb 20, 2019 12:13 pm I have already stated what my goal is, to make more classes relevant. Unfortunately, implementing this is limited by time constraints which can cause issues, but, I will work it out eventually.

I do the best I can. I'm sure some people think it is a hassle, but there is always someone who is going to be annoyed by things, there is nothing to do about it.
Capt Cliff wrote: Wed Feb 20, 2019 11:29 am So are you trying to make it more realistic, in a fantasy game? Or are you trying to make it more fun to play with this modification of the electrifier?! If it becomes too much of a hassle people will stop playing BSK. I have not been able to buy an electrifier for over 2 months. Every time I go to the shop the electrifier is gone, same with the rez rod! Just saying ...
Not deliberately trying to be overly critical so sorry if it sounded that way, but sometimes less is more. You keep mucking with anything and it turns to crap before your eyes!!

Re: Electrifier

Posted: Thu Feb 21, 2019 1:28 pm
by Capt Cliff
driller wrote: Wed Feb 20, 2019 2:30 pm It gets mucked with because it is simply unbalanced.
Capt Cliff wrote: Wed Feb 20, 2019 2:08 pm
driller wrote: Wed Feb 20, 2019 12:13 pm I have already stated what my goal is, to make more classes relevant. Unfortunately, implementing this is limited by time constraints which can cause issues, but, I will work it out eventually.

I do the best I can. I'm sure some people think it is a hassle, but there is always someone who is going to be annoyed by things, there is nothing to do about it.

Not deliberately trying to be overly critical so sorry if it sounded that way, but sometimes less is more. You keep mucking with anything and it turns to crap before your eyes!!
Got ya! Keep up the good work!

Re: Electrifier

Posted: Sat Feb 23, 2019 1:21 pm
by Lilia
.... so to clarify then end result on the discussion/decision around the electrifier where the Rod of Resurrection is concerned

Rod of Resurrection can no longer be charged with the electrifier... now enforced.
The level to use the Rod of Resurrection... Level 9

Rod of Resurrection can only be charged by a character that can cast the spell? Will this require one cast for a complete charge or will it need to be cast on 10 times? Is this now also enforced?

Will a wand maker be able to make a Rod of Resurrection?

Will the current availability of the Rod of Resurrection be increased?

Re: Electrifier

Posted: Sun Feb 24, 2019 1:26 pm
by Alter Fritz
Lilia wrote: Sat Feb 23, 2019 1:21 pm .... so to clarify then end result on the discussion/decision around the electrifier where the Rod of Resurrection is concerned

Rod of Resurrection can no longer be charged with the electrifier... now enforced.
The level to use the Rod of Resurrection... Level 9

Rod of Resurrection can only be charged by a character that can cast the spell? Will this require one cast for a complete charge or will it need to be cast on 10 times? Is this now also enforced?

Will a wand maker be able to make a Rod of Resurrection?

Will the current availability of the Rod of Resurrection be increased?
Great question.

Re: Electrifier

Posted: Sun Feb 24, 2019 1:39 pm
by driller
1.Heal and Resurrection re-charged do not work. The limits of using the it is the same as it was.

2.It cannot be recharged by any class.

3.This hasn't been changed.

4.Kinda defeats the purpose?
Lilia wrote: Sat Feb 23, 2019 1:21 pm .... so to clarify then end result on the discussion/decision around the electrifier where the Rod of Resurrection is concerned

Rod of Resurrection can no longer be charged with the electrifier... now enforced.
The level to use the Rod of Resurrection... Level 9

Rod of Resurrection can only be charged by a character that can cast the spell? Will this require one cast for a complete charge or will it need to be cast on 10 times? Is this now also enforced?

Will a wand maker be able to make a Rod of Resurrection?

Will the current availability of the Rod of Resurrection be increased?

Re: Electrifier

Posted: Mon Feb 25, 2019 12:56 am
by The Flying Rodent
The ‘clerics can only recharge the item’ option looks to have been removed from Res rods. This makes the Electrifier only really useful for characters with multiple magic wands (that they can periodically recharge to 10 charges and switch around when they are low), and it also makes Res rods a throwaway item, which places more priority on scrolls instead.

Re: Electrifier

Posted: Thu Mar 14, 2019 8:38 pm
by nobody-special
Why don't you create a n area where you can only charge the electrifier to its maximum and then another area where you can charge the item.

Limit the electrifier to where it can only hold enough power to charge one item and then you have to go to second area to charge the item before the electrifier can hold power again to recharge another item.

This will allow players to save their favorite items, but they will have to work for it.

Limit the amount of the same type of charged items one can have to 10 and if they have more then a magical mishap can happen. I. E.

Misfire - nothing happens
Explosion - every thing in radius takes damage and items are destroyed
Backfire - player takes damage of used item
Disappear - Item doesn't function and like items above the limit disappear and the used item looses all charges.
Electrifier quits working until the extra same items are disposed of.

Well you get the picture. :P

--Nobody Special

Re: Electrifier

Posted: Thu Mar 14, 2019 9:51 pm
by sphinx
nobody-special wrote: Thu Mar 14, 2019 8:38 pm Why don't you create a n area where you can only charge the electrifier to its maximum and then another area where you can charge the item.

Limit the electrifier to where it can only hold enough power to charge one item and then you have to go to second area to charge the item before the electrifier can hold power again to recharge another item.

This will allow players to save their favorite items, but they will have to work for it.

Limit the amount of the same type of charged items one can have to 10 and if they have more then a magical mishap can happen. I. E.

Misfire - nothing happens
Explosion - every thing in radius takes damage and items are destroyed
Backfire - player takes damage of used item
Disappear - Item doesn't function and like items above the limit disappear and the used item looses all charges.
Electrifier quits working until the extra same items are disposed of.

Well you get the picture. :P

--Nobody Special
Pls no