Crypt Cleanser
Posts: 720
Joined: Friday, 7th January 2011, 01:43
proper use of apportation: doubts
duvessa wrote:Christ, you can't remove anything without tavern complaining about it.
Ask fellow adventurers how to stay alive in the deep, dark, dangerous dungeon below, or share your own accumulated wisdom.
Crypt Cleanser
Posts: 720
Joined: Friday, 7th January 2011, 01:43
duvessa wrote:Christ, you can't remove anything without tavern complaining about it.
Vestibule Violator
Posts: 1567
Joined: Friday, 21st January 2011, 22:56
Crypt Cleanser
Posts: 720
Joined: Friday, 7th January 2011, 01:43
duvessa wrote:Christ, you can't remove anything without tavern complaining about it.
Vestibule Violator
Posts: 1567
Joined: Friday, 21st January 2011, 22:56
Crypt Cleanser
Posts: 720
Joined: Friday, 7th January 2011, 01:43
duvessa wrote:Christ, you can't remove anything without tavern complaining about it.
Ziggurat Zagger
Posts: 5832
Joined: Thursday, 10th February 2011, 18:30
Vestibule Violator
Posts: 1459
Joined: Sunday, 19th December 2010, 05:45
Location: New England
Crypt Cleanser
Posts: 726
Joined: Friday, 11th February 2011, 18:46
Vestibule Violator
Posts: 1593
Joined: Thursday, 19th May 2011, 16:38
Location: Penza, Russia
Vestibule Violator
Posts: 1567
Joined: Friday, 21st January 2011, 22:56
Tartarus Sorceror
Posts: 1776
Joined: Monday, 21st February 2011, 15:57
Location: South Carolina
Galefury wrote:Apport distance depends on power now, often items will only be drawn closer to you instead of to your feet.
Ziggurat Zagger
Posts: 5832
Joined: Thursday, 10th February 2011, 18:30
mageykun wrote:I'm pretty sure items hidden in deep water only being accessible to merfolk, or fed worshipers, and not apportation is a deliberate design decision. Apporation is already really usefull for a lvl 1 spell, turning water into safe storage would be too much.
Dungeon Master
Posts: 4031
Joined: Thursday, 16th December 2010, 20:37
Location: France
XuaXua wrote:mageykun wrote:I'm pretty sure items hidden in deep water only being accessible to merfolk, or fed worshipers, and not apportation is a deliberate design decision. Apporation is already really usefull for a lvl 1 spell, turning water into safe storage would be too much.
It's not safe; I thought Apportation at low levels can destroy items.
Blades Runner
Posts: 599
Joined: Thursday, 28th April 2011, 07:47
Ziggurat Zagger
Posts: 5832
Joined: Thursday, 10th February 2011, 18:30
minmay wrote:XuaXua wrote:I figured Apportation at a HIGH level could be used to pull items out of deep water, like something useful when you take down the orcs in the bailey with memphitic cloud + drowning. I hate that they pickup all the gold.
Surely there should be at least a small drawback to trivializing an entire bailey by drowning the occupants with a couple casts of a level 3 spell.
Ziggurat Zagger
Posts: 3037
Joined: Sunday, 2nd January 2011, 02:06
XuaXua wrote:Again though, highest level Apportation won't grab items back from the depths and only Merfolk get the advantage here?
XuaXua wrote:I think at that level it should at least give a % chance for acquisition on attempt.
Vestibule Violator
Posts: 1459
Joined: Sunday, 19th December 2010, 05:45
Location: New England
slowcar wrote:the proper use of apportation is: victory dancing translocations
Ziggurat Zagger
Posts: 5832
Joined: Thursday, 10th February 2011, 18:30
KoboldLord wrote:XuaXua wrote:Again though, highest level Apportation won't grab items back from the depths and only Merfolk get the advantage here?
Grey draconians, too. There's Fedhas for everybody else.XuaXua wrote:I think at that level it should at least give a % chance for acquisition on attempt.
A percentage chance for success is the same as guaranteed success. You can just hammer ` until you get whatever you're trying to target.
Ziggurat Zagger
Posts: 3037
Joined: Sunday, 2nd January 2011, 02:06
XuaXua wrote:Guaranteed success through percentage chance does not come without cost : it takes time, for which the costs are hunger, a lower score, an increased time counter, and the potential for encounters.
Abyss Ambulator
Posts: 1244
Joined: Thursday, 10th March 2011, 19:45
Vestibule Violator
Posts: 1459
Joined: Sunday, 19th December 2010, 05:45
Location: New England
Ziggurat Zagger
Posts: 5832
Joined: Thursday, 10th February 2011, 18:30
KoboldLord wrote:XuaXua wrote:Guaranteed success through percentage chance does not come without cost : it takes time, for which the costs are hunger, a lower score, an increased time counter, and the potential for encounters.
Seriously? You're seriously arguing that such a petty, pathetic cost is capable of balancing out absolutely anything? Were we face-to-face, I would be able to do little but gape at astonishment at the sheer irrelevance of this cost and the fact that you are presenting it as if I should take it seriously, but fortunately I am typing so I can take a moment to regain my composure before I continue.
Vestibule Violator
Posts: 1567
Joined: Friday, 21st January 2011, 22:56
Slime Squisher
Posts: 332
Joined: Friday, 4th February 2011, 18:04
Location: The South, US
Return to Dungeon Crawling Advice
Users browsing this forum: No registered users and 81 guests