LEGEND game mode - what do you think? - ID: 983

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This topic was started by icetear on 13/12/2012, 10:34:30

Hello friends,

Silversword will soon get a new game mode, called "Legendary".
The main purpose of this game mode is to give the players more challenge.

Main restriction will be: You can only save in guilds (camps). By now, there are 2 guilds (castle ruins, savage crossing).

Now it's up to you:

What features would you like to see in this legendary game mode? What restrictions do you want to have?


Kind regards
Mario

P.S. Legend Games will get their own Game Center Leaderboard.
P.P.S. A checksum routine will be implemented in all future versions to prevent save game manipulation.


I wouldn't mind an easy mode with:
- max hp and max sp on level-up
- a total of 84 (for example) or more for stats on rolls for character creation (with class stats maxed at 18)

for those prefering a lighter challenge then normal mode (or a little lazy for rerolling)

These could also be options in preferences, disabled for legendary mode


mike32 --

I think the max score for rolls is an interesting idea.
Might I suggest that instead of a max-score for say CN or DX, a decent upward range could be more engaging -- say, DX between 15-18, etc. This way, the characters are starting with a pretty high score, but the players are still engaged. I think rolling for characters is one of the most fun parts of the game.


I like your idea of a better upward range (for stats on character creation and HP/SP on level-up) :)


Legend mode should probably preclude in game shop purchases other than Compendium and expansion. The others make the game too easy, I think. Of course, that costs you (Mario) some money slowing enhancements to the game...

Since you cannot save and reroll on level ups (well, not easily), I suggest the increase in HP and SP be the middle value (amount over base stat of ten to a max of ten plus two for SP and plus four for HP) in Legendary.

Legendary starting equipment should have value zero, and characters should start with no gold. I think Legendary should be about playing the game, not shortcutting or leveraging the game mechanics...

I would like to see a separate Cloud Save for legendary and regular modes so we can switch back and forth.


How about another layer of complexity in equipment, making them Race dependent on top of class dependent or in some cases race beneficial. I always chuckle when I think about my hobbit (very short race) using a long bow in the early part of the game. Also wouldn't Elves get more of a benefit from say an Elven Bow then other races and say Drawves(sp?) get more benefits from a drawven(sp?) hammer than other races?

Another idea is to let those classes that can identify items, use magical items but with the chance of backfire related to the chance of identification. So a 20ish rogue could use say the ring of power but have the success be dependent on the id %. If the success roll fails then the item backfires against the party. Thus allowing for these items to be spread away from just mages but having a risk in use. Risk/reward but allowing for other ways of handling large mobs of monsters just in case you are either not using a mage or have your mage(s) killed by say ranged monsters.

I like the idea of starting off without any money and having the starting gear cost zero. I would also get rid of the healing balm from the warrior's starting gear but keep the torch and get rid of the wineskin for the bard and start with say a water flask with only 1 usage.

If Legendary mode is meant to be harder, then i would either increase the number of monsters per group or slightly increase the hit percentage of all monsters. This will make planning/strategy a little bit more important....knowing when to use travlers ditty, etc.

Also maybe get rid of spell points for the Paladin and instead have it be time dependent as they are more prayers than spells. Say the healing spell at level 1 - 5 (after acquisition) only once a day. 6-10 twice a day, 11-15 three times a day...etc. Similar rules apply to the other spells/prayers. Maybe make them more often, but also include a failure roll as they would be more of a prayer and prayers do not always get answered.

Just a couple of thoughts.


What would really make the game tougher is if your Mage would only have the highest hp you accumulated in any one class rather than the cumulative of al your classes.

If that's too much then only give the constitution bonus for the highest level reached.

My mages have ridiculously high hp compared to my front line warriors.


Since I like Mages and so far you need at least one Mage to be able to win, I hope we do not further reduce the Mages' HP. In Legend Mode HP and SP rolls are fixed and are already lower than the other classes I believe.

Under the new XP scheme, your non casters will be many levels higher than your Mages who still have higher XP requirements for the first 13 levels in the classes beyond Conjurer and Magician.

My Mages do not have higher HP than my non casters.


wizardz,

That's very interesting. I'm looking all of my characters and my mages have more HP than any other.


I think more monsters with more types of resistance could be interesting. Knowing spells and weapons and items intimately should be the sort of thing players drawn to Legendary mode will want to know. I think the Nether Spiders and Prowlers are good examples. It doesn't have to be an overly complicated scheme. It could be as simple as some monsters are immune to magic, some arrows, some melee, some bard horns (It's already essentially like this but more might increase the challenge). That's a lot of combinations. To make it doubly interesting, perhaps you surrender gold to make difficult-to-kill monsters go away. So it's not just kill or Run. You can surrender (gold, equipment, a rune, whatever).


The more i think about this concept, the more i like it.

Do we have an ETA for Legend mode?


Right now, the legend mode is ready for being deployed with the following features:

- no game save outside of the camps
- fixed HP and SP on levelups
- beginning items are 0 gold (this applies to the normal game, too)
- no 500 gold gift from the bank
- no In-App-Purchases except Compendium (and Expansion)
- special marking of legend save games

I still have to implement:

- another iCloud save slot
- some of the other ideas here in the thread, but I have not yet decided which exactly make sense (and are doable)

Kind regards
Mario


Is there still just the two spots to rest in the base game?


I didn't implement new resting spots.
But there are some magic spots that will fully restore your party, and taverns where you can rest for a while.

Kind regards
Mario


I realize I'm resurrecting a dead thread but I just started a Legendary game for the challenge, so I'll share my insights once I get further into it. Also, is this game still supported by Game Center? I didn't see any option for that in the settings.

Mak


Since Apple changed the Game Center, I hadn't revisited the option.
So it might probably not work for now. But it is on my todo list.

kind regards
Mario


I interesting for that mode really exciting.



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The next time through, I’ll try Legend mode, but the last time I did my own variation on it: I realized part way through that I had filled all my save slots, and couldn’t decide which one to overwrite, so I just kept going until I had beaten the game and the expansion, explored the flooded isles, and used the bone house to get my arch mages up to level 50, all without ever saving a single time!