Gameplay Discussion

Sirrocco: with Bucketman's permission, I trimmed out a lot of the old and mostly obsolete stuff. Feel free to roll back to whatever degree necessary if anyone feels I've not done justice to the archives. Those bits that boil down to Useful Tips have been so boiled, but they were *also* getting a bit long, so they've also been given their own page. Also, by popular request, a /Newblet's guide to not dying

Version 0.8.7

BucketMan: What builds are people playing these days? I notice that as time goes on, the Sirrocco-style high-speed builds seem to be getting increasingly useful. A lot of monsters are fast now, and some extremely so. (Like Reenen's +40 speed pterodons.) It used to be ok to choose between high speed or high hit points, but now it's difficult to do that. I seem to need both. Speed is starting to be vital for the middle game. I also notice that almost all of my characters are barehanded chi fighters. Which is odd, because there's a dedicated weapons school now, and Dr. Briefs hands out blueprints, so Technomancers are pretty much gaurunteed to get all the basic useful blueprints they need. Also, it seems like I need four schools to get a viable build. It used to be two was enough, and one was possible. Now, even with three I feel like I'm missing out on something. Kickboxing-Sumo-Kungfu is best three-school combination I've tried, but that suffers from no dex or Dodge. Judo instead of Sumo adds in Dodge, and increases your speed modifier, but requires you to study Ballet for Con. Four schools. That instantly cuts 20-30 points off final skillcap. But, lately it's seemed to me that diversifying helps a lot more than specializing, and I dislike relying on Chi Trainers for basic skills because their modifiers are so low. Thoughts?

ReenenLaurie: Well, I'll have to see in v087 now. Thanks I am very excited. I generally play the latest version. Always.

I must admit I've been doing the Kickboxing-Sumo, and then deciding where to focus next (Chi/Technomancy). I haven't had any pleasure with Chi, even after I changed my source to give me 9 skill points per level (BIG BOOST). But I haven't tried it that much recently I must admit. Can anybody give me some pointers on Chi based chars?

But I thought of it this way... You should have 2 sets of skill points (or maybe 3). 1 Set can only be spent on "skills and abilities" (ie. Chi, Barehand, weapons etc. and Double attack, immovability etc.) and the other set can only be spent on "attributes" (Spd, Con and the gang). Then the possible third set, which could go into either. My suggestion is 3 sets, and you gain 3 of each set per level. Obviously the exact amounts can be played around with, cause I guess 300 more skill points (not that I had level 30 even) is a LOT.

BucketMan: Hmm. This surprises me. I haven't heard anyone suggest there was any shortage of skill points in quite some time. Granted, Chi and Technomancy both require a lot of skill points to be useful...say about 60 or so, but they're more middle game directions. I wouldn't generally bother trying either much before level 25, though I remember a few versions back Sirrocco managed some successful Technomancer builds closer to level 15 or so. Really, the best use for Chi right now is the Aura light ability. Especially as a barehanded fighter, since (depending on int and willpower) 1 point of Chi, 5 each in Chi Gung and Regeneration, plus Aura light at 2, gives you perma-light requiring no equipment or skill slots for 13 skill points. This not only allows you to keep both hands free for Double Attack / Blocking combinations, it also allows you to keep your helmet slot free for damage resistances armor (motorcycle helmet for crush, infantry helmet for ballistics.) Makes the Ninja warehouse and Muscle Tower a lot easier. Really though, you don't see much use out of Chi until you've completely trained from at least two Chi Masters. A couple of options, though. If you study Turtle with Rosshi, Chi Bursts allow you to deliver tremendous damage at range. Combined with high speed, it eventually crosses the border into silly-powerful. (Up to 450 irresistable damage at range, anyone?) So much so that I'm going to have to find a good way to tone it down eventually. I think uniques are going to start having to deflect bursts. Flight from Crane can be useful, too. Once you get to Mr Popo and Kami the options expand a bit. Cure Conditions is very cheap, and pretty much eliminates the possibility of ever dying from the dreaded RRA cuts traps (one of the most frequent causes of death for mid-high level characters) plus it prevents problems from the stacked effects of dozens of con and speed drain traps. Then there's heal. I'm looking at a character now with about 70 points invested in Chi who can heal 1100hp of damage about every 30 turns. (Which also approaches silly-powerful.) My favorite chi ability is Battle Aura, but unfortunately it's a bit underpowered right now because none of the Chi 'Challenge Quests' are available yet, so Chi Offense maxes at about 20. It can be useful, but you kind of have to go out of your way to really take advantage of it. Looking at the numbers it takes about 60 points (and four Chi Masters) to make Battle Aura give you +20 to both to-hit and damage. A lot of those are points you're probably going to spend anyway as a Chi practitioner, though, so it's a nice little boost. Really, it's only Chi Offense and the Battle Aura Ability itself that you wouldn't do anyway, so it's 30 extra skill points for +20 tohit and dam, which is nice. (Compare to 30 skillpoints worth of Strength from Honda just to get +15 damage.)

EDIT: Gah! Chi Bursts are bugged. They worked two days ago. :/

Anyway, short answer: to play Chi:

ReenenLaurie: Sounds to me, like I've only once got a character to where the game actually starts... :-) I've been able to access 2 chi masters easily... (Rosshi, and Karin's tower one...) And I believe I could do that every game.

v087 world map

I made a full scale image of the new world map.

I just want to add for clarification... I didn't give myself 9 skill points because I felt I had too little. I just added it because I wanted to experiment with Chi/Technomancers without losing the "comfort" of the character build I know.

I have some questions:

ReenenLaurie:

ReenenLaurie: Ok... my lovely level 37 chi guy got killed in one blow. I finished the muscle tower, and was wondering where to go next... So I went to the Vulcano. BIG mistake. I could heal enormous amounts of damage with very little Chi. I had flying, and I thought I was fine with the healing and stuff. I walked about 5 squares. Checking my health... It was not below 400... and BAM... dead. Something breathed fire.

Now I guess I should've gone to the place in the water...

BucketMan: Lots of monsters in the Volcano can breath for ~500 damage. If you're slow, or two happen to breath on the same round, you can easily take 700-1000 damage in a single round from monsters you haven't even noticed yet because they visually blend in with the lava. And not just fire. Poison and disintegration, too. Fire resistance is easily acquired, as is poison immunity, but disintegration cannot be resisted. I generally avoid the Volcano until I have around 2000hp and +20 or so speed.

ReenenLaurie: What does Chi Defense do?

Sirrocco: A few randoms.

Version 0.8.9

BucketMan: Granted, as maintainer my opinion is biased, but I notice that most of my characters lately have been weapons users who don't bother with Chi of Technomancy at all, instead focusing on Str/Dex/Con. V0.9.0 is very likely to give a lot of love to Technomancers, but what is everyone playing these days? Barehand is probably more powerful overall, but weapons fighters just have such an easy early to middle game in comparison that I find it difficult to struggle through to the point at which Barehand is at the advantage. I don't think V0.8.9 changes the balance at all, but from previous comments, I get the impresson that Chi is very popular amongst players. Personally though, I find that most of my games I take Sumo and take thousands of hitpoints over Chi skills, which are very expensive. I get the impression that most players play differently than I do. Maybe that's a good thing. I wouldn't want DBT to have an obvious 'best' character development strategy.

NerdanelVampire: In the last version I played weapon-users who went for ballet for dexterity and hitpoints. That didn't leave many skillpoints left for anything else. Some of my characters never even learned to swim and just avoided dungeons surrounded by deep water. I had to branch out a little though and study karate for martial arts so that I could identify basic armor.

NerdanelVampire: For quite a while I've been thinking that probably the biggest flaw in Dragonball T is how step-like it is. Maybe I should try playing a different type of character, but the step-wiseness seems very ingrained in it. I'll describe it from the fencing girl point of view.

I've found out that an effective way to start a game (with 10 charisma) is to buy an epee and study some fencing. The problem with this is that it takes every single zenii you have, and the white, yellow, and later orange belts you kill in the wilderness drop comic books and such. You're going to gain levels much faster by grinding belts than you're going to gain money to utilize your skillpoints. By about level 5 or so my characters tend to be strong enough to get past all the orange belts and reach the rabbit caves, which are an absolute joke by that point, if you beware of sudden sunsets of mega-deadliness and don't go past level 1. (It doesn't make sense to place an easy starter dungeon behind a much harder one.) Finally I can get enough loot to train my weapon skill as far it goes, and also raise my martial-arts to 6 so I can identify loot for selling and wearing.

When the night sets the place to go is Mr. Satan's Estate. By this point I'm just strong enough to kill a single green belt if I stand on a staircase ready to escape if I drop low on hp, and my first priority is to get a good weapon, usually a spear or a bo stick, and after that an enchanted spear. The improved weapon plus plentiful experience raises quickly my level, and just as quickly I run at the weapons skill training cap at my dojo. At that point I have to continue scumming the Estate so that I a) reach level 15 and can dump my skill points on speed, b) get several thousand zenii to spend on memberships, c) (optional) find some equipment to fill my empty slots.

In my last game I found a dragonball at that point, which was very annoying to lug around, as tutus and silk gloves appear to be much harder to get in this version, and I hadn't been able to marry Oolong yet for dragonball storage. And then I died...

BucketMan: It's marked as fixed in alpha18, yes. But:

The problem with the dojo challenge is that by the time I meet the training cap I'm nowhere near powerful enough to take it. I would then switch to ballet lessons, but the last version changed the timing of the King Mouse quest so that if I want the sword (and I do) I need to do the quest before taking any lessons and if I want to not die in the quest I have to be level 15 with plenty of speed. So I have to scum Mr. Satan's estate before I can advance my abilities in anything other than parrying and the occasional membership.

After that point, I have to scum Mr. Satan's estate some more although by now it's easy and boring. Red Ribbon Army headquarters is badly suited to weaponfighter style of play, making it both difficult and unrewarding in loot, unless it has been changed drastically since last version. Well, at least the experience is there, and clips sell for a lot. In the past I developed my technomancy skills at this point, but then it got changed to require real skillpoints, which meant I couldn't afford it anymore. Meanwhile, the lack of level-suited weaponry starts to bite. Unless it was changed since the last version, there is no dungeon to get weapons from between Mr. Satan's Estate and the Volcano - a huge gap in danger level - save for a scant few weapon-dropping uniques.

It seems that I'm always scumming for levels/money/loot so that I can rise drastically in power level once in a while.

Next time I'm going to have to try a barehanded fighter.

Finally, Lunch is way too deadly with her grenades. I don't consider it cheating to cheat to survive when I meet her.

Sirrocco: Well, I've been playing for a bit, and I notice these things about the early game:

BucketMan: On a related note...would anyone finding artifacts or ego items please make mention of it? I've noticed that ego items suddenly seem tremendously more rare than they used to, and I've started wondering if something was changed by alpha17 that requires modules to specifically create them ourselves.

NerdanelVampire: I tried a barehanded fighter (karate/judo/ballet) and noticed that the gameplay was considerably smoother and easier than my weapons fighters and I no longer had much trouble affording classes and memberships. The problem is the lack of sensible things to do after the mid-twenties or so. There really should be more dungeons suitable for different playing styles. Dungeons don't take that much time to implement anyway, so I think they should be moved up in priority.

NerdanelVampire: I realize I'm playing Dragonball T in a way it really isn't intended to when I'm treating it as a dungeon crawl with incidental quests instead of an adventure game with incidental dungeon crawling, but well, that's my playing style. I guess I'll just have to stick to developing Zothiqband so that there's at least one ToME 3 module developed after my personal taste.

Version 0.9.0

BucketMan: Another month, another version. By the way, has anyone made it to the Red Ribbon Army Supreme HQ? I know it's late-middle game, but there are some really fantastic things going on there. I think we may need a spoilers page soon. I get the impression that there are a lot of things going on that nobody knows about.

BucketMan: Two versions and still nobody has made it to the Supreme HQ?

Version 0.9.1

BucketMan: Looking above...hopefully V091 will generate a little more dicussion than V090 did. :)

* Guest: What ways are there to get from undead to non-dead? I thought of dragon balls, but I can't pick up the ones I have in my house anymore, so that won't work. I'm currently wandering around on earth, trying not to get perma-killed.

* TheCheeto: Not sure if this is how you do this, but it's worth a shot. How exactly do I ride motorcycles? I have it out of the capsule, but all I can do with it once it's on the ground is pick it back up in the capsule again.

* TheCheeto: I'm having one more problem. At random times, running into an enemy doesn't attack them anymore, it merely pushes them out of the way. This cost me big time in the World Tournament. Is there any way to fix/prevent this short of starting over?

* After smashing the surveillance computer in RA supreme HQ, how do you get further? I didn't find stairs down anywhere.

The location of each is randomly generate with each new game. When you arrive on level 42 you'll receive an 'intruder alert' warning that will let you know which area you're in. Then you can decide whether to proceed further to destroy the control computer in that particular portion of the complex. All you really need to do is kill Commander Red and Adjutant Black in the Supreme Headquarters, but you can make that easier by first destroy the computers that control the various defenses in the complex. When camera control is destroyed, the cameras in all four dungeons will cease to function. When missile control is destroyed, the eternal missile turrets that blast you above ground will no longer be able to fire. If you destroy auto turret control, the auto turrets in all four dungeons (and on special levels) will no longer fire. The SHQ has a very difficult special level, and disabling its defenses first is likely to make it much esaier to complete, but three of the four dungeons are completely optional, if you can defeat Red and Black without completing them first.

Modules/Dragon Ball T/Gameplay discussion and help requests (Spoily) (last edited 2008-06-15 22:59:01 by BucketMan)