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#80 - 11/21/07 11:14 AM
Re: Castle Raiding
[Re: Charon]
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Kim
enthusiast
Registered: 10/11/07
Posts: 204
Loc: Europe
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You shouldn't t try to loot until you know you can handle the consequences
(The consequence being me or Luna being upset with you )
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#99 - 11/28/07 11:32 PM
Re: Castle Raiding
[Re: Muod]
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Cerberus
addict
Registered: 11/28/07
Posts: 608
Loc: Arlee, MT, USA
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Waxing nostalgic for times gone by aside, what should we be doing? I played extensively in the "good ol' days", participating in castle raids; taking over enemy castles; murderous streaks and the like (with the former two being much less likely for me than the latter... but that's neither here nor there), and what I remember of it is that once equipment was made to work people began complaining of the mud's wussification.
Since that time it's been going down hill. I haven't been particularly outspoken against any of it because I'm getting old and soft, but there is something to be said for a mud which has danger as a side effect of living. So what are our outs in this situation? Putting things "back the way they used to be" is going backward, and while it's the knee-jerk response, it's not at all useful to the growth of the mud as a whole.
I propose we take these things as given: 1) Eq loss is the most painful thing a character experiences b) As risk goes up, so too should reward
So, to return to the original topic, castle looting has a high risk (mostly from being caught and hunted down eternally) with low reward (notably that the target won't lose their primary eq, nor will they log on to find themselves in the unenviable position of fighting a room full of pets they don't own on a rune that hates them without any chance of survival). I personally believe the risk is right - there should be a substantial difficulty associated with entering another's well defended domain - but that the reward should be increased.
Just as an initial thought, could we modify save on body to the old "protect" style (note: style, not functionality!) For those of us who aren't old enough to remember the protect command, you could save a number of items on your body as your entire inventory does currently (I believe the number was four) and log on with them as we are used to. While this would drastically increase the potential reward, with items like backpacks to keep the rest of essential gear hidden, it wouldn't hobble players who don't have easily accessable save rooms too terribly. Also, it would provide for another route to harm a player logging into what they thought was a safe area - namely, they'd have to spend at least one round to unpackage and equip their gear.
In the same vein, the fact that characters regularly carry unlimited amounts of money on their persons is pretty rediculous. If characters were limited to carrying 5,000 coins in their pockets, and required to carry strong boxes or safes, or other as-of-now-obsolete items to pay for big ticket items, there would be the opportunity to rob those same items of money.
I'd like to hear everyone else's feelings on these thoughts. It would be more useful if we avoided the tales of times gone by and focused on theories dealing with what the real "problem" is, and potential solutions... Or at least change for the sake of change.
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#101 - 11/29/07 12:43 AM
Re: Castle Raiding
[Re: Cerberus]
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carmy
member
Registered: 10/14/07
Posts: 164
Loc: South Korea
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I think if players are only allowed to carry a certain amount of coins, maybe make a pouch in the backpack for coins, and increase the amount that banks can hold, but they charge a fee over time for their use. Let's say 5% per month or something.
And, save on body isn't bad, I think the no-loot thing that's been in for like 7 months now needs to go. I never walked around with laen armour when I was level 6/6, that was just absurd. Now, people feel safe botting in laen armour. Jesus Christ.
I don't see anything wrong with castle raiding. If there was a decent pbase, people would have shit, and they'd have shit worth looting. So, looting a castle has, as a reward, keeping the crap that people had. When my castle was looted, I had like 1.5 million mcgrail stolen from me. If that wasn't a good reward, I don't know what was...
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#112 - 11/29/07 12:33 PM
Re: Castle Raiding
[Re: Kim]
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Cerberus
addict
Registered: 11/28/07
Posts: 608
Loc: Arlee, MT, USA
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I didn't realize we had a save on ghost feature. It seems not only counterintuitive, but a little drastic to boot. Was there ever discussion on why this was changed (something I could hopefully read myself, rather than hear second or fifth hand)?
Numbers are always a problem when suggesting things, but I would hope to have open dialogue on the topic. Realistic overtones aside, what would be a workable amount of money to max on a person? 100,000?
I'm sure there's a number of opinions. Wouldn't you be so kind as to voice those opinions and justify them? I went with the lowballed 5,000 because you could realistically carry, and buy a shop-set of new equipment with that amount. There's no reason to buy shop-sets of gear though, and realism is less than admirable in a computer game of this caliber, so what should we be able to do?
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#152 - 11/30/07 08:32 AM
Re: Castle Raiding
[Re: Muod]
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Cerberus
addict
Registered: 11/28/07
Posts: 608
Loc: Arlee, MT, USA
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If there is not currently a written statement for the direction the mud is taking, I think it should be considered. Something like 'save on ghost' fundamentally changes the way business is done in the player run economy, significantly alters the resources players have to (for instance) oust disreputable or undesirable guildmasters, and is in all ways a sign (to me, anyway) that the mud is changing courses.
A single document that states a few truths and then continues to make broad statements open to interpretation but with specific meaning at the time of writing would go a long way toward a unifying idea of the mud's future (think... Declaration of Independence). If there is already such a document at a level players aren't privvy to, then maybe something as easy as news on a change would allieviate some woes.
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#191 - 12/01/07 10:43 AM
Re: Castle Raiding
[Re: Charon]
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Cerberus
addict
Registered: 11/28/07
Posts: 608
Loc: Arlee, MT, USA
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It's hard to refute a system's usefulness when there's no information available on why it was supposed to be a good idea. Even so, it's obvious that there are (hopefully) unintended consequences from save on ghost. I'd be surprised to see it stick around exactly as is if anyone with the time and ability to make the change is reading this thread. Being unable to retrieve stolen goods or perform a hostile takeover on a dictator of a guildmaster in particular seem like they were just unnoticed side effects.
I didn't know there was an entirely new armour system. Is that the case, or is it secondary to the tinker remake?
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