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Messages - Vannaka

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226
General Discussion / Re: Economy Poll
« on: May 17, 2008, 07:42:01 am »
I don't think the problem is that weapons wear out slowly, but that they don't wear out at all.  Any idiot can repair his Q300 sabre any time he likes and then the weapon is as good as new.  Also a lot of weapons smiths don't mine their own steel not because they're too lazy to get some ores, but because often times they can't carry all the ores they need in a single trip, so it's much faster to buy the stock.  If a crafter wanted to make a Pair of Longswords he/she would need 6 steel stock and two ingots.  Since in order to make ingots you need 10 ores anyway its the same as needing 7 stock, which is equal to 70 ores.  I don't know about you guys, but i can't carry that much.

227
General Discussion / Re: Economy Poll
« on: May 16, 2008, 10:54:23 pm »
I believe this point has been raised a couple of times already, but it has mostly been a small point in a larger solution.  The fact that weapons do not wear out is a major problem.  With weapons that last indefinately the demand for weapons is constantly decreasing.  With less demand comes more competition between crafters and so lower prices for crafted weapons.  Since these weapons never wear out the crafters are having a hard time making money to support their craft, and so with less money they are forced to mine platinum so they can afford more steel to make more weapons.  solution: (and yes i know it would take time and coding changes, but i think it's still the best solution) Make all weapons degradable, and i don't mean allow them to be damaged, because that already happens, but i mean upon repairing a weapon its max quality should always decrease.  If every time a weapon was repaired its max quality lowered by 1 or even just a fraction, then new weapons would be needed and the crafters would be able to make some money without constantly mining platinum.  Also when fighting with a weapon at 90% or less of its max quality there should be a chance that the weapon breaks upon striking.

Just my opinion, feel free to criticize or add to my idea, i didn't spend much time organizing my thoughts, kinda a spur of the moment post

228
Newbie Help (Start Here) / Re: Thanks to Dojoji and Minks
« on: May 16, 2008, 08:56:13 pm »
While we're on the topic i'd also like to thank Dajoji, just in general, cuz you're a good guy and have helped me with a few things too  ;)

229
I don't use a MAC and i have the same problem, could it just be an older graphics card thing maybe?

230
PvP,PK and Thieving / Re: Mostly Player-Skill based PvP
« on: May 13, 2008, 09:05:03 pm »
I don't dislike the fact that a weak player can defeat a stronger character because they are better at dueling, but i do dislike that some players have better hardware than others, and so with the "hit and run" dueling players with a worse computer system end up losing because of too much lag.  I've seen players repeatedly cast useless, but very graphic spells just so that their opponent lags into defeat. Perhaps something should be done to end hit and run dueling, but not a simple stop and watch your char fight duel, that would be a bit overboard.

231
PvP,PK and Thieving / Re: Yet another PK proposal
« on: May 13, 2008, 08:48:38 pm »
Having to log out in a safe house or hiding spot is possibly a workable idea, but it should be noted that in order to be fair there would have to be a lot of them.  I know occasionaly somthing comes up and i'll have to log off quick, and i wouldn't have time to sprint through hydlaa to get to the safe house.  There'd need to be safe houses everywhere, but that could take some time to accomplish.  Perhaps another solution (and yes i know this is off on a tangent somewhere) would be to create two "super guilds" that are in a permanent state of war.  One for evil and one for "good" players and those other players willing to be at risk from the evil players for the sake of RP.  Rather than being like a normal guild however, the "super guilds" could be guilds that only guilds can join, and not individual players.  So say the guild "hypothetical muggers" wanted to be able to murder at will, their leader could have the "hypothetical muggers" join the evil super guild, and all members of the "hypothetical muggers" could then attack players from guilds who joined the other "super guild"  It would take a lot more planning i realize, but i'm sure many guilds would be willing to put themselves at risk of attack by evil players for the sake of role play.

232
PvP,PK and Thieving / Re: Yet another PK proposal
« on: May 12, 2008, 09:37:46 pm »
It sounds like a good idea, however all the penalties for being a murderer only have real significance if the player doesn't have another character.  Sure, killing a ton of weaklings may bring out the big guns from their guilds, but will that do any good if you simply play another character instead of facing such powerful enemies?  and yes, as a murderer you may have very little income and high living costs, but once again, an alternate character can, and most likely will, provide an evil character with anything they need.

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