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Messages - Bragan

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1
A weapon to be used in combat needs to be easily repaired, for the very reason that it's likely to be damaged, and unlikely to have the ideal workspace. This essentially translates to a simple, easily-maintained blade geometry: one to two bevels, chisel- or flat-ground, plain non-serrated edge. With this, you can sharpen a blade with nothing more than a whetstone. Complex blade construction such as laminated steel, differential quenching, etc are not a problem since the physical properties of the steel don't change with battle or grinding.

You're right, preventative maintenance is the wrong term. But for any tool that requires constant maintenance, that maintenance must be easily performed otherwise the tool simply isn't useful.

2
Wish list / Re: Make skill building take less time
« on: June 07, 2010, 05:36:31 pm »
I for one hope that hunger, thirst, etc don't get implemented in any way. It's a resource management issue, and I don't see where that is a desirable element in this game. Strategy games, action, etc where resources are limited then it becomes an integral part of the game. But in an open-ended system like this where it's not a problem to get more tria to buy the food you're just slowing players down, with no gain in a feeling of achievement.

But that's not the issue at hand. There are two general ways people level skills:
a) deliberately: I want a higher level in cooking, crafting, or whatever. So I repeat the same action hundreds of times until I gain a level, go to the trainer (who might be 15 minutes of running away), repeat.
b) incidentally: I get theoretical training, and let practice points accrue as I do stuff. I tangle with a mob, get hurt, cast healing spells; I just got a few crystal way, some weapons, armor, maybe repair.

While (b) is the preferred method of being able to level (I would say so), (a) is necessary when the current skill level is not enough to get you the results you want: I can't smelt gold, or the axes I craft are crap. Ideally, past a certain point I no longer need to focus on improving these skills, and let them improve as I do things that require these skills. Again ideally, I should be able to get to this point without too much tedium. (a) is the boring part, we'll all agree. Less so for skills like combat where a single action (say kill a rogue) yields plenty of practice points, plus has the added benefit of possibly generating loot. Crafting on the other hand, takes minutes to produce as many practice points (if that) and either produces nothing valuable (if you recycle the blades for training) or is materially expensive.

I think we'd see more success in making skill leveling less about drudgery. I'd love to see more support for macros, though I definitely wouldn't ask for automation. Doing away with so much mouse-clicking by allowing macros to manipulate containers (putting things in them, taking things out) would be a great idea I think, without increasing the possibility of abuse through automation.

3
If it's going to be split into maintenance and repair though, then the formulae that determine the resulting quality need to be reworked. There's no way that even a beginner could do such a bad job of sharpening a blade that it goes from Q213 to Q205 for example. This happened to me, with 19 in my Repair Weapons. In RL, I've begun to sharpen my own kitchen knives. Freehand, with a stone. Took me about 3 tries before I could actually improve on the factory blade's sharpness. More generally, I have not heard of any (appropriate) preventative maintenance regime that is liable to seriously damage the equipment being maintained because of a small error. A large error, yes, but that's why you get training.

4
Tbh, pretty dickheaded to want to shit all over someone else's festival when they ask you OOC to leave it be so they can enjoy the celebration of the anniversary of their formation. Especially considering the OLs have a good record of not being harrassive, if someone doesn't want that RP, they don't force it. Anything else is harassment.

If possible, the Irka Festival will be in Kore Dsar, and oh guess what? It's a military base, not filled with Rogues.

Well, shitting all over someone's festival is griefing. As Candy said, pickpockets and other, minor criminal elements in a public event are to be expected and can be RPed accordingly. It would be a simple matter for you to deal with minor criminals in an RP fashion, and I hardly expect that the perpetrators would have any IC way of avoiding the consequences. If they resort to improbable devices then that's again griefing, and calling the GMs on them would be appropriate. Unless I misunderstand, their place is to ensure that people RP well, not to uphold the laws of Yliakum or any sub-organization thereof. In other worlds, they are OOC enforcers, not IC.

Maisent's stance is exactly the kind of stance I'm referring to: an IC solution to an IC problem.

5
[OOC from now on]

We do not want nonsense and pointless “RPs” from criminals we would like to be happy and celebrate our great first year, and for RP reasons if you are a criminal don’t bother, we will have high security. For this we will not be afraid to get GMs involved. If you want to RP as a criminal do it out side of the Ojaveda map.

That seems a little heavy-handed, don't you think? If someone RPs a criminal, then RP his/her/kras running afoul of you. Especially since you're celebrating "protecting the streets of Ojaveda". In fact, if my character were the proud head of a criminal organization, I'd make it a point to do something. Maybe not incredibly disruptive, but something noticeable. This isn't a threat, I don't have such a character, but I think that putting such restrictions defeats RP instead of enhancing it. Have you spoken to GMs about your intentions to get them involved? What did they say?

6
Complaint Department / Re: Making the city Mobs FAIR
« on: June 04, 2010, 03:17:33 pm »
PP have never been a problem for me, like scotty110 I have a surplus, though not as great as 5000! All Jobs skills give you PP when you use them, and some of them give obscene amounts, even at level 0/1. Tria are less plentiful, though they are also to be had with many approaches. I imagine some of the repeatable quests are viable, though I've never gone that way. All the cities have mining spots nearby, and if you have the wherewithal to refine them to boost their value, so much the better!

What's more curious to me is that I haven't found a logical progression of steadily (and gradually) more-difficult mobs. It seems like beyond the rogues I'm able to kill, the next step is consumers or trepor (not sure which), both of which are the same strength as me according to the info screen, but they both whoop me soundly whenever I try.

EDIT: It seems I've been unfairly ignoring small animals. Arangmas and clackers (which are plentiful in most places) give more PPs than rogues, despite not being so deadly. :shrug:

7
I really enjoy the riddle quests, but then again I've got more than just a slight intellectual bent. I particularly enjoyed the riddle posed by the captain of the guard in Gugrontid (forget the name) where I gave an answer I was sure was the one, and he says something like "Actually, the I was looking for answer is <x>, but your answer <y> is also appropriate and correct".

Travel/fetch quests are typically boring to me, except where the story makes it worthwhile. For example, the Starhammer quest where we see Trasok's animosity and learn the cause for it, recruiting Grimal Bloodaxe, him then realizing how old he is, the build-up and humorous let-down of Aerayau's "Great Adventure" quest (funny that carrying an order of food typically requires seasoned troops).

I'm not as bothered by hunt quests as some others are, they typically give me another reason to train my (currently pathetic) combat skills. Still working on being able to kill an ulbernaut for its heart, I know it'll take a while but I'm ok with that.

I agree that multiplayer-enabled quests would bring a lot of interest, as well as more complex plot structures -- having choices available, some clear but some not immediately obvious. There is one in the rare disease quest, but because I am so used to quests being completely linear I didn't think of the obvious fact that I didn't have time to dawdle by going to the BD on another fetch/carry. I think that if there were more such quests, it would become common practice to wonder whether there is another way of completing the quest rather than agreeing to every NPC's request.

EDIT: I think that for quests that require player-crafted items (like the sabre quest), quest rewards might be given based on the quality of the item. If poor ones are given, "You call these sabres? My hammer has a sharper edge! Still, I've got to make this delivery and I suppose these'll do" (you get a minimal amount of tria). If superior/extraordinary, "My, these are fine blades indeed! I'm sure I'll be able to get a bonus from these. Here's a little extra for you!". If finest sabres are given, maybe even toss in an item, like an uncommon glyph or other item. A golden ring, for example, would allow you to advance in a quest that needs it without having to go through the trouble of collecting tefusang hides. There you've made the quest itself more interesting (and actually make me want to give the NPC good sabres), while at the same time providing an alternative way of completing another quest.

8
General Discussion / Re: i am confused
« on: June 04, 2010, 11:26:25 am »
I always imagined Kran to be somewhat similar to Discworld trolls, at least as far as physiology. Never got the impression that they were as dim as the average Discworld troll. It's consistent with the different Kran skins/models being different types of minerals, at least. So, diamond teeth?

9
The whole idea of having the repair kits is so that you can perform the repairs in the field, where it's more useful. You certainly shouldn't need a smith table to repair a weapon, which only consists of sharpening the blade, anyway (OK, this is obviously only true for bladed weapons, but I'd ask you what kind of repair you'd need to perform on a hammer. Smithing hammers do require precise shapes to be maintained, but a nick or dent won't make any difference to the tefusang's face you're smashing in).

I always figured that removing the armor being repaired is RPed. In any case, if you're attacked you immediately slip into a combat stance, which interrupts the repair. It's like how you don't need to equip tongs to put things into and take them out of the forge/furnace, and don't need to wear special leather clothing to withstand the heat of the forge.

If any changes were warranted I would instead suggest that we need to be able to get more uses out of our repair kits, or they should be both cheaper and lighter to reflect their single-use nature.

10
General Discussion / Re: Traininig in metallurgy.
« on: May 08, 2010, 01:17:54 am »
Not that I've found, though I certainly haven't tried all those metals. But I haven't found any metals that allow you to continue improving indefinitely. Mine something that's just slightly less valuable than gold, and practice on that until you can smelt gold.

11
General Discussion / Re: Using magic against NPCs
« on: May 08, 2010, 01:14:38 am »
Tactical in my eyes does mean exploit, at least as far as the enemy's "natural" limitations, though not necessarily the game's. Bring a gun to a fist fight? Yes! Were I to fight, I'd fight to win, not to see who's best in "fair combat". If the dlayo's aren't smart enough to back away from the wall when someone's pelting them with magic willy-nilly, that's their deal. But don't do it and then complain if (when?) they get smarter and come 'round to beat you up, or if something goes wrong like them disappearing -- maybe they finally ran away!

This game is no-where near final, things continue to be improved. A little while ago you could "climb" by repeatedly jumping, and when the glitch finally got fixed, people got mad because the devs fixed a bug. Huh. If you're exploiting a bug and a GM doesn't say anything about it because it generally doesn't harm anyone and it hasn't been fixed yet, fine. It's your choice whether you ignore it, or if you exploit it. Just keep in mind that the current behavior is not the intended one, and won't last. Hopefully it'll be fixed soon but if it isn't it's because the devs have to balance day jobs, a social life, and dealing with programming and design issues that may seem simple to those of us on the outside, but rarely are so once all the little interactions are considered. The beauty of Open Source is that if something really bugs you, you're free to take the code and do something about it. And I'm really not being sarcastic in saying that, though sometimes I think we all need to be reminded of how much work all this represents.

Basically, we're forgetting that the game is still lacking features, such as a (even) better AI, racial modifiers that I'm sure include stat maxima, and many more that are part of a balanced vision for the game. But the game's not yet there, and probably won't be for a while. It's still very playable though, and until the game's mechanics are implemented to a point where they actually have a bearing on these philosophical discussions, I really don't worry too much about it.

12
General Discussion / Re: Using magic against NPCs
« on: April 25, 2010, 12:51:00 am »
According to the Wikipedia page on Venatio (hunt held in the Colosseum prior to gladiator duels) http://en.wikipedia.org/wiki/Venatio:
"Very few animals survived these hunts though they did sometimes defeat the "bestiarius", or hunters of wild beast"
Note the use of the plural form, hunters. Granted, this still refers to animals and not gladiators, but there is precedent for many-against-one combat in gladiatorial arenas. I agree that it doesn't seem congruent with settings to have gladiators unbeatable in single combat.
Maybe the Dlayos should be replaced with monsters unbeatable in single combat (Maulberlords? I don't know what the higher end of the bestiary is), and maintain gladiators as requiring an elite character to beat them in fair, single combat.
Would it be difficult to code that groups attacking gladiators cause gladiators to become aggro towards members of that particular group? Sort of, since this group is going against the (implied?) rules of gladiatorial combat, the other gladiators won't suffer such dishonorable scum to live.

13
Newbie Help (Start Here) / Re: repairing
« on: April 08, 2010, 04:06:24 pm »
There's no way to ask this IC, and I think that is well. The most we should be able to hope for IC is a progression: first you'll be able to repair these items, and then with additional practice/experience this set, and so on. You can also figure it out yourself: equip yourself with a full set of leather armor, and try to repair everything one by one. You'll know which ones you can repair, and which ones you need more training. For weapons, find the wimpiest version of the class of weapons you use (sword, axe, hammer), and move up until you can't repair anymore. That's your limit, keep using and repairing the one before that until you've got the skill to repair the next level.

14
That's how I read it too, but I just wanted to make sure since the language is a little ambiguous. I'll just wait for the patch to be (hopefully) implemented then.

15
Wish list / make stats (str, agi, etc) a prereq for skill training
« on: April 07, 2010, 03:43:22 pm »
Seems like an "obvious" suggestion, but couldn't find it on search, so here goes.

I think that each level for each skill should have stat level prerequisites to be able to get training from an NPC, which go up as skill levels do. For example, you should need more strength to learn the more advanced techniques of axe combat. Even just learning advanced dagger handling should require high agility, otherwise you can't even practice those skills. When you try to train without the prerequisite skill, the trainer would say something like, "Well, I can teach it, but you don't look like you have the dexterity needed for these advanced lessons. Come back a little later, when you're more agile."

Some skills would require a combination of stats: swords would be a medium-dexterity and -strength skill, for example, and blacksmith requires agility (to control the hammer blows) and intelligence (to determine where to strike with the hammer); you don't really need strength, you can compensate with more hammering.

I don't know any details of how the skills system is coded so I don't know how much extra complexity this would be for the coding team, but I think it would bring another level of complexity and (I hope) interest to the skills progression system.

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