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Messages - kaerli2

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1
You are allowed to wear weapons in the city (on your person), you just are not allowed to waltz around town with one in your hand.  Also:

1) Wouldn't it be rather rude to the person you're talking to for you to be holding a big axe/... in your hands while talking to them in casual conversation?
2) I don't think there are monsters in Hydlaa proper these days (unless that Clacker in East Hydlaa is still about...)
3) NPC guards sooner or later will get the ability to deal with this sort of stuff on their own, so be forewarned...

2
Complaint Department / Re: haters gonna hate
« on: September 15, 2010, 04:27:08 pm »
Frankly, we need to be less judgemental about people ingame.  I'm willing to accept people who may not be good at RP yet, but are WILLING TO LEARN.  However, we get the "guildification" effect (ESPECIALLY with OOC, mass-recruiting guilds (you know who you are) that basically starve RP guilds (many of which have very valid RP reasons to be slower/pickier about recruiting than the OOC mass-recruiters) of people while (in some cases at least) sending the newbies they recruit down the garden path wrt RP.  What also hurts is the lack of players.  0.5 killed us in this regard; mainly due to the jump in hardware requirements.  This makes spontaneous RP (I try to pick stuff up at times) MUCH harder to find...also, we have many characters who seem to have no time for conversation, which is a killer for spontaneous RP.  (They often run by /greet's or "Hello there"s without even as much as acknowledging the greeter's presence, ne pausing for a bit of small talk.)  Finally, why does nobody seem to want to hang out in the taverns these days?  Is everybody really too busy hunting/crafting/questing?

3
The map editor is a vector system, so there's no need for bitmap support.  Derula has written a pair of Ruby scripts for importing/exporting map data as SVG (Scalable Vector Graphics) though. 

4
Complaint Department / Re: Knives and Daggers
« on: September 11, 2010, 07:39:05 pm »
Where are people getting this whole "you can't use daggers against shields" business? I've done it before, I tended to use short swords and daggers, and if your smart/quick its quite easy to get a dagger around a shield with enough force to make your opponent drop something O.o (well what would be enough force if we were stupid enough to be using sharpened weapons). Although if you were outnumbered, you would be screwed, and it is generally a rather risky thing to attempt.

anyway, to be honest i think daggers should be one of the only offhand weapons to be honest, i've always found the idea of someone running around wielding duel long swords  rather...stupid, it'd be pretty unwieldy and the guy with one sword would most likely be able to get through your guard, I'm sure its perfectly possible, but with long weapons like swords (short sword being an exception I suppose) it seems somewhat pointless to me, a sword and a dagger, thats a good combination, use one for parry and when your opponent gets close shove the dagger into their neck ect. but 'eh... thats just what I reckon.
You can simply jam their shield-arm to the outside, which forces them to use their feet...if you have them pinned to a wall when you do that, you can get quick strikes in that way.

BTW: try imagining a "box" in front of the enemy's (or your) torso.  You want to keep your hands/arms inside that box, so that you can strike or parry.  Also, whoever has their arms inside the opponent's has the advantage, as they can basically control the fight that way.

5
Complaint Department / Re: Even devs using DR as an exit?
« on: September 11, 2010, 07:35:36 pm »
Makes me want to try to fiddle with this further, as Kaerli. :P

6
Complaint Department / Re: Knives and Daggers
« on: September 08, 2010, 08:38:42 am »
The goofiest part of this is that daggers IG do Slash damage, not Pierce, which doesn't exactly make that much sense...although can't we all admit that the combat system needs a thorough rework?

Or:
  • Swords do Slash (and in the case of claymores, Blunt) damage at the moment.  They should really do all three damage types in various proportions (either mostly slash for say a sabre or falchion, mostly pierce for say a rapier, or a fairly even mix of the two for say a longsword; heavier blades would get more blunt damage then lighter ones (but it'd still be minor compared to the blade's Slash or Pierce stats)
  • Knives and Daggers always do Slash damage.  This is a holdover from when Pierce was not implemented.  Again, they should do a variable mixture of Slash and Pierce damage to account for the fact many of them can be used both for cutting and stabbing/thrusting (unless you are dealing with a weapon that is thrusting-only, which would do only Pierce damage)
  • Axes do Slash damage as well.  They should be able to do Blunt damage too (I don't see how someone would NOT be in pain after being hit with the side of an axe).
  • Mace & Hammer is fine in all aspects (these weapons do Blunt damage en masse, obviously) with one exception: quarterstaves should be under Polearm due to their length and the fact they are held at the center, not at the end
  • Polearm isn't fleshed out yet (quarterstaves SHOULD be considered polearms if they aren't already), but when further developments are put together, staves should be all Blunt damage while spears and the like are mixtures of Slash, Pierce, and Blunt (simply turn the spear around or use the flat of its blade to get Blunt damage).
  • Ranged right now covers bows.  These do Pierce damage exclusively.  Throwing weapons are a different can of worms all together: I guess they'd do Pierce as well, but you'd need some sort of modifier to account for the point's impact angle to the target (which very often is not 90deg, due to the fact knives and stars have spin on them when thrown; darts on the other hand do not need such a modifier, whether thrown or shot from a blowpipe)
  • Melee, finally, can simply do Blunt damage (or can it? Should we take into account moves beyond the obvious kicks and punches, such as joint manipulations of various and sundry varieties?)

Also, if we do decide on a minimal speed penalty for heavier armors, couldn't we use a stamina penalty instead?

7
Complaint Department / Re: Knives and Daggers
« on: September 06, 2010, 11:32:27 am »
Dagger as a feared weapon..? Guys, do you all come from 1960s South Bronx or something? Where do you even take your theories from?
Daggers were never considered to be decent battlefield weapons.

I do realise that you probably can think of countless ways in which a guy with a pointy stick can overwhelm a fully clad axeman, but imagine... for a second just imagine this: not everyone is a freaking ninja...


I personally think that a skill-dependent bonus to Pierce damage would make sense here.  That way, skilled dagger wielders such as Caraick, Kaerli, and Daehaz can out-ninja the plate wearers, while they still are safe from more pedestrian opponents (which takes Draklar's comment into account).

Remember this, Draklar: if it hurts, it works!

8
General Discussion / Re: I think RP is...
« on: September 03, 2010, 05:36:05 pm »
Roleplay is about playing roles that are coherent with a setting, a set of rules and the community that makes these up.

It's easy to learn and play out when everybody's having fun and respecting the simple rules it implies. There's no such thing as good or bad roleplayers. It's a binary situation: either you're a roleplayer and you allow everyone to enjoy the game, or you're an autistic idiot that's living a fairy tale.
Simple mistakes and misunderstandings are irrelevant, since the objective is creating the history that's the continuous outcome of the game.

Edit to say: I disagree LigH. I've seen people new to roleplay doing a better job than most roleplayers that have been around for ages. Because of one thing: they came here to have fun and that objective is still fresh on their heads.
Some people think they've mastered something and end up ruining everyone's experience by acting god, when they can be mistaken as often as the other.
Guilty as charged!
What do some of us do with our warped, twisted sense of "fun" then? :P

9
Wish list / Re: Magic.
« on: August 28, 2010, 04:16:43 pm »
Yeah, agreed....we need more subtle spells in the game (not immediately though)...also, "utility" magic would be appreciated.

10
Wish list / Re: Backs of Items
« on: August 28, 2010, 04:15:29 pm »
-> Bugtracker plz.

11
Wish list / Re: A solution we all want.
« on: August 20, 2010, 10:49:01 pm »
...
And Ligh when I was referring to the size of the Maulber I was just trying to say that there should be monsters that can't be killed by any single adventurer. Let some big, mean looking monsters actually be big and mean. Else the worst monsters will be the players themselves. And that sounds ugly.
...

Not in a toe-to-toe engagement, that is, Sangwa.  It's certainly possible to beat one singlehandedly though...hint: think standoff and tactics.



Hint 2: this is actually rather similar to an infantryman IRL engaging a tank.

12
General Discussion / Re: Get off the Roleplay Server
« on: August 18, 2010, 08:18:34 pm »
"These days we plan a lot more because it costs a lot more. So if I start out going, "oh we want a character that's a giant pterodactyl," then later I say, "no, let's make it a T-Rex." Then thousands of dollars have just gone out the window. You have to be careful when you change direction in this day and age. Doing more planning is the most significant difference in design methodology between being young, and now having a larger team and more experience."
-- Cliff Bleszinski

"Good writing skills. When not actually arguing and throwing feces at each other through our cage bars, a large portion of a game designer's job is design documentation or writing 5,000 e-mails. That means you need good technical writing skills and an ability to organize your thoughts. You need to be able to pass a document off to audio, QA, marketing, the programming staff, and an artist, and they should be able to find out whatever information they need just by looking at the document."
-- Chris Avellone

It seems all successfull game designers feel it is exceptionally important to be able to plan ahead and communicate with other developers. If the game designers fail at these tasks, the game is very likely to lose its investors or fail to attract players. Not everyone is able to create a document and make sure the development follows it as closely as possible. But that's what makes the difference. Some designers make their names, others don't.

Go read the Agile Manifesto Draklar.  Waterfall development techniques, as your quotes refer to, have been rendered practically obsolete in this fast-changing day and age.  The main problem is that PS is still organized as if it were a waterfall-based system...which makes little sense for a project of this scope with an all-volunteer staff.

13
Wish list / Re: Log Filtering
« on: August 13, 2010, 06:57:21 pm »
My experience of QC (Quality Control) with even simple LPC on MUDs is a process that takes time and is often not appreciated by those submitting. Both sides of the equation are understandable. The fact is, though, that good QC is required for quality software development. Just the nature of the beast from my experience.

- Nova

Hint: that's what TDD/BDD techniques are for.  After-the-fact QC measures are a poor substitute for a strong unit test framework.

14
General Discussion / Re: Grinding and Roleplay
« on: August 03, 2010, 06:26:15 pm »
back on topic please?

15
Wish list / Re: Higher looting chances.
« on: August 03, 2010, 06:14:05 pm »
Frankly, you should get more valuable loot off of the higher level monsters:

* Maulber parts should be worth more than Ulber parts for one (and why are Ulber parts worth an utterly measly amount wrt Tloke parts?...in general, the pricing for the "old" mob parts needs to be adjusted wrt the "new" mob part prices)
* Expert Gladiators should drop more valuable weapons than Ojaveda Rogues when the random loot generator is invoked...this'll take some work though.

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