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Messages - MrGadget

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17
Wish list / Re: I want a Guild Chest! (Lockpicking)
« on: May 27, 2008, 09:22:58 pm »
All the locks in game are key locks, so combination and other non-key locks would be outside the scope of my post.  Magic was also way outside the scope.

Trading with an alt that is no more than a placeholder for a crate or chest is bad RP, the customer has dealt with the merchant character and would not understand to accept a trade with some other entity...just not good IMHO.

I was referring to real minutes, not imaginary...maybe that wasn't obvious enough.

The server knows the difference between a lockpick attempt and a keyholder accessing it - on that basis would roll to decide if anyone around notices every few seconds (real).

You cannot pick up a guarded chest, and if it isn't guarded there's a good chance the server or my client crashed and if you exploit that and get caught I'd vote for your banning.

Your faction with merchants has fallen 1000 this week.   :thumbdown:

MrG

18
Wish list / Re: I want a Guild Chest! (Lockpicking)
« on: May 27, 2008, 01:53:59 pm »
I've said this before in other less-active threads...

Law enforcement first, crime second.  Right now a player can swipe something and log out and face no penalty whatsoever.  Log files are not evidence, and the server (if it even records every action) logs aren't accessible.

I can live with the occasional mugging through good RP for a circle in the wilderness, or even a dark alley I chose as a shortcut at my own peril.  Seedy neighborhoods that might be known to avoid at night...again...good RP and I can deal.

Lockpicking is just an exploit.  It also requires tools, which are not in game.  It also requires time...lots of it.  Really good locks cannot be "picked" but must be drilled out or the lock cylinder replaced using a special master and tools, or must be destroyed in some fashion, often with damage to the container in the process, and possibly to the contents as well.

Merchants have been begging for large locking chests because their on-hand inventory far exceeds character inventory and sacks due to volume and size constraints.  We want to be able to drop several locked chests (big ones) at the place where we sell our goods and be able to put and take items to and from them at will as long as we remain in guarding range of them.  A single large chest may have a few hundred thousand tria worth of inventory, and having that just disappear in the blink of an eye with no recourse is just not going to be acceptable.  We're using alts now, and those are extremely inconvenient.  Running multiple clients without crashing them all is a delicate operation, and can require multiple computers to manage and requires a bunch of separate accounts (not characters) to work.  Using them requires being able to trade among them before trading with the PC who wants to buy something, and that's not convenient either.

Yes, please - large portable locking chests, that any player can buy from an NPC as soon as feasible would be wonderful.  A lot of alts could be eliminated, and game play would be much enhanced.

If Lockpicking is to exist, I would expect the following:
  • guarded containers should be impervious
  • each attempt should take many -minutes- without moving
  • the picker should have tools equipped for the task
  • such tools, being rather delicate, should have a high probability of breaking in the attempt
  • the picker must be in touch range of the lock
  • the success probability must be very low
  • anyone within sight of the picker should have an excellent chance of noticing the activity with a prompt message in middle of the screen "You observe that _____ is trying to pick a lock..raise the alarm? Yes / No", and if Yes is clicked a Shout is generated for all in the vicinity to hear
  • the discovered picker would be in auto-accept of multiple-concurrent-attack PVP by everyone nearby if the alarm is raised, or by the discoverer if the alarm is not raised
  • if the container is successfully opened anything taken would be returned to the container immediately upon discovery to prevent escape by quick logout
  • any guards in the area would be alerted
  • guard presence would secure the container as guarded until the owner returns to guarding range to lock it again

Yes yes, this is all may seem extreme.  Consider that without the above, a lock picker could effectively clean out every merchant and every guild house in a matter of hours, and there would be absolutely nothing anyone could do about it...they'd get away with it completely.

How does such a scenario enhance the experience for the whole community?

MrG

19
Powergamer?  Umm no.  Merchant?  Yes.  With far too few slots, far too small containers, and no containers that conceal their contents.  I don't think it's appropriate for my entire inventory to be publically viewable, and to set down some locked chests only to have them cleaned out in a matter of seconds would be disasterous.  Until a PC merchant has the ability to instantly surround himself with guards with actual power of arrest and punishment and restitution, crime skills need to be set aside, otherwise they are nothing more than an exploit.

I've already been robbed by a player exploiting items not being guarded when server restarts after a crash.  This cost me a lot of tria, and GM's were powerless to take corrective action due to mechanical limitations...not their fault at all, just mechanically not possible despite a pile of evidence as to who the thief was.

MrG

20
Lockpicking?  You're not serious, are you?  Someone actually thought it was a good idea to make criminal acts possible with no law enforcement in place?  We've been begging for locking trunks for months and first to come out is that which makes them worthless?  Guess I'll just keep making alts for storage since that's the only thing that might be safe.

MrG

PS can I get a few more accuonts activated please?

21
The Hydlaa Plaza / Re: Happy Birthday Rizin
« on: May 15, 2008, 11:11:02 pm »
 :sorcerer: :sorcerer: :sorcerer:

From Duvek and Sonod and Erodare - Happy birthday and all the best!

Thanks for all you do for us!

MrG    :thumbup:

22
General Discussion / Re: Economy Poll
« on: May 14, 2008, 04:37:59 pm »
Can't prove it, but I suspect a significant percentage of platinum miners are alts digging mindlessly for their mains as effectively slave workers.  They just dig and dig and hand it all over when they get a full load, given just enough tria to train the next mining level or relevant stats needed to increase production of the machine.  The mains are out doing their fun things like hunting, crafting, even RP, burning through the cash from the platinum mine to support their other activities.  I'm confident the server logs all transactions and I would think a review of all transactions involving platinum would bear this theory out.  I've also sold a bit of platinum to a few collector drones, so I know they are out there.  These are parked someplace, overburdened, loaded with tria, and buy from anyone who walks up to it without a word.  It's like pouring aluminum cans into an automated recycler that spits out money by weight of what is fed into it.  Whoever is running them is off someplace with their main and just answering trades and firing off auctions to buy in the other window.

I think there should be a minimum skill to do the higher ores like silver/gold/platinum but once attained, productivity should be on par across the board.  What I mean is that an L5 miner should have about the same success rate with iron and coal as an L25 miner has with platinum, but the L5 miner should have near zero success at silver or gold or platinum.  Once a miner has invested the time and training and practice to be able to get these higher value ores, they should be rewarded better (they've earned it because it should take weeks to get there instead of days IMHO).  Should miners have to deal with rogues and creatures crawling out of the rocks and ground where they dig?  Personally I think that would be fun to have them randomly occur, adding a bit of surprise and risk to the job.  Would warriors be interested in protecting the miners from these random spawnings.  I think so, because spawn camping gets boring, but reacting to these can be a bit more exciting in running after them to catch and kill them.  Would miners have to pay them?  Not if the "take" is sufficient in loot and experience I wouldn't think.  Imagine having your dig interrupted because you disturb a creature in the ground that is quite angry over it.  Miner backs off and warrior steps in for the engagement, kills, loots, waves, and the miner resumes.  Such could keep warriors quite busy and I just think that would be fun.  Mine Games...how many crawly creatures can you bag in an hour:  for this you need miners to dig and trigger the creatures and a team of warriors to get after them.  Winner buys the beer because he gets the most loot.  Band of rogues spawns in some random place behind a building and executes a little raid...Warriors dash to defend the place out of loyalty, and for the loot.  Since we already have player grouping, warriors in a mine area could form an ad-hoc defense squad that works together and they all share in the take.  Low-end ores like Iron and Coal might have little creatures that most miners could dispatch themselves with less frequent raids or occurrence of harder mobs, while higher value mines like silver/gold/platinum would toss out progressively harder creatures.  My point is that with a bit of help from random spawns and some cooperation the whole mining thing could be made fun and interesting instead of the mindless grind that it is today.

And why don't rock picks wear down or the handles occasionally break?  Why is there no risk of injury to hands and feet while mining?  How is it that we can acquire a better rock pick but we cannot make one?  Such might have no bearing on mining success, but should last longer than a regular one.  Tool sharpening kits anyone?  Quality Degradation?  Condition repairs by crafters?

I fully agree with Donari...take the NPC's out of the buying side of the equation, allowing a player-based economy to settle itself out.  NPC's should still buy things, but at such a low price as to be a desperation choice for the seller.  For this, there needs to be a correlation between goods and needs.  We can cook, but no one is hungry.  We can dig silver, gold, platinum, and lumium, but these are cash crops...nothing is made from any of them except a golden shield that has no defensive value. In case some of you haven't noticed, NPC's pay very little for iron and coal, yet because it is valuable in crafting that market segment has settled prices very well and the players in the trade have done that.  There is sufficient reward for miners of those ores to be worthwhile, while allowing smelters and crafters to enjoy a reasonably predictable supply and cost of materials.  There are plenty of crafters, but with weapons that last forever the demand is just not there.  If weapons degraded and broke, crafters could turn up production and actually make a living at it.  As a merchant, I've lost count of how many times I've had to tell young crafters to go and mine silver or gold or platinum for cash and/or to just go find something else to do until their weapons sell...the market just will not support the production they are capable of.  Some may fear that suddenly having to buy a new set of weapons every week would drastically increase the cost of living for a warrior...before you go all extreme, that wasn't the suggestion, and 'every week' would be way off target in degrade rate even if one were to swing on mobs non-stop 24/7...relax.  Would the increased demand for replacement weapons drive up weapons prices from crafters?  Doubtful, because such demand doesn't change the cost basis of the weapons (materials, labor, training, etc.), combined with the fact that crafters are currently producing well under their collective capacity due to lack of demand.  Prices may go up if the at some point demand exceeds the ramped up capacity, but at the moment we are very far from that point, and degrade rate can be adjusted to moderate that over time.

Perhaps use of a weapon would reduce the slash value (dulling), field repairs with kits would recover that slash value (sharpening), and from use the weapon would be damaged and require a craftsman to work on it in the forge with a hammer and the anvil to recover the condition of the weapon.  We already have condition and quality represented as "nnn / nnn" respectively.  Condition already reduces with use, but quality should reduce also (but at a slower rate).  That quality reduction rate would need some trial and error to find the right target, but should be feasible.  Repairs by crafters of condition would be limited to the weapons current quality, and eventually the weapon degrades to the point that there just isn't any value in working on it anymore and it is replaced, as the quality can not be increased by any means (even destroying the weapon by disassembly to make a new one from the parts should not render a better weapon because the parts would now be of a lesser quality).  This would give crafters something else to do for income besides new weapon production, while allowing them to stay within their line of work.  In keeping balance with this, a low-level crafter should not be able to improve the condition of high-grade weapons...to recover condition on a 290-quality weapon should require someone of sufficient skill to make such a weapon.

I think much of the concepts in the preceding paragraph could and should apply to armor too, as crafted armor is implemented in the future.  I think these concepts would reduce the incidence of new players getting themselves into the nearest fighter guild and being handed a set of Q300 weapons on their third day in game because in addition to lacking the skill to wield them effectively, they would lack the financial means to maintain such weapons, making such acts of philanthropy to be costly and wasteful.

And for those of you who say the prices of high-end weapons are too high, I submit that you have no idea the real-time months of dedicated investment in time, training, and tria that high-level crafters have put forth to reach that point of mastering their craft.  They have seriously paid their dues.  Does that mean that I think the cost of training is too high?  No, it does not.  Too-cheap training only furthers the "do-everything" mentality.  Low level training is fast and cheap already, with it getting progressively harder and more expensive at each next level, and I think that's how it should be, allowing dabblers to dabble and requiring dedication from those who wish to pursue the higher calling of excellence.  Such dedication will have progressively better rewards in compensation for the things they produce and/or the services they are able to perform.  Could the reward of experience be adjusted up in certain areas to make it a little easier for a character to grow and have success in their chosen pursuits?  Perhaps, but I've wandered far enough from the question as it is.

Finally, I realize that some of these involve code work, some may already be available and just not quite ready to be implemented yet, and could come along in good time, but I think a lot can be done without, and some can be done by the community, if it is so inclined.

MrG

24
I'll get more when I get the server back but last time I talked to Jayose he knew very little about the books in his library.  I would think that if you asked him "about ____" he should be able to tell you at least what shelf to look for a book on the subject.

MrG

25
Well that probably just shut out any smaller guild that thought they had a shot this time around.  A $2M credit on top of what a large wealthy guild can raise would be far beyond what any small guild could compete with, so the big guilds get an address change and the small ones get no opportunity at alll, as the former houses will be shuttered.

Sorry ... just disappointed.

MrG

26
General Discussion / Re: Conflict?
« on: May 09, 2008, 08:45:37 pm »
Voted no, perhaps selfishly.  I have enough conflict in RL, and enjoy coming into PS and escaping from it for a few hours.  There's dozens of ways to make drama without inventing direct conflict between characters.  Problem solving, fending off a raid by a band of rogues, disaster recovery/rebuilding (think building/wall/statue/whatever falls down) etc.

MrG

27
Can the prospect properties be opened for public walkthrough?  We'd really like to see how they are laid out inside...rooms, stairs, pre-defined art/decor or is it just a big empty blank box?  Given they are all different shapes and sizes, they all must be different inside, yes?

MrG

28
General Discussion / Re: A feeling
« on: May 01, 2008, 01:49:19 pm »
I took this as a poll about the game itself, excluding the priceless bonds formed between players and characters that I'm sure for many far outweigh all else, and are much influenced by the RP experience they've had over months or years.

I voted mechanics because at least from my perspective these spawn and support much of the rest.  As a player, with perhaps limited creative IC dialog skills, I need to use the props and functional elements to support my RP and interactions with others.  From sharing a bit of food and drink to trading in crafted things to being a valuable part of a party set on a task or adventure to just going off by myself to explore the lands and towns and enjoy the various NPC's (mobs and others alike), game mechanics for me are the support system that brings everything together.  To even talk abut the weather it helps to actually have weather!  Make everything work, and dress it up afterward I would say.  Diversity and variety of things we can do and interact with, along with sensible balance among them, just seems to be at the core of the experience.  Along with these, Story provides for me the backdrop and details that drive the RP and the purpose behind the things we have and activities we do.  This for me is sufficiently important as to not be represented as second place, but rather runs near even with mechanics in support of all else.

Second choice would have to be graphics.  The more diverse and immersive scenery, models, items, and effects the better.  It doesn't need to be over-the top stuff either...the small details make so much difference.  Things like how the rogues have that shoulder-roll idle action.  Spells don't have to have big flashy effects, often simple is better, less is more.

MrG

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