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Messages - Ziljaden

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1
Wish list / Re: A Simple List of Wishes ;)
« on: August 09, 2006, 05:37:41 am »
1 - A player wipe wouldn't be half bad... set everybody back at the start. Levels wouldn't matter to those who are focused on the verbal RPing in game, but it would severely annoy those who enjoy playing the game for the sake of knowing that they are better than others in stats.

2 - I think the /die command is a MUST have for the basic fact that there are still many, many instances where the game glitches or the programing doesn't work as perfectly as it should. A little while back I fell off of a point that when I hit the ground there shouldn't even be enough pieces to send to the DR because they would be sent so far in every direction, but I was in perfect health yet about 1000M below any point that I could move from/to. I was stuck, /unstick only dropped me into the same point so suicide was the only option.

3 - The /tell command is a great method of quieting down the messages that can be overheard/ distracting. I say keep it because it keeps things quiet and more simple. It doesn't matter if people are telling eachother the secrets of the universe or if they are RPing, let them be.

4 - Removing the /guild command would almost completely thrash any point of being in a guild besides being in a kill-party with a special name. If you don't like guilds talking amongst themselves, don't join a guild.

5 - Random travels, no. More expancive and longer travels, sure why not. Random travels would become very annoying and it would become a pain to go anywhere. More areas to travel to would be great because that would mean more areas to learn the paths and get lost in.

6 - The guards atomatically nailing you because you have a weapon out would become a bit out of hand in certain areas. Maybe you wish to RP and kill someone, maybe you just want to kill NPCs like rats and rogues that are within city limits. Loosing tria just because you get into a scuffle doesn't make sense to me.

7 - I could have sworn that trash only lasted a few minutes...

8 - P2P trade/sales shouldn't be stopped. It would stop players from being able to easily exchange wanted goods for services or goods in return. The only thing that would come of it would be people dropping items in trade for other dropped items.

9 - As for a /follow command that doesn't seem too logical for RPers. Have one be the guide while all others don't even need to be present to get from one place to the other. It would be great for a taxi service though...

10- There still isn't a number ten...

2
Wish list / Re: Teleports - Interplane shortcuts
« on: July 29, 2006, 06:50:03 pm »
One problem that could pop up a bit is if there was a bit of lag during a turn or something. Peopel could get cought on a corner or something and become stuck while the leader keeps walking without noticing.

Erinys - A worse thing that could be done is to send them off into some place that they haven't a clue where they are or how to get back. The lemming treatment would be funny though. :whistling:

3
Wish list / Re: Teleports - Interplane shortcuts
« on: July 28, 2006, 04:54:47 pm »
There is already a way to have a set path followed by the computer so that you don't need to work at all. It's called a bot, and it's illegal in all games for the sake that it is a computer to play for you when you don't want to so that you can reap what you didn't sew. It's like account sharing but a program is your buddy that is racking up all of the benefits of hours of labor.

The /follow command wouldn't be too bad though if you were following someone to a dungeon or mine or something.

As far as the portals go, I suggest that there be the one DR portal but it doesn't have a single location that you would be randomly dropped off at. It would take the advantage out of using the DR for quickly getting from one place to another. The portal could go anywhere from five to fifty spawn points with no specific pattern of where you respawn.

4
Wish list / Re: Magic "markers"
« on: July 25, 2006, 04:14:40 pm »
I second this motion. It sounds like a good idea to me. Possibly even have the spell only visible to specific people so that other people aren't confused by the dozens and dozens of glyphs that would be popping up in areas that people frequent and loose thier way.

5
Newbie Help (Start Here) / Re: Smelting?
« on: July 22, 2006, 07:36:33 am »
Wow... I completely forgot about the aspect that it was only showing the price for one ore. :sweatdrop: I guess the price for gold ore has grown exponentially since I last played.

Thank you all very much, this has made things much, much easier for me ;D

6
Newbie Help (Start Here) / Smelting?
« on: July 20, 2006, 09:45:23 pm »
After searching for hours upon hours I've finally found and mined a full inventory of gold ore. Once I got back to town I found that the 21 gold ores that I had were only worth 240 tria :o. I could kill rats for that amount of time and make over twice that much from hides alone! I know that gold ore isn't worth an incredible amount, so I figure there is a way to melt the ore into gold ingots or something so that the gold becomes actually worth something.

Can anybody tip me off as to where/what I need to do to smelt the ore into something more usefull? Also if there is a command required it would be nice if someone would tell me that as well...

7
PvP,PK and Thieving / Re: Cut off their hands!!!
« on: July 20, 2006, 08:26:20 am »
From reading the past few pages I've seen some very, very interesting points that I would like to bring up again briefly.

The punishment of removing a hand with a high price to have the severed hand replaced seems a bit obsurd to me. From the vantage point of someone whose pockets are getting picked, the punishment would seem fair. From the point of the thief, say a new thief for example, it's a price that you couldn't possiblly afford to pay because you are very likely to fail on account that you lack the experience. Everybody has to start somewhere and with a pretty low level to begin at. If at first you fail catostrophically you would never try again on account that the character got mutilated to the point where it would be an obscene amount of work just to get back to the zero point of having your hand back. I think instead of having mutilation as a punishment, a new rating could be put in place. The new rating would be reputation. If you fail horribly when there is only one person around you become freely available for PvP only by that person for a while if they so choose it and the reputation would spike negatively for a while. If you fail horribly in a large group the entire group would have the PvP option so as to stop the thief and the reputation would remain strongly damaged for a much longer amount of time. This would be because word of mouth would get out exponentially quicker than just one person starting it.

The Reputation rating could possibly also be linked into a bounty system. If the rating were to reach a certain point a bounty according to the rating would be issued. If a bounty were issued but the rating dropped back down/rise up to an acceptable level the bounty would become inactive and no longer valid.

The random drop ideas along with the score for steal-ability on an item could possibly be put through a system of 4 points-
1.) Evaluate all items in the player's inventory to see what is present.
2.) Randomly select X number of items to be visible to the thief.
3.) Re-evaluate the randomly selected items using a scoring system on the items due to value, availability, and method in which to acquire said item to determine if it is even able to be stolen.
4.) Assign a proper value for chance of success and failure. (perfect success, mild success, mild failure, horrible failure, etc)

This would also take into consideration such things as visibility of the object(hidden item maybe Vs. something hanging freely off of a belt), if the object is able to be moved or not (a dagger in a sheath or a set of armour), and so on.
Another part that this would help with is how often a thief is able to strike. If a thief were only able to strike once per day it would take far too long to become any good at the craft and also finding a good mark would be increasingly difficult. If a character could only be a victim once per day what would keep them from finding a thief, having the thief steal a small item only to be returned immediately after it was stolen to make sure that they would become impervious to theft for another 24 hours? It would of course be against the rules to pay off the thief to basically give you immunity, but since when have rules stopped someone who was serious about committing to an act?

Another thing that should be taken into consideration should be the fact that if the target is in a mob, this person is in a mob! A mob consists of a large number of people and any large group outside of town would undoubtely see something fishy going on when a stranger wades between the members of the group and gets a little too friendly with a few coin purses. In town it would be harder to spot the stranger, but still it would be easier to spot a poor quality thief with a few dozen pairs of eyes wrather than just one pair. In the case of towns if the thief was caught and began to flee, wouldn't the victim shout and act to the best of their ability to point out and stop the thief from getting away? That would probably even entail having a few good citizens who might hope for a reward step in to kill the thief.

There's my two bits.
            -Ziljaden

8
Wish list / New method of determining loot?
« on: July 20, 2006, 07:00:31 am »
While playing the game I have taken up farming money off of killing creatures and looting the corpses. After a while I started to wonder something, if I were actually using a sword or axe would I be able to get a good pelt off of an animal? Would it not make sense to have slashing and chopping weapons better suited for removing limbs wrather than a crushing weapon? Also, would it not make more sense to have crushing weapons better for killing the creature without excesively damaging the pelt?

I am purposing a system that would increase/decrease the chance of acquiring certain types of loot using the different forms of weapons. The system could possibly resemble the next portion at the bottom but wouldn't necesarily be defined as such.

-High for limbs, medium for inner parts, and low for pelts while using slashing weapons.
-High for inner parts, medium-high for limbs, and low for pelts while using chopping weapons.
-High for pelts, medium for inner parts, and very low for limbs.

I'm curious to find out if anybody else has ideas similar that could help to possibly even get it implimented into the game...

9
Has anybody else recieved an error message along the lines of; "This is a message from the server. You should not be able to see this."?

I find that to be a very funny error message, that may just be me.

10
General Discussion / Re: Pets
« on: July 20, 2006, 04:19:04 am »
Cool, thank you very much. Now I guess that all I have to do is find the magic hut again(if they still have it).

11
General Discussion / Re: Monsters can't attack, mouselook
« on: July 20, 2006, 04:15:31 am »
A] Yes, as it has been said, it is a bug that the programmers are (I'm guessing. I'm only a player of the game, not a programmer :-X) trying to fix.

B] Hit [Tab] to start the mouse-look, hit [Tab] again to stop it.
                It's very useful it you actually want to see more of the hard work that the programmers have put into this great game-in-progress. I reccomend that the next time you die, take a full look at the death realm, it's actually quite amazing even if you're just looking at it from an artistic view. \\o//

12
General Discussion / Re: Pets
« on: July 20, 2006, 03:57:08 am »
This is a bit of a dumb question for this thread, but I figure here is as good as any place...

How/where do you get a pet? I'm just curious because I have seen a few dozen pets wandering around at times.

13
Newbie Help (Start Here) / Selling Creature Bits?
« on: July 15, 2006, 06:27:24 am »
*Sorry for the noobish question... (right forum at least...)*

Is it even possible anymore to sell the loot of creatures? I mean loot like legs, meat, teeth, etc. not the weapons.

I know that I used to be able to make a killing off of selling bits and pieces, but now nothing but items that I purchased in the shop even shows up in the sales category...

Any help?

14
The client has crashed over a dozen times in the last half hour. Most of the time the program crashes just after the game itself is done loading. This is becoming a very, very annoying problem. Any suggestions and/or help would be very much appreciated.

15
General Discussion / Quest Help...
« on: July 06, 2006, 06:35:47 pm »
I've just rejoined the game after a very, very long time off and I have one main question: What do you have to say to complete a quest?

Back when I first joined I know that there weren't any quests that had an end to them and thus I have no clue as to how to end one now. Any help would be nice.

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