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Messages - Jackdaw

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1
General Discussion / Re: What Would You Pay for a 160q Crafted Axe?
« on: October 01, 2007, 05:03:34 am »
I use axes, but make my own (don't bother me in game, I'm not selling).

I don't think with the currrent costs to train axe crafting, the time it takes to dig your own materials or cost to buy them make it viable to try to market a 160q axe. I think you have to get quality to closer to 250. At that point people will pay more along the lines of the what it costs to train and make.

2
Complaint Department / Re: Denials
« on: July 19, 2007, 10:09:46 pm »
It's obvious that the planeshift team needs to start spending all their time constantly monitoring everything to earn that big paycheck they make. Or they need to sink some of the ungodly amount of profit they make into new servers.

Oh wait, this is all for free isn't it?

3
I followed drrdoombot's advice and just typed typed the following in my browser:

http://laanx.fragnetics.com/bt/PlaneShift_CB_Mac_019a.dmg.torrent

It gave me the bittorent download. I'm running a G4 using 10.4.10 and it works.

4
General Discussion / Re: Are the Smelters of Gold Being Greedy?
« on: June 08, 2007, 11:54:35 pm »
Just curious, what is the difference in the time factor between going to the mine for your 10 gold and buying 30 at the forge to make the equivalent profit? I suspect it would be at least 30 minutes of real time. Now what is the difference in time between digging a full load at the mine and transporting it to the forge with buying a full load at the forge? I suspect that buying at the forge, even at 500 would be more profitable in the same time than mining your own, although I do now agree that is somewhat higher than is absolutely reasonable. It is the digging that consumes the most time because it is one at a time and not always successful.

It really is economy of scale. The distance involved in travel to the mine is fixed and will always use the same amount of time. The time it takes to dig 30 ore is really not that much more than 10 depending on experience and knowing where to dig (though I know people will have differing opinions on this). So I agree that a trip to the mine for 10 ore isn't worth it. One trip to the mine for 30 ore is a different story. The added bonus of going to the mine is meeting people on the road and maybe saving a few people from ulbers on the way.

Having another furnace aound would be a big help. Maybe Harnquist has made enough gold now to afford expanding his place.

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General Discussion / Re: Are the Smelters of Gold Being Greedy?
« on: June 08, 2007, 10:31:56 pm »
When the gold rush took off prices for ore were in flux and finally seemed to have settled down where they are. Why? because most miners seem to feel that is a fair price and most smelters seem to feel it is a fair price. Most miners seem to want to unload their ore as quickly as possible to get back to the mines. On occasion I see miners dropping the price hoping to get someone to buy their load quickly instead of standing around waiting to find a buyer willing to pay a higher price.

I mine and smelt my own gold ore when I need tria so I don't have a vested interest in the price of gold ore other than the impact it has on people willing to mine ore and create steel at an affordable price.

But if I did decide to buy ore I would have to look at the time and effort involved as the price goes up. If I dig 10 ore and smelt it myself I make 6080 trias. If I buy it at 400 then I have to smelt 29 ore. If I buy it for 500 I have to smelt 61 ore. If I'm able to mine 30 ore in one trip to the mines I make 18240 tria or I have to smelt 183 ore bought at 500 tria apiece. I prefer the trip to the mine.

The only way for miners to get the higher price is a union that no other miner is willing to buck. But at that point most of your smelters may just start to mine their own ore.

6
I get sick of the people who complain that this isn't a free version of WOW.

I have little time as it is to spend in PS, I don't know how the devs find the time to work on it. If someone is impatient with the progress they should find a way to help if they have the talent, leave, or give constructive criticism not just complaints. Seem to be too many people who "just know" the best way things should be done by someone else.

I'll just leave it that I think the devs are doing a great job.


7
General Discussion / Re: Do the quests have multiple endings now?
« on: April 27, 2007, 01:18:01 am »
Yes, I do know of one quest that can go different directions. I went one direction, a friend went another.

Great job, very creative quests.

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General Discussion / Re: PvP area returns!
« on: April 14, 2007, 06:52:27 pm »
Throughout history, many different societies have provided faily brutal amusement as an outlet for aggression.

Maybe the Octarchs approve of this one place where everyone can fight, rather than duels in the plaza that seem to be happening with more frequency. I could even see them hiring the Dlayo specifically to eliminate the less law abiding members of society.

As far as mechanics, there is the loophole where people stand in the doorway, shoot arrows and run. Really more of a nuisance as if you can't take a few arrow shots you probably should never have stepped in the the PvP room. I can see small groups of adventurers hiring experienced guards to watch their backs against these pests while the group focuses on the Dlayo.

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General Discussion / Re: PvP area returns!
« on: April 13, 2007, 06:47:39 pm »
On topic.

I do think the pvp room should be given some time for development and not tossed as everyone doesn't immediately like it. Everyone doesn't have to like every aspect of PS. Everyone doesn't have to go in there just as everyone is not required to go fight an ulber or required to sit in the tavern and play groffletoe.

Adding the gladiator in there has attracted people willing to take more risk. If he were in a different room then people would be camping him. You take a risk in trying to camp in the pvp room.

I think too that a number of people are still just finding out about it in game. We have creative individuals who may come up with some rp use for the room once given a chance to think about it.

One thing you might consider is marking the room from above. If you are in the stands you might accidently drop down not knowing you were jumping in to the pvp room.

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General Discussion / Re: PvP area returns!
« on: April 10, 2007, 03:52:34 pm »
I have found one more benefit to the pvp area.

I was fighting the Dlayo Gladiator and had him kocked down a ways.

A kill stealer darted in from the door, stole the gladiator and finished him. Normally I'm left with shouting insults. In this case I was able to attack the scum and left his body bloody on the arena floor and his soul headed to the death realm.

So whatever happens to the room I will be gratefull to the devs for giving me a chance to kill off one of the kill stealing slime. :thumbup:

11
General Discussion / Re: PvP area returns!
« on: April 05, 2007, 04:02:20 pm »
I think it would be good to give this concept some time. Maybe people will start to use it and maybe they won't but at least it was an attempt to give everyone something new. This was provided to us to see if we could be creative enough to use it. It shouldn't be up to the devs to somehow force us to use it.

Give the PS team some credit.


12
General Discussion / Re: PvP area returns!
« on: April 03, 2007, 10:13:45 pm »
Ever since I started in PS, there was always the concept that one player could kill another if they both agreed to duel. I think it's great that there is a place where simply entering it means that you have agreed to take your life in your hands.

Those people who want to RP being a gladiator have a place to train. And those idiots who stand aound all day telling everyone they could swat them like a fly have a place to hang out and leave the rest of us alone.

It's those poor noobs I worry about. "You're new here? Look, somone left a rat hide out in the middle of that arena, bet it is worth some money, you better go out there and pick it up."

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General Discussion / Re: I want your thoughts.
« on: March 27, 2007, 08:53:28 pm »
Trying to get back to the original question. I'm trying to leave out the doubt I had that someone had made only 2 or 3 trips to the mine, had spent hours digging and then had all days worth of work disappear. But that's just me.

Is the question one of intent?

Was there a player one that intentionally led the rogue to Trasok's with the idea of killing a crafter or is that just suppossed?

If I'm running fom a rogue and dissapear over that horizon and then the rogue drifts on and kills someone am I interfering with that individual? It would seem to me that under a strict definition of the rules that it if I am unable to deal with an NPC and that NPC goes on to interfere with someone then I could be seen as guilty of violation of those rules.

So back to the question, if I am player one then am I guilty or innocent if the crafter dies based on my intent? In one scenario he has been interfered with and in the second scenario he is a victim of fate.


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General Discussion / Re: I want your thoughts.
« on: March 27, 2007, 04:59:43 pm »
A while back there was a major rogue attack in oja where no one was safe on the streets. I'm sure a lot of characters were killed who just happened to be in the way. I don't remember hearing a lot of sympathy for those people.

This demonstrated just how dangerous things can be. History is full of people who went off in to less protected areas to live and work and they died as they weren't prepared.

If someone is actually rping an evil character and they managed to get a rogue to in to Trasok's and attack then I say more power to them as long as if they are discovered they also rp to submit to whatever punishment is dished out.

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General Discussion / Re: I want your thoughts.
« on: March 26, 2007, 06:48:16 pm »
Hoping not to incur the wrath of the moderator, I point out another thread that relates to wearing armor, helmets and carrying weapons while crafting.

http://hydlaa.com/smf/index.php?topic=28167.0


I would think Trasok's to be not as safe as Harnquists as it is in a smaller town. When I go to Trasok's I expect it more likely that I might be attacked on the journey. I don't think it is out of line for a rogue to get in to Trasok's. Maybe he didn't have to kill Trasok, he could have climbed in through a window. Obviously he knew what he was doing as he was able to slaughter a crafter. A cafter who can't defend himself should have stayed at Harnquist's.

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