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Messages - pedenel

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1
Complaint Department / Re: The Winch -- What are they thinking?
« on: March 29, 2007, 02:34:43 pm »
ROFL ... OK, time to take a deep breath, step away from the computer and go outside and enjoy the sunshine

2
Stuck in the same way ... you can re-strart without discarding the quest. Just talk to the tax collector about taxes again.

*edit*

Just realized that you will get stuck at H due to certain steps taken to prevent playing from taking advantage of an exploit to get gold ingots.  Still don't recommend discarding the quest though. You might not be able to get the quest again for some time.

[ Please avoid making one post right after the other in the same thread. Just "Modify" your first post to add more information. --Karyuu ]

3
Wish list / Re: Guards
« on: March 07, 2007, 03:51:56 pm »
Making someone do a task based on their weakest stat (example) would still make the punishment unfair as max stat/skilled players would still suffer a lesser penalty.

However, to put a little twist on your suggestion, if the punishment used the skill level as a multiplier then it might be more equitable.

4
Wish list / Re: Guards
« on: March 06, 2007, 08:18:40 pm »
I would like to highlight though, in the other game, mining rate was consistent for every player that was sent to the mine. This should similarly be applied if this is implemented in PS. In other words, the mining skill of that character is ignored and a default mining skill level  applied for all prisoners. Otherwise, the level of punishment would differ depending on mining skill level.
This is impossible because of realism reasons.

In that case, throw out the mining idea as a way to speed up time of release and just stick to the absolute time spent in incarceration.  A player with max stats/skills would spend less time in incarceration for the same crime as someone who does not have comparable stats/skills.

5
Wish list / Re: Guards
« on: March 06, 2007, 05:51:03 pm »
I have seen the concept of imposing enforced mining as a penalty in another game and despite having an entire faction devoted to law enforcement, it never stopped people from PK'g others unless it reached such a point that being incarcerated meant spending serious amounts of real time in there. The longest I heard of was one character that accumulated so many penalty points that it would have taken him 3 months real time, 24/7 mining to wipe out his penalty points and longer if he didn't mine but just waited it out.

Naturally during the beta phase, this was a small matter of just creating a new account.  In that game there was no stat/skill levelling so it was a minor matter. Whether this would apply to PS would depend on how much time and tria has been invested in the character in question. Still if the penalty required 3 months of mining, I'm sure it would make more sense to just make a new character, build it up and go on another killing spree.

I would like to highlight though, in the other game, mining rate was consistent for every player that was sent to the mine. This should similarly be applied if this is implemented in PS. In other words, the mining skill of that character is ignored and a default mining skill level  applied for all prisoners. Otherwise, the level of punishment would differ depending on mining skill level.


6
General Discussion / Re: Crafting system
« on: March 05, 2007, 08:24:56 am »
Think TomT means practice points and not progression points.

If he did mean progression points, then I now understand why he said it is possible to have a pure craftsman character now (or at least that how I interpreted what he said in his earlier post).

For the record, John80sk is correct - you do NOT get progression points when using those skills only practice points.

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General Discussion / Re: Crafting system
« on: March 04, 2007, 07:43:08 am »
Thank you TomT for your response.

It is good to know that a pure craftsman is a targeted goal. However, I would beg to differ on one point and say that it is currently NOT possible to have a pure craftsman character in the game in its current state basically because crafting earns no PP and what a beginner crafter could earn from his sales to Harnquist would not cover the cost of materials unless the market price of iron ore drops drastically (in which case the supply of ore will dwindle tremendously).

Possibly a typo?

8
Wish list / Re: A turn based Combat System
« on: March 03, 2007, 10:45:30 am »
I'd guess that e.g. in the midst of a battle between A & B you'd suddenly get a message saying "C has attacked A" and you get an additional participant in the rounds.

However, if you had a general melee going on where A, B and C were fighting and D attacks A, E attacks B, etc, etc I think the sequential turn mode may have problem re-prioritising the whose turns it should be next.

9
Personally, I don't see why testers should be allowed to edit a bug report created by others or comments made by other testers.  Their own reports/comments should be capable of being edited though.

It has always bothered me that testers can change the status of a bug on PS's bugtracker as I've always regarded this as being something only the Dev team should be able to do.

A tester wishing to re-open a closed bug should create a new bug and link to the previous bug report by inserting the old bug number.


10
General Discussion / Re: Crafting system
« on: March 03, 2007, 10:31:28 am »
Finally got round to testing the change in the crafting system and I fully understand Eila's points on how much more difficult it has become. However, I do realize that it is desirable to make the crafting of high quality weapons and items difficult to avoid swamping the markets.

Nonetheless, I have just one query for the Dev team. Are there further planned changes that will make it possible for a player to have a pure craftsman character? A character that does not need to learn combat, magic, mining or metallurgy skills to be a pure craftsman?  This would apply to future crafts to be introduced as well.

By changes, I specifically mean changes that will allow a budding craftsman to buy materials either from the market or NPCs and produce a saleable product at a profit at all levels.

11
Wish list / Re: A turn based Combat System
« on: March 02, 2007, 11:18:52 pm »
If my choices were only to defend high, md or low then yes, I would like to see what's coming.  However, if my choices were to raise my shield & draw my sword or back away from attacker or draw my weapon and wildly lash out, then I would think, not really. After all, if I'm being unexpectedly attacked, the logical reactions can be somewhat limited.

My view is that the more specific the options, the less interesting/enjoyable in a it will be especially in a turn based system.

Again, just my 2 cents.

12
Bugzilla looks more familiar which could lessen familiarisation time and it uses MySQL which is good for this project right?

13
That's not good ... so if I have additional information that may help shed more light on that particular bug I should start another bug report?

Thought that was what having the comments field (or something similar) in the bugtracker was meant to avoid i.e. posting another report on the same bug to provide additional information.

14
Wish list / Re: A turn based Combat System
« on: March 02, 2007, 11:57:50 am »
Point taken given the mechanics you outlined but if instead of attack high/mid/low, etc the mechanics allow the players to choose slightly broader actions will make it less of a russian roulette.

e.g. using the example you provided

Player A, initiating the combat sequence and locking both player A and B in the combat mode.
Player A chooses to charge opponent swinging sword/use shield bash (no action points left)
Player B chooses to raise his shield and hunkers down behind it (some of AP left)

Resolution:
Player A STR stat+ modifier rushing; Player B STR stat : rolls Player A fails, Player B has AP remaining and rolls for a counter-strike, Player B  succeed, roll success/failure; damage 50% less due to counter.

Players A & B then choose their next moves
So on and so forth till there is a winner.


What I'm trying to get at is that options involving broader actions with simultaneous turns rather than a specific attack/defence to a particular area could enhance the enjoyment of the this combat model as opposed to what I would describe, in an overly simplistic manner, a game of rock, paper & scissors.

My assumption here is that there will be no challenge and acceptance such as in the current dueling system.  Any formal duels will be prefaced by discussion between players at which point they will take positions within a certain distance of each other and combat would be initiated by one party or the other.

Anyhow, just my 2 cents

With respect to bilbous' comment about time, I'm assuming there will be a timer and each round will not be longer than 1 minute perhaps even less.

15
Wish list / Re: A turn based Combat System
« on: March 02, 2007, 09:40:44 am »
Why sequential turns tho?

Why not simultaneous where each player has a certain number of mental & physical points (derived from stats) to use and the player chooses his/her action (attack or defend and type of attack/defence) + movement, if any and then when both players are ready, the action is then animated?  Knowing an opponent and his/her style of combat would be an advantage and making this even more of a tactical battle.

As far as fighting monsters are concerned, I would like to see an auto option so I can choose bloody, aggressive, normal, and defensive options for monster battles if I want to take my chances rather than go through a battle with a rat (for example) turn by turn. Auto option should also have a retreat option that can be triggered at any time during the battle at which time an attempt to break off combat will be made each turn with success/failure depending on stats and rolls.

Depending on how this is implemented, it may mean that the current system of  levelling may have to be tweaked, radically revamped or replaced since currently monster combat is the only realistic way to gain PP to level at a pace most would consider satisfactory.

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