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Messages - Rakhun

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1
"Sure it's a pain to be 'crawling' after killed carrying a heavy load, but look on the bright side, you could always do an auction and have your character storytell or something while crawling to the nearest buying npc...or always sacrifice something at the death guardian which now apparently speaks to you...."

yes but there is no crawling, which seems unrealistic to me since you could run as if you were carrying nothing at all when you were twice as strong

2
I rarely die at all, but you seem to be trying to say that since it shouldn't happen often it's not a problem?

And the crawling would of course be optional, no one forces you to move, only to sit still

and don't come with an excuse that there is a bank, because there isn't one in-game, the feature only exists in the engine, and only for money so far afaik

3
Well having a bank would definitely solve having to carry it around everywhere, but I haven't seen any in-game, have you?
Selling my armor is unfortunately not enough.
Drinking lots of strength potions and powerlevelling strength is also OOC, it's simply not the right way

4
you are missing the point there, I am not against a punishment for death, I just think it should be a sensible one.
*Sitting for 30 minutes is not a sensible punishment
*People do die, not often if you're not a risktaker, but accidents do happen
*Is not mules considered a cheat and OOC? it should not be necessary
*Everyone that dies is _not_ a miner taking a shortcut, not everyone has the majority of their inventory filled with things that you can just dig up from the ground, personally I carry several items that come from people close to me, that I keep as memory of them, those are no worthless things you would just throw away

5
Kieve: I don't think Zan's ideas match with UtM's
Zan just says that you should not do anything risky, just sit on a rock all day, or die and sit at a spawn point all day.
UtM on the other hand speaks of crawling, which is far different from being pinned to the ground completely.

6
yes, slow crawling is good, so people will have something to do while waiting, and apart from that it will help avoid having several characters merged into each other at the spawn points.
And another note: I think the death curse should start when you spawn into DR. Perhaps that does not fit 100% with the story of Dakkru and her curse, but that is where you are actually dead, when you respawn you are actually alive again, though still weak probably

Edit: and perhaps crawling could be special for when the affected stats are too low to carry the items but the original stats are not, for the sake of compatibility with old ideas and rules

7
how about "when you are no longer strong enough to _run_ with them"?

8
don't you think if you were able to run with those items before, then you should at least be able to crawl with your items when your stats are halved?

9
yes, that is Dakkru you speak of, but are you saying that is reason enough to make the game unplayable for half an hour? one suggestion I made on IRC was to keep the halvation of stats, but to never set the carrying limit lower than what one is currently carrying

10
hmm, true death? I hope you don't mean char deletion or something.
apart from that, it sounds quite good, make people run in horror, not in excitement to do everyday stuff like selling their ores :)

11
You are just ignoring the issue here, perhaps because you have powerlevelled and won't possibly be killed by an ulber anymore?
and guess what, when "Esilet" does at some point die he/she might have to wait 30 minutes to continue playing.

Really it doesn't matter what you might have done, there should not be a long, forced waiting period anywhere in a game (not intentionally at least, not a lot you can do about loading times), there should be other measures to make death scary (as if having to wait 30 minutes was scary, it's just boring)

also a note for you "don't die" hippies, there are some quests (I know they are few, but they are definitely there) that require you to go to DR

12
Socius: what if you are not going into battle, just walking from one place to another?
and let me remind you that there are yet no banks to unload our things at, so it only works if you're carrying around on worthless crap.

Under the moon: your solution is very good too, and about disabling trading, it's more for those who see it as a possibility to abuse, personally I don't mind. I just think requiring people to keep PS on but do nothing for 30 minutes is a very bad solution to it, it brings my mind to powerlevelling by standing in the clacker pit in defensive stance..

13
Phinehas: Nope, I haven't, not to someone who understood it was an issue at least

Parallo: That rarely ever happens anymore since there have been improvements both on unsticking and the matter of not getting stuck in the first place, and if it happens that you have no way to get out on your own then there are GMs to help you.

and yes, trading could be disabled in DR (both /trade and dropping and picking up), making it singleplayer doesn't sound like a good idea for an MMORPG :)

14
As many of you have noticed, respawning from DR can now result in 30 minutes of being pinned to the ground at the spawn point, unless you drop or sell your items
(because of the death penalty halving your stats, resulting in half capacity of carrying things)
The point of this was to stop miners from taking a shortcut back to melt and/or sell their ores (yes, the pinning was the actual point of the death penalty, not a bug, according to Xillix)

I find this to be the wrong way of dealing with this issue. Today I spoke to a dev who agreed that it was a bad way of doing it and he came up with a great idea for an alternative, that instead of holding people by their spawn point for 30 minutes if they carry too much1 they would respawn where they died, making it more of an out-of-body experience, and it wouldn't be a shortcut to anything, just a delay (but not a delay where you sit and do nothing at all, note that in this alternative you would not still be pinned to the ground)

1. (and keep in mind that also people that do not use it as a shortcut suffers from it if they happen to carry 50+% of what they can normally carry)

The point of this thread is that the issue needs focus so it can be brought up at the PS team meeting

15
Fan Art / Re: A second Community Modelling Project, kinda
« on: November 16, 2007, 06:50:54 am »
1. Age
2. Art department is closed development, even so that lower members of the art team cannot access and improve maps (just what I've heard). What I would like is open development so that anyone who wants and has the skills/learns the skills can join in, like the original community modelling project.
And if art made here gets approved that would be great of course, but if it does not players will still be able to use it if they wish.
Edit: 3. You're only supposed to be on one team, and for me that would not be art team

Edit: I agree settings cannot be designed after the art, art should be made to show what the settings already say

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