Author Topic: Moving over long distances  (Read 2971 times)

Memnaur

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Moving over long distances
« on: January 18, 2005, 05:13:13 pm »
In another thread a Dev said :
>>Learn the way, because we will remove /spawn soon

If I\'m out at the Ruins or  Akk-East sector it is a looong walk home

Will  the paid transportation system mentioned in the user guide be implemented soon?

Moogie

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« Reply #1 on: January 18, 2005, 05:17:01 pm »
Not soon, no. Just enjoy the walk, greet fellow travellers on your journey, curse that there are no travelling merchants around for you to hitch a ride with. :) /spawn is the lazy OOC way, and we don\'t like that.

Kixie

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« Reply #2 on: January 18, 2005, 05:24:56 pm »
Where are you going to go after you die though? I mean if you die and go to DR, after your in there and you go through the portal, where do you end up? Do you go back to where you died, or do you spawn in hydlaa? Then people would just use death as a way to spawn again  :rolleyes:

Lhun Duum

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« Reply #3 on: January 18, 2005, 07:23:06 pm »
I think that it\'s a good thing to make people walk instead of spawning to cover long distance. After all, spawning is against role playing...

But it\'s inappropriate at this time because there are lots of places where you can get stuck (I got stuck several times in the grass :D)

I think that GM as other things to do than helping all stuck people

And by the way, it\'s something helpful for some other bugs.

So I think they should remove /spawn only when the game will be more stable

Altharion

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« Reply #4 on: January 18, 2005, 07:34:07 pm »
i see you can talk the talk, but can you walk the walk?

Kiva

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« Reply #5 on: January 18, 2005, 08:05:59 pm »
Quote
Originally posted by Kixie
Where are you going to go after you die though? I mean if you die and go to DR, after your in there and you go through the portal, where do you end up? Do you go back to where you died, or do you spawn in hydlaa? Then people would just use death as a way to spawn again  :rolleyes:


We can only wait for the punishment of death to be implemented then... :) Like if you die more than 5 times in total, your character dies permanently. That would be fun, but knowing the devs, that probably wont happen... Would still be fun though. :)
\"Somewhere over the rainbow...\"

Mr. Dave

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« Reply #6 on: January 18, 2005, 10:53:16 pm »
This sounds alot like a point I was intending to raise. Here\'s my thought: How difficult would it be to place a respawn point in each region of the map? This way, if you are killed in the sewers, say, or in Ojaveda, you would respawn there rather than back in Hydlaa Plaza. This would eliminate the cheat of \"dying to get home.\"
This is a case of errant pedantry, up with which I shall not put... -- W. Churchill

Seytra

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« Reply #7 on: January 18, 2005, 11:13:37 pm »
Ultimately, there will be a less severe punishment for dying, like loss of a percentage of XP. That alone will be sufficient to deter deathspawn.

Xordan

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« Reply #8 on: January 19, 2005, 12:43:56 am »
There will be more penalties for dieing in the future from what I\'ve heard/been told. This will probably include things like loss of all items while in the DR (Yes, that means those monsters are ever more deadly ;)), more monsters, stronger monsters just to prove the point that it\'s not a good idea to take shortcuts :P etc.

The DR will also be just another world, so I don\'t think there will ever be stats loss or exp loss for dieing. If you decide to live in the DR and have a house, then would you have stats loss for visiting the land of the living?? No :)
« Last Edit: January 19, 2005, 12:44:22 am by Xordan »

Icefalcon

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« Reply #9 on: January 19, 2005, 01:27:34 am »
Quote
then would you have stats loss for visiting the land of the living?? No

... but you would lose your weapons and items for visiting the land of the living??  :rolleyes:

I do think a punishment is needed, but unfortunately, I don\'t have any groundbreaking ideas...

MercenaryVII

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« Reply #10 on: January 19, 2005, 04:45:29 am »
How about this. When the DR becomes it own world it will have merchants and stuff right. How about it is like a \"parellel universe\" (for lack of better words). What i mean by this is that when you kill monsters in DR they might drop tria but because there in DR they drop death-tria. Or if you loot a monsters hide from something that is only found in the death realm you can go and sell it to a particular merchant in the death realm for more death-tria and eventually you will be able to buy a death-longsword. I hope you get the idea if not i will explain it better if asked. This way people who spend alot of time in Death Realm will be well equiped in there but be struggling for lack of items in the Realm of the Living, and visa-versa.

Kixie

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« Reply #11 on: January 19, 2005, 04:59:18 am »
I had a pretty good idea about death realm actually. The portals that take you to \"the death realm\" could be the things that take your items. When you die, you don\'t lose anything, but when you use the portal to get back, you lose your items (except for equipped ones). Now the question comes up, \"how do I get items in the death realm then? I want to live there! It\'s totaly bad!\". The answer is a single small cave traveling to the death realm. It is the only physical link to the death realm that exists, and is too small travervsed by any intelligent being.

The death itself would be litterally the hands of the gods, and they would bring you and all your worldly possessions to the death realm for you to enjoy. However the gods will NOT bring you back from the death realm, it\'s not natural.

Now when you want to get items to the death realm or back, you have to wait untill the tunnel\'s air switches route and throw in your items. There is always a chance that you weapons will get caught somewhere on its path, so it\'s very risky. Where they end up no one knows.

Now there are some problems. Some people don\'t like the idea that there is a physical link to the death world. But really I don\'t think it\'s that far fetched. It doesn\'t have to be on another plane of existance, just a bit deeper than most would be able to travel. You might be able to even have a quest on stopping monsters from escaping from the death realm and all.

Just a rough idea, I liked it anyways.

Asenuth

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« Reply #12 on: January 19, 2005, 05:52:23 am »
Imagine the following scene...


Joe, who has died, wanders the Death realm  and comes across a tavern.
He enters the tavern and the Tavern keeper spots him instantly.
\"Ah! I am Alister and Welcome to my Tavern\", he pauses and pulls out a chair, \"You look like you could use a seat\".
\"Thanks\", Joe says, \"But what I\'d like to know is the way out\"
Alister nods, \"As is often the case. Well, there are several ways out. The easiest is to bribe the Gatekeeper, just a short walk from here, he\'ll usually let you out for about 100 Tria.\"
Joe shakes his head, \"I spend all my Tria on a new sword\", He pauses, \"What would you give me for this sword?\"
\"Lets see now\" Alister says examining the sword, \"A fine steel blade, well forged... five tria!\"
Joe looks stunned.
\"Well its a normal steel blade, Not very useful against the native creatures here.\"
Joe takes his sword back, \"What about the other ways?\"
\"Well the proper way is to do a quest for the \'Keeper of Ways\', he\'ll give you a \'Right of Passage\' when your done,  give that to the Gatekeeper and he\'ll let you out.\"
\"Where is this \'Keeper of Ways\'?\"
\"East of here, not that far but this place is a maze!\"
Joe sighs.
\"Well look\", says Alister, \"You could always do what i did the last time i got stuck here: Give up and open a tavern. I could use another barhand.\"


I don\'t think it wouldn\'t require much special coding, No buffering, stripping or altering of inventory or equipment is needed, all they need is specific strengths/vulnerabilities on creatures and matching properties on weapons, I believe a system of that sort was on the todo list anyway, Though i could be mistaken and/or thoroughly unclear.

All they would have to do at that point is make sure that all Living realm/Death realm creatures and items were set with the right weaknesses and strengths.

Net result:
The Death realm becomes dangerous to the incautious/stupid.
The Death realm is a proper place with its own economy.
The Death realm becomes a genuine penalty since anyone that isn\'t prepared for the Death realm is effectively weakened and its a bother to get out.

Comments, criticisms, variations?

Sincerely hoping I haven\'t out stepped my bounds, Asenuth
Proving once again that one word posts aren\'t my thing.

confused

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« Reply #13 on: January 19, 2005, 05:53:44 am »
Who in their right mind would want to die in the first place.

The idea is to live, anyway dying and having to take the long journey back to place of death is a real bore and waste of time.

/spawn should not be removed until the sticky areas in DR has been eliminated. Often I end up stuck when I attempt to move once I have spawned in DR.

confused

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« Reply #14 on: January 19, 2005, 06:07:59 am »
Nice idea there about death quests, but what about the very young characters who die regularly while trying to kill rats just to be able to by a pickaxe just to do some mining. These young characters practically have nothing, are weaponless, etc thus surely they would not be able to take on the more powerful creatures, the creatures of death realm.