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Burn

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Posts posted by Burn


  1. Begging for people to quit at this point is hardly a Good Thing for a game that's in need of more players as it is.

     

     

    This would be impossible to implement anyway without tracking every single individual item, a full change of the storage (gotta differentiate 20-40-60-etc% degraded items from freshly harved ones).

     

    Something tells me tracking every single individual piece of every harvestable and whatnot isn't exactly the best usage of server load.


  2. Maybe one way is that when you start a new character in el, there could be a 50/50 chance to start on C2 instead of C1 with that character.

     

     

    C2 isn't even a topic allowed for discussion in newbie support channel, much less a place to be dropping off brand new players. It wasn't designed for them.

     

    Newbies have a hard enough time trying to learn the basics on the (relatively) much safer C1. Dumping them on C2 is pretty much begging them to quit before they even start. We're trying to keep newbies, not run them off.


  3. I consider Irsis storage my home.

     

    Though of late projects I've been working on have kept me more half/half in Palon Vertas and Naralik. With occasional feros training in Bethel or NRM.

     

    But except for very specific reasons I tend to stay on C2 as much as possible. Naralik sto is my "home away from home" when I need to be on C1.


  4. The Consequences of Bagjumping

     

    A player is, of course, completely free to pursue a life of such stealing. However, there are consequences to such actions, and the Disputes forum helps ensure those consequences are dealt out by those who feel there should be consequences.

     

    1) Potential PVP partners are lost because you're not trustable.

    2) Users and even entire guilds will refuse to trade with you.

    3) Bots shut off trade with you.

    4) I'm sure the pkers have their own special treatment of such people as well, though since I'm not one I wouldn't know.

    5) Would you go in an instance with a known bagjumper? Trust is very important during those. Much harder to get an instance team willing to go in with you.

    6) In a guild? Every one of your guildmates will pay for your actions as well. You are a representative of your guild. If the guild doesn't kick you out for your behavior, it means they accept it. As such, they will bear the responsibility and be refused trade and so on as well.

     

    Pretty much "sucks to be you" as you made your own gameplay that much more difficult over a few gc. Enjoy not being trusted by anyone, and noone willing to do anything with you. Oh, there's a few that do? They deserve the knife in the back you'll give them eventually.

     

    I'll not deny you have the right to request those consequences by being a thief.

     

     

    Meanwhile, I'll continue returning deathbags (even up to items like NMTs that I could easily have taken with noone knowing), making friends this way or at the least "friendly contacts", and have my gameplay that much easier. With the exception of the known bagjumpers, there's not a single person in the game who has reason to distrust me. Not even the people who might hate my guts or whatever for personal reasons can say I can't be trusted.

     

    Which just makes things a lot simpler.

     

     

    It's your choice what you do, it's within the game rules, and maybe you like being hated, barred from trade, and even BRoDed on sight. That's your choice as well if you want to play that way.

     

    I won't deny you the right to ruin your gameplay. Don't deny us the right to ruin it for you. ;)


  5. So make it harder for every time people change, people would not change so often.

     

    Point is to make them different and less predictable, not put people off altogether.

     

    There's some that are already at the threshold of being painful (alch, pot, eng gods), making them harder would put people off them completely, and that's not the desired outcome. There's nothing wrong with switching gods as part of gaming tactics, no need to punish it.

     

     

    The idea came when more quests were being added. Yes, they were interesting, had fun trying to do them, but when they're over, they're over.

     

    The god quests are the only ones in game that are done (or at least have the potential to be done) more than once. Just making this change would at least make them feel different each time. And force a little work to get those increased levels at the time of trying to get them rather than getting it all in advance.

     

     

    ...

     

    Rest ignored, nothing to do with god quests. :P Though...

     

    more leather and wine can be bought for every click if you do the quest again.

    (is it 20 or 40 wine now ? boring )

     

    If you know the trick, both leather and wine are incredibly easy to buy up to full emu in 5 seconds or less. Even as a fully-leveled mule. But that's off-topic here, shame on me... :P


  6. Imo it would be unfair because some people would need to get items that are harder to get than others.

     

    Not necessarily. Well, the "rare" thing I mentioned, yes. But the standard ones would be to get items that are in the same "general" gc value and/or difficulty range.

     

    i.e. in the Potion goddess I mentioned high-level flowers are a potion necessity and could be part of quests. Gather 10k blue berries vs. gather 10k rue vs. gather 2k gypsum ... they're all in the same ballpark in gc value and/or time consumed for harvesting, none really out of the way.

     

    And yes, some may be slightly harder than others. But with the rare exceptions mentioned, only slightly. Because it's random, it wouldn't be picking you out specifically for "harder" stuff.

     

     

     

    The main points are to make them feel different each time, not know what to expect, and generally put a stop to collecting items beforehand and doing every quest in one trip. I don't think that comes close to what was intended.


  7. All the talk recently about quests has gotten me thinking of the god quests, specifically their rigidity in what they ask for.

     

    Esp. those of us who regularly switch gods for whatever reason, it's no question that most who do gather all the necessary items and already have them ready to go when they go visit the priest, having all the "quests" done in under a minute.

     

    I'm thinking maybe some more randomness in what is asked for might make taking a new god more of a challenge than it is currently.

     

    For example: If the priest is asking for something that will be used as supplies for troops in battle (or they need resupplying after a battle), there's multiple things that could need resupplying. The priest could ask for a certain number of any one of those things. Maybe up to 10 options. various armor, weapons, even health essences or SRs could be asked for in that case.

     

    But until you actually speak to the priest, you wouldn't know what was going to be asked of you that time. So even with a limited number of options that it could be (say, 5-10), stocking up before-hand won't necessarily be possible. Lists would most likely show up with all the possible options, but stocking everything (especially on the more expensive gods) beforehand would be near impossible, or at least not the brightest thing to do.

     

    Some gods may be harder to select items for. Others quite simple... potion goddess for example... pots like extracts need all kinds of different flowers, asking for certain amounts of those would probably force some harvesting as even us high-level potters don't necessarily have them all in bulk stock.

     

    The items for each god level would of course need to be at least near the equivalent value-wise.

     

     

    Assuming this could be done code-wise (it would have to keep track of what was asked of each individual player), it would:

     

    - Make the god quests more interesting, less predictable

     

    - Force a little actual time/effort to be able to serve a god, not just gc

     

    - Allow for a way to reduce the number of items in-game if there's too many (something getting too easily available in-game? Switch one of the god quests so it may ask for it on next server update. Yet more variety to the quests so they're unpredictable, and harder to make a list of all possible options. Also much better way of implementing such an idea than, say, changing formulas like what was done on TS pots.)

     

    - The possibilities would be endless if the harvest god were ever implemented, hehe

     

    - If, for example, there's people constantly switching, say attack/defense gods (I do this sometimes) to endless adjusting for "best training value", there could be *rare* chances implemented that a really hard or expensive task is given. Add a little risk to this kind of behavior. (If the user gets this and drops the god to start the quests over, there could be like a 1 week penalty imposed that they can't attempt to serve that god again for a week. Or something similar that would discourage such attempts.)

     

    - In the same respect, the priest could award a rare chance of a simple task.

     

    - Maybe some of the new NPCs could be brought into this action as well. The priest asks you to find someone and help them do something, rather than just give stuff to the priest. (Wanting more uses for the new NPCs being brought in-game, here's one, hehe)

     

     

     

    Just brainstorming in an attempt to see if there's a way to make serving gods more than just the "get the stuff you already know it needs beforehand" thing it currently is.

     

    I'm a casual god-switcher, and have plans to continue switching depending on my goals. As a jack-of-all-trades, switching primary skills happens regularly, and the gods get switched with them. Cost is only a minor thought when I do this since I plan them ahead, and of course have everything ready before I drop one god and visit the priest of the new one. Something like this would almost be like a regular "new quest" each time I did this rather than the 2-minute-hop it is now.


  8. I slightly disagree with this comment. Say you are looking for someone who is a codebreaker for a quest.. by talking with those NPCs before, you can remember which one briefly mentioned cracking codes as a hobby. I see this as being a benefit.. if you know your NPCs better, it will be easier to do some quests. Also, some NPCs might have special abilities as well. I know one in particular does coming with the next update :devlish:

     

    Very true. Works the same way as having taken the time to explore maps, if a quest gives a clue that mentions "a certain object that was left on the ground near a grave site" for example, having explored the maps and learning the surroundings makes it easier in that you'll know where various graves could be found other than the ones that are walked by on a regular basis (like the VotD one next to storage).

     

    Knowing your NPCs would definitely be useful in that respect, and things like what you mentioned would definitely encourage people to actually visit these NPCs and talk to them.

     

     

    It's a strange feeling, not sure if it ever happened to you, but when playing some single player RPGs, such as Ultima 7 and Ultima Underworld, I felt better knowing that there are some NPCs around, feeling less lonely :brooding: Did it ever happen to you?

     

    Afraid I'm the wrong person to ask, EL is the only MMORPG I've played, and my single-player RPGs are pretty much limited to the days of Super Nintendo :w00t: The NPCs in games like the Super Nintendo Final Fantasys and similar games were definitely interesting, but they were also there and written specifically to further you along in game play. You had to pay attention to what most of them said to figure out what to do next.

     

    Hmmm, there's ideas in there somewhere. I think.

     

     

    Personally, I'm a "grinder". I play jack-of-all-trades style just for the change of pace. Whether it's just mixing something different (via different mixing skills), going and summoning a few wolves, playing ranger, or bashing feros. It's all grind, just different enough to keep it from getting dull.

     

    But I welcome changes of pace. The new quests, invasions depending on mood, instances, turning my inner mule into a heckuva wine/training bolt carrier, and such. Anything that is "different" from the normal routine. I don't want the normal routine to go away or be changed, but these "distractions" from it are welcome as well. Short of pk, I try just about everything in game. New NPCs and any quests they become part of would be part of that break.


  9. Going with "Somewhat". To this point I've not really seen much of it, but that doesn't mean I think it doesn't serve a purpose in giving EL some added flavor.

     

    The latest quests for example have helped restore some of my interest in exploration and following "storylines". I think more background NPCs would add to that as well.

     

    The only problem I see is that they're "one use". Once you've spoken to them, there's really no need to speak to them again.

     

     

    I think they're a good thing and will add to the game. But perhaps there's a way to (at a later point) put them to use for other purposes? Obviously quests could be written with them included, but those are "one use" things as well.

     

    I don't have any suggestions on that atm, but maybe some ideas could be brainstormed over that would make them a more vital part of gameplay, if only on occasional "but more than one" use.

     

    But as for the specific question being asked here, yes I think they'd only benefit the game. Giving more information about the things we're seeing on a daily basis can't hurt. Better than thinking of maps in ways like "well, Arius is for gypsum, glacmor is for cinnabar, PV is for several flower harvables and regular Lenny death..." :devlish: Puts more focus on the surroundings than what can be harved or fought there, heh.


  10. Considering the cost to get in there, and randomness of invasions, I think it simply needs to be made off-limits for invaders.

     

    You get people worried about getting trapped in there, they'll stop using it.

     

    While I've been on a temporary ranging hiatus to focus on other things, I have been a regular user of that arena in the past and plan to continue to be one soon. But not with this kinda thing permitted. It's highly inappropriate to toss invaders in there considering the manner in which people use it and have paid for its use.

     

    We're already providing a ton of gc into the sink just being there without this added stupidity.

     

    Think my usage of it will be on complete hold until this issue is dealt with. Between mule glyph, creature food, arena token, and the ~1800 bolts used on a single trip there, that's almost the value of a rosto thrown into a gc sink each time. But not if I have to worry an invasion will suddenly appear there before I'm even close to finishing.


  11. If i was moderator...

     

    Pretty sure most anyone here can point out valid reasons why you're not one.

     

     

    i would not allow people to post BJ topics and "i got broded buuhhu topic" and lock them for a month to cool down

     

    You're on the wrong forum. Since game rule violations go directly to mods, that's pretty much the entire purpose of this forum. Whether you like it or not.

     

    Except of you crybaby lamers that dont understand nothing and just cry and lame out and not knowing how pathetic you are.

     

    Disputes forum rules

    2. As always, nonsense posts, spam, off-topic, "lol"'s and name-calling posts will be deleted.

    4. No flames. Only valid complaints maturely stated in one post will be tolerated.

     

    If you're gonna keep pulling the "it's legal" card because it's not against the rules (and noone said it was), you should first follow the rules yourself.


  12. "What Molime said"

     

    This thread also serves a second purpose.

     

    There are guilds (and "solitaries" like myself) that will treat a guild differently if players doing such actions are allowed to stay in a guild.

     

    By posting what happened, and showing that the guild doesn't tolerate such actions and booted the player, LotN prevented the guild from being tagged or blacklisted or whatever due to the actions of one person.

     

    A very necessary thread if only to show LotN doesn't tolerate the behavior and the player was kicked from the guild.

     

    That they replaced the items as well just adds to that.

     

     

    Would appear Aiidz has joined 3bul now, btw. Sounds appropriate.


  13. Adding more and more resources to Isla Prima may effect with newcomers being discouraged to explore.

     

    Exactly what I was thinking.

     

    I spend a lot of time in newbie channel, responding when I can, but reading a lot more. And the one thing I've noticed that is the biggest problem with newbies is that they want everything right here, right now. (Well, don't we all, heh?)

     

    So a lot of time gets spent spelling out the exact directions to take to go to the one thing they need. And they go straight there. When it's brought up that taking some time to explore on their own would be highly beneficial to them in the long run, it gets ignored and they're back on the next day asking for more specific instructions to another specific thing and still haven't done any exploring themselves.

     

    In the end, actually going to those things, like the sulfur, ends up being the only real exploring they do until they have to find the next thing.

     

    Putting everything a newbie needs on one small map is in the end going to hurt them, not help them, as going to those items is the only way to get most of them to explore at all.

     

     

    If anything, a better idea would be a fourth tutorial quest where the tutorial tells the player where to go and to "use" that item to indicate they found it. Maybe fire essence ings, particularly the sulfur. And they get a small reward for doing it of course.


  14. Killing all double spawns with a faster respawn sounds like a good idea based on what's been read here.

     

     

    Disclaimer: No, I'm nowhere near training on yetis, but some day I will be and would rather see this cleared up long before I get there, hehe. The double/triple ogre locations with too many people training them almost made me give up a/d completely several months back, and this looks eerily like that situation. Better single spawn than scenarios like the one screenshotted in this thread.

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