Anphillia Continuum
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Rann Cora
Wordack
epm
sniqow
J. Persinne
unknown_user
Skaldic
SeXy_SnipER
dinkydinkydoo
StateOfMind
Lunatik
TheMothMan
-terenee-
TheeVals
Felix
Sancho
Professor Plum
Denmc
Linee353
Rugnarie
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Post  TheMothMan Tue May 08, 2012 5:06 pm

Thank you Plum for that breakdown.
Much appreciated.
After reading the first point in Hundies post I realized he/she hadn't read mine, or at least did not comprehend it, so I couldn't be bothered to finish reading it. Razz

No seriously, I admit to have had some bad ideas over the years (like the RDD makeover and Arcane Castigation comes to mind), but I think a little more faith is warrented, no?

Like I would seriously suggest to remove all gold from loot?!
Come on! Very Happy

And yes, if there ever was a wipe (dont go nuts now, I'm not saying there is one coming) economy could be controlled to a degree.
With one of the CEPs, the ability to have direct control over an items value was added. With that and an even distribution of gold, the economy could be supervised.
I'm thinking long therm here! Razz

Aaaaaanyways, it was just an idea really.
And I'm messing with you Hundie, it's all good! Very Happy

-TheMothMan

P.S Mysterious Hat - BEST THING EVER! D.S
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Post  -terenee- Tue May 08, 2012 6:15 pm

..


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Post  TheeVals Tue May 08, 2012 7:56 pm

exile wrote:Mysterious hats seem to be awesome only to those who know what it does

Maybe its the possibility that it does nothing is what is so awesome about it... that people expect it to actually give them something... but it doesn't. semi symbolic of certain updates... adding to the game but not actually giving something to the players and in most cases taking away from the players...
(No offense to the scripters who spent their time making those updates).
It's like an in-game nwn trolling.

If it gives xp/gp it makes no sense to keep it a secret.. since magic nuts and quest items are made public knowledge. If it heals hp then letting it be known wouldn't take away the mystery of figuring out how to use it.
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Post  Denmc Tue May 08, 2012 11:41 pm

well you did remove the actually feats and skills from the original game !!!!! so you might as well become a socialist mod and hand out gold evenly just like your shitty country !!!!
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Post  Rugnarie Wed May 09, 2012 12:16 am

lol. Are you high or drunk all the time? Very Happy
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Post  Denmc Wed May 09, 2012 4:31 am

nope niether
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Post  Denmc Wed May 09, 2012 4:32 am

if i wasnt high on life i would be drunk with power
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Post  Professor Plum Wed May 09, 2012 11:46 am

-Super- power?
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Post  StateOfMind Thu May 10, 2012 5:05 am

First off good to hear from you Moth hope everything is going well for you. Secondly, we honestly need to look at the problems of the server and how to expand the player base. There are a few topics that always come up, if we can actually work through these as a community I believe it would increase the player base and keep this server alive.

1. Death - getting sent to the fugue has always been a debate for this server from which I have read. I am not sure of the actual script but if we could lower it post-epic char to better match the xp you earn at those levels this will be one step to recovering this server. I get it, we want the penalty to be high for dying so people avoid it. But people also want to play their characters and with such a small player base it is hard to find a party to go out with.

2. Ninja Looting - this is a problem for this server, everyone says it doesn't matter because no one makes it to the areas that get ninja looted. Well it's not that no one can make it to them, no one wants to go through all that risk without the reward. A trueseeing boss near current chests would be a start to fixing this. Rogues could still lure them off and fight them in an area where no other monsters could see so they have their chance of looting still, but will be enough to deter the action.

3. Updates - we could greatly improve this module with small updates, people want to see the server expanding, and they want to see someone is putting love back into it. I have brought a couple things up (being able to tell what metal ore veins are) that have been a great help to the playerbase, and show someone cares. Something as simple as removing the snow covered maps and changing them back to grass (to replicate the start of spring and summer) should be simple enough to accomplish, and again shows that making changes to the server is on our minds.

Most of this has been rambling and as I read back through it I even have problems understanding it. Let's do this as a community, and as that community lets show we have a staff who cares about our input. This server has been making a great turn around, now it is time for us to keep that turn around happening. I myself have no clue how to script so that is not an area I would be of much help. However if you needing help DMing that is something I would be willing to do for the betterment of the community.

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Post  TheMothMan Thu May 10, 2012 6:08 am

A well written post there StateOfMind.
And I would say I have to agree with you, on all points.

1. Yes, I agree. The loss at lower levels is higher than it needs to be. I've think it's been lowered a few times already, but at that level losing time and -some- XP should be enough.

2. I agree here aswell. I always hated Invis Looting. Never found a good way to prevent it however. TS bosses are fine to prevent Invis Looting, but its not cool for rogues that do NOT Invis Loot. So yeah, I don't know. There are a few suggestions on the table on how to mix things up with the loot to prevent this. Let's see if something comes of it.

3. Yes, small frequent updates keeps the feeling that something is happening. It was always how I did it back on Genesis and I think it was nothing but a positive thing. Things seems to be going a bit slower here as on so many other Anphillias.
But there is of course a reason for this, IRL things.
I personally do not have the amount of time to dedicate to this that I once had and I'm sure that holds true for most of the establishment here.

With that said, I am currently working on a new branch of areas, intended for 35+ Characters.
It's called The Forward Front and is a little set of areas that will attempt to immerse the players more into the actual war between Axfell and Cleaven, by partaking in combat against Axfell/Cleaven NPC's and possibly even players.
With it I will introduce a new Henceman system that I've been tinkering with for awhile.
The basic premise for these Forward Front areas is that you will assmble a team, with PC's and battle against hordes of Axfell/Cleaven soldiers - where the Hencemen would fill some (or all) of the roles where there are not PC's to otherwise do so.

This will take me a good while to finish for reasons stated above, but while I work on this I will make an honest effort to do small frequent updates with minor changes and bugfixes.

-TheMothMan
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Post  Rugnarie Thu May 10, 2012 7:32 am

A really cool suggestion: Anybody who ever played on Amia knows what I mean: Becoming a trader.
Box full of stuff for sale, anybody can pick...imagine the RP! "Here ye, here ye! Come buy!"...every sunday at 8 p.m. etc....
Right now, everybody has bags full of stuff or gives the stuff to his mule character, because he's got already so much stuff....
I bet there would be always somebody interested in something....And it would be a neat addition to the "economy".

Just a thought.

And I really do hope to see a brothel and toilets!
+ there's no pub in the Ranz.
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Post  Denmc Thu May 10, 2012 8:31 am

yea maybe you might get that arch enemy now !!!! lol
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Post  Rugnarie Thu May 10, 2012 9:31 am

Doubt that.

Another thing - When you set trap, then you recover it, it's auto success, but the acquired trap kit is unidentified...quite stupid.
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Post  Felix Thu May 10, 2012 10:40 am

I like the positivity of your post State of Mind. I think that is the most effective way to communicate here on these forums and address issues as a community.

1. The xp thing. I dont think that people complain about lossing xp at lower levels. The amount lost is pretty low and the ability to gain xp at those levels is very easy. From my perspective the most annoyance some players have had is when they have really bad luck when they are in high epic levels and die multiple times in one time block which set them back an awful lot. So my idea is if you are raised in a free resting area you regain half of the xp lost during death. I was also thinking of maybe restricting this xp return to only when a Cleric raises someone in a free resting zone but this maybe too restrictive. What do you guys think?

2. I would be ok with at least trying the suggested gold like xp idea. Can someone clarify for me will selling junk chests be no more and higher loot chests still remain? Will corpses no longer carry any loot besides bosses for quest items?

3. For sure. I do want to do this more often. You can help with the in game documentation! See this thread.
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Post  StateOfMind Thu May 10, 2012 12:22 pm

Glad to hear my words were well received.

1. You are right, xp loss at low levels isn't an issue here, I meant high levels but must of got lost in my rambling. As for your idea of people receiving half their xp back when raised in a free resting zone it is brillant. That would help quell the anxiety people face with xp loss, and it would still promote travelling in groups which leads to RP which is what the server is built on. If implementing this I would sway towards letting all classes be able to do it. Restricting it just to clerics will lead to everyone having a low level cleric for that particular situation and will draw away from the RP nature of the server, people will drop friends body, log cleric, go res body, then log back on to other char. If we allow all classes to do it the party member is there with them to start the usual RP that comes after a res.

2. I like the idea of everyone in the party receiving gold for the kills. I know at the current time the older players will usually opt out of the gold to help the newer players find their way on the server. I believe this will also lead to more PvP opportunities (let's set an ambush up on the Cleavens as they are leaving Condor's and walk away with their gold). Not sure how the chest system would still work but I believe would be able to cut the junk ones (except maybe in the outlying fort maps so new players can collect some kind of gear).

3. Let's start with said update, I think winter in Anphillia is coming to an end. Spring is here!

Let's get more input and work towards a better playing environment for all of us!


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Post  TheMothMan Thu May 10, 2012 3:16 pm

I do not want some new or returning player to shy away because they die at lower levels.
But I did not account for the massive boost made in XP gain awhile back, so I might have to agree on it not being ALL that needed with reduced XP loss below level 20.
To be honest, I would be fine be either way, but leaning more towards reducing it.

At present, the loot works like this;
Once a NPC is spawned, they also have loot spawned in their inventory.
Right after that, the loot is transferred to the nearest chest (with the exception of certain things like Heavy Armors, Shields and other stuff that would take up a lot of space in the chests inventory) with a certain Tag, IF there is a matching chest.

So in essence, if the chests linked to the NPC's are removed, we'd have loot on single mobs as opposed to all the loot gathered in one chest.
However, the gold will be lower, since the gold amount is multiplied several times upon being transferred to the chest - hence my suggestion to have the Bounty gold.
With Bounty gold the pure gold gain would be somewhat lower per player, but the total gain would be higher in a party that is 3-4 or more players.
Still, as we all know, most of the actual gold income is from selling loot - at least in the lower level areas.

Either way, it's a relative quick fix and I think it's worth trying it.

As for the seasonal changes, they are not as easy as it would seem.
Sure changing tile from Rural Winter to Rural isn't hard if you "hack" the Toolset, but there are a lot of seasonal placeable that would have to be changed one by one. And most areas have certain Tileset specific mapobjects that would have to be changed aswell.
I know the winter setting doesn't match our current season, unless you live on the other hemisphere, but it's not something I personally would prioritize right now.
As far as many returning Anphillia players, that has yet to find this mod are concerned, it's a new fresh look.

-TheMothMan
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Post  Felix Thu May 10, 2012 3:49 pm

TheMothMan wrote:
I know the winter setting doesn't match our current season
It matches Game of Thrones season. Winter is coming...

I think the xp loss at low levels is really not too bad. At level 4 you lose 200 xp. That is like 4 goblins worth. Characters who know what their doing can gain 20 levels in a few days as it is.

As far as the loot would that mean that lower level loot would not be findable in the mod any longer? I know that my low level characters rely on that gear to get by. There are even things that high level characters use such as horns, scabards, regeneration rings, +4 fortitude rings to name a few.
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Post  -terenee- Fri May 11, 2012 1:05 pm

..


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Post  Felix Fri May 11, 2012 1:14 pm

I dont know much about this but I my impression from other servers is it isnt as reliable as having a mule and it can cause server trouble. Someone who knows more feel free to correct me.
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Post  Rugnarie Sun May 13, 2012 12:40 pm

Been given an advice to sum up my suggestions instead of dripping them like...

Here, listed as they came out of me since October 2011:

1. Could you make Heal and Harm useful in RP way like it used to be? (spell castable on placeables like chest or so... )

2. Oh and new + more difficult riddles to fugue

3. Reward at the bottom of Avenger's Grudge suxx. One "big" chest with 2 sides is hardly worth a time.
I bet after the latest update, there's not even the chest, just driders Smile

4. Also no pub, brothel or toilets anywhere!

5. When you set trap, then you recover it, it's auto success, but the acquired trap kit is unidentified...quite stupid.

6. Becoming a trader. Anybody who ever played on Amia knows what I mean. Creating a placeable where you display the box full of your stuff for sale, anybody can browse...
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Post  -terenee- Sun May 13, 2012 1:43 pm

..


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Post  TheeVals Sun May 13, 2012 7:39 pm

Felix wrote:I dont know much about this but I my impression from other servers is it isnt as reliable as having a mule and it can cause server trouble. Someone who knows more feel free to correct me.

I vaguely remember on low magic anphillias I've played which had a persistant fort chest had to remove it due to the scripts causing server lag or something like that. Also experienced persistant bank chests being removed.
(someone while looking in their private persistant bank chest got a few items yanked out by a sneaker, cause anyone could see your items while you had your chest open.)

But I could be remembering wrong as what kind of problem they caused to result in their removal...
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Post  Professor Plum Mon May 14, 2012 12:18 am

You can fix the 'stealing' thing by having the chest lock when you open it.
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Post  -terenee- Tue May 15, 2012 5:51 am

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Post  Felix Tue May 15, 2012 9:04 am

Rugnarie wrote:Been given an advice to sum up my suggestions instead of dripping them like...

Here, listed as they came out of me since October 2011:

1. Could you make Heal and Harm useful in RP way like it used to be? (spell castable on placeables like chest or so... )

2. Oh and new + more difficult riddles to fugue

3. Reward at the bottom of Avenger's Grudge suxx. One "big" chest with 2 sides is hardly worth a time.
I bet after the latest update, there's not even the chest, just driders Smile

4. Also no pub, brothel or toilets anywhere!

5. When you set trap, then you recover it, it's auto success, but the acquired trap kit is unidentified...quite stupid.

6. Becoming a trader. Anybody who ever played on Amia knows what I mean. Creating a placeable where you display the box full of your stuff for sale, anybody can browse...

1. Harm damaging placeables would destroy gates and doors durring assults in moments.

2. Write up a list and I will put them in.

3. There are more chests in the deepest part of that area through the house door is that is the area your talking about.

4. We should make a brothel and or pub in Ranz for sure. Toilets are not something I think adds anything to the server.

5. This does need to be fixed.

6. This would be a good addition as long as your stuff could still remain in your inventory so people would loose it if the server crashed. It would likely take a bit of work but I would like to do it.
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