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  Rugnarie Sat Oct 01, 2011 12:46 am

Could you make Heal and Harm useful in RP way like it used to be? (spell castable on placeables like chest or so... )
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Post  Rugnarie Sat Oct 01, 2011 1:09 am

Also I forgot to mention...how about some RP event called "The Auction" including all the possible various items, including rare ones etc?
I mean making a special trader npc
Also Rogues from both forts could do their shady business there and exchange stuff with enemy faction etc...

Anybody? Smile
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Post  Rugnarie Sat Oct 01, 2011 7:34 am

Oh and new + more difficult riddles to fugue Smile
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Post  Rugnarie Tue Oct 11, 2011 9:53 am

I know I'm nitpicking and I do like the idea that there's more than one race on the guard's hill...but...
The old dwarf and a bow? C'mon... Smile
Suggestion Dwarfwithabow
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Post  Linee353 Tue Oct 11, 2011 11:38 am

Yeah, that's pretty nitpicky flower Wink
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Post  Rugnarie Mon Apr 23, 2012 10:13 am

"Big" Chest at Marshes on Seris doesn't respawn after being looted once.

Reward at the bottom of Avenger's Grudge suxx. One "big" chest with 2 sides is hardly worth a time.
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Post  Rugnarie Mon Apr 23, 2012 2:44 pm

Also no pub, brothel or toilets anywhere!
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Post  Denmc Fri May 04, 2012 1:15 am

it does respawn ,but if u ninja loot it, it wont respawn
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Post  Rugnarie Fri May 04, 2012 3:25 am

So other chests respawn, just the "big" one doesn't?
Don't think so man. Wink
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Post  Denmc Fri May 04, 2012 4:21 am

well it doesnt matter because im fucking banned have fun fighting against soakers , guess i make a ooc comment i get my characters taking away then i make a ic comment i get banned ,whatever !
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Post  Rugnarie Fri May 04, 2012 7:20 am

I thought you got used to it after all these years on this mod Very Happy
Anyway, don't off topic on my Suggestion topic -.-
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Post  Professor Plum Fri May 04, 2012 12:03 pm

lol, I miss reading stuff like that.
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Post  Denmc Fri May 04, 2012 3:00 pm

ill off topic your suggestion topic if i want too ! lol
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Post  Sancho Fri May 04, 2012 9:02 pm

denmc is correct, if you ninja loot the chest it will stay empty until the bad guys are killed and respawn. I personally think it should be moved from the on spawn to the on death script at least in some areas so that ninja looting could be controlled. (and it's not hard to do).

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Post  Felix Fri May 04, 2012 11:12 pm

Great suggestion Sancho lets do it in ninja loot areas!
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Post  TheeVals Sat May 05, 2012 8:40 am

ugh.. i really hate seeing changes to a server like this... after months of loot being ninja'd suddenly and finally the ability to ninja loot shall be disabled.

It just seems so unfair... obviously ninja looting wasn't deemed an exploit of some kind.. enough to cause a fix for it as soon as possible

The next thing thats going to be changed is putting a lvl cap on wheither or not you can gain 50+ xp from low-lvl area bosses.


Please please please just wipe the server if the game dynamics are going to be changed so drasticly that way there are no character's who gained levels in a way that has been removed. Or obtained treasure in a easy way which has been removed.
Its understandable to stop things thate are bad and an exploit..unfair advantages but neither of those things are exploits. Its the bonus of being a rogue to be able to sneak past stuff that doesn't have TS

Side note;
-it also makes no rp sense that a cave full of goblins keeps their chests empty... why do they have chests if they are empty!?
-if you really want ninja looting gone -get rid of the chests or keep the most valuable stuff on the corpses.
-Or make the opening of a chest halve a character's stealth abilities... so that mobs have a chance to possibly notice.. example...
goblin who spots;"hey ... why is our chest open!? Theif!!*runs over and starts swinging around the chest!* hey you! you theif!! guys there is a intruder!"
goblins who don't spot;"You crazy? you fighting air! Oh noes, you stops prank and close chest!"
*the mysteriously opened chest closes and the goblin who spots suddenly loses sight of the theif or keeps following and swinging at them*
Goblins who don't spot;"heck is his problem, he goes crazy nutso!?"

if a person uses invis.. well.. make the bosses have their TS again or any near by mobs who can cast see invis, at the sight of a chest being open.. casts that spell if they succeed a certain roll or auto reflex

Just a few compromising type suggestions to make it so ninja looting doesn't need to completely stop.. but makes it less easy if people find it too easy.

Razz if you're not serious about actually preventing ninja looting than semi ignore part of my rant.. it just botheres me to that degree to see these types of updates and i hope you can understand why... xD
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Post  Professor Plum Sat May 05, 2012 9:08 am

Ninja looting has always been frowned upon; it's however impossible to police fairly through DM intervention. People have just been too lazy to fix scripts.

This is a fix, really - unless you feel that for a portion of characters it's fair to gain things with no effort?

And really? Trying to justify a fix with being anti-rp? If you want to do that, at least make sure the whole scenario is fully RP and not in any way mechanical, because it also makes no sense that there are goblins there in the first place, what with being slaughtered every day. Or skipping over that, why they've never thought to move their chest. Or, why they even have anything to steal what with them being cleaned out every hour... So, if you want to bring realism into it we should have no ninja loot fix, no monsters and no loot.

It's the bonus of being a rogue to be able to sneak past stuff that doesn't have TS

The fix isn't going to stop a rogue being able to sneak past things without TS. You're all good.
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Post  TheeVals Sat May 05, 2012 12:07 pm

There is nothing for me to justify because I have no rogue/stealthy characters nore have i ever invised to a chest and looted it leaving mobs behind.
Mini-rant in hopes to get a point accross. (I wasted hours selling crafted items for profit the way this server seems to work in terms of making the game harder...-next update should make crafted items unable to be sold. Razz Certainly the practise of making a trader buy over 9000 daggers from you is bad? players should no longer be able to do it because its to easy of a way to obtain gear from those good shops.
-Make the merchants have only 100k gp or so to offer to players for their items or buy a maximum amount gp-wise per character...
-I can make more suggestive ways to make game play even harder which some types of players possibly won't enjoy... and might kill the server... like making the death penalty greater -remove auto xp for levels above 21 so afk is reduced.)

Its just the principal of one day people get the advantage of something.. and then the next day no one can take advantage of it. Now.. as i said before.. in terms of an exploit its more than fair to take the exploit away. But going to get a full packmule (full of boxes) worth of ingots then crafting it all into daggers then selling it all to the merchant... thats no exploit... but it is technicly a cheap/easy/effortless way of getting rich really fast -which is a bad thing apparently.
But players need a way to make gp and there are basicly two-three ways,
1) gather gp from chests and items to sell.
2) mass craft items and sell.
3) hunt down enemy players kill them and take whatever gold they drop. (to bad the afkness makes this far to rare of an occurence because this would be ideal...)

-Yes the first option can be done a way that doesn't leave others fustraited and feeling jipped but game mechanics aren't being broken people are just saving themselves a bit of time while they gather gp.

There have been countless of posts on ninja looting and points braught up about it. It basicly all comes down to this...

ninja looting the goblin cave (as an example..):
Pro's; The person isn't gaining loot with 0 effort, they leveled up enough to gain enough stealth or hide... leveled up enough to a point where they are only gaining 2xp so they've no need to kill the mobs. -the effort was put in earlyer on during leveling up and they are most likely just gathering gp.
((Never have i seen a lvl 1 or 5 alt which has been given invis dust and open lock gear... run around looting stuff without killing -now if that was happening then yes its griefing-ish and its wrong))

Con's; Another player spends time emptying out that cave, gaining the xp but not the gp or items -half of the reward to visiting that cave at full cost of the time.
((this would be a recruit and in cleaven they'd get the item's and more than enough gp, they'd possible miss out on in 1 trip there to discover a chest is empty, from a higher lvl equiping them.))

Ninja looting a higher area like... uh I dunno... how often within one reset do people actually visit those high level areas? as the population stands i doubt 1 person could solo an area thats requires them to be lvl 38-40ish and suffer the disapointment of an empty chest. And if a lvl 40 is going around emptying out areas like... um... mount dragonwell or condors for the sake of treasure they get the safety xp incase they die they won't lose lvl 40 and they won't need to go far into condor's to discover its a lost cause to go even further for that better treasure or whatnot.

I'm sure there is a solution that can permit both player types to be able to get loot when they go to an area... one that allows players who want to save time to still save time without costing other player's time?
Why does the solution have to be towards accomodating the players who complain about time wasted in terms of lack of loot?
While players who complain about time wasted in terms of dieing a lot and losing xp never got to have death xp lowered for them not to lose time...

But if my rants and explinations of how these types of updates can't be understood because I can't seem to explain it in a way that makes sense to others...
then I'll just patiently wait and hope for updates that benefit all of the players without providing obsticles or taking away a bonus or advantage that isn't an exploit.
And try to ignore these types of "we found something the majority of players don't like and it makes the game easier... but its not an exploit. Since the majority don't like it and it makes things easy it can no longer be done anymore!" updates that i really really -really- dislike. Mad
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Post  -terenee- Sat May 05, 2012 12:50 pm

..


Last edited by Isendel on Sun Jul 29, 2012 1:01 pm; edited 1 time in total
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Post  Denmc Sat May 05, 2012 2:40 pm

why should anyone care about ninja looting all everyone does is sit around the fort exept the rogues that ninja loot and the untys that actually train and get watched by the dm while they train so why should it even matter !!!!!!!
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Post  Professor Plum Sun May 06, 2012 4:08 am

Unfortunately, crafting is the only way to make gold with any efficiency.

It didn't used to be so bad, because the module wasn't "balanced" with items in mind.

All balance assumes that you are fully geared (Not so much a problem for casters, but for everyone else) with a few situational swap out items in your bag and infinite access to mass heal scrolls.

There wouldn't be a need to have a mechanic to pump out gold if that wasn't the case, but unfortunately it is and it's so ingrained into the server that to pick it out would cause everything to unravel.

Anyway, I digress. The difference between crafting loads of daggers and ninja looting, is that NL is done for XP. XP that it's possible to achieve efficiently through other means.
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Post  TheMothMan Sun May 06, 2012 10:28 am

Sancho wrote: denmc is correct, if you ninja loot the chest it will stay empty until the bad guys are killed and respawn. I personally think it should be moved from the on spawn to the on death script at least in some areas so that ninja looting could be controlled. (and it's not hard to do).

This is a good idea!

If you intend to do this make sure the chest is not cleared between spawn cycles. Otherwise the loot would end up being only that of the last NPC killed.
And it might be preferable to then have the chests relock on a timer, like the non-spawn chests, as opposed to each time an NPC in the area spawns (or as with this suggested change - killed).

Futhermore I'm personally interested to see how the Server would hold up when many NPC's are killed at the same time. I don't think it would be a problem, but you learn quickly to not assume anything when it comes to the Aurora engines use of resources.

-TheMothMan
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Post  TheMothMan Tue May 08, 2012 12:10 am

There is another option.
The option to NOT have a chest in the more invis-looted areas. So that you need to loot every corpse individually.

There is also another thing that could be done, something I considered many time on Genesis.
It would entail two changes.
Remove Gold as loot.
Remove all Chests everywhere (aside from the time-based ones) and have the loot stay on the corpse.


So gold would be earned directly when killing mobs, like a Bounty given to all surrounding allies once a creature is killed.
And it would be based on the CR of the creature, much as XP is now. In fact it would work very much like XP and as such the Bounty would be given to all in the party without having to divide the gold amongst them.
However the Bounty would be unaffected by your own level.
And some creatures, like animals and bugs, would then grant gold aswell.

I see a few benefits with this, but the two most obvious ones would be to decrease ( sadly not remove ) invis looting and there wouldn't be a any direct monetary loss for bigger parties - if there ever was one.
It would also be easier, or less impossible maybe, to control the economy of the MOD.

Furthermore it would be fast and easy to implement.

It's just a thought really. Smile

-TheMothMan
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Post  Lunatik Tue May 08, 2012 5:12 am

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Last edited by hundie66 on Sat Jun 16, 2012 9:04 am; edited 1 time in total
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Post  Professor Plum Tue May 08, 2012 12:28 pm

1. Ninja loot is detrimental to the server as a whole, there is nothing worse than fighting through an area only to find that the chest is empty. You'd be surprised at how many new players leave because of it.

2. The gold would come from a kill, rather than directly looting it from an enemy. It wouldn't just disappear. Think of it as "auto looting" (tm)

3. True! I think if you loot a monster entirely its corpse will despawn though. Don't quote me on that though!

4. Lock picking and trap removal can be used for other things, it's not like every chest ever would be removed!

5. I think you misunderstood that. CR is fixed for creatures, it isn't dependant on the level of the PC killing it. The suggestion was that it wouldn't reduce in value with more people in a party.

For example, say a goblin was CR 5 and if you kill a CR 5 creature you get 50 gold.

If you were to kill that goblin in a group of 5 people, each of you would get 50 gold. For a total of 250 gold between you! (Just like XP works, it isn't shared between the group.)

6. There's an economy?

7. It's the only money making method! Also those items are restrictive because melee / caster balance is broken! They're to try and remedy the situation... of course they assume that you're willing to craft for several hours for every single piece of gear and build in a very specific way, but that's beside the point Wink


P.S. Mysterious hats are actually awesome.
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