What really sucks

General discussion and socializing.

Re: What really sucks

Postby Nic » Tue Sep 15, 2009 9:54 pm

VoodooDog wrote:what really suxx are def's who not answering/giving back my char


Why would they give back your character? You died legitimately as far as I can tell.
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Re: What really sucks

Postby sami1337 » Tue Sep 15, 2009 9:54 pm

what really sucks is that i duped a bucket and a rustroot.
The ones who see things differently.

You can praise them, disagree with them, quote them, disbelieve them, glorify or vilify them. About the only thing you can't do is ignore them.
And while some may see them as the crazy ones, we see genius.
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Re: What really sucks

Postby jorb » Tue Sep 15, 2009 10:31 pm

g1real wrote:Jorb you need to calm down, in fact everyone in this thread has to.

You're all a bunch of angry hillbillies on rabies.


NO!

RAEG!

Srsly, though. I've been playing today.

1) OMG, unarmed combat is so overpowered it's not even funny. Why did I ever invest a single god damn point in melee if this is what I could have gotten with unarmed. I get so much initiative I can, at 46 unarmed, completely ass rape deer and boars that, with 120 melee, were hard to kill.

2) Interestingly enough, though, I still use "Cleave", with the decent melee I've got, and I still use shield blocking. Maybe a combination is actually the best way to go?

3) I don't use Bloodlust anymore. Can't afford taking the damage. It blows. Only shield. Very rarely combat meditation. Never ever, ever Death or Glory. DoG is so bad it's not even funny. I hardly even know how it works anymore, because it sucks so badly. The idea might be cool, but it needs to improve big time.

4) Interestingly enough, axes deal more dmg than swords, once your str gets high enough (113, modified, without bear cape). Still, I miss my Soldier's sword. It had a pretty bad ass storm of swords that would tie in really well with some more unarmed combat. I'll punch fast as the wind and get silly amounts of IP, and use SoS as my finall kick in the nuts after sidestep. It'll be a while before I see one of those again, though.

5) Healing needs to improve. Srsly. I have a confession to make. I've been sneaking myself lembas lately. The shame. The dishonor. Not to win fights, though, but still. Hunting is a slow pestering pain on my HHP. I can't wear fucking bandaids all the time, because I don't want to chase sheep half way across the world, and I look like a douchebag in them. Leeches worked fine when you had like 50 HHP total. Now, @ 284, it's not as much fun.

6) I like water. I'm not sure I want tea. Water makes me hungry. I can eat at whatever rate I want to. I've been gaining a lot more stats on this map. By far. This could A) Be considered exploitable, or, B) be considered reasonable. What scares me is that someone probably has a macro for this. Someone is gaining stats like a beast.

7) I'm getting to the point where X kritters are fair game, even without exploiting the poor AI. I need some sort of challenge. if dryads were made fightable, and given some kewl lewt, that'd be awesome. I would totally be hunting for that. Trolls, wolves. I'm not sure I care about the poor AI that much.

8) I should be able to log in by my claim. In fact, I should be able to log in at villages I've been to, if they choose to allow that. Realism is fine and all, but I can't make good contact with people through in game means at present. This completely sucks. I don't want to have to rely on IRC and shit to play a little bit of a social game. I can't leave notes around me and hope on them being read by someone.

9) Hermit life is getting rough. There is just so much crap to do these days that maintaining a farm on your own is becoming a full time job. I'm not sure I have it in me to go through it again. Fort Oathsworn, old and new, might have been my last attempt at a full farm. I never really got into silk again, after my first effort had been destroyed by marauders.

10) Trade needs to get easier, not harder. Also, I need some way to transport built objects at a reasonable pace. I don't want to build a fucking anvil with iron being what it is. It'll suck, and I don't want to put points in mining. I want to buy a pick axe. I want to buy iron to build cellars and shit that isn't affected by quality, and I want to buy prebuilt cauldrons from competent smiths. I could actually consider buying tea premade, if I could get it via some reasonably fast paced medium.

11) Perhaps some sort of wide covering insta-market/auctionhouse, that could be accessed via a buildable object, for example. The auctionhouse could cost a small fortune, and be avaliable only to villages, meeting several requirements. Perhaps the village could then choose to tax that particular market. Perhaps the market could have a chat channel, avaliable at a certain distance from the market. Admittedly, IRC would still be a lot better, of course, but, then again, IRC doesn't reach even a third of the player base, judging by numbers. Meeting up and trade would carry no cost, and with optional log ins be much, much easier. Still, though. Anonymous buying from an automated process also has it's particular charm. I don't want to buy my tea from Joe Random's lemonade stand. I want it fast, efficiently and with no fuss, at a time of my choosing. You wouldn't have to count on people being logged in at the same time, when you really just want the stuff. Serious trades would still be negotiated and delivered in person, with all the potential fun that has.

12) Perhaps the local market could be connected to the world market. Free markets would probably be the only thing there was, unless there was also a neutral transfer charge, increasing with distance from market to market. Local markets could then be taxed. I don't want to charge in currency. That would force players to use currency as a medium of exchange in an unnatural way. Instead, I suppose the quality rating could be "taxed", representing theoretical wear and tear during transport, and whatever. One problem is that gold and silver would receive, perhaps, unnatural advantages as mediums of exchange under this representation, since they have no quality that could be taxed. Perhaps there could, quite simply, be some delay on transfers?

13) NPC mailmen delivering the stuff to you? Carrying pigeons? Perhaps you could train hawks to pray on the carrying pigeons?

14) It'd be really cool if villages had their own, in game, chat-channels. These could be reachable, again, at a certain distance from the village idol, depending, perhaps, on authority objects. This way, people could make their messages heard in the game. Perhaps they could be used to blast propaganda at the surrounding areas. I'm thinking like the Radio Stations in Fallout 3, or, much, much, better, GTA. Drawing people in, and scaring them away. Perhaps the channel(s?) could be infiltrated, and further obscured. Once in a while, someone might happen to say something important in a channel, thought to be more open than it was. Mistakes do happen. IRC, IM and Vent would be the only trusted mediums for serious operations. But that is fine. These channels are still reachable through hard-core, IRL infiltration of the group. I have seen serious deceit in Haven, plenty of times. Loftar will, about these channels, say "UI! :( :O RAEG!" and "Object-2-player lookup time".

15) Rivers. I know they seem tough, but, heck. I really like them as they are. I am fucking terrified of rivers when I play. I'm like a small and very scared child crossing a very busy street. Looking twice. Checking stamina meter three times. Measuring distance with CTR+L. I like that. Perhaps players should just be dealt a fucking trauma of HHP and be washed up naked on a beach somewhere, though. That could be a lot of fun to. Perhaps players could get "Lost" and prevented from using the alternative log in options for the duration of that status effect. You'd have to do something in order to cure your "Lost" status -- climb a tree or find an object or something -- and then you'd be able to log in somewhere else instead.

16) If these effects are introduced, they should be incorporated inside of the logout command, as teleport actions, rather than being a part of a log out/in cycle. The logout command should be separate from the game environment.

17) Iron. Srsly. This is ridiculous. I need to be able to get cellars, pick axes, cauldrons and meat grinders *somehow*. I'm locked out of half the game. I've been considering an outright attack on Swampcrazed. I can break palisades with snuff, bear cape and a pick axe.

18) Srsly. I really need to know how quality affects items. I need to know in detail. I need numbers. I need the game to present me with these numbers in context. Tell me what I'm going to get. I don't want to shoot blanks in the unknowable dark all the time. I don't have time to do the trial and error with everything all the time. Perhaps I could at least get a statement to the tune of : You believe this item will come out at X quality. By raising A and B, you could improve on that. Anything would help, though.

19) Maps. Jesus Christ. I won't be able to find my claim again. I need some sort of map that reaches the entire world. Minimap does not cut it. I need to be able to mark shit on a map that I don't have to spend a century of skill development and travel to be able to use efficiently. If I could build a recording device, a travel journal, that I could then spend some time writing in, that recored little logs of where I'd been, how far I'd traveled, (maybe even what I'd done since the last entry) and drew an add on to my world map every time I used it. That would be fine. I'd have to get the ink, the quills and the paper for the journal. My journal could then get stolen. I could, on a macrogrid basis, copy maps from my world map, and sell them on. Macrogrids would have to be revisited to be mapped again. You could build cloaking devices, that prevented the map generator from recording stuff. Everything under the cloak would be recorded as forest, for example. The maps would need some sort of decay rate. Pretty high. If data history maintenance is to be kept in check.

20) If this is to be a RPG, psychology needs to be enforced. Players need to be told what their characters are experiencing. Bears need to have Terror attacks, that send your hearthling into panic if he fails a check for psyche. Wolves need to howl against the moon. Groups need to experience psychological effects in times of war and strife and triumph. Villages could get golden eras. Famine and other nation wide events.

21) With increased maps it should get easier for villages to dominate larger tracts of land. Villages should offer added security against force summons. The collective strength of a group needs an abstract representation even when the group happens to be logged out, or on vacation.

22) Villages need to be able to declare war on other villages.

23) There needs to be a way, sadly, to destroy claims more effectively. You must be able to challenge for control of land. Any land.

24) Solo players can get an add on to the black skills, at a relatively low cost, that allows them to declare war on villages, and tear down their idols. Two wandering Gatsus should be able to assume lordship over backwater shit towns. You should also not always have to build massive bloody palisades around your small dime village. At least not *inside* the village. The little box forts I've been seeing aren't really to my taste always.

25) Death should be more common, and much less severe. We've been talking about ancestral worship forever, let's do it.

26) Trolls should capture player character's if they defeat them. They would then eat the players within one in game day. They'd hole up inside a cave. Taking out a trolls nest, with captured players, would be a massive challenge. There'd be a troll king. He'd be insane. He could beat you into a bloody pulp with his pinky. You'd need to team up. We're talking a Rift, Blaze, Pumpkin operation (Hai guise!). We're talking... Ghostbusters.


27) I love the fact that there is a back market for unused lembas bread. In hard core fights, people will still ask "Does he have lembas bread?". After a real good while, lembas would become stuff of legend. The idiot prices I've seen them go for. Glass beads to indians. Seeds and fibers!? Glass beads to indians...

See, kids. That is a wall of text.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

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Re: What really sucks

Postby jorb » Tue Sep 15, 2009 10:38 pm

VoodooDog wrote:what really suxx are def's who not answering/giving back my char


Oh. Sorry. I thought it was obvious that I completely ignored that request. Obviously you're not getting your character back if you drown. He's dead, remember?

I am like Zeus -- I can change the courses of fate, I sometimes want to, but only very rarely can I. Permanent Death: Feature, not bug. Haven aims to be hardcore.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

-- Hieromonk Seraphim Rose
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Re: What really sucks

Postby RaptorJedi » Tue Sep 15, 2009 10:41 pm

jorb wrote:
13) NPC mailmen delivering the stuff to you? Carrying pigeons? Perhaps you could train hawks to pray on the carrying pigeons?



Any ETA on when hawks will prey on carrier pigeons? :P
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Re: What really sucks

Postby Potjeh » Tue Sep 15, 2009 10:48 pm

I must say I completely disagree with your ideas on globalization. Distance should have a meaning. You should encourage bulk trade, because it leads to whole trade chains and interesting organizations developing, such as guilds or shipping companies. By adding long-distance autotrade you deny us a whole lot of potential gameplay. Local autoshops I like, as in shops that you have to physically interact with to use. Anyway, I hope you consider going for stuff like cargo ships and horse wagons instead of teleshops.
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Re: What really sucks

Postby Jackard » Tue Sep 15, 2009 10:50 pm

jorb wrote:27) I love the fact that there is a back market for unused lembas bread. In hard core fights, people will still ask "Does he have lembas bread?". After a real good while, lembas would become stuff of legend. The idiot prices I've seen them go for. Glass beads to indians. Seeds and fibers!? Glass beads to indians...

8-)
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Re: What really sucks

Postby Laremere » Tue Sep 15, 2009 10:54 pm

Considering that I sometimes flinch while hearing the hurt sound because from the time I started playing to the time civ was introduced I lived in an area where the animals would kill me with no contest, hearing wolves howl from a distance and wondering if they were close or far or right behind you would be pretty cool.
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Re: What really sucks

Postby CG62 » Tue Sep 15, 2009 11:05 pm

Some of those ideas peaked my interest, namely the trolls.

How cool would it be to raid a Troll cave and rescue some really influential people?


The lost idea was also really cool. That, combined with the ability to make some sort of temporary dwelling (tent/mud hut) could lead to some interesting things.

Of course I'd suspect no less from Jorb.
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Re: What really sucks

Postby AnonWat » Tue Sep 15, 2009 11:13 pm

Never had that issue. Go telepron you troll.
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