What really sucks

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Re: What really sucks

Postby Peter » Tue Sep 15, 2009 11:22 pm

Stop whining, the devs don't need to hear your way-off-base suggestions! That's nothing like the game I know they're intending to make! They want to make new players take a decade to reach mid-level, and have it all taken away in an instant by a mosquito bite. There should only be two mines, one of which is owned by Pumpkin, and one of which is blocked in by griefers. And... um... oh.

Well, nice to see that at least the devs know there's problems. Now let's see you play from scratch!

Only thing I disagree about is rivers- but not entirely. Rivers could remain deadly, but there needs to be progression. Like, there should be three-tile-rivers that anyone can swim if they have swimming. Then larger and swifter rivers that are more and more impassible, up to Mississippi-like, no! English Channel-like, rivers that require truly heroic stats to endure.
Last edited by Peter on Tue Sep 15, 2009 11:27 pm, edited 1 time in total.
Surprise.
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Re: What really sucks

Postby VoodooDog » Tue Sep 15, 2009 11:23 pm

jorb wrote:
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.



ohh pleassseeeeee greate, sexy and wise zeus pleasssssssseeeeeeee

ps: i have nice pics of my girlfriend *lala*
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Re: What really sucks

Postby AnonWat » Tue Sep 15, 2009 11:38 pm

Well. Gotta give him an A for trying.
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Re: What really sucks

Postby Golbez » Tue Sep 15, 2009 11:46 pm

I prefer E for Effort.
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Re: What really sucks

Postby jorb » Tue Sep 15, 2009 11:49 pm

28) Note to self: I did not like autoports in Oblivion. I have argued that they spoiled a large part of what was fun about Morrowind. (And, also.... removing levitation? Jesus Christ that was the stupidest thing Bethesda ever could have done). Auto teleports completely ruined Fallout 3. Let us not make that mistake.... I did like them in GTA, though.... why was that? We can't let this get out of hand, anyhow. Travel worked fine in Fallout 2, though, but I'm not sure that I want to make it more abstract.

29) More challenges for established players. Perhaps you could burn yourself on the cauldron, and slip your hand into the meatgrinder? Perhaps kilns and smelters could explode?

30) Noobs need to be thrown bones. Flint knives for good early combat attacks. Something easier than foxes.
"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 AnonWat » Tue Sep 15, 2009 11:53 pm

jorb wrote:29) More challenges for established players. Perhaps you could burn yourself on the cauldron, and slip your hand into the meatgrinder? Perhaps kilns and smelters could explode?

30) Noobs need to be thrown bones. Flint knives for good early combat attacks. Something easier than foxes.


Note on your 29 & 30

29: Go fuck yourself.
30: I don't find anything wrong with a switchblade being made out of stone without learning any skills. That actually could be a good idea for the newbies.
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Re: What really sucks

Postby jorb » Tue Sep 15, 2009 11:54 pm

VoodooDog wrote:ohh pleassseeeeee greate, sexy and wise zeus pleasssssssseeeeeeee

ps: i have nice pics of my girlfriend *lala*


Sorry if I sounded ruder than I actually meant to be.
"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 kobnach » Wed Sep 16, 2009 12:23 am

jorb wrote:
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.


That's because you understand the combat system. I've got a character with similar unarmed, who basically can't kill a damn thing. OK, that's an exaggeration - but she's rather less effective than a similar character with the same points invested in melee. Every once in a while she manages to strangle something, which is very effective - but generally it doesn't work.

jorb wrote: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.


It was fine until you made sheep rare. Well, almost fine. The more HP I get, the longer it takes to recover from being KO'd, even with a bandage. And what am I doing in the meanwhile, unable to wear any kind of helmet?

jorb wrote: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.


I've been saying this for rather a while. And that was before one needed resources from several super grids to optimize just about anything.

Do us all a favour, jorb and make a point of playing regularly. It seems you understand things much better when you experience them than when you read player complaints - so get your own carts stuck in doors [finally fixed after you personally encountered it], hunt desperately for cows and/or sheep, be bereft of iron, leave villages accidentally and drown in lag spikes, or while gathering clay. Play a new character, get lost in the tangle of claims and ridges around the ROB, while hunting for an unclaimed tree with branches, or to find some specific landmark on a map. Do things we haven't tried, and don't even know will cause problems, as well as things we've tried and complained about. I think we'll all be happier for it.
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Re: What really sucks

Postby Pacho » Wed Sep 16, 2009 12:32 am

Do none of those things and finish drawing our boats! >=[

*pulls out his rat tail whip*
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Re: What really sucks

Postby g1real » Wed Sep 16, 2009 12:53 am

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.
Is there really a way to fix this without fucking combat over, or those who have theirs stats currently earned to be an effective fighter really, if there is ever gonna be a rebalance of this I demand a reset on all combat attributes.

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?
Can't say I've tried.

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.
The only strategy I use is combat meditation, but I noticed that dodge is the way to go for my 61 unarmed, bloodlust hasn't ever done anything for me and DoG is pretty unusable.

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.
Axes also have a slower attack speed, so I *guess* that compensates, short to say I believe axes also have less special attacks.

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.
You naughty boy, I wish I could do that, healing is a pain right now, this could be fixed by making cow/sheep spawns actually give different quality, or a standard 100 quality that should be reduced by your survival skill

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.
I doubt there's a macro for that, or it's very advanced, and while I remain neutral on the opinion of macro's, if one has the skill to play this game very smart and the other the skill to code very good, they both have an advantage, no? I think the LP grind needs to be worked out, even I have been lured by macroing sometimes because getting 1 point in farming/unarmed takes me at least half an hour.

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.
That would be good, the problem is that this would perhaps gap blaze from me even further, with the skills he has he could oneshot a dryad and get massive LP, making him even stronger even faster - of course there's the point of that lower skills require less LP to train.

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.
He's right, even I satisfy my social stuff for this MMO trough mIRC, the chat window needs to be updated - we need a default global chat in our chat box. This however is combined by how big the UI is already compared to the resolution - one of the top priorities should be getting full resolution support and a more customizable interface. (I hope you can do that for us loftar)

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.
Make a turbofarm, I'm not really entirely sure how the mechanics work yet, but I enjoyed seeing my crops grow within 5 seconds. Silk is a lot of effort and really risky to undergo, as these things can die anytime and are subject to server crashes.

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.
There has been a long argument about how there should be no NPC's and all, the auction could count as an NPC - However, I think the auction house could also be a great way to introduce the first magical things (using dreams, and an extended process of converting dreams) - the auction house requires 10 converged dreams - a process that involves putting them in another sort of dreamcatcher, that you have to fuel with seeds every 8 hours at least for the next 16 hours.

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.

IRC could be made more accessable, code in an IRC protocol into the game :O - this would also fix some chatting issues.


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?
tl;dr

13) NPC mailmen delivering the stuff to you? Carrying pigeons? Perhaps you could train hawks to pray on the carrying pigeons?
Like a pigeon cage as building, needs 1 interaction option, maybe requires some wheat seeds every 24-48 hours to keep them alive.

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".
We need village channels yes, right now Caketown uses an IRC channel to discuss village stuff - ineffective as not everyone wants to idle IRC 24/7

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.
I like this idea, however swimming still needs to instill fear of some sorts, if you drown in a river you'll get:
1) Taken downstream
2) Hearthfire dies, you get kicked out of the village, RoB disabled.
3) Lost status, your character will stay ingame for the next hour, even if you log out, this would make getting knocked out still somewhat deadly.
note) - This would require longer rivers, something that goes-somewhere-out-of-the-middle-supergridrivers.

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.

No commento.

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.
Bog iron, we need it really. Altough caketown is willing to trade iron at any time for an equally done service, butter is in high demand.

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.
This, so this, I WANT A GODDAMN DATA DUMP OF SOME SORTS, I WANT TO KNOW WEIGHT MODIFIERS, WHAT SKILLS AND STATS AFFECT WHAT. THIS SHOULD BE ONE OF THE HIGHEST PRIORITY THINGS LOFTAR >=(

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.
Mapmaking, this should be implemented soon, perhaps just generate the maps already, put them somewhere on the website, implement a mapmaking skill - once you map out 50% of a map you get access to the map via the website.

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.
This should really come with the implementation of environment, which we might need sometime soon to kill the bore - even Wurm Online had some sort of ambient sounds eventually and while that got repetitive after a while it was better then SILENCE.

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.
Caketown wants to expand, caketown has already claimed their area as the cake province, however we have no physical claim there, as rift put it: The claim is only morally.

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

I guess this could come in, but what prevents them from declaring war right now.

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.
This could come with another form of griefing however, maybe some sort of way to be able to obliberate a claim with your own claim.

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.

No comment

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

I really want to see it, I have to admit that if my character didn't get restored, I would've called it quits and never returned, it's too much time lost for what I did, and full tradition doesn't cut it. Wurm Online had a relatively severe penalty on death, however death was still more common then here - you took a 0.25 skill hit for all skills in that game (where any skill above 10 took half an hour in the least to raise to 11), you would however also get a triple experience boost for 0.25 skill.

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.
humm....


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...
I had two alts with lembas, I think they got purged from the DB because I can't log in on them, nor recover them :(

See, kids. That is a wall of text.

I counter your level 27 wall of text with a level 25 counter-wall of text.
loftar: The inner chaos of the Jorbian mind is hard to conceal. :)
jorb: It's called creative license. You know, that thing you seem to want to apply to logic, grammar and coherence? :)
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