Adventure Concepts: Myth

General discussion and socializing.

Re: Adventure Concepts: Myth

Postby ArPharazon » Sat Aug 22, 2009 8:32 pm

Cajoes wrote:And koboldsinfesting old mine-shafts, mucking up the ore.


Oooh cutebolds would be so awesome! I think it would work best if they mined randomly, but produced only stone-giving ore. Or to be really evil, ore that gives cast iron which is 100% slag.
ArPharazon
 
Posts: 173
Joined: Thu Jul 23, 2009 12:24 am

Re: Adventure Concepts: Myth

Postby niltrias » Sun Aug 23, 2009 5:01 am

I really like the idea of Draugr. Burying would suddenly become critical. Or at least, administering the last rites.
<Marcher Lord>
Dogs! Oh god, please give us DOGS!
There are those who press on with the ardor of beer, and those who are faint with thirst.
User avatar
niltrias
 
Posts: 1559
Joined: Sat May 30, 2009 10:19 am

Re: Adventure Concepts: Myth

Postby Potjeh » Sun Aug 23, 2009 10:57 am

I had a thought about preventing griefing via Russalkas: make it so that a minimum amount of LP earned is required, and the chance to spawn a Russalka is determined by tradition/change (100% chance at full change, 0% at full tradition). If somebody wants to sacrifice a developed character just to grief a town, so be it.
Image Bottleneck
User avatar
Potjeh
 
Posts: 11812
Joined: Fri May 29, 2009 4:03 pm

Re: Adventure Concepts: Myth

Postby Jackard » Sun Aug 23, 2009 11:27 am

why change?
Last edited by Jackard on Sun Aug 23, 2009 11:37 am, edited 1 time in total.
User avatar
Jackard
 
Posts: 8849
Joined: Sun Jul 12, 2009 6:07 am
Location: fucking curios how do they work

Re: Adventure Concepts: Myth

Postby Potjeh » Sun Aug 23, 2009 11:31 am

Because people might be willing to sacrifice 10% of their LP if it was guaranteed to create a Russalka. If it only gave them a 10% chance to spawn one, they'd think twice before doing it.
Image Bottleneck
User avatar
Potjeh
 
Posts: 11812
Joined: Fri May 29, 2009 4:03 pm

Re: Adventure Concepts: Myth

Postby Jackard » Sun Aug 23, 2009 11:37 am

i don't quite understand

also, treesnakes
User avatar
Jackard
 
Posts: 8849
Joined: Sun Jul 12, 2009 6:07 am
Location: fucking curios how do they work

Re: Adventure Concepts: Myth

Postby Potjeh » Sun Aug 23, 2009 11:44 am

Well, the point is that it' take great sacrifice to make a Russalka, so nobody would be making them on purpose (and thus griefing with them would be avoided). They could still be spawned "naturally", ie through bona fide murder of a female character in/near water, or through drowning.
Image Bottleneck
User avatar
Potjeh
 
Posts: 11812
Joined: Fri May 29, 2009 4:03 pm

Re: Adventure Concepts: Myth

Postby Jackard » Sun Aug 23, 2009 11:51 am

full peace/change is the first thing alts go for, so if you are trying to discourage alts from using it...

not that switching it to trad would be any better, really. nothing to lose and guaranteed ghost

it's just a bad idea
User avatar
Jackard
 
Posts: 8849
Joined: Sun Jul 12, 2009 6:07 am
Location: fucking curios how do they work

Re: Adventure Concepts: Myth

Postby Potjeh » Sun Aug 23, 2009 11:53 am

That's what the minimum LP required part is for. Would you suicide a 100k LP character at full change just to grief a single town?
Image Bottleneck
User avatar
Potjeh
 
Posts: 11812
Joined: Fri May 29, 2009 4:03 pm

Re: Adventure Concepts: Myth

Postby Jackard » Sun Aug 23, 2009 11:54 am

well you never mentioned the 100k part

(ps. its still a bad idea)
User avatar
Jackard
 
Posts: 8849
Joined: Sun Jul 12, 2009 6:07 am
Location: fucking curios how do they work

PreviousNext

Return to The Inn of Brodgar

Who is online

Users browsing this forum: Claude [Bot] and 2 guests