cobaltjones wrote:The whole parchment/messaging system needs an update.
vikingdragons wrote:...but a message board of some kind would be a nice addition, as would being able to have more than 1 line on runestones/parchement.
Yeh there's been threads about it and I brought it up in my Book idea thread too, hopefully they'll add it soon.
cobaltjones wrote:Village notices seems reasonable, although I think you're making it more complicated than it needs to be.
The wanted poster may be a bit complicated but I dont see the notices as being very complicated, maybe it just seems so when reading about it all, but in practice it would probably be quite easy to use and understand.
vikingdragons wrote:I like the signature thing, but the whole wanted system is questing, and quests are for more 'norma;' mmorpgs, not a sandbox game like H&H.
I think player created requests could work, and what better place to at least try it than in alpha
Kaios wrote:I love it. I don't see this as the generic quest theme at all, it is real people putting up actual requests for help, trades, communication, whatever. I think it's a great idea and you put a lot of work in to your presentation and I think it is great.
Sarge wrote:Wow, you've put in a lot of effort on your presentation, very nice.
Thank you, yes I don't like doing things half-assed.
Sarge wrote:Here it is: viewtopic.php?f=5&t=9403&p=103826&hilit=wanted#p103826
Thanks for the link, love this idea too.
Kaios wrote:The add reward feature for wanted posters makes sense in terms of incentive to get someone to take up your request, however I don't think it would work out very well. I assume it would do a check to see if player is dead with the scent, but I don't understand how the reward appears from a notice board. You stored the item(s) in the board and no one can just walk up and take it until the mission is complete? And then how does it determine that YOU are the one who killed the perpetrator? What if someone else who accepted decides to go up and claim the reward after you've done all the hard work.
I just don't see a reward system working like that.
There is probably some way for the "system" to determine who killed who and check if the player who killed the other player had accepted a request to do so and then flag the players request as completed.
Yes the reward item is stored in the Notice Board, and no one but the one who completed the request (I like the word "request" better, it doesn't sound as bad as quest xP) can retrieve the reward... ah and I just thought of some complications with this; it could be used as personal storage which no one could steal from, the board would of course be breakable and all the stored items would drop out but then public notice boards would get broken all the time from thieves wanting all the goodies, maybe it is best to scrap or rethink the wanted poster/request idea :/
Kaios wrote:This is how I believe it should work: When you are adding the perpetrators scent, you only need one set. Then that scent is binded to the wanted poster. People who accept, will receive the amount of scents they'd normally get from tracking it as if it were on the ground, and normal decay rate applies.
This way, you make the scent available to anyone who wishes to aid you, and it runs out naturally like any other scent would.
Yes I thought of this way too but that would be duping if I understand you right, and that could be abused.
Kaios wrote:Of course something would need to be implemented so a player can only take one set of scents at a time, and not store in a container and keep taking them.
When you press accept you get a stack of scents and can't press accept again to get more scents, throw away the scent and you have to wait 24hrs to get more.
Please don't quote this entire post.