I still like the idea of traps to give the settlers some countermeasures against attackers. What about "minor" traps (beartraps) beeing allowed everywhere (like palisades are allowed everywhere) and hazardous traps (sharpened wooden poles) beeing claim-only? Having traps completly claim-bound would make them horribly expensive, and wouldn't really be used to the extend where they'd be needed.Nigra wrote:How about traps that can only be placed on your claim ground? Sharp wooden sticks on unused ground, or a bear trap that holds the victim for a bit, or whatever. Along with a perception check to see the trap, and maybe a Disarm skill, and a Dexterity check for success or failure while disarming.jorb wrote: Basically I want the claim to bite back, and not just act as a passive recorder of crimes committed.
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Wipfmetz
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Re: No more PK'ing and trust groups
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Potjeh
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Re: No more PK'ing and trust groups
How's this: remove all skill levels. Use just stats instead. Skill-giving equippables/consumables still give skill levels, but these are now just bonuses to stats when they're being used for relevant activity.
I'm not sure I like it either, but it's the logical extension of removing combat skill values. It'd make the game a lot more craft-centric and devalue macros, at least.
I'm not sure I like it either, but it's the logical extension of removing combat skill values. It'd make the game a lot more craft-centric and devalue macros, at least.
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Nigra
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Re: No more PK'ing and trust groups
Having traps being able to be built anywhere outside your own claim would just lead to people plastering the world with them. Unless you limit how many traps one person can have built/active at a time, or how many are allowed inside a grid.Wipfmetz wrote:What about "minor" traps (beartraps) beeing allowed everywhere like palisades and hazardous traps (sharpened wooden poles) beeing claim-only?
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sabinati
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Re: No more PK'ing and trust groups
i suppose the next logical step would be to remove LP, and add in jorb's "quest system" for the purchased skills...?Potjeh wrote:How's this: remove all skill levels. Use just stats instead. Skill-giving equippables/consumables still give skill levels, but these are now just bonuses to stats when they're being used for relevant activity.
I'm not sure I like it either, but it's the logical extension of removing combat skill values. It'd make the game a lot more craft-centric and devalue macros, at least.
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Potjeh
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Re: No more PK'ing and trust groups
Yeah, but I think Wyrd would be a better choice for purchasing skills.
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sabinati
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Re: No more PK'ing and trust groups
wyrd seems better suited to buffs. remember, the "quest system" is really more of a "discovery system". granted, some of the wyrd stuff could tie into that. but i liked the idea that your character was "curious" about the clay he found and so he messed around and learned the pottery skill.
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Potjeh
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Re: No more PK'ing and trust groups
You're probably right. It's just that I can't imagine a quest system that stays fresh, but from what I've seen so far the devs have a bit better imagination than I do.
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sabinati
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Re: No more PK'ing and trust groups
well the word "quest" is used pretty loosely
it's not like "go kill 10 rats" or "fetch me 10 rocks"
it's not like "go kill 10 rats" or "fetch me 10 rocks"
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Potjeh
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Re: No more PK'ing and trust groups
Nah, when I hear "quest" in H&H context, I think of something puzzle-ish. Puzzles don't go well with MMOs, though.
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Jackard
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Re: No more PK'ing and trust groups
So we have come full circle:Potjeh wrote:How's this: remove all skill levels. Use just stats instead. Skill-giving equippables/consumables still give skill levels, but these are now just bonuses to stats when they're being used for relevant activity. I'm not sure I like it either, but it's the logical extension of removing combat skill values. It'd make the game a lot more craft-centric and devalue macros, at least.
viewtopic.php?f=5&t=3011
viewtopic.php?p=64694#p64694
Jackard wrote:Which creates more of a grind, LP or skill values? After starting from scratch several times, I'm inclined to believe LP is not the real problem with the current system, more a convenient scapegoat, and that we'd all be better off without skill values. They could be replaced entirely by attributes and mechanics like numen/wyrd.
“A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.”