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Sevenless
- Posts: 7704
- Joined: Fri Mar 04, 2011 3:55 am
- Location: Canada
Re: Game Development: A Touch of Death
I don't think lunar knows that charter stones can be used for quick travel. But I've also seen lunar be rabidly anti quick travel (including roads), so maybe that's for the better.
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
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Kaios
- Posts: 9268
- Joined: Fri Jul 30, 2010 2:14 am
Re: Game Development: A Touch of Death
He wants it to be like before where charter stone names showed up on a list in the character creation room, rather than entering the name like a hearth secret.jorb wrote:... what?Lunarius_Haberdash wrote: Le-Sigh -> FIX THIS. They're just glorified hearth fires without it.
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ramones
- Posts: 3077
- Joined: Fri Jul 09, 2010 10:03 pm
- Location: I am a man who walks alone'
Re: Game Development: A Touch of Death
Auction house > charter stone.
W16.1 - Pet Sematary (hermit)
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W7 - Emerald City
W6 - Gomorrah
W5 - Pandemonium
W4 - Angkor
W3 - Angkor
W8 - Hermitage
W7 - Emerald City
W6 - Gomorrah
W5 - Pandemonium
W4 - Angkor
W3 - Angkor
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Pickard
- Posts: 461
- Joined: Wed Jul 27, 2011 8:23 pm
Re: Game Development: A Touch of Death
Trade is ok now, not perfect but it works. Charter stone is ok.ramones wrote:Auction house > charter stone.
Dont waste time on "good enough" things.
w16 nope! w15 Trust me bro(Arcanum) w14 Arcanum w13 Arcanum w12 Action w11 Willowroot w10 Dis w9 Hive w8 Core w7 H.A.W.X/Progress w6 Dis/Disneyland w5 Peace/Late Project w4 Hermit
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venatorvenator
- Posts: 1066
- Joined: Fri Mar 07, 2014 5:59 pm
Re: Game Development: A Touch of Death
venatorvenator wrote:Will there be a rework of crime debuffs?jorb wrote:We've mostly been talking tonight as well, generally speaking broadly and widely on the topics of player interactions, politics, warfare, trade, &c. One general conclusion is perhaps that we want the game to support more dynamic player interactions.
Xcom wrote:Most good things last only a short time
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Lunarius_Haberdash
- Posts: 1477
- Joined: Tue Jul 05, 2011 5:14 am
Re: Game Development: A Touch of Death
I'm aware of this, and I hate it, you're right about that. Fast travel was utterly unnecessary.Sevenless wrote:I don't think lunar knows that charter stones can be used for quick travel. But I've also seen lunar be rabidly anti quick travel (including roads), so maybe that's for the better.
That being said, yes, I precisely want the return of the ability of players who've never been to the forums to pop through the charter stone off of a list.
jorb: I don't want *your* money. You are rude and boring. Go away.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
Avu: The end is near it has finally come to pass: I agree with Lunarius...
Shubla: There are also other reasons to play this game than to maximize your stat gain.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
Avu: The end is near it has finally come to pass: I agree with Lunarius...
Shubla: There are also other reasons to play this game than to maximize your stat gain.
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Gordon
- Posts: 57
- Joined: Sun Oct 10, 2010 8:13 am
Re: Game Development: A Touch of Death
This would be actually nice, there should be an checkbox at charter stone - "Make charter stone public" , that would put the charterstone name in a list which would be available by right clicking the skull at spawn zone and new players could spawn on them.Lunarius_Haberdash wrote:
That being said, yes, I precisely want the return of the ability of players who've never been to the forums to pop through the charter stone off of a list.
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jorb
- Posts: 18715
- Joined: Fri Apr 03, 2009 7:07 am
- Location: Here, there and everywhere.
Re: Game Development: A Touch of Death
Anything in particular you feel needs reworking?venatorvenator wrote:venatorvenator wrote:Will there be a rework of crime debuffs?jorb wrote:We've mostly been talking tonight as well, generally speaking broadly and widely on the topics of player interactions, politics, warfare, trade, &c. One general conclusion is perhaps that we want the game to support more dynamic player interactions.
"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
-- Hieromonk Seraphim Rose
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venatorvenator
- Posts: 1066
- Joined: Fri Mar 07, 2014 5:59 pm
Re: Game Development: A Touch of Death
Stacking and scaling debuffs according to the severity of the crime would be good, I think. Right now there's not much incentive to just steal when you can vandalize, or just KO when you can murder. The Moot has some quotes in the line of "I committed this crime because I had already committed another crime" which illustrates part of the problem. For example, you could consider reducing theft penalties but making them cumulative per stolen item, adding more annoyances or longer debuffs for murder, making battery less serious, and so on.
Because you're foreseeing more interactions between players, and at the moment that sort of thing just ends with murder and destruction.
Because you're foreseeing more interactions between players, and at the moment that sort of thing just ends with murder and destruction.
Xcom wrote:Most good things last only a short time
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pedorlee
- Posts: 1321
- Joined: Sat Feb 04, 2012 10:36 pm
Re: Game Development: A Touch of Death
Thats the same in real life. A theft crime lasts 2 days, a vandalize i dont remember and a murder its like 8 days. Modifying this could led in less liberty and interaction. What we need is more rangers, not more laws.venatorvenator wrote:Stacking and scaling debuffs according to the severity of the crime would be good, I think. Right now there's not much incentive to just steal when you can vandalize, or just KO when you can murder. The Moot has some quotes in the line of "I committed this crime because I had already committed another crime" which illustrates part of the problem. For example, you could consider reducing theft penalties but making them cumulative per stolen item, adding more annoyances or longer debuffs for murder, making battery less serious, and so on.
Because you're foreseeing more interactions between players, and at the moment that sort of thing just ends with murder and destruction.