MagicManICT wrote:Was HHP damage for committing crimes removed now that players have a way to exact vengeance directly?
It's only SHP and probably not.
MagicManICT wrote:Was HHP damage for committing crimes removed now that players have a way to exact vengeance directly?
Amanda44 wrote:Does the perp have a way of knowing who sent the Nidbane? If for example they have scents out in different places, is there anything that tells them where the Nidbane came from?
MagicManICT wrote:Was HHP damage for committing crimes removed now that players have a way to exact vengeance directly?
loftar wrote:We discussed the possibility of tracking the source of a defeated Nidbane, and decided we might add it if there seems to be a need for it. In the meantime, you can perhaps get at least a hint by watching the direction whence it comes.
jorb wrote:Pickard wrote:And disposable criminal alts, maybe this is your goal...
Might as well abandon any attempt to make it possible to punish criminals, then?
That is the continuation of your logic.With current pain in ass no single action worth criminal actions.
Also, which one is it? Is crime now impossible, or more possible and scarier than ever?
Kaios wrote:loftar wrote:We discussed the possibility of tracking the source of a defeated Nidbane, and decided we might add it if there seems to be a need for it. In the meantime, you can perhaps get at least a hint by watching the direction whence it comes.
Do they eventually start moving fast enough that they would become impossible to follow? Do they start out at such a speed?
Flesh out the quest system more.
Work on the death mechanics. Reinstate some manner of ancestral worship and continuity between characters.
Add more high-level crafting/content. Systems for weapons and armor. Crafting buffs.
Add (more) active dimensions to both eating and, most especially, curiosities, to reduce their reliance on timed hurdles. In the case of curiosities we want to see some sort of active gameplay introduced, rather than just the passive offline studying.
Develop animal AI further, and add scarier monsters. Make animals leave blood trails when they run, make them more aggressive when wounded, try to remove some of the obvious exploits used against them.
Flesh out the wound system more. Add more wound types and make them less static. Have wounds develop, get infected, split off to new wounds when large enough, &c.
Improve the barter stands to allow more exhaustive input type specifications.
Try to solve some of the long-standing bugs with horses, and make it possible to tame them.
Improve client performance.
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