Shattered Kingdoms

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What is your overall opinion of these changes?
Positive 83%  83%  [ 58 ]
Negative 17%  17%  [ 12 ]
Total votes : 70
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 Post subject:
PostPosted: Tue Dec 30, 2008 2:37 pm 
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Mortal

Joined: Wed Sep 08, 2004 12:28 pm
Posts: 709
Location: Nederland, CO
dalamar wrote:
The group speed change makes perfect sense. Good change.


Seconded.

Peace,
Bux


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PostPosted: Tue Dec 30, 2008 3:16 pm 
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Mortal

Joined: Mon Nov 14, 2005 7:21 pm
Posts: 2506
Location: The yellow brick road
SK Character: Bran
archaicsmurf wrote:
Quote:
Fists of the White Swan

In the high peaks of central Zhenshi, somewhere above the city of Nerina,
rests a small monastery dedicated to the Fists of the White Swan. The Fist
is an order dedicated to Enlightenment, Discipline, and the Virtues of
Light. As a whole they tend to be a reclusive lot and usually come down
out of the peak only rarely to tend to disputes that the citizens of Nerina
cannot handle themselves.
A few members, however, do enjoy making
pilgrimages to the other kingdoms to help bring order to the lives of their
citizens. Their discipline in melding the powers of the body and the mind
make them formidable foes.


mundufisen wrote:

I ask for a simple thing that would benefit people and you just look for a reason to argue with my like always, now please go away and quit replying to my posts.

Thanks.


Im sorry but the code change benefits the pbase a lot more than your petty circumstance, where it doesnt.

Maybe I just have some antimosity because there's no cabal in my back yard able to defend my Kingdom whenever an attack ensues, and im not around. In the event that the Moot is attacked, the cries of my citizens fall on deaf ears. Not Nerina though. Nor Exile. Nor Sith. All where the cabal nearby acts as surrogate tribunal members in the time of need. There's a reason that cabal members dont have law immunity.


Well no [REDACTED] they dont have law immunity, thats why Im asking for a recall to the stones when your marked as wanted. Your such a douchebag and never even know what your talking about.

If you dont have something positive to say about it, or a reason why you think it is a bad idea besides 'i dont care about you recalling into guards because im a douchebag' then just stop replying. You are completely annoying like all the time...


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PostPosted: Tue Dec 30, 2008 5:13 pm 
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Joined: Thu Jun 22, 2006 8:43 am
Posts: 2323
SK Character: Airkli
Flaming in gameplay is not allowed. Please try to follow the rules and make a post that doesnt attack me or others. Thank you.


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PostPosted: Tue Dec 30, 2008 9:34 pm 
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Joined: Thu Jun 22, 2006 8:43 am
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SK Character: Airkli
Back on topic.

Dulrik -

I've done some testing with the bounty NPCs and i'm finding that they spawn at nearly the same rate as before.. only now, they spawn three at a time when I am by myself (granted there are 3 npcs with me but that's never been an issue). This is true of Taslamar, im not sure about Zhenshi though.

Is this intentional? More NPCs and (hardly) less often?


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PostPosted: Tue Dec 30, 2008 11:39 pm 
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Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
Syndal wrote:
Quest XP apparently got ruined by this. I just did 4 "Mentor-GM" quests, and got a whopping 1 tick of XP.

Incorrect linkage of cause and effect. It now takes more XP to level at high levels, therefore even though you receive the same amount of XP as before, it takes more quests to attain a level.


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PostPosted: Tue Dec 30, 2008 11:42 pm 
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Joined: Wed Feb 27, 2002 4:00 pm
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Location: Redwood City, California
archaicsmurf wrote:
I've done some testing with the bounty NPCs and i'm finding that they spawn at nearly the same rate as before.. only now, they spawn three at a time when I am by myself (granted there are 3 npcs with me but that's never been an issue). This is true of Taslamar, im not sure about Zhenshi though.

Is this intentional? More NPCs and (hardly) less often?

The bounty NPCs spawn half as often as before. The third bounty hunter is a new feature if you have a super high bounty on your head. With the amount of crimes you have probably racked up, I'm not surprised that you aren't seeing much of a difference. They probably had 150% chance to spawn on you before and now only have 75% chance.

PS. Also remember the reduced chance is only in the wilderness.


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PostPosted: Tue Dec 30, 2008 11:50 pm 
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Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
Dayamin wrote:
Pages need to be added to the shop lists. I noticed an issue with this right off when people were selling lots of items and I was getting a list that I had to scroll up the buffer for.

Paging for shops. Sounds like a fine idea.


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PostPosted: Wed Dec 31, 2008 2:46 am 
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Joined: Mon Jun 21, 2004 12:58 pm
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Location: Spokane, WA
I just thought of something, who and/or what is going to report the theft from a corpse? If the entire room is dead, there won't be anyone to report the theft.


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PostPosted: Wed Dec 31, 2008 3:06 am 
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Joined: Mon Jun 17, 2002 4:18 pm
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Location: In the palm of the left hand black
Dead men tell no tales!

Same as with any other crime.


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PostPosted: Wed Dec 31, 2008 8:20 am 
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Joined: Sat Mar 02, 2002 4:00 pm
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Location: New York
Quote:
I just thought of something, who and/or what is going to report the theft from a corpse? If the entire room is dead, there won't be anyone to report the theft.


I'm hoping that's the way it works. It wouldn't make any sense that for every other crime you need a witness, but for theft from a corpse you just magically get reported. I also assume that ghosts cannot remember crimes committed while they were ghosts (i.e., what Canni said).

Overall I'm positive on the changes, and grateful that Dulrik and team is putting effort into the betterment of the MUD. LOVE that you can spend jail time offline now.

I do wish we could move further toward the removal of bounty NPCs and full control of tribunal powers (i.e., banish) by the leaders, though.

Cheers,
pudgy


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