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 Post subject: Re: Please make the inns relatively 'safer'
PostPosted: Tue Oct 04, 2011 8:42 am 
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Joined: Sat Dec 27, 2008 12:48 pm
Posts: 1725
Location: Rockin' your world
SK Character: Snuffles
Algorab wrote:
Strolling through the whole city generally means about 5-8 rooms x3-9 bounty NPCs per room, all yelling about invaders...that's a safe haven. In fact, the only way one can die under those circumstances is if they're afk in an inn.

Like I said, this isn't going to change any time soon unless bounty NPCs are revisited first.


I apologize for not clarifying, when I said "strolling through a city" I actually meant walking through the entire city, killing everything in sight with little effort. Yelling, shouting or anything similar to that is irrelevant. What is relevant is the fact that said person can actually accomplish such with weak opposition. I doubt anyone will get caught off-guard by something of that magnitude, nor did I imply such.


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 Post subject: Re: Please make the inns relatively 'safer'
PostPosted: Tue Oct 04, 2011 9:03 am 
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Joined: Wed Sep 24, 2008 12:21 pm
Posts: 4452
Ain wrote:
Edit: I was wrong. They don't.


I accept your apology.


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 Post subject: Re: Please make the inns relatively 'safer'
PostPosted: Tue Oct 04, 2011 9:58 am 
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Joined: Thu Jan 22, 2009 4:41 am
Posts: 2596
Location: Witness Protection
SK Character: Cyndane - Talys
To my knowledge, I think only the Taslamar bounty NPCs "yell" on top of talking on CB.


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 Post subject: Re: Please make the inns relatively 'safer'
PostPosted: Tue Oct 04, 2011 11:23 am 
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Joined: Mon Dec 01, 2008 2:01 pm
Posts: 3527
Location: I'm in a glass case of emotion!
SK Character: Retired Troll
I actually agree with min's post. I think it was well thought out.

1) increased player interaction is a good thing
2) safter inns promote player interaction
....
safer inns produces at least one good outcome

As for bad outcomes, I'm not sure I really see how this eliminates pk or whatever. Instead of hiding in obscure locations, people will be able to hang out in inns and get a little bit of safety. If their enemies are attacking somewhere else in the city, they'll have to get up and defend that other part of the city. There's no substantive change in that regard.


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 Post subject: Re: Please make the inns relatively 'safer'
PostPosted: Tue Oct 04, 2011 12:14 pm 
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Joined: Mon Nov 14, 2005 7:21 pm
Posts: 2506
Location: The yellow brick road
SK Character: Bran
Ratana was supposed to be removed from being a gate target in the Longhouse of the north. But as far as I know, you can still gate to them. Fix please and thanks?

Quote:
You utter the words, 'xafe ay candusqarr'.

A circle of stones
This valley appears to have been created from an earthquake
vss some hundreds of years ago. The sharp and often jagged edges
-*s have supported several tufts of grass and several stunted shrubs.
ssv Weeds choke what remains of the soil along the valley walls. The
valley flattens into a small clearing here. The ground seems
worn with much foot traffic. It's snowing extremely hard, well past
freezing, and there is a gale blowing.
Obvious exits: n e s w nw ne sw se
(Lit) A long torch bracket stuck in the ground here glows a faint green.
A set of rune-inscribed stones frame the center of the clearing here.
A barghest appears in the room.

[HP:100%] [ME: 97%] [PE: 50%]
>
c gate ratana
You start to concentrate.

[HP:100%] [ME: 97%] [PE: 50%]
>
The stones glow eerily...
A glowing portal snaps into existence in the midst of the stones!

[HP:100%] [ME:100%] [PE: 66%]
>
You utter the words, 'oahz'.
A magical gate materializes in a blinding flash of energy.

[HP:100%] [ME: 90%] [PE: 66%]
>
gate

The Marrow Longhouse
The broad, high-ceilinged common room of this establishment is fragrant
with the odors of woodsmoke and fish oil. Several large tables and chairs
are strewn about, left in minor disarray by the patrons. A layer of
sawdust and herbs covers the wooden floor, making for steady footing even
when food and drink, or spittle and blood, have been spilled upon it. A
great many hanging lanterns provide light, and a hearty warmth swells
throughout the room from behind a bearskin flap to the east. Beneath an
overhead balcony, a high counter divides the common room from the inn
staff's work area. Behind it, two red banners bearing the standard of the
inn hang from the southern wall.
Obvious exits: n e(closed) w(closed) u gate
A magical gate glowing with red energy leads elsewhere.
The engravings on this china cup appear to be etched with gold.
An old, wooden construct in form of a notice-board lies here.
A filthy bowl lies here.
A haggard dwarven scullery maid is here.
A beady-eyed male human is here.
A scarred female giant is here.
A barghest exits out of a magical gate.


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 Post subject: Re: Please make the inns relatively 'safer'
PostPosted: Tue Oct 04, 2011 3:36 pm 
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Joined: Sat Jul 16, 2005 7:50 pm
Posts: 1798
There is no doubt in my mind that altering some things to make the inns relatively safer would boost player interactions overall in SK, a similar effect to what inn resting/sleeping regeneration can do. That is the idea behind putting in regens in the first place, no? The suggestions were written as a starting point, not to be taken quite literally. We also just want it to be relatively safer, not a safe heaven, none of us are aiming or want safe heaven - there is a huge difference.

However, having said all that, I am surprised, really, surprised to read that having a gate anchor 3 to 4 leagues away from the inn is considered okay. There is often minimal or no resistance between point A to B, a small squad can and have been occupying the cities of their choosing quite easily, as demonstrated in the last few weeks.

Also, the worry for having less or no player killing may be overplayed. Should the inns become safer, more 'big names' are likely to hang out at the inns more, therefore allowing their enemies to locate them with ease - and should they want to fight, some obstacles such as guards at choke points will give them the preparation time they need.


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 Post subject: Re: Please make the inns relatively 'safer'
PostPosted: Tue Oct 04, 2011 3:47 pm 
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Joined: Wed Sep 24, 2008 12:21 pm
Posts: 4452
Minette wrote:
There is no doubt in my mind that altering some things to make the inns relatively safer would boost player interactions overall in SK, a similar effect to what inn resting/sleeping regeneration can do. That is the idea behind putting in regens in the first place, no? The suggestions were written as a starting point, not to be taken quite literally. We also just want it to be relatively safer, not a safe heaven, none of us are aiming or want safe heaven - there is a huge difference.

However, having said all that, I am surprised, really, surprised to read that having a gate anchor 3 to 4 leagues away from the inn is considered okay. There is often minimal or no resistance between point A to B, a small squad can and have been occupying the cities of their choosing quite easily, as demonstrated in the last few weeks.

Also, the worry for having less or no player killing may be overplayed. Should the inns become safer, more 'big names' are likely to hang out at the inns more, therefore allowing their enemies to locate them with ease - and should they want to fight, some obstacles such as guards at choke points will give them the preparation time they need.


My character hangs out in inns all the time.

You obviously play on the light side. In no uncertain terms a returning player said that she almost quit the game again because of the way they treated her on the light side.

I can understand where you come from, but there is a difficult balancing act between RPers and PKers.


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 Post subject: Re: Please make the inns relatively 'safer'
PostPosted: Tue Oct 04, 2011 3:51 pm 
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Joined: Thu Jan 22, 2009 4:41 am
Posts: 2596
Location: Witness Protection
SK Character: Cyndane - Talys
It's hilarious. I've also heard repeated complaints about how the lighties tend to treat lowbies like trash, and none of them are ever available for help when someone asks.


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 Post subject: Re: Please make the inns relatively 'safer'
PostPosted: Tue Oct 04, 2011 4:29 pm 
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Joined: Sat Dec 27, 2008 12:48 pm
Posts: 1725
Location: Rockin' your world
SK Character: Snuffles
I've had nothing but positive experiences in that regard. People even went out of their way to help out and I didn't even ask.


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 Post subject: Re: Please make the inns relatively 'safer'
PostPosted: Tue Oct 04, 2011 4:48 pm 
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Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
WickedWitch wrote:
It's hilarious. I've also heard repeated complaints about how the lighties tend to treat lowbies like trash, and none of them are ever available for help when someone asks.


Yeah, you have an idea of why they're never available? As a hint, over half the time whenever I met with a lowbie, you were attacking somewhere.

Just saying.


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