Bad RP is Contaigous!

General out-of-character discussion among players of Cantr II.

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Mykey
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Postby Mykey » Tue Aug 01, 2006 10:18 am

Thanks for support.
Last edited by Mykey on Thu Jan 14, 2010 11:04 am, edited 2 times in total.
Duckers
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Postby Duckers » Tue Aug 01, 2006 10:28 am

:)
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SuperSonicScientist
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Postby SuperSonicScientist » Tue Aug 01, 2006 11:08 am

Hmm I thought discussing things that happened today is against the rules..

Better to slap oneself than punch oneself I have discovered through bitter experience!
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N-Aldwitch
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Postby N-Aldwitch » Tue Aug 01, 2006 11:15 am

What's worse is the player of Kento Nerago. His character died not long ago, with the same name of KEnto Nerago which I've now figured out. This was in the Sjoftich area. This player has started a character in this place with the EXACT same name and ****ing ruined the game for me, and the tension in the related area..

Surely someone remembers the Kento in the Sjoftich area after the recent potential war?
Nakranoth's "evil" character says:
"Thief! That's terrible! *shakes his head* That would hurt people's feeling if I did that."


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Sunni Daez
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Postby Sunni Daez » Tue Aug 01, 2006 11:38 am

What is even weirder... is running into someone who took your charris name... >.< happened to me not long ago.... this charri anounced her name and I was floored!!!! and my charri... is very much alive!
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N-Aldwitch
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Postby N-Aldwitch » Tue Aug 01, 2006 12:28 pm

Eek!! :shock:
Nakranoth's "evil" character says:

"Thief! That's terrible! *shakes his head* That would hurt people's feeling if I did that."





http://www.sylorn.com - Free MMORPG in development.. need help.
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Marian
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Re: Bad RP is Contaigous!

Postby Marian » Tue Aug 01, 2006 12:40 pm

The Sociologist wrote:That's because it is like a very below-par stat-trainer with a badly broken combat system. All my new characters punch themsleves on first spawning, then hit an animal, then try and drag people into buildings and watch the results from the player menu. Sorry, but I refuse to put 30 Cantr years into a charrie who then has to watch her entire team captured by a single rambo-dragging slaver. What sort of bloody fool do you take me for? :evil: Not again, not ever again.


This is sort of related to something I've been thinking of suggestiong. Even though I've patiently waiting for a long time to spawn the perfect pirate, (and just got an expert fighter/hunter who might fit the bill, even though unfortunately I made the mistake of making them too nice before I realized...) I'm wondering if it should even be possible to drag an uninjured char all by yourself. IUf Cantr is supposed to be about RP and pwople working together, shouldn't something as powerful as dragging require at least a minimum of cooperateion?

EDIT: And as for hitting yourself, it takes five seconds to write a couple words of RP, (and I would see it as legitimate 'newspawn figuring out the world' stuff if someone bothered to do that) or why can't you just askanother newspawn if they want to practice?
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Leo Luncid
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Postby Leo Luncid » Tue Aug 01, 2006 12:48 pm

Punching yourself in Cantr II is probably reasonable enough, but it does disort against the vision of reality. I don't think I could slap myself in the face and accurately find out on a scale from 1 to 5 how skilled I am at fighting other individuals. I think that's what Agar might be talking about. But are we really aiming for reality? From the looks of you people, I guess not, or not really at the least.
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N-Aldwitch
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Postby N-Aldwitch » Tue Aug 01, 2006 12:57 pm

My suggestions for a new combat system, which I'm afraid to post in suggestions because of flaming, are:

1) The attacked player has the chance to log on and block one or more of the attacks by clicking 0-100% how much strength you put into blocking it. You have 100% blocking ability, and you could block 10% of one, 50% of another and 40% of the last. It's realistic, too, you can imagine putting effort into blocking a strong, barbarian-like man, and not blocking this guy who runs up to you from behind and hits you.
This idea would have to be talked about more and discussed for it to get anywhere, but, it's an idea.


2) (this is my favourite but I forgot the logistics of it) You can attack the same player as much as you want but you lose tiredness VERY fast for attacking the same one. For example, you certainly can't kill a player in one day, though murder is sped up.
However, the defense of shields is increased, chance of missing is.. perhaps.. nothing for a 'Large Shield' and small for 'Small Shield'.


I actually had two more but because I didn't suggest them I forgot them.
Nakranoth's "evil" character says:

"Thief! That's terrible! *shakes his head* That would hurt people's feeling if I did that."





http://www.sylorn.com - Free MMORPG in development.. need help.
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Mykey
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Postby Mykey » Tue Aug 01, 2006 1:01 pm

Matchless topic
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SuperSonicScientist
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Postby SuperSonicScientist » Tue Aug 01, 2006 1:01 pm

N-Aldwitch wrote:I actually had two more but because I didn't suggest them I forgot them.


Nice to see you take the time to think your posts through!
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Leo Luncid
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Postby Leo Luncid » Tue Aug 01, 2006 1:07 pm

Really, how's suggestion #1 supposed to help the Bad RP of hitting yourself (which is pretty much the main topic of the thread)? That just disorts reality more than usual. Other than that, it's fine, along with #2.

Excuse me, but...
[Edit] Nevermind, I see what you mean.
Notice how weak and petty we are / In the grand fixture we come afar / Hey we can't help it / No denying the prerequisite for love / Your very existence / You're the source of my substenance / Slow down take your time and feel the / Flow
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El_Skwidd
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Postby El_Skwidd » Tue Aug 01, 2006 6:20 pm

The Sociologist wrote:FIX THE GODDAMN COMBAT SYSTEM!


Something I've always thought would work is instead of the bashing system we've got now, replace the hit button with a "Start Fight" button.

I guess the fight could work like a project, where every hour something happens. You could score a hit, or miss. If you score a hit, your opponent has a chance to parry or to block with a shield, depending on his equipment.

Now, let's say you've got two on one. The second guy to join the fight has to pick which person to help, and then he fights alongside whoever he picks. Also, people with bows might be allowed to shoot their arrows freely at people in fights as a benefit of having a ranged weapon.

Each combatant loses tiredness for swinging their weapon and for any blocks or parries they execute.

This fixes a lot of weird things... like the ability to participate in a raging battle while cooking popcorn or repairing a screwdriver or something stupid like that. And you can't start a fight with yourself.

This should probably be in a different thread... but what to do you think? It's a lot of code, but maybe it'll work.
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Lychee
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Postby Lychee » Tue Aug 01, 2006 6:44 pm

N-Aldwitch wrote:What's worse is the player of Kento Nerago. His character died not long ago, with the same name of KEnto Nerago which I've now figured out. This was in the Sjoftich area. This player has started a character in this place with the EXACT same name and ****ing ruined the game for me, and the tension in the related area..

Surely someone remembers the Kento in the Sjoftich area after the recent potential war?


Kento in Olip West said he was actually Jake, and also I think there was a Kento Narago in Longinazy, went on a boat with Craig the guard.
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Solfius
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Postby Solfius » Tue Aug 01, 2006 7:03 pm

El_Skwidd wrote:
The Sociologist wrote:FIX THE GODDAMN COMBAT SYSTEM!


Something I've always thought would work is instead of the bashing system we've got now, replace the hit button with a "Start Fight" button.

I guess the fight could work like a project, where every hour something happens. You could score a hit, or miss. If you score a hit, your opponent has a chance to parry or to block with a shield, depending on his equipment.

Now, let's say you've got two on one. The second guy to join the fight has to pick which person to help, and then he fights alongside whoever he picks. Also, people with bows might be allowed to shoot their arrows freely at people in fights as a benefit of having a ranged weapon.

Each combatant loses tiredness for swinging their weapon and for any blocks or parries they execute.

This fixes a lot of weird things... like the ability to participate in a raging battle while cooking popcorn or repairing a screwdriver or something stupid like that. And you can't start a fight with yourself.

This should probably be in a different thread... but what to do you think? It's a lot of code, but maybe it'll work.


sounds better than what we've got. I'm very much in favour of a turn based combat system where you start a combat project.

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