16, 147g?
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- the_antisocial_hermit
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- Liljum
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Peanut wrote:Liljum wrote:I think that the carrying amont should be linked to your strenght. So the stonger the char is the more he/she can carry.
And having the risk of getting such weak characters that can only carry 2000g?
Let's say that you can at least carry 10000 grams and that amont can be increased when your strenght increase.
- the_antisocial_hermit
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- Agar
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Used to be, you could dig iron directly from the ground. Cantrians were strong enough that a 20 year lunatic with a stolen saber could and DID kill everyone in a town. No one got tired, a day of gathering carrots would feed you for 10 days, and a door with a lock made you king.
Roads are not that big a deal, considering what you used to be able to do.
Roads are not that big a deal, considering what you used to be able to do.
Reality was never my strong point.
- Surly
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Strong chars already have a huge advantage over weak chars, with absolutely no way to redress the balance... lets not give them another advantage.Liljum wrote:I think that the carrying amont should be linked to your strenght. So the stonger the char is the more he/she can carry.
Randomness would suggest I'd have at least 5 chars over average strength.
Ha
Let's just keep the weight limit the way it is.
Formerly known as "The Surly Cantrian"
Former CD chair, former MD chair, former RD member, former Personnel Officer, former GAB member.
Former CD chair, former MD chair, former RD member, former Personnel Officer, former GAB member.
- Stan
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I believe that if you would be able to carry less as you got injured it would actually save lives. If you had spawn and run thieves as they got the tar knocked out of them they would start to drop things. Then you wouldn't have to kill them to get the things back.
Also, if you were getting robbed you'd drop things that may save your life. Likewise, if you got the upper hand on a thief and his things began tumbling to the ground you might convince him/her that it's time to negotiate.
Also, if you were getting robbed you'd drop things that may save your life. Likewise, if you got the upper hand on a thief and his things began tumbling to the ground you might convince him/her that it's time to negotiate.
Stan wrote:I've never said anything worth quoting.
- N-Aldwitch
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I had a revolutionary idea.
How about you can keep attacking someone until you miss, of course there'd be a sharp increase in tiredness over the amounts of attacks, but it adds a bit of realism to the current combat system?
So rephrased, the limits are:
1) Missing causes you to wait until the next day
2) Tiredness increases dramatically fast if you continue to bash someone- it'd really just be good for finishing people off quickly.
3) Because tiredness increases so fast and the chance of missing is increased, you definately cannot kill out an entire town.
How about you can keep attacking someone until you miss, of course there'd be a sharp increase in tiredness over the amounts of attacks, but it adds a bit of realism to the current combat system?
So rephrased, the limits are:
1) Missing causes you to wait until the next day
2) Tiredness increases dramatically fast if you continue to bash someone- it'd really just be good for finishing people off quickly.
3) Because tiredness increases so fast and the chance of missing is increased, you definately cannot kill out an entire town.
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.
"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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