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Posted: Wed Jun 28, 2006 2:16 am
by the_antisocial_hermit
Probably repaired something after they were close to the limit...
Posted: Wed Jun 28, 2006 2:24 am
by Bran-Muffin
Ya thats why you go over the limit. If your holding alot them repair a bunch of tools they will go into your inventory and make ya hold so much.
Posted: Wed Jun 28, 2006 3:24 am
by MrPenguin589
...And here I am, trying to figure out a way to cheat the system using this new form of carrying more than the limit... but I can't figure anything out.

Posted: Wed Jun 28, 2006 7:56 am
by Liljum
I think that the carrying amont should be linked to your strenght. So the stonger the char is the more he/she can carry.
Posted: Wed Jun 28, 2006 8:00 am
by Peanut
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?
:
Posted: Wed Jun 28, 2006 8:02 am
by Mykey
I thank for the information, now I will know.
Posted: Wed Jun 28, 2006 8:27 am
by Liljum
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.
Posted: Wed Jun 28, 2006 8:30 am
by the_antisocial_hermit
No, if such a thing were proposed, I say that the base should stay 15,000g with a variance of no more than 1,000g or so.
:
Posted: Wed Jun 28, 2006 9:03 am
by Mykey
I am sorry, that has interfered... I understand this question. Let's discuss.
Posted: Wed Jun 28, 2006 11:04 am
by Agar
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.
Posted: Wed Jun 28, 2006 11:36 am
by Surly
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.
Strong chars already have a huge advantage over weak chars, with absolutely no way to redress the balance... lets not give them another advantage.
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.
Posted: Fri Jun 30, 2006 6:44 pm
by Stan
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.
Posted: Tue Jul 04, 2006 12:59 pm
by N-Aldwitch
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.
Posted: Tue Jul 04, 2006 1:02 pm
by marol
N-Aldwitch, what about making weather able to alter carrots gathering rate, huh?
Oh, forget the carrots! I've got really revolutionary idea! Let's start writing posts in apropriate topics! How about that, huh?
Posted: Tue Jul 04, 2006 1:33 pm
by Surly
*slips Marol his valium*