Bad RP is Contaigous!
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- BarbaricAvatar
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- Solfius
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15454
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N-Aldwitch wrote:
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 bet some people could kill someone in a day =p there are crazy charries with unbelievible strength who could easily kill someone in a day if that happened. Maybe even two people.
- The Sociologist
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This thread would really be for people to discuss the combat system in relation to skills, I'd say. More varied skills relating to combat and a wider distribution of such skills. Either that or not have skills at all. I mean, surely most of you guys have played other MUDs? They almost all try to have some variety. Tank characters versus more dexterous or agile types, mage types with the potential to wield great power but often with considerable vulnerabilities, and so on. This could translate into Cantr in the form of different weapons classes suiting different types of character, in particular suiting the different professions they pursue.
What I refuse to accept is characters who are so weak and vulnerable that sending them out on any adventure at all is essentially pointless. I simply let such characters die, and have made a resolution recently to be even stricter on myself in future. Quite a few 50 year-olds are getting the chop, in fact (since I'd not been able to assess their skills properly before and relied on exceptional hunting skills as an indication). I've one blocked slot right now and will soon have another. To say I'm not happy is putting it mildly.
Which is why when Agar came along with that nonsense I hit the roof. Cantr is a society simulator as well as a roleplay game. People are expected to be rational agents, more or less, though naturally not entirely and not all the time. But a newspawn should be expected to be interested in finding out about him or her self. One of my characters always asks newspawns to try punching him, for example. Why not?
And as for "levelling", nothing is worse than 40 lines of "You see X awkwardly hurt Y using a waster" (or whatever the message is). Not even to mention that in ten years time X will still be awkward with the damn thing, most likely. If improvement in weapon skills followed more from improvement in professional skills (eg a tailor becomes more dexterous) then all that can be taken as read.
What I refuse to accept is characters who are so weak and vulnerable that sending them out on any adventure at all is essentially pointless. I simply let such characters die, and have made a resolution recently to be even stricter on myself in future. Quite a few 50 year-olds are getting the chop, in fact (since I'd not been able to assess their skills properly before and relied on exceptional hunting skills as an indication). I've one blocked slot right now and will soon have another. To say I'm not happy is putting it mildly.
Which is why when Agar came along with that nonsense I hit the roof. Cantr is a society simulator as well as a roleplay game. People are expected to be rational agents, more or less, though naturally not entirely and not all the time. But a newspawn should be expected to be interested in finding out about him or her self. One of my characters always asks newspawns to try punching him, for example. Why not?
And as for "levelling", nothing is worse than 40 lines of "You see X awkwardly hurt Y using a waster" (or whatever the message is). Not even to mention that in ten years time X will still be awkward with the damn thing, most likely. If improvement in weapon skills followed more from improvement in professional skills (eg a tailor becomes more dexterous) then all that can be taken as read.
- N-Aldwitch
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15454 wrote:N-Aldwitch wrote:
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 bet some people could kill someone in a day =p there are crazy charries with unbelievible strength who could easily kill someone in a day if that happened. Maybe even two people.
Correct.
Though.
Why would you when the risk is EXACTLY the same for you yourself, you see?
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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15454
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N-Aldwitch wrote:15454 wrote:N-Aldwitch wrote:
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 bet some people could kill someone in a day =p there are crazy charries with unbelievible strength who could easily kill someone in a day if that happened. Maybe even two people.
Correct.
Though.
Why would you when the risk is EXACTLY the same for you yourself, you see?If some guy did this then everyone could kill him just as quick, making it pointless and locking up their slot.
It doesn't lock up your slot if you are past a certain age though.
- the_antisocial_hermit
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N-Aldwitch wrote:15454 wrote:N-Aldwitch wrote:
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 bet some people could kill someone in a day =p there are crazy charries with unbelievible strength who could easily kill someone in a day if that happened. Maybe even two people.
Correct.
Though.
Why would you when the risk is EXACTLY the same for you yourself, you see?If some guy did this then everyone could kill him just as quick, making it pointless and locking up their slot.
And then no one would ever enter into full-on combat...
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15454
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the_antisocial_hermit wrote:N-Aldwitch wrote:15454 wrote:N-Aldwitch wrote:
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 bet some people could kill someone in a day =p there are crazy charries with unbelievible strength who could easily kill someone in a day if that happened. Maybe even two people.
Correct.
Though.
Why would you when the risk is EXACTLY the same for you yourself, you see?If some guy did this then everyone could kill him just as quick, making it pointless and locking up their slot.
And then no one would ever enter into full-on combat...
I would think some people would lol..
- the_antisocial_hermit
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15454 wrote:the_antisocial_hermit wrote:N-Aldwitch wrote:15454 wrote:N-Aldwitch wrote:
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 bet some people could kill someone in a day =p there are crazy charries with unbelievible strength who could easily kill someone in a day if that happened. Maybe even two people.
Correct.
Though.
Why would you when the risk is EXACTLY the same for you yourself, you see?If some guy did this then everyone could kill him just as quick, making it pointless and locking up their slot.
And then no one would ever enter into full-on combat...
I would think some people would lol..
Very few... how many wars do you think we'd see? It'd be really weird to try and wage a war that way...
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15454
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- Joined: Thu Dec 23, 2004 4:09 am
the_antisocial_hermit wrote:15454 wrote:the_antisocial_hermit wrote:N-Aldwitch wrote:15454 wrote:N-Aldwitch wrote:
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 bet some people could kill someone in a day =p there are crazy charries with unbelievible strength who could easily kill someone in a day if that happened. Maybe even two people.
Correct.
Though.
Why would you when the risk is EXACTLY the same for you yourself, you see?If some guy did this then everyone could kill him just as quick, making it pointless and locking up their slot.
And then no one would ever enter into full-on combat...
I would think some people would lol..
Very few... how many wars do you think we'd see? It'd be really weird to try and wage a war that way...
I could see one charrie go crazy with a crossbow injure multiple people then drag them onto his boat into his slave chamber compartment. Then take all the time he wants killing them without trouble.
- the_antisocial_hermit
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15454
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- mtm21
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15454 wrote:the_antisocial_hermit wrote:15454 wrote:the_antisocial_hermit wrote:N-Aldwitch wrote:15454 wrote:N-Aldwitch wrote:
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 bet some people could kill someone in a day =p there are crazy charries with unbelievible strength who could easily kill someone in a day if that happened. Maybe even two people.
Just thought I'd add myself into the square. lol
Correct.
Though.
Why would you when the risk is EXACTLY the same for you yourself, you see?If some guy did this then everyone could kill him just as quick, making it pointless and locking up their slot.
And then no one would ever enter into full-on combat...
I would think some people would lol..
Very few... how many wars do you think we'd see? It'd be really weird to try and wage a war that way...
I could see one charrie go crazy with a crossbow injure multiple people then drag them onto his boat into his slave chamber compartment. Then take all the time he wants killing them without trouble.
Yeah that is true.
- N-Aldwitch
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Gahahahahh!???!!!
Stop quoting me!?!!!!
[color=blue
Lol, anyway, if this were to be implemented, the entire system would have to be reorganised and reevaluated.[/color]
We'd have to properly think about where to improve some features and decrease others. The current system wasn't just suggested in one topic, it must have been heavily discussed, implemented, then heavily developed and updated.
Stop quoting me!?!!!!
[color=blue
Lol, anyway, if this were to be implemented, the entire system would have to be reorganised and reevaluated.[/color]
We'd have to properly think about where to improve some features and decrease others. The current system wasn't just suggested in one topic, it must have been heavily discussed, implemented, then heavily developed and updated.
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.
- SekoETC
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Mafia Salad wrote:Am I the only person left who finds my fighting ability out with the natural flow of the game? I actually got into fights to figure out how good I was at fighting. If there hasn't been a reason for my characters to hit someone I just don't know how good of a fighter they are.
Oh me gosh, this guy's a genious! Heh, that's how everyone should be. Why would a newspawn even feel an urge to know how well they fight, if he or she has never seen violence in his/her short life, doesn't feel threatened or anything. Acting on the player's motives, as the Sociologist does, is an outright CRB. It's a shame that such things must happen.
But I can relate to The Sociologist's anger as well. It does suck that a random twist of fate may ruin the life of your character and a bunch of friends. If you end up locked in a back room, there's about 0% of anyone coming in and hearing you knock, or seeing the notes you drag. And if this capturer happens to be an arse who doesn't mind to roleplay, your game is pretty much ruined. It's a shame when you lose all hope, and no one cares.
tiddy ogg wrote:If you've got to abuse yourself, do it in private. If that's impossible, RP mosquitoes or some such reason for hitting yourself.
Yet another great point. If I need to test my battle skills or even train, I do so alone within a building. You might think that a newspawn has no chance for that, but bigger towns tend to have public buildings, such as libraries, coastal harbours, churches etc. I doubt anyone could blame you for wanting to see a raker, or to study old notes, or to get in touch with a higher power. Especially if you've expressed some character after spawning, instead of just sneaking around without saying a word.
As for how to handle defense offline, I explained it once somewhere. Have the player make a selection of how his/her character should react when being attacked. Options being hitting back, just trying to defend yourself without harming the opponent and running away. Also you could set a trigger to change the way of action when health goes under a certain point. But we won't be getting this because of Cantr being strictly against NPCs.
Not-so-sad panda
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