Author Topic: Patch Changes  (Read 12714 times)

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Particle

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« Reply #15 on: July 29, 2003 03:11 pm CDT »
Sure it does, and I told you how multiple times.
« Last Edit: December 31, 1969 06:00 pm CST by Particle »
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Vorter_X_

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« Reply #16 on: July 29, 2003 10:20 pm CDT »
when???? i never got it i asked multiple times but you said it doesnt work with tribes so i cant and ive tried multiple ideas given to me by friends and none of em work
« Last Edit: December 31, 1969 06:00 pm CST by Vorter_X_ »

EVIL_INC

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« Reply #17 on: July 31, 2003 01:14 am CDT »
Dats cool. just figured id let you know, because im one of the few here who is actually "up" on whats what in historical arms and armor and you havnt lost me.  :D
i still like the idea of adding in some smithable or magical helmets, they have a lot of possibilities.
1. a helmet that lets you see hidden players.
2. a cursed helmet that automaticaly targets everyone on server so you are everyones enemies.
3. a helmet that creates a magical suit of armor that goes with it. downside...slows you down when in use or disallows boot/paw/wind walkers use when used.
4. a helmet that lets you use energy as normal, but whe you run out of energy, allows you to use your health as energy.
5. a helmet that ups your mining skill.
6. a helmet of "charisma" that ups your haggling skill.
the possibilities go on and on. i like the idea of "cursed" helms for admins to give to troublmakers and so forth but then any item can be cursed and given to players who cause trouble.
« Last Edit: December 31, 1969 06:00 pm CST by EVIL_INC »
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Particle

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« Reply #18 on: July 31, 2003 01:30 am CDT »
So I take it that my plans for armor aren't especially inaccurate?
« Last Edit: December 31, 1969 06:00 pm CST by Particle »
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eViL

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« Reply #19 on: July 31, 2003 02:05 am CDT »
Quote from: "EVIL_INC"
1. a helmet that lets you see hidden players.


3 words:
software graphics rendering.

and you could take the cursed items thing 1 step further, cursed weapons.... and to make it better... you could make it so once the item is on a player, it can't be taken off til the person dies or an admin takes it off.
« Last Edit: December 31, 1969 06:00 pm CST by eViL »
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« Reply #20 on: July 31, 2003 02:13 am CDT »
Mmm, I like where this idea is going.  :)
« Last Edit: December 31, 1969 06:00 pm CST by Newbie »

EVIL_INC

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« Reply #21 on: July 31, 2003 04:23 am CDT »
Quote from: "eViL"
Quote from: "EVIL_INC"
1. a helmet that lets you see hidden players.

3 words:
software graphics rendering.

and you could take the cursed items thing 1 step further, cursed weapons.... and to make it better... you could make it so once the item is on a player, it can't be taken off til the person dies or an admin takes it off.


i use software setting when i play rpg because of the large number of players who constantly mug others. i find them to be a pain in the ass, which is why i have always refrained from mugging others unless they either mugged me or were on a mug spree against others so i could return the lowbies stolen items to them.
i just think that useing the software setting detracts from the look and feel of the game. im not sure if its possible to get around the hide without doing that so i just popped it out as an idea. if its impossible,  so be it. :)
i know admins can simply do those effects with admin commands, but these would add some flavor to the game.  :twisted:
« Last Edit: December 31, 1969 06:00 pm CST by EVIL_INC »
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Vorter_X_

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« Reply #22 on: July 31, 2003 08:43 am CDT »
easy hide cheat


delete invisible.dts or w\e it is and copy another dts and rename it to invisable.dts or w\e it is


wonder how many ppl use this method instead of the software method
« Last Edit: December 31, 1969 06:00 pm CST by Vorter_X_ »

Particle

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« Reply #23 on: July 31, 2003 02:38 pm CDT »
*marks another model for the forced verification list*
« Last Edit: December 31, 1969 06:00 pm CST by Particle »
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« Reply #24 on: September 7, 2003 05:08 pm CDT »
Where's that o-so-sexy patch/update??

I want changes!

Wait.. is stealing going to be disabled in towns?  :shock:
« Last Edit: December 31, 1969 06:00 pm CST by Newbie »

Hersh

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« Reply #25 on: September 7, 2003 06:14 pm CDT »
I'd think it'd be more realistic to be able to steal anywhere. I mean just becuase your sitting in a bar doesnt mean you have less chance to get mugged then in the middle of a dungeon, I'd think you'd be more likely to be mugged in town then out. Maybe a chance of town guards attempting to seek a bounty? That would be intresting.

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Particle

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« Reply #26 on: September 7, 2003 08:07 pm CDT »
Something I'd like to do is make PVP harder (and more painful when you die), allow bounties to reach six digets, and redo all the armors.
« Last Edit: December 31, 1969 06:00 pm CST by Particle »
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« Reply #27 on: September 11, 2003 02:19 pm CDT »
You should script something in so that the higher your bounty is.. the more of a chance you have of dieing in a town.

The more your bounty goes up, the more of a risk of being killed by a 'guard' in-town.

For example, say you're a notorious thief that has an extremely high bounty. If you go into a town you have a random chance of dieing from the guards.

I'm not talking about a literal bot that kills people, but just a random chance that the server will #kill you according to your bounty..

Once you die, it could say "You have been slain by the town guard!".

This could add in a lot of excitement. It would also keep Pkers/Thieves out of town for long amounts of time.

Or you could script somthing so that once a player's bounty passes a certain benchmark, they could be PKed in town.. or even have them auto-join team Enemy.
« Last Edit: December 31, 1969 06:00 pm CST by Newbie »

Particle

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« Reply #28 on: September 11, 2003 07:25 pm CDT »
I like the way you think.  Perhaps we could have a literal guard, a couple at the gates and maybe one or two by the various buildings.  They'd be fast, deadly, and have a random chance of taking up the bounty.
« Last Edit: December 31, 1969 06:00 pm CST by Particle »
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Lidge Farkley

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« Reply #29 on: September 12, 2003 06:10 pm CDT »
aye... but if you're of a good alignment... then why would you have a bounty?

On the PVP level you may want to introduce the alignment system.  You know "Good, Neutral, Evil" system.  Depending on your alignment, townbots and guards and even bad guys may respond differently to you.  Of course... then the whole method of attcking by bots would need to be changed to somethign other than just a team change.  ie; if you're evil and a bot is evil but will sell to you when you're near it, then it shouldn't be on the enemy team attacking the good aligned people... it would need a scripted method of choosing targets and dealing out damage based on the alignment system.

The team system may even be delt away with entirely if the alignment system is done properly... the only probelm I see with the alignment system is accidental killings and possibly a LOT of coding to make the bots un-retarded. ;-)

Of course, you could have them choose their targets based on their distance from you as well as your alignment points.  (make a -999 to -150 evil, -149 to +149 neutral and a +150 to +999 good)  Of course, the system would only have leeway for Player Characters; good can attack good, evil could attack evil... there's not a team boundary.

That brings us to the next step; teams based on player party's.  When a player forms a party, that becomes a team.  When the player invites people and they join, they also join that team (as the engine sees it) and would therefore not deal damage to one an other on accidental misses.  

The team-party may even be named after the party leader and when you or someone else joins that party-team it would say globally "Ozzy has joined Particle's party" or "Ozzy has joined team Particle."


....Also, to make the evil neutral good system a bit more spicy;
-999 to -250  -Evil (ie; purely evil dialogue options)
-249 to -150  -Evil (with a small chance of good ie; some good menu options still)
-149 to +149 -Neutral (ie; all menu options)
+150 to +249 -Good (with a small chance of evil ie; some evil menu options still)
+250 to +999 -Good (ie; all purely good menu options)

Why have the scale go up to 999 so far past the marker?  Well, if you're an Evil PK, this will make it harder for you to make your character good  through anything short of a whole avalanche of divine goodness.  If you're good it will make it that much tougher for you to find an evil quest in a town bot to do, or kill neutral/goos players/bots to become evil.

There's more thought on this range area... but I have work to do... so adios for now!

Anyhow... I've thought about this a lot, but I have just not had the time to post much about it. If ther're questions on the system... I could expand my meanings more, and I understand the team-party system may not work.
« Last Edit: December 31, 1969 06:00 pm CST by Lidge Farkley »
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