http://www.pcrpg.orgPCRPG News
You folks are lazy so I'm showing a chart for times:
Pacific: Subtract 2 hours from my time.
Mountain: Subtract 1 hour from my time.
Central: You are in my zone.
Eastern: Add 1 hour to my time.
Server Clear Tonight!Tonight a complete server clear will take place. This is scheduled to happen at 9:00 PM central time (10 eastern, 8 mountain, 7 pacific). All characters accessed within the last month will be saved for after the clear, though all stats will be reset to default values. Character name, password, and preferences will be preserved for these folks. For the first 2 days following the clear (until 9PM on September 29, 2004) EXP will be boosted to 4x normal for every kill. For an additional day (from 9PM on September 29, 2004 until 9PM on September 30, 2004) EXP will be set to 2.5x normal. The remainder of the week (until 9AM Monday--October 3, 2004) will ride out at 1.75x normal. I'm doing this to encourage growth for those dedicated to the cause and ease people who have invested large amounts of time into their characters into a new session. Gradually, practical ways to spend wealth will be invented to hopefully prevent huge hoardings of useless gold. Also, admin money sprinkling will come to an end. It will still happen, but not as often. Quests and prizes will become a more creative endeavor. I hope you enjoy the changes. Already projected changes are as follows:
Deadline - October 2
- Armor degradation
Deadline - October 9
- More practical potions
- Locked housing chests (storage) -- vulnerable to thieves*
Deadline October 16
- Gambling of some sort
Still to come in PCRPG will be variable weapon and armor stats, meaningful quests (and more of them), alternative player paths--such as permanent stores, housing, and guilds, etc. Initially, I will provide 3 free houses. These will be added tonight--so brush up on your useless trivia. Top three players tonight from 8-9pm central will win houses. (the hour before clear)
*While chests will be vulnerable, it will not be a free target. Failed
thievery attempts will result in a random set of consequences such as variably lengthed jail sentences (not enough to ruin the game, but enough to make the thief's path more realistic), loss of LCK, thieving skill, nothing at all, etc. Chests will rely on a new skill called lock picking. All in-town thieving will eventually hold potential consequences upon failure due to guards.