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#112 - 11/29/07 12:33 PM
Re: Castle Raiding
[Re: Kim]
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Cerberus
addict
Registered: 11/28/07
Posts: 608
Loc: Arlee, MT, USA
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I didn't realize we had a save on ghost feature. It seems not only counterintuitive, but a little drastic to boot. Was there ever discussion on why this was changed (something I could hopefully read myself, rather than hear second or fifth hand)?
Numbers are always a problem when suggesting things, but I would hope to have open dialogue on the topic. Realistic overtones aside, what would be a workable amount of money to max on a person? 100,000?
I'm sure there's a number of opinions. Wouldn't you be so kind as to voice those opinions and justify them? I went with the lowballed 5,000 because you could realistically carry, and buy a shop-set of new equipment with that amount. There's no reason to buy shop-sets of gear though, and realism is less than admirable in a computer game of this caliber, so what should we be able to do?
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#152 - 11/30/07 08:32 AM
Re: Castle Raiding
[Re: Muod]
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Cerberus
addict
Registered: 11/28/07
Posts: 608
Loc: Arlee, MT, USA
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If there is not currently a written statement for the direction the mud is taking, I think it should be considered. Something like 'save on ghost' fundamentally changes the way business is done in the player run economy, significantly alters the resources players have to (for instance) oust disreputable or undesirable guildmasters, and is in all ways a sign (to me, anyway) that the mud is changing courses.
A single document that states a few truths and then continues to make broad statements open to interpretation but with specific meaning at the time of writing would go a long way toward a unifying idea of the mud's future (think... Declaration of Independence). If there is already such a document at a level players aren't privvy to, then maybe something as easy as news on a change would allieviate some woes.
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#191 - 12/01/07 10:43 AM
Re: Castle Raiding
[Re: Charon]
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Cerberus
addict
Registered: 11/28/07
Posts: 608
Loc: Arlee, MT, USA
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It's hard to refute a system's usefulness when there's no information available on why it was supposed to be a good idea. Even so, it's obvious that there are (hopefully) unintended consequences from save on ghost. I'd be surprised to see it stick around exactly as is if anyone with the time and ability to make the change is reading this thread. Being unable to retrieve stolen goods or perform a hostile takeover on a dictator of a guildmaster in particular seem like they were just unnoticed side effects.
I didn't know there was an entirely new armour system. Is that the case, or is it secondary to the tinker remake?
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