Healing while resting.
- Brar
- Sword Grand Master
- Posts: 817
- Joined: Thu Jun 29, 2006 10:05 am
- Location: Between stupidity and nonseriousness :)
Healing while resting.
As it was mentioned in another thread, I would like to make a separate thread.
So let's discussed about automated healing with each tick.
Some would know, I'm quite hardcore so I'm in complete favor to remove it.
But not without some other changes, let me explain.
If we were to remove it I think it would need some other changes to keep a certain balance.
1: Make some 'consumables shops' where pc without shops could put consumables to sells for others.
2: Decrease the irl time of one ic day and make it so you regain health and perhaps spells a limited number of times per day. A system I would like is that you would only regain your spells(health) after medidate/praying(resting) for 5 uninterrupted minutes after which you regain all your spells(5% health). You would be able to do this only two or three times per day max after which you end up with impossibility to regain spells(health) before the next day (would need testing and tweaking for number of times per day)
3: Make special zones where you heal more quickly, temples bed rooms, inns,...
4: Tweak armor code so metal armor are no more invincible and leather armor are completly useless but I think it's coming with the new combat system.
5: Forget everything you know about soloing.
6: Put solo things to do without fighting involved (see my idea of trade in the money topic)
7: Put Dalvyn's skill system in so rp chars are no more skill noobs.
8: Make good lesson on fighting as a group.
Just some ideas,
Brar
PS: As you see, some of those ideas are stupid but well...
So let's discussed about automated healing with each tick.
Some would know, I'm quite hardcore so I'm in complete favor to remove it.
But not without some other changes, let me explain.
If we were to remove it I think it would need some other changes to keep a certain balance.
1: Make some 'consumables shops' where pc without shops could put consumables to sells for others.
2: Decrease the irl time of one ic day and make it so you regain health and perhaps spells a limited number of times per day. A system I would like is that you would only regain your spells(health) after medidate/praying(resting) for 5 uninterrupted minutes after which you regain all your spells(5% health). You would be able to do this only two or three times per day max after which you end up with impossibility to regain spells(health) before the next day (would need testing and tweaking for number of times per day)
3: Make special zones where you heal more quickly, temples bed rooms, inns,...
4: Tweak armor code so metal armor are no more invincible and leather armor are completly useless but I think it's coming with the new combat system.
5: Forget everything you know about soloing.
6: Put solo things to do without fighting involved (see my idea of trade in the money topic)
7: Put Dalvyn's skill system in so rp chars are no more skill noobs.
8: Make good lesson on fighting as a group.
Just some ideas,
Brar
PS: As you see, some of those ideas are stupid but well...
Your friendly house-elf,
Brar
Brar
Oddly enough, I am not. It's HARD to get anything done when you are wearing plain armour and you are that 10th level schumuck. Being able to flee and just fall over for a few minutes while you try to figure out why the bandit tried to take yoru head off is really... COMFORTING.Some would know, I'm quite hardcore so I'm in complete favor to remove it.
But not without some other changes, let me explain.
Huh? What does that have to do with Healing?1: Make some 'consumables shops' where pc without shops could put consumables to sells for others.
It already takes my poor 10th level almost a fifteen minutes or to to regen. And if I am running from things bigger than me, the odds are that I am also down on staminia and am going to be found at any moment by said thing before I can get away. The main reason why I detest making it any longer is that at times, it's BAAAAAAAAAD RP to get yourself into a sticky situation and call on people for help. There are some things that people should not rush after your punk butt about. And I do not think it's going to decourage people from adventuring alone, even when they die. It's just going to punish people who are still opperating on a learning curve for the game. It's not their fault that some of the older characters are taking advantage OR not maknig a bigger deal otu of injuries in character to teach those new souls that running around with a mangled abdomen is a baaaaaaaaaad thing.2: Decrease the irl time of one ic day and make it so you regain health and perhaps spells a limited number of times per day.
It's not like the computer is attached to a pain sensor.
UGH! I know things hav eto be tweaked again and again, but Great Lathander, can we have a period of four or five months before we change the magic system's rules YET AGAIN. Ugh. I barely get one thing figured out and then someone flips the switch and then I end up in the middle of a fight without what I need. And I am not even a combative spell chucker!A system I would like is that you would only regain your spells(health) after medidate/praying(resting) for 5 uninterrupted minutes after which you regain all your spells(5% health). You would be able to do this only two or three times per day max after which you end up with impossibility to regain spells(health) before the next day (would need testing and tweaking for number of times per day)
In fact, I am kind of insulted. If you make the spells harder to memorize or the fact you cannot memorize as much,t hat means those of us who are JUST healing spellcasters are going to be even more worthless when it comes to adventuring. I mean, granted, Mariela can take a few things on her own, but her primary focus is healing. She goes along to sit in the back and reach out and touch her friends so THEY do not die.
Why speed it up if you want to take away the quick healing on those who do not have a lot of money mos tof the time. The new characters. Again, I say again, it is not new players faults or even those who have new characters at low level's fault that some are abusing the healing.3: Make special zones where you heal more quickly, temples bed rooms, inns,...
Ugh. I have nothing to say on this point, since I do nto know anything about the new combat system. I dont' want to be sad and find out concerns are answered.4: Tweak armor code so metal armor are no more invincible and leather armor are completly useless but I think it's coming with the new combat system.
I am on sometimes as my brand spanking new character, and she doesn't knwo anyone. There should be no reason why she can't go from one city to the next ALONE and not worry about dying on the way if she follows the roads. Fleeing and hiding from bandits expecially after they try to scalp her is a GOOD THING. (One day though, they are going to chase me into something dangerous, I just know it!)5: Forget everything you know about soloing.
I love it. Even if nothing else on this list is done, I love this. If only we can get experiance without killing something and life would be good.6: Put solo things to do without fighting involved (see my idea of trade in the money topic)
I don't understand this, so no comment.7: Put Dalvyn's skill system in so rp chars are no more skill noobs.
I dunno what you mean.8: Make good lesson on fighting as a group.
But I cannot express how much I can tell you how far and wide bad habits just reverberate throughout the Realms. Make sure that if you are an older player/character that you are showing the new ones how to freak out about healing. If you need a cold compress, get one. I dunno. THere are some bad habits that even I see get done ove ran dover, and then people freak out when the Gods step in and put a kabash on it. Nip it in the bud early and you know... be good sports and play farily?
That's just me though.
Never a stupid idea.PS: As you see, some of those ideas are stupid but well...
Sometimes you just have to throw a drop cloth over them to hide.. I mean enhance the colour of said idea.
Confusion heard his voice, and wild uproar Stood ruled, stood vast infinitude confined;
Till at his second bidding darkness fled, Light shone, and order from disorder sprung.
--John Milton
Till at his second bidding darkness fled, Light shone, and order from disorder sprung.
--John Milton
Re: Healing while resting.
Hmm, looking over this post, really... I do not agree with most of it. Mainly on the grounds that I do not think that, since I cant find a better word for it, nerfing (weakening, making something harder, etc) is really something the mud needs. It is, in my opinion, a step back instead of a forward. I believe it creates more problems than it does solutions.
I agree mostly with the intent behind the ideas, just not necessarily with the proposals. Im glad people are putting effort into trying to improve the mud, makes people care about something they put so much time in.
Feedback is always welcome,
Thanks,
Hmm, tried a new style of answering posts cos I HATE having to type those quotation things all the time. How does it work, hehe?Brar Golik wrote:1: Make some 'consumables shops' where pc without shops could put consumables to sells for others.
Im a bit confused, could you define consumables?
2: Decrease the irl time of one ic day and make it so you regain health and perhaps spells a limited number of times per day. A system I would like is that you would only regain your spells(health) after medidate/praying(resting) for 5 uninterrupted minutes after which you regain all your spells(5% health). You would be able to do this only two or three times per day max after which you end up with impossibility to regain spells(health) before the next day (would need testing and tweaking for number of times per day)
I think I understand what you are doing, but I dont necessarily see the point of it. I understand you want to make people not heal while resting so that they rely on clerics more, but I believe this would instead just weaken a character instead of strengthen them. Sitting there to rest or memorize spells is not exactly something that sounds very... interesting. I thought that was what was talked about before. Make the mud more interesting and more fun for all. Another thing I believe, is if this happened, then people would just spend more money paying a mobile healer and the spellcasting would just be stuck sitting there.
3: Make special zones where you heal more quickly, temples bed rooms, inns,...
I believe, as others have pointed out, this already exists.
4: Tweak armor code so metal armor are no more invincible and leather armor are completly useless but I think it's coming with the new combat system.
I believe this idea came from the fact that we were talking about how warriors who get magical armor require less upkeep than wizard. But... wouldnt that just make more warriors poor, while the wizards are just as poor as before. So, all in all, this just seems to make more people have more things to spend money on. Better armor cos the other more roleplay armor gets them killed, or damages constantly. Or they have to constantly pay for repairs.
5: Forget everything you know about soloing.
Encourages grouping. I agree and I disagree, am kinda half and half on this.
6: Put solo things to do without fighting involved (see my idea of trade in the money topic)
Could you explain a bit more? What it looks like is basically ways to gain experience without fighting? There are already ways to do this, though, so might you mean something else? Or just give MORE ways to do this?
7: Put Dalvyn's skill system in so rp chars are no more skill noobs.
Agreed 100%
8: Make good lesson on fighting as a group.
What lessons do you mean?
I agree mostly with the intent behind the ideas, just not necessarily with the proposals. Im glad people are putting effort into trying to improve the mud, makes people care about something they put so much time in.
Feedback is always welcome,
Thanks,
Glim asks Gwain 'Can I be on the watch?!?'
Gwain raises an eyebrow.
Gwain seems to display a look of complete horror for a second...
Gwain raises an eyebrow.
Gwain seems to display a look of complete horror for a second...
OOHhh... a good come back with the other side of it... nerfing....
Well I like it... due to the fact that I like going with other poeple... it would be hard for those of lower level but then again... we can make the lower levels heal you move... Sewers, training areas, dummy places, Howling Peek (even though if you can solo that w/o problems now... you shouldn't be there anyways) is a bit of a push cause you should have a party with you...
I am for bringing a group... i think the exp cap for getting more exp when you bring a group should be higher... it is raised... but still... not as much as it should be... if you have a big group... you RP A LOT more then with just two or three... so you should get more exp not only for killing the mobs... but for the RP you put in it... so the more people... the greater the exp you have...
Decreasing the IRL time is a bad idea... anything that deals with time would be tweeked i believe...
and not stop healing all togeather... just cut it in half...
those who get severed limbs... should be poisened for a little bit... cause of the infection it WOULD cause... they should bleed for a little bit if it happened....
more bleeding and loss of health at a higher percentage... if you have 35% health... you you have a LOT of blood loss... anything that is critical should contenue to bleed and not be healed over 'time'... only get worse unless divine intervention via bottled form of prayed...
aaaaand it's late... i'm done
ps... nevermind
Well I like it... due to the fact that I like going with other poeple... it would be hard for those of lower level but then again... we can make the lower levels heal you move... Sewers, training areas, dummy places, Howling Peek (even though if you can solo that w/o problems now... you shouldn't be there anyways) is a bit of a push cause you should have a party with you...
I am for bringing a group... i think the exp cap for getting more exp when you bring a group should be higher... it is raised... but still... not as much as it should be... if you have a big group... you RP A LOT more then with just two or three... so you should get more exp not only for killing the mobs... but for the RP you put in it... so the more people... the greater the exp you have...
Decreasing the IRL time is a bad idea... anything that deals with time would be tweeked i believe...
and not stop healing all togeather... just cut it in half...
those who get severed limbs... should be poisened for a little bit... cause of the infection it WOULD cause... they should bleed for a little bit if it happened....
more bleeding and loss of health at a higher percentage... if you have 35% health... you you have a LOT of blood loss... anything that is critical should contenue to bleed and not be healed over 'time'... only get worse unless divine intervention via bottled form of prayed...
aaaaand it's late... i'm done
ps... nevermind
I actually think thats a really great idea. Even just raising the xp bonus for grouping, period. It should be increased, since when you are in a group, you get less experience anyways because more people are attacking so you get to give less damage per mob. I think a great bonus to it would be a very good incentive to group. I dont know if it can be coded that the more people the more xp, but if it could, thatd be even better.Zach wrote:I am for bringing a group... i think the exp cap for getting more exp when you bring a group should be higher... it is raised... but still... not as much as it should be... if you have a big group... you RP A LOT more then with just two or three... so you should get more exp not only for killing the mobs... but for the RP you put in it... so the more people... the greater the exp you have...
Feedback is always welcome,
Thanks,
Glim asks Gwain 'Can I be on the watch?!?'
Gwain raises an eyebrow.
Gwain seems to display a look of complete horror for a second...
Gwain raises an eyebrow.
Gwain seems to display a look of complete horror for a second...
My personal bias is that I think D&D is a clumsy, cumbersome system. I think all notions that you should only heal after a day has elapsed, only recover spells at sunrise *and* speed timeflow up should be dropped immediately. The rate at which time passes is already very high, and hard enough to justify IC as it is. If it were any faster, it would fragment things horribly, especially in a roleplay sense.
I'm not entirely sure where the wish for people to stop soloing came into place, but it's just not viable in a game like FK. By all means add areas that are designed for groups and should not be attempted alone, but don't make it such that you require a group to overcome a bandit, or to cleanse the Waterdeep sewers.
It's a personal bugbear of mine, but it's just not possible for some people to group. I spent a large amount of my time back in the day waiting around in Zhentil Keep for people to come and roleplay with me. When they came, I did just that! The last thing on my mind was asking 'Want to come and help me kill some goblins?' - This was something best left for the times when noone was around. If you remove this, what will people do when there is noone else online? Doing so will in turn lower the amount of people online at any one time, if they decide they cannot do anything without anyone else and see noone else on, which becomes something of a vicious circle.
Having whined about that, then consider the Drow! I've never played as one before I must confess, but their capacity to group isn't high at the best of times!
If the way healing works must be altered, I would suggest lowering or removing the capacity to heal while standing, but still allow it while sitting/resting.
I'm not entirely sure where the wish for people to stop soloing came into place, but it's just not viable in a game like FK. By all means add areas that are designed for groups and should not be attempted alone, but don't make it such that you require a group to overcome a bandit, or to cleanse the Waterdeep sewers.
It's a personal bugbear of mine, but it's just not possible for some people to group. I spent a large amount of my time back in the day waiting around in Zhentil Keep for people to come and roleplay with me. When they came, I did just that! The last thing on my mind was asking 'Want to come and help me kill some goblins?' - This was something best left for the times when noone was around. If you remove this, what will people do when there is noone else online? Doing so will in turn lower the amount of people online at any one time, if they decide they cannot do anything without anyone else and see noone else on, which becomes something of a vicious circle.
Having whined about that, then consider the Drow! I've never played as one before I must confess, but their capacity to group isn't high at the best of times!
If the way healing works must be altered, I would suggest lowering or removing the capacity to heal while standing, but still allow it while sitting/resting.
"This is General Lath'lain Dy'nesir, of the Ebon Spur. Walking Murder surrounded by a thin veneer of civility."
-Miriel
-Miriel
Sorry, I might have worded it incorrectly.Zach wrote:itis already coded that you get more exp... i am kinda sure about it... not not really a noticable thing...
You get a bonus to experience, yes, but you also get less experience than you would if you had killed the mob by yourself.
This is kinda simplified and im not saying this is how much the bonus is, I have no clue, but lets say it takes four hits to kill a certain mob. You have 4 people in your group.
You hit it once. (25% + 10% of the xp)
Groupmember 2 hits it once. (25% +10% of the xp)
Groupmember 3 hits it once. (25% +10% of the xp)
Groupmember 4 hits it once. (25% +10% of the xp)
It dies.
You only got around 35% of the xp for the mob.
Now the same mob, if you had soloed it.
You hit it once. (25% of the xp)
You hit it twice. (25% of the xp)
You hit it thrice. (25% of the xp)
You hit it... erm... quice (4th hit). (25% of the xp)
It dies.
You got 100% of the xp for that mob.
Perhaps if the bonus was raised, as well as you getting skill points for roleplaying, (and then even if the bonus was raised even more the more people you have in your group) then there would be more incentive to group?
That is basically me saying, in my long-winded way, I like the idea.
DISCLAIMER: Before I get flamed, this is not me telling you to "go solo stuff".
Glim asks Gwain 'Can I be on the watch?!?'
Gwain raises an eyebrow.
Gwain seems to display a look of complete horror for a second...
Gwain raises an eyebrow.
Gwain seems to display a look of complete horror for a second...
- Brar
- Sword Grand Master
- Posts: 817
- Joined: Thu Jun 29, 2006 10:05 am
- Location: Between stupidity and nonseriousness :)
Oh please don't begin with the nerfing stick discussion, keep the big word for wow and consort. It's change in gameplay I propose, if you don't remove things from time to time then all you have is overpowered things.
Beside, I don't search any solutions, just propose change on gameplay (and that's not new, I already propose that when the spell slot spell system were discussed on the yahoo board...)
What do you fear so much? being forced to group? well, this is a "Multi User Dungeon"
Fearing that we can not group? That why I ask for more various solo things that have nothing to do with combat so you can have things to do when not being able to group.
Fearing that our money will be sucked by consumables? (consumables is object you consume on use, bandage, potions, herbs, scrolls) That's part of what is discussed in the thread about economy.
Now, making the game harder. I'm not sure how harder it will make it? Taking more time yes, but harder... it would only be for those who go fighting monsters without healing backup, be it wands, cleric, potions, bandages, scrolls... But then should it not already be like it? (And don't speak to me about Drizzt group, I'm talking about real adventurers, not overpowered supermans coming from an author imagination)
Of course, I'm extreme, always was, and any comments is always welcome.
Brar
Beside, I don't search any solutions, just propose change on gameplay (and that's not new, I already propose that when the spell slot spell system were discussed on the yahoo board...)
What do you fear so much? being forced to group? well, this is a "Multi User Dungeon"
Fearing that we can not group? That why I ask for more various solo things that have nothing to do with combat so you can have things to do when not being able to group.
Fearing that our money will be sucked by consumables? (consumables is object you consume on use, bandage, potions, herbs, scrolls) That's part of what is discussed in the thread about economy.
Now, making the game harder. I'm not sure how harder it will make it? Taking more time yes, but harder... it would only be for those who go fighting monsters without healing backup, be it wands, cleric, potions, bandages, scrolls... But then should it not already be like it? (And don't speak to me about Drizzt group, I'm talking about real adventurers, not overpowered supermans coming from an author imagination)
Well, that will weaken warriors over time if they don't bring some healing backup and will refrain wizards from going on big aoe rampage, that's sure.I understand you want to make people not heal while resting so that they rely on clerics more, but I believe this would instead just weaken a character instead of strengthen them.
We can roleplay while resting/meditating, and it will not change anything as we're already doing that to get health back...Sitting there to rest or memorize spells is not exactly something that sounds very... interesting
Of course, I'm extreme, always was, and any comments is always welcome.
Brar
Your friendly house-elf,
Brar
Brar
I really don't like the use of this argument. It's the same one people used when mobs scooped up fumbled weapons to use themselves. It's not that people are afraid to group - Sometimes they just simply can't (See some evils, or Drow), or shouldn't need to. I think perhaps I'm just failing to see quite why people are so opposed to soloing.What do you fear so much? being forced to group? well, this is a "Multi User Dungeon"
"This is General Lath'lain Dy'nesir, of the Ebon Spur. Walking Murder surrounded by a thin veneer of civility."
-Miriel
-Miriel
I have no objections to soloing in principle. I mean, for evils it must be the only way to go, at all. I know for example, Lathlain, that you always try to RP if you see someone in your vicinity. I think soloing has always had to be an option... even now, I would say that.
I think what I dislike in regards to soloing, is people taking on areas that probably should be done in a group. Mages fireballing giants nonstop, or plowing through other areas on your own. I actually feel quite torn, here, because Lathlain makes a good point. Evils especially, cannot always count on a group (though recently there have been more evils online - though that can fluctuate completely).
I don't think that healing should take place one/twice/thrice per day. Maybe it would add to realism, but just thinking about my newbie days... I really think even if it is unrealistic, we kinda have a duty to make the first log-in not the last. (And please don't say, if the newbie logs out, then that's one less twink we have to worry about... lots of time... if we take the time to let the newbie experience RP, they will start responding - when I first came, I had a "twink" mindset, but alas not the skills of MUDing to back it up. So I was a "twink" RPer... if that makes sense, and it took me awhile to get into the swing of it being a pure-RP code-is-RP, everything-is-RP MUD).
In regards to spells being memorised once per day... I am willing here, to be a bit more flexible. But only on one condition: that spells be made far more powerful. A lightning bolt in D&D should do quite a lot of damage, and that is why you gain the spells once per resting session, sleep, day, etc. However, on the MUD, it is not that effective, and so we recuperate spells faster, to make up for that weakness. I think if we do consider making spell-memorisation once per day, then we need to remove skilllevels from spells, and make them level-dependent for damage, instead.
I think if we make grouping more attractive, without making soloing impossible, then, we can still make it more realistic, without completely penalising evils. Because I think the evils for me, make this MUD so interesting. I know I prefer the who list when I see some foes, as well as friends, on there. And when I get into RP with Zhentarim, or Lovites, or whatever. I really would not want to have anything that drives evils away, at all. As for drow... I think it has been said that we may not have the player base to support the race. It is sad, but I would rather evils, than drow.
Anyway, I hope something that made sense.
~Ol
I think what I dislike in regards to soloing, is people taking on areas that probably should be done in a group. Mages fireballing giants nonstop, or plowing through other areas on your own. I actually feel quite torn, here, because Lathlain makes a good point. Evils especially, cannot always count on a group (though recently there have been more evils online - though that can fluctuate completely).
I don't think that healing should take place one/twice/thrice per day. Maybe it would add to realism, but just thinking about my newbie days... I really think even if it is unrealistic, we kinda have a duty to make the first log-in not the last. (And please don't say, if the newbie logs out, then that's one less twink we have to worry about... lots of time... if we take the time to let the newbie experience RP, they will start responding - when I first came, I had a "twink" mindset, but alas not the skills of MUDing to back it up. So I was a "twink" RPer... if that makes sense, and it took me awhile to get into the swing of it being a pure-RP code-is-RP, everything-is-RP MUD).
In regards to spells being memorised once per day... I am willing here, to be a bit more flexible. But only on one condition: that spells be made far more powerful. A lightning bolt in D&D should do quite a lot of damage, and that is why you gain the spells once per resting session, sleep, day, etc. However, on the MUD, it is not that effective, and so we recuperate spells faster, to make up for that weakness. I think if we do consider making spell-memorisation once per day, then we need to remove skilllevels from spells, and make them level-dependent for damage, instead.
I think if we make grouping more attractive, without making soloing impossible, then, we can still make it more realistic, without completely penalising evils. Because I think the evils for me, make this MUD so interesting. I know I prefer the who list when I see some foes, as well as friends, on there. And when I get into RP with Zhentarim, or Lovites, or whatever. I really would not want to have anything that drives evils away, at all. As for drow... I think it has been said that we may not have the player base to support the race. It is sad, but I would rather evils, than drow.
Anyway, I hope something that made sense.
~Ol
If you have knowledge, let others light their candles with it.
--Sir Winston Churchill
"This place is boring, I'm gonna go eat whatever I can find laying on the ground"
-- Hoildric
Cacie asks Larethiel 'Did that air just bow to you?
--Sir Winston Churchill
"This place is boring, I'm gonna go eat whatever I can find laying on the ground"
-- Hoildric
Cacie asks Larethiel 'Did that air just bow to you?
- Brar
- Sword Grand Master
- Posts: 817
- Joined: Thu Jun 29, 2006 10:05 am
- Location: Between stupidity and nonseriousness :)
I fail to see where Evil must solo, I mean evils are not mindless stupid killers. The biggest groups are usually evils. Evil can easily conceal their faith and 'use' a group of goodies to attain what he seeks. There is even spells that can help you conceal your alignement and such (perhaps item too, or if not then making some could be good). And i think evil does not always mean being at war with good. One of my ranger best friend was Telaris (ex high priest of Beshaba), sure they did not share the same vision of the world, but they were balancing each others, it's not because have not the same alignment means you have to be aggressive toward them.Lerytha wrote:I have no objections to soloing in principle. I mean, for evils it must be the only way to go, at all. I know for example, Lathlain, that you always try to RP if you see someone in your vicinity. I think soloing has always had to be an option... even now, I would say that.
I think what I dislike in regards to soloing, is people taking on areas that probably should be done in a group. Mages fireballing giants nonstop, or plowing through other areas on your own. I actually feel quite torn, here, because Lathlain makes a good point. Evils especially, cannot always count on a group (though recently there have been more evils online - though that can fluctuate completely).
It would actually be great, I think, if evils and good stops to work like if they were 2 side of a war. That may be true in faith war, but not in good/evil as it's nothing really marked on one's skin, but more a way to conduct his life.
That's how I see it.
For the newbies, that's wht I suggested 'special zones where continue to heal like now. That would include te newbie temple, perhaps some newbie zone (like sewers/howling peak), perhaps also cities in general.Lerytha wrote:I don't think that healing should take place one/twice/thrice per day. Maybe it would add to realism, but just thinking about my newbie days... I really think even if it is unrealistic, we kinda have a duty to make the first log-in not the last. (And please don't say, if the newbie logs out, then that's one less twink we have to worry about... lots of time... if we take the time to let the newbie experience RP, they will start responding - when I first came, I had a "twink" mindset, but alas not the skills of MUDing to back it up. So I was a "twink" RPer... if that makes sense, and it took me awhile to get into the swing of it being a pure-RP code-is-RP, everything-is-RP MUD).
I'm all to remove skilllevel for spells, and make them dependent on level. It would be a lot better with the new spell system. Now, I said spells, two or three times a day because days are far too long irl. But it's of course object to twinking and testing before finding somethign that works.Lerytha wrote:In regards to spells being memorised once per day... I am willing here, to be a bit more flexible. But only on one condition: that spells be made far more powerful. A lightning bolt in D&D should do quite a lot of damage, and that is why you gain the spells once per resting session, sleep, day, etc. However, on the MUD, it is not that effective, and so we recuperate spells faster, to make up for that weakness. I think if we do consider making spell-memorisation once per day, then we need to remove skilllevels from spells, and make them level-dependent for damage, instead.
Your friendly house-elf,
Brar
Brar
I didn't say, and never will, that evil characters are mindless killing machines. However: the fact remains, that Zhentil Keep and Westgate, although experiencing a revival, at the moment, are often more empty than Waterdeep, making it more difficult for "evils" to group.
I fail to see where Evil must solo, I mean evils are not mindless stupid killers. The biggest groups are usually evils. Evil can easily conceal their faith and 'use' a group of goodies to attain what he seeks. There is even spells that can help you conceal your alignement and such (perhaps item too, or if not then making some could be good). And i think evil does not always mean being at war with good. One of my ranger best friend was Telaris (ex high priest of Beshaba), sure they did not share the same vision of the world, but they were balancing each others, it's not because have not the same alignment means you have to be aggressive toward them.
It would actually be great, I think, if evils and good stops to work like if they were 2 side of a war. That may be true in faith war, but not in good/evil as it's nothing really marked on one's skin, but more a way to conduct his life.
When they can, they do. And yes, they can and should group with goods, probably. I'm not one of these people that mindlessly says all evil are pure evil. But the fact remains that many "good" adventurers refuse to work with "evil" characters, and that is fair enough if it is their RP.
My main point, is that forcing people not to be able to go on their own to some places is counter-productive. I agree, that no-one should solo an area on their own, in principle. But then, what do you do when no-one is on? Generally, I just surf the internet whilst checking back every few minutes to see if someone has logged on to RP with... but not everyone can have that luxury, and they should be able to do some things, alone.
Like, kill a few giants, or do their best to do some training, or whatever. And making it impossible, or really slow, for anyone to do this might have unforeseen negatives.
That's my point, in that matter, and I firmly believe in focusing positively. So, rather than saying "NO you CAN'T solo", say "YES, look what you CAN do if you group."
I do like the discussion you've started however, Brar. You raise good points.
~Ol
If you have knowledge, let others light their candles with it.
--Sir Winston Churchill
"This place is boring, I'm gonna go eat whatever I can find laying on the ground"
-- Hoildric
Cacie asks Larethiel 'Did that air just bow to you?
--Sir Winston Churchill
"This place is boring, I'm gonna go eat whatever I can find laying on the ground"
-- Hoildric
Cacie asks Larethiel 'Did that air just bow to you?
Yup in some cases. I have evils who work beneath the radar. Most people they meet don't even realise they aren't a good guy/gal, and they could certainly do this. But what about those evils who have a certain level of infamy, are pretty well recognised, or for IC, dogma related or whatever reasons cannot and will not conceal their faith unless the reason was *incredibly good* - not for example a bit of giant killing? (skirting round IC info here, so forgive my vagueness). Or characters like tieflings?Brar Golik wrote:
I fail to see where Evil must solo, I mean evils are not mindless stupid killers. The biggest groups are usually evils. Evil can easily conceal their faith and 'use' a group of goodies to attain what he seeks. There is even spells that can help you conceal your alignement and such (perhaps item too, or if not then making some could be good).
Brave manAnd i think evil does not always mean being at war with good. One of my ranger best friend was Telaris (ex high priest of Beshaba), sure they did not share the same vision of the world, but they were balancing each others, it's not because have not the same alignment means you have to be aggressive toward them.
I agree with this. I have evils hanging out in Waterdeep who are genuinely *pleasant* to the populace! *shock*It would actually be great, I think, if evils and good stops to work like if they were 2 side of a war. That may be true in faith war, but not in good/evil as it's nothing really marked on one's skin, but more a way to conduct his life.
I'm interested in the spell related ideas - but how much work are we trying to set up for our poor imms? (genuine question! I know they've just recently done a HUGE overhaul, which must have taken yonks).
EDIT to add: I *wholeheartedly* agree that the 'best' things - the most powerful, most productive or whatever - should only be available to those in a group. But this doesn't mean there shouldn't be *some* things that people can do alone. There should be a balance between solo and group play. Take the dreaded MMO - you can get adequate gear etc by soloing, but if you want the fancy-pants items you're going to need some backup.
Truth is beautiful, without doubt; but so are lies.
~Ralph Waldo Emerson
~Ralph Waldo Emerson
- Kelemvor
- Sword Grand Master
- Posts: 2295
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My opinion only...
Yes, this is a roleplay MUD, yes MUD stands for Multi-User.. but enforced roleplay should not mean enforced grouping. Multi-User should not mean can not play alone. (In point of fact, it doesnt.. multi-user just means that more than one person can log in at the same time)
Believe me some days I (and likely this has happened for others around my timezone) have been the only single solitary person logged onto FK.
Now, I have the advantage of being able to work on admin or to prepare a roleplay: general Imminess can fill a day quite nicely
For a mortal character this will not always be the case and any changes should always be moderated by what is good for all.
All being inclusive of players, whether their character is new, old, prefers roleplaying, prefers trades, has the advantage of a like-minded circle of friends to always log in with them or who invariably ends up roaming solitary.
I may be wrong, but many recent posts seem to hint that any player who may prefer to spend some of their playing time solo is somehow less worthy than those who roleplay to the nth degree.
I don't like twinks, they are the bane of a roleplay mud, but being comfortable with the aspects of the game which can sometimes be tediously code-based (getting experience, earning coin, learning skills spells etc) does not mean a player is a twink.
I dislike as much the notion that to be accounted a 'proper' roleplayer you must always be in a group or involved in some 'worthwhile' activity. This leads on to the idea that radical change is required to encourage people to roleplay 'properly' and to meet some set of exacting standards.
I see my role as an Imm being about helping players to enjoy their time playing, to maintain the consistent campaign setting and on occasion steer folk around the tricky code bits - generally creating a fun environment.
Further reducing a character's ability to heal themselves when out and about would not, I feel, enhance the game. Yes, it would be wonderful if everyone left home with a cleric or healer of some sort or carried a hundred healing potions and a furlong of bandages with them to realistically heal themselves after combat.
Roleplay-wise that would be great to see and if all of the suggestions at the start of this post were successfully put in place and seen to work well, then I would agree that there is a case for it.
Even with all of those possible additions made, though, you would still end by penalising some players. Whether it was their newness or style of play or just plain dumb luck, not being able to heal without potions, prayers or divine intervention would mean for decidely un-fun playing.
Yes, this is a roleplay MUD, yes MUD stands for Multi-User.. but enforced roleplay should not mean enforced grouping. Multi-User should not mean can not play alone. (In point of fact, it doesnt.. multi-user just means that more than one person can log in at the same time)
Believe me some days I (and likely this has happened for others around my timezone) have been the only single solitary person logged onto FK.
Now, I have the advantage of being able to work on admin or to prepare a roleplay: general Imminess can fill a day quite nicely
For a mortal character this will not always be the case and any changes should always be moderated by what is good for all.
All being inclusive of players, whether their character is new, old, prefers roleplaying, prefers trades, has the advantage of a like-minded circle of friends to always log in with them or who invariably ends up roaming solitary.
I may be wrong, but many recent posts seem to hint that any player who may prefer to spend some of their playing time solo is somehow less worthy than those who roleplay to the nth degree.
I don't like twinks, they are the bane of a roleplay mud, but being comfortable with the aspects of the game which can sometimes be tediously code-based (getting experience, earning coin, learning skills spells etc) does not mean a player is a twink.
I dislike as much the notion that to be accounted a 'proper' roleplayer you must always be in a group or involved in some 'worthwhile' activity. This leads on to the idea that radical change is required to encourage people to roleplay 'properly' and to meet some set of exacting standards.
I see my role as an Imm being about helping players to enjoy their time playing, to maintain the consistent campaign setting and on occasion steer folk around the tricky code bits - generally creating a fun environment.
Further reducing a character's ability to heal themselves when out and about would not, I feel, enhance the game. Yes, it would be wonderful if everyone left home with a cleric or healer of some sort or carried a hundred healing potions and a furlong of bandages with them to realistically heal themselves after combat.
Roleplay-wise that would be great to see and if all of the suggestions at the start of this post were successfully put in place and seen to work well, then I would agree that there is a case for it.
Even with all of those possible additions made, though, you would still end by penalising some players. Whether it was their newness or style of play or just plain dumb luck, not being able to heal without potions, prayers or divine intervention would mean for decidely un-fun playing.
...never send to know for whom the bell tolls,
it tolls for thee.
it tolls for thee.
Before we go ahead and just chuck soloing mobs out of the window, FK doesn't have a huge playerbase, sometimes there's only 8 players on, or 3 or sometimes at peak times there are around 25. Usually when I go out to bash some mobs, and just mess around on the MUD I do it alone, because there is no RP that I can find. Now if we make it to where you pretty much have to have a group to do areas, then you are stuck on FK, with no one to RP with, and nothing to do. I love grouping, but setting up a group can be very hard work, getting 2-3 people that will be on at the same time, and THEN seeing how long they can stay on for whatever you are going to be doing. If Fk's playerbase was bigger, I wouldn't mind so much, but as it is now I think it'd be extremely detrimental.
Now turning to selected healing spots, I think this would be cool IF healing potions costs were dropped to say, a few gold, or a few electrum. This is because right now potion costs for a healing spell (Or even a general spell) is WAY too high to be using constantly. So I think if we had the addition of this that we should be dropping the price of healing potions drastically. What this would do is not completely kill the adventurers bank, but it'd still cost money. I don't agree with completely taking out healing except in select rooms, but maybe a reduced rate when you are standing, or slower than it does right now.
Now turning to selected healing spots, I think this would be cool IF healing potions costs were dropped to say, a few gold, or a few electrum. This is because right now potion costs for a healing spell (Or even a general spell) is WAY too high to be using constantly. So I think if we had the addition of this that we should be dropping the price of healing potions drastically. What this would do is not completely kill the adventurers bank, but it'd still cost money. I don't agree with completely taking out healing except in select rooms, but maybe a reduced rate when you are standing, or slower than it does right now.
Telk