Question about map/cities/towns
- Elizabeth
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Re: Question about map/cities/towns
Well if that's the case then cliff...why do any grid at all?
Why worry about getting relics or houses or forts?
Why craft traps?
WHy craft guns and swords?
Why worry about getting relics or houses or forts?
Why craft traps?
WHy craft guns and swords?
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Re: Question about map/cities/towns
I really like how the game is now, with the less pvp heavy. Makes me feel comfortable. Most PvP conflicts I've been in and observed has spilled over to OOC and caused ill feelings and toxicity if things didn't go one way or another.
@Elizabeth. PvE. The grind. Facing harder enemies. All the things you can do without actually getting involved with players on the grid.
All im going to say is, there's a reason these changes were made. Good reasons.
Im going to step away from the forum for a few hours. I remember why they were put in place, and I can see those reasons easily happening again, and I'm not too pleased about the idea.
@Elizabeth. PvE. The grind. Facing harder enemies. All the things you can do without actually getting involved with players on the grid.
All im going to say is, there's a reason these changes were made. Good reasons.
Im going to step away from the forum for a few hours. I remember why they were put in place, and I can see those reasons easily happening again, and I'm not too pleased about the idea.
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- Elizabeth
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Re: Question about map/cities/towns
Well, you have your opinions and others have theirs.
Honestly? While I and Enver are thrilled with Chalktown, I do think that if David and Josh want more cities to sell/be made, making them somewhat customizable (to some degree) would be a huge selling point. And people can argue, well it is! You have unique npc's...sure, but there will be more of those released on regular grid. Or, you can have apts, or boats, or whatever for people to live in...true, but again...that's anywhere. Loot drops? Again, most can be found anywhere.
I have some characters that like fighting, they existed before all the things got 'nerfed' or changed. If I am to buy a city, I would like some things to be available to them (again to some degree) to fit their living styles that existed since day 1.
Honestly? While I and Enver are thrilled with Chalktown, I do think that if David and Josh want more cities to sell/be made, making them somewhat customizable (to some degree) would be a huge selling point. And people can argue, well it is! You have unique npc's...sure, but there will be more of those released on regular grid. Or, you can have apts, or boats, or whatever for people to live in...true, but again...that's anywhere. Loot drops? Again, most can be found anywhere.
I have some characters that like fighting, they existed before all the things got 'nerfed' or changed. If I am to buy a city, I would like some things to be available to them (again to some degree) to fit their living styles that existed since day 1.
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- Amalea
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Re: Question about map/cities/towns
A lot of PVP comes down to reason.
PVP just for the sake of PVP is where most of the associated drama comes from, I think.
PVP backed up by a story is the type I’d love to see more of. The stories created can be loads of fun for all involved and helps keeps the focus on the IC instead of making it seem OOc.
PVP just for the sake of PVP is where most of the associated drama comes from, I think.
PVP backed up by a story is the type I’d love to see more of. The stories created can be loads of fun for all involved and helps keeps the focus on the IC instead of making it seem OOc.
- Elizabeth
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Re: Question about map/cities/towns
Amalea wrote:A lot of PVP comes down to reason.
PVP just for the sake of PVP is where most of the associated drama comes from, I think.
PVP backed up by a story is the type I’d love to see more of. The stories created can be loads of fun for all involved and helps keeps the focus on the IC instead of making it seem OOc.
Thank you. This.
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- Mooncalf
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Re: Question about map/cities/towns
Hitter cap being lifted is something to consider for one specific PVP heavy city, maybe. We'll talk it over.Enver Marshall II wrote:Yes, true. I did not mean that old school. But you're right.
Trap limitations gone
Hitter cap lifted.
Are just some (most) that I'd like to see be gone/lifted.
The trap limit being lifted would make people nearly invincible though, so I'm personally not on board with that in any city.
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Re: Question about map/cities/towns
Okay, fair call and I can see that.
What about more than 1 trap?
Say 2-3 tops...or pretty much kitty's suggestion.
What about more than 1 trap?
Say 2-3 tops...or pretty much kitty's suggestion.
- Mooncalf
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Re: Question about map/cities/towns
I'm still okay with the 1 trap per square limit. I want the game to be more about fighting and less about hiding. Even 1 trap per square is a heck of a lot with certain buildings.Amalea wrote:I have two ideas on traps:
- raise the cap to 2 per a square and see how that goes
- for private buildings - allow flexible placement of traps up to the number of traps the floor could normally hold. For for a 7x7 floor, you'd have 49 traps to place how ever you want.
I think the first idea is easiest to code though
@Cliff - I think the idea is to kick start PVP a bit
- Mooncalf AKA David AKA Moonie
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Re: Question about map/cities/towns
If the issue is crafting not being useful enough (I disagree for a few reasons), maybe it would be better to have some other high end crafting or group crafting projects. Personally, I think crafting is on or above the same level as is with non pvp skills. Open to ideas tho.
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Re: Question about map/cities/towns
Sweet dreams are made of this. Heavy pvp. A city that promises by stepping into it that your character will not be the same when they leave. #goalsMooncalf wrote:Hitter cap being lifted is something to consider for one specific PVP heavy city, maybe. We'll talk it over.
Last edited by Dominique on 23 Mar 2018, 22:50, edited 1 time in total.
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