Ravenloft: Prisoners of the Mist
Suggestions, Feedback & Bug Reports (OOC) => Module Feedback and Suggestions => Topic started by: Delphinidae on June 24, 2008, 01:53:38 PM
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Human mules. Would give some low level chars something to do.
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human mules? im a str based char...........this is even nerfing me badly, if you nerf/nerve (however spelled) somthing like this then compensate thus make sure more str potions be around or pack mules to help, i cna carry 233 lbs without buffs yet i cant do much muling cause i cant move.
its a nice system but needs compensation for the actual mules 40 pieces of ore.......ain gonna work for lets say silver mines
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Don't carry insane amounts of weight. That's the purpose of the change. Instead of filling up your inventory with ore, just grab less each time and you'll be fine.
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But if you want to force the realism of encumbrance on people to limit their abiltiy to exploit crafting, where is the counter realism of mules which should be available ? They certainly are not a complex addition to the system.
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Human mules. Would give some low level chars something to do.
:twisted: slavery! :twisted:
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insane amounts? i can carry 233 and 345 max................how is someone going to save people that died?
isnt just ore
crafters they make armors and such yet got no permenant boxes to place thier stuff in they are walking shops can only carry what 3 armors then they are doomed?
this effects more then just alot of ore, basicly the whole crafting is getting kicked in the butt, wich takes on the local market value of things wich will increase, everything still costs the same and no way of making fang. these all be reactions tot he actions beeing taken.
even it out you add something this heavy then compensate with something else.
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Human mules. Would give some low level chars something to do.
:twisted: slavery! :twisted:
No, seriously. Hire people to carry stuff. Sure, it won't be the same as what you used to carry before this current system, but it gives them something to do. You could pay them with fangs, discounts on items or bank their services until they can afford to buy something off your craft. If you do have an apprentice, have him/her carry stuff too.
As for mules and horses, I thought that wasn't supported and was going to be discussed with the 1.69 patch. There was a thread somewhere.
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insane amounts? i can carry 233 and 345 max................how is someone going to save people that died?
isnt just ore
crafters they make armors and such yet got no permenant boxes to place thier stuff in they are walking shops can only carry what 3 armors then they are doomed?
this effects more then just alot of ore, basicly the whole crafting is getting kicked in the butt, wich takes on the local market value of things wich will increase, everything still costs the same and no way of making fang. these all be reactions tot he actions beeing taken.
even it out you add something this heavy then compensate with something else.
Only carry goods or craft when you have an order. Make people pay at least 50% before crafting anything. That way you avoid carrying extra unwanted crafted goods and if the person doesn't collect after a set time, you can dump the armor in the trash or with a DM's help if you don't want people finding a free armor, you could smelt it (DM takes/destroys it) It won't hurt as much since you already got half of its worth.
As for the carrying people, yes, I told EO the same thing, but this will make it much more exciting and dangerous as the person who is carrying the other one will need to really have some cover/backup as he's taken along. Same applies to monsters who decide to leg it with a meal. It would also promote people into being more cautious when facing an enemy since they'll know it's harder to rescue someone.
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You are all free to discuss it, but I would suggest waiting before giving feedback. The system is new and you are all unused to it. Give it a week or two then see how it feels instead of going with "worst case scenarios".
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but this will make it much more exciting and dangerous as the person who is carrying the other one will need to really have some cover/backup as he's taken along.
I concur. I tend to reward folks who use backup while carrying a body rather than having this body slung over their shoulder and breaking into sudden battle with their sword and shield. Is the body dropped? Is it being used as a weapon? This change I think will enhance more Roleplay among the player base, instead of everyone going their own separate ways and going craft crazy :)
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Still trying to figure out why the thread went over to encumbrance and dead body carrying? Buffs still factor in during the GATHERING phase right? You can still haul 5000 pounds of Iron Ore on your back across the mountains.
I don't see what Nulling the Buffs during the crafting portion has to do with lugging the raw material around.
~Rex
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You can still haul 5000 pounds of Iron Ore on your back across the mountains.
~Rex
Lmfao. Funny, and true
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Once you exceed your Max Drag heavy load, you should by Immobile. completely, and taking damage. Fixes that issue right off the bat.
~Rex
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Try the new system Rex. ;)
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Once you exceed your Max Drag heavy load, you should by Immobile. completely, and taking damage. Fixes that issue right off the bat.
~Rex
Yep, something like that has been implemented.
I've tried smithing, smelting, gilding, woodworking, carpentry, hide curing, leathermaking, and leather boiling with Torgan. The only "buff" ever available to me was Rage, which only affects Str and Con, and then not even for long compared to a true buff spell/potion. I've mastered smithing, smelting, and gilding. I've gotten pretty good with carpentry and woodworking, and am a bit n00bish at leathermaking simply because of the hassle of getting all those hides together. If I can make it without buffs, so can anyone.
Torgan has something like 10 magic bags, with the majority of them being the -60%. This is how I can have multiple suits of armor, always have at least 5-10 ingots of silver on me, and more weapons than I'll need in Torgan's life and still have room to spare. And yes, only craft what you know you can sell.
The only thing I see this doing is that you can no longer fill your entire inventory up with metal ore, and try and make it back to a smithy. Which I think is probably a good thing since there was no logic in it. (Even though I've seen some smiths RP having a wagon or cart with them...)
As for corpse carrying, they too fit in magical bags.
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you are imobile rex.
these things are made so that you cant walk when heavely encumbered. wierd thing is its dex based.........now we all seen some hulk guy pull a train or a big ass truck right? truly those aint dexers
and ive seen such things beeing implemented on other servers. results crafting became to hard as folks play this game for fun and stopped dooing it, wich ment less cash on the market and the crafted items that were around where priced out of the roof.
also if this is made to make it more realism, then why is it dex based and why dont i gain xp then? i mean i carry loads of stuff daily irl il tend to get more muscle, yet ingame i dont gain a thing.
and ethinos as i said make bags available to everyone then to compensate, now its only for mages to buy (so ive heared) implement oxes or carts or whatever.
ps: let it be clear ia gree its stupid to havea inv full of ore and still be able to walk whistling like its a nice summerwalk in the woods
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I have no idea why the system would be dex based. Odd indeed.
However, if you need a magic bag, ask your local, friendly Vardo.
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*pets his 22 dex* We can lug those corpses up the mountain to drop down a slope, now CAN'T we..?
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Try the new system Rex. ;)
Uggh I didn't know a new carry system had been implemented, but that explains why this turned into a two topic thread. I'll give it a shot and see though.
~Rex
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Dex based? Huh? Not really based on anything but your max encumbrance that's strength based, read from the encumbrance.2da.
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Dex based? Huh? Not really based on anything but your max encumbrance that's strength based, read from the encumbrance.2da.
Max Encumbrance via PnP or something in the game? Max in PnP is considerable. Max Drag for a 12 Str for example (off the top of my head, 5 hours before drive to a 5 day convention, and a touch inebriated) close to or just over 600 pounds, drag/dead lift. With serious reduction in movement obviously.
~Rex
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This is the table. First column is the strength score. Values for weight are in tenths of pounds.
2DA V2.0
Normal Heavy
0 0 0
1 60 100
2 130 200
3 200 300
4 260 500
5 330 600
6 600 700
7 660 800
8 730 900
9 800 1000
10 860 1100
11 920 1150
12 1000 1300
13 1100 1500
14 1160 1750
15 1330 2000
16 1530 2300
17 1730 2600
18 2000 3000
19 2330 3500
20 2660 4000
21 3060 4600
22 3460 5200
23 4000 6000
24 4660 7000
25 5330 8000
26 6130 9200
27 6930 10400
28 8000 12000
29 9330 14000
30 12130 18200
31 14930 22400
32 17730 26600
33 20530 30800
34 23330 35000
35 26130 39200
36 28930 43400
37 31730 47600
38 34530 51800
39 37330 56000
40 48530 73400
41 59730 90800
42 70930 108200
43 82130 125600
44 93330 143000
45 104530 160400
46 115730 177800
47 126930 195200
48 138130 212600
49 149330 230000
50 160530 247400
51 171730 261400
52 182930 275400
53 194130 289400
54 205330 303400
55 216530 317400
56 227730 331400
57 238930 345400
58 250130 359400
59 261330 373400
60 272530 387400
61 283730 401400
62 294930 415400
63 306130 429400
64 317330 443400
65 328530 457400
66 339730 471400
67 350930 485400
68 362130 499400
69 373330 513400
70 384530 527400
71 395730 541400
72 406930 555400
73 418130 569400
74 429330 583400
75 440530 597400
76 451730 611400
77 462930 625400
78 474130 639400
79 485330 653400
80 496530 667400
81 507730 681400
82 518930 695400
83 530130 709400
84 541330 723400
85 552530 737400
86 563730 751400
87 574930 765400
88 586130 779400
89 597330 793400
90 608530 807400
91 619730 821400
92 630930 835400
93 642130 849400
94 653330 863400
95 664530 877400
96 675730 891400
97 686930 905400
98 698130 919400
99 709330 933400
100 720530 947400
It might be that it's better to set the maximum for longer distances to 2x normal weight limit - still a new implementation, and, of course, will have to be tuned. The main problem before was that if you were willing to move around max encumbered, there was virtually no limit to how much you could carry, besides the amount of inventory slots you had.
Think I'll split the encumbrance system posts into a seperate topic though... Hang on.
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As you've likely noticed by now, we've implemented a new encumbrance system that will cause you to become immobile if you walk around heavily encumbered over longer distances. Once you've been 'marked' as moving a long while heavily encumbered, you will either have to drop enough items to get below that bar, or rest up.
This topic is for discussion this new system.
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Another system is needed to overcome this, rather than forcing characters to max out their strength and make unbalanced characters. The idea of adding more magical bags is on the plate, but i'd like something more set toward crafters, like the idea of donkeys (basically bags of holding type, maybe 80% reduction, that would fade after let's say an hour irl and drop the ore into the inventory.)
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Personally I favour player donkeys. My old character Marjiana e.g. once used Soren Nexus as one. Worked perfectly well! You don't need STR for this but CHA! ;)
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Personally I favour player donkeys. My old character Marjiana e.g. once used Soren Nexus as one. Worked perfectly well! You don't need STR for this but CHA! ;)
Ah! Resorting in using other characters, unreliable to boot, it's difficult enough to provide herbs for three herbologist already. We'll see what happen next.
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Well, if you need some bags, ask me, I can use some Fang :roll:
Anyways, you can either find bags or buy them of a Vardo. 60% weight reduction is a whole lot already.
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Yus insert deer Gran'tak mouth !! Gran'tak carry pebbles !! HRAAAGH !
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beena few days and still dotn like it
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Barbarians are the body rescue squad.
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If you see an umber hulk stomping around, it's just wilhelm hauling ore into vallaki.
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If you see an umber hulk stomping around, it's just wilhelm hauling ore into vallaki.
Haha, I never thought about it like that. Damn mages are going to be the mules.
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If you see an umber hulk stomping around, it's just wilhelm hauling ore into vallaki.
Haha, I never thought about it like that. Damn mages are going to be the mules.
With a good buff and polymorph I think he can hit 800 pounds base. With vardo bags he could still carry over a ton. The system just needs some creativity to adapt to it.
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Or more druids.
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Picked up a body last night... and I could not move.
Now, Realisticly... if a 100lb lady in the military in full gear, can do a shoulder drag on a man twice her weight, also in full gear (not real fast mind you), I think an elf, with a 12 strength should be able to do the same.
Sollution, can we lower the weight on bodies?
I understand wanting to curb people from carrying tons of ore about, but that's why extrademensional bags were made for. We want to carry more than our weight in stuff without burden, in a world of magic, we applied the art to accomplishing that, much as we do in reallife. We want to fly like the birds, we invent a plane. Magic is the Technology of the Fantasy world. The difference, Magic is not hindered by the laws of physics, so in a magic wold there is actually more room for abuse, Mules with Extradementional saddle bags.
Heh, makes me wonder how many of the "Witch Burners" fear their magic bags of holding.
"EVIL BAG! It holdeth a suit of armor, 2 longswords and 700 arrows... BURN IT! Burn... it, wait a moment... That bag holds a lot of stuff, at half the weight, This is AMAZING, so much that... um... it can't be witchcraft, it must be, um, holy... Yes, These are blessed bags of mass holding, Tell it on the Mountain!! The Gods have blessed us with a grand gift... only 1500 fangs from your local Red Vardo Traders."
This ad was paid for by the Red Vardo Traders, Red Vardo, We sell all your adventuring needs... [slits an independant merchants throat as the spokesman walks by] and noone else!
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If you see an umber hulk stomping around, it's just wilhelm hauling ore into vallaki.
If you see a archer shooting arrows at a Umber Hulk, Its just Liam doin his job.
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No worries, I'll personally make sure the umber hulk is invisible and hasted :p
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well, its 125 lbs actually, the gear weighing about 75 to 100 lbs as well, and the position is a shoulder carry. Lean down, scoop up, and swing over ones shoulders, and then run. Even with all the gear on I could run with a 185lb person, 200 lb person I had to walk. Almost fell over scooping them up too. Heh. . .of course I don't really factor in the weight of the equipment either on the people, so it was probably more than just their weight.
Realistically, with a good bag, I could move about oh. . .150lb of stuff i think on my back and still be able to run fairly well, moving people is a bit different, usually adrenaline is there and you don't notice the weight. Still, in training you do, and it is still possible to do in training.
But thanks for the compliment, if you were calling me thin :-P
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Sollution, can we lower the weight on bodies?
Actually, the bodies were made heavier sometime within the last year because they were too light.
I think Soren is still going to make a slight alteration to allow for slightly more load before being overencumbered. Until then, just grin and bear it since the system is still being tweaked.
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Oh I will, but I won't be bringing any found corpses back to the Church for proper burial until then. Just a service offered by my Drow. It's not because he is a nice guy. It is because found bodies could potentially rise again (RP minded) without the proper rituals and I figure the Morning Lord priests would know how best to keep the dead... um... Dead.
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OH MAN! This is an annoying system. 52 lbs over, trying to get another PC back from the baratak mountains top the church for raising, and I can go very short distances before having to rest. Is it realist, perhaps, but is it fun... not at all. With limited time for playing, if lugging a corpse down the mountain takes hours, I will most likely not help anyone again unless they ar e a map or two from a church. I am writing this while I wait the 2 in game hours to rest again, so I can move a few more feet down the mountain... UGH!
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Next time, bring a hulking fighter with you. Or a rez scroll. :lol:
Still, nice knowing that folks may think twice about being suicidally over-aggressive on dungeon runs or during DM events if they know that folks may not bother with corpse retrieval.
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Oh yeah, the res scroll you can't buy from Ezrites, and it's fantastic when you, the hulking fighter dies. It's wonderful when your companion can't go 30 steps without needing to rest, postponing movement for 3 hours. It's awesome when ater 15 minutes you've managed to get 20 feet down Baratak. Whoo, this script is just a blast! I love when a "realism" script completely ruins my experience.
More more!
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After hearing all these complaints, I think I'm going to set up the "Adventurers Corpse Insurance Policy Company".
I'll have a bunch of hulking calibans, humans, and dwarves hired to run and grab corpses in exchange for a sizable, monthly premium. :twisted:
(I remember buying the rez scrolls from someone besides the Ezrites though...*shrugs*)
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I have a sollution, sit in the Lady's Rest and Drink... get all your XP from RP, you might see 10th level by 2009. Oh wait, I play a drow and get killed if I go in the Lady's Rest and noone will want to lug my corpse across the yard because you will have to rest half way there to get there. Ok... I better stop. I am annoyed an venting. Bad script... needs ALOT of Tweaking.
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Since I'm not going to rely on you being on, I'd say this is a pretty glaring hole in the whole idea. I find it hard to even post right now (productively) I'm so frustrated by this. If dying wasn't a good enough end to the ordeal, it's going to take hours, or 2500 + in gold and scrolls to even get back up and playing again.
This is not a good script. It is a terrible script.
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The weight over at which it kicks in needs to be changed, and the way it's applied seems off. It seems like the moment the game clock ticks to the next hour whether it's been 5 seconds or 5 minutes you're stuck.. I could be wrong on that, will need to test more, but that's how it seems at the moment.
The way it is now, I think I might stop smithing with Wilhelm for a few days and spend the week-end running all over the place doing body grabs with him. Death is a growth industry you know.
I think it was Jerv that had suggested (in a tell conversation in game) a daze effect be added to the characters when they had gone too far with too much, instead of a total stop in movement. Perhaps after a longer period of slow movement and not being able to defend yourself the total immobility could kick in. This would show the character getting tired, instead of suddenly being to exhausted to move.
Another option would be to add the daze effect immediately on exceeding 1.5x the max encumbrance, and have it removed once you dropped under the limit again.
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I think 1/2/3/4 is best
1 - Unecombured
2 - Encoumbered
3 - heavily encumbered (you can still move)
4 - You got to be kidding me - stop moving and shed wieght
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I'm going to send this OT, but so be it.
The "wise old sage" advice around here is "party up". Considering you have players from multiple time zones, that is NOT always an option. Should we tell our European friends "log on during US mainland" time to get the most from the game? I've been on this server in the early morning when there were 6 people on.
Let's use our heads here and not grab for the "same old/same old" advice. It isn't always feasible.
****stepping off the soapbox****
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I'm going to have to agree; this system needs some overhaul.
In the spider caves, hit with strength poison. Instantly, I'm jammed up. Despite having used a restoration potion and immediately gotten my strength back, I can still no longer walk because - for a split second - I was heavily encumbered. Restoration potions should really fix all of that.
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I'm going to have to agree; this system needs some overhaul.
In the spider caves, hit with strength poison. Instantly, I'm jammed up. Despite having used a restoration potion and immediately gotten my strength back, I can still no longer walk because - for a split second - I was heavily encumbered. Restoration potions should really fix all of that.
That's bad. I guess crippling strikes rogues are the king of the server now.
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I'm going to send this OT, but so be it.
The "wise old sage" advice around here is "party up". Considering you have players from multiple time zones, that is NOT always an option. Should we tell our European friends "log on during US mainland" time to get the most from the game? I've been on this server in the early morning when there were 6 people on.
Let's use our heads here and not grab for the "same old/same old" advice. It isn't always feasible.
****stepping off the soapbox****
Also considering the factioned atmosphere of the server, partying up isn't always a viable option for players. Guard can't find another guard to party up with so decides to party up with one of the undead faction. If I see it I'll shoot you and so should DM's or there should be some heavy RP consequences for partying with a conflicting faction. Seriously, with the multiple faction setup on this server the "lets all get together in a big party and go kill stuff together and sing songs" togetherness that other servers push just isn't right, coupled with timezones and the like, level differentials etc etc.. sometimes finding people to party with is just.. nearly impossible. Either people need to back off on their need for constant conflict between factions or IMHO we need to back off on the systems that make soloing or small party groups nearly impossible.
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Nobody particularly likes the new system the way it is, I understand that. WIlhelm has started using spells he didn't before, and I can get around it with him. If people would give some actual feedback on the system, and what they thought could be done to improve it, it would be more likely to get some changes made to it than simply complaining.
I posted the suggestion Jerv had, helaman had one for changing the ratios they kicked in at.
There's also an issue with having to drop and pick up an item in order to move again once you're under the limit due to restoration or strength boost that needs to be addressed.
The script isn't a bad idea (I've had characters over 3000 pounds overloaded before, simply because I didn't want to make multiple ore trips), it just needs to be tweaked, and ideas are more useful than rants for that.
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maybe something more sensible. even if heavily encumbered one can drop things to keep moving at a slow pace.
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I realise this system has come off as very harsh, and I apologies for all unnecessary grief it has caused. I'll flat out admit that I had not imagined that people this often moved around heavily encumbered. The issue that was targetted with this was primarily people who set their PCs to mine while going AFK for half an hour, then got back and filled their inventory to the brim. If preventing that makes crafts like smithing too hard, then I'd rather regulate it at the other end, making it more easy - but otherwise, we'll have it balanced toward endless trivial mining.
A solution could be pack animals - which would be a nice implementation for the roleplay purposes of it too - but for now, I think I'll simply regulate the values and add more stages of over-encumbrance, determining how fast you go into the state of complete exhaustion.
In the spider caves, hit with strength poison. Instantly, I'm jammed up. Despite having used a restoration potion and immediately gotten my strength back, I can still no longer walk because - for a split second - I was heavily encumbered. Restoration potions should really fix all of that.
If you have any effects applied that increase your strength or remove penalties, leaving you outside the heavily encumbered range, simply drop an item and pick it up for the system to record it. This is a limitation to the system that will have to be lived with - otherwise, we should alter every point in the game that a strength effect might be applied, which isn't very practical.
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An observation, most characters walk around with less then 20 pounds free capacity in their inventory. Carrying a companion automatically increases weight capacity to heavily burdened in all but the strongest characters. Add more then one companion and your done.
Typically when a smith is "Powercrafting" with a full load of ore it is around 800 pounds of ore. As a suggested increase to allow for the carrying of bodies, X 2.5 for the immobility with 1.0 being existing weight capacity. This will allow for a buffer where people will still move at the heavily encumbered weight rate.
Spiders right now have considerably increased in nastiness. High DC for first effect where it lowers str by a few points, then second hit or effect over time and the pc drops down to 4 or 5 str. No matter the weight restriction there will be little escape. The reason is because of less then 20 pounds free capacity.
To provide the answer as to why everyone carries so much, lack of permanent storage. Everyone must carry everything at all times. I realise permanent storage is not available for overhead reasons on the server and a thread should not begin to discuss it as it's a flogged horse already. But since everyone has to carry everything they own, weight capacity is a constant challenge. Many PC's carry magic bags to aid in inventory management but with maximum 60% bags which aid in bearing more of a load, irregardless inventory management and weight restrictions can cause significant impact on the experience people have while playing as people find more gear and wish to keep certain gear for certain dungeons where that gear is the difference between life and death of their PC's.
I think the idea is a sound one, with some minor tweaks it will add to the enjoyment and suspense.
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An observation, most characters walk around with less then 20 pounds free capacity in their inventory. Carrying a companion automatically increases weight capacity to heavily burdened in all but the strongest characters. Add more then one companion and your done.
Typically when a smith is "Powercrafting" with a full load of ore it is around 800 pounds of ore. As a suggested increase to allow for the carrying of bodies, X 2.5 for the immobility with 1.0 being existing weight capacity. This will allow for a buffer where people will still move at the heavily encumbered weight rate.
Spiders right now have considerably increased in nastiness. High DC for first effect where it lowers str by a few points, then second hit or effect over time and the pc drops down to 4 or 5 str. No matter the weight restriction there will be little escape. The reason is because of less then 20 pounds free capacity.
To provide the answer as to why everyone carries so much, lack of permanent storage. Everyone must carry everything at all times. I realise permanent storage is not available for overhead reasons on the server and a thread should not begin to discuss it as it's a flogged horse already. But since everyone has to carry everything they own, weight capacity is a constant challenge. Many PC's carry magic bags to aid in inventory management but with maximum 60% bags which aid in bearing more of a load, irregardless inventory management and weight restrictions can cause significant impact on the experience people have while playing as people find more gear and wish to keep certain gear for certain dungeons where that gear is the difference between life and death of their PC's.
I think the idea is a sound one, with some minor tweaks it will add to the enjoyment and suspense.
You have hit the nail squarely on the head: People carry weight because they need the equipment.
Every potion, every scroll, every gauntlet, and every item that make this game playable has weight. Even herbs have weight. Every mushroom, bit of mold, bit of grass, etc., weighs 5.28 oz EACH. For realism's sake, that's in fantasyland.
Here's a very simple solution to solving the weight problem: Implement real magic bags with 80% - 100% weight reduction.
It'll never happen. It doesn't fit in with the vision.
That's my opinion and I'm sticking to it.
I'd give Rex an opening with "End of story", but he's not here :mrgreen:
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The suggestion that you become dazed, not utterly paralyzed, sounded like a good one to me and a decent compromise.
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100% weight reduction bags are a bit beyond, but I would like to see 80% bags as rare loot. I'm pretty sure a lot of people would treat 80% bags on par with +2 gear in terms of value.
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Since there is no storage system, of course there are gonna be carrying issues.
Here is a list of some of my characters and what they typically carry around in weight:
Name | Weight | Class |
Mileena Soto | 75 | Monk |
Kellia Tannor | 73 | Fighter |
Tairan Shawson | 74 | Fighter |
Yes, the lack of a storage system is a problem, but bags of holding can be abused, I think there should be a system set up to convert items into a data object that can be stored on the PC. Make an object that gives the PC the option to convert their items back and forth.
Until then,
I think that this system can be tweaked by simply calculating in extra weight to handle the normal overhead associated with a character, say 100 pounds.
Then add that much to the weight a person can carry.
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Found one flaw in the system, where you can carry massive loads even after you've become immobile. Will PM Soren details.
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Found one flaw in the system, where you can carry massive loads even after you've become immobile. Will PM Soren details.
Easy Fix...... *Codes in Critical Mass to the load system.....Steps back to watch the Boom*
~Rex
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Nobody particularly likes the new system the way it is, I understand that. WIlhelm has started using spells he didn't before, and I can get around it with him. If people would give some actual feedback on the system, and what they thought could be done to improve it, it would be more likely to get some changes made to it than simply complaining.
I posted the suggestion Jerv had, helaman had one for changing the ratios they kicked in at.
There's also an issue with having to drop and pick up an item in order to move again once you're under the limit due to restoration or strength boost that needs to be addressed.
The script isn't a bad idea (I've had characters over 3000 pounds overloaded before, simply because I didn't want to make multiple ore trips), it just needs to be tweaked, and ideas are more useful than rants for that.
The obvious solution for that would be for DM's to instakill players caught doing it since it's cheesy, or outright make a rule against it. I didn't offer any suggestions to the system because I think it has very little benefit to begin with and it's far better simply removed. Implimenting scripts to fix problems with multiple factors has worked just about never.
My problem wasn't even that I was soloing. It was that I died and my party quite literally could not get me down the mountain. In the end he burnt my corpse to turn it into ashes, than 8k was paid for a ressurection.
Someone suggested making corpses lighter. Corpse weight has always been fine, so why alter it for the sake of a new, flawed system?
The intent may have been good here but unless there is some kind of wonder solution, it's worth more trouble than the benefit of policing cheesy crafters. I don't craft and yet it's already had negative consequences for me.
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From what im seeing, the new system makes it harder on people that aint the ones the system was implemented for. Granted miners cant "powermine" anymore, but everyone is in troubles now.
Another suggestion would be to make the ore veins carry less ore, like 4-10 each max.
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Another suggestion would be to make the ore veins carry less ore, like 4-10 each max.
There's the rocks (Big pleaceable) and the Seams (The invisible placeables that give a lot of nuggets), the Ore seams give way too much ore. The Rocks give just the right amount of ore. The veins should only be carrying the same amount as the rocks are. Removing the seams is an idea.
That should balance it some more.
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If you didn't have to make thousands of weapons to get to a decent level, you wouldn't need so much ore at a time. There was a reason crafters took so much at a time.
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reduce the amount of exp required to lvl up then.
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reduce the amount of exp required to lvl up then.
They apparently upped the amount you get per success, and you still need to make thousands of weapons, or hundreds of armours.
What needs to be done, is make the manufacture multi stage, needing a success for every ingredient in it, and giving XP for every success along the way. Then something like a suit of full plate would truly be an accomplishment, especially with the buffs gone.
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Easy now...
A lot of the concerns brought up in the latest posts has already been explained a few pages ago. Yes, it needs to be tweaked, but the positive aspects remain (for those of you who've forgot, refer to the first pages of this topic). It's overboard to simply label the entire system as flawed. Let's try to get back to a sober discussion.
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Agreed.
This is getting to be a rather virulent discussion. I personally do not mind the script, but that might be because half of my characters are fighter-tank types >.>
Anyways, I have yet to test the system out myself but I think that the main complaints about the system would be that, the distance is too short for travel time. Maybe increasing the distance that you are able to traverse before collapsing from sheer exhaustion, or inserting some kind of fatigue script to drain a CON point if they 'push' themselves.
Either way, I have yet to experience the system myself, so I cannot really give criticism to it. I do like the idea though.
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In R/L, gurneys are used to carry the injured/dead. Perhaps we can have them as well? alot easier to drag on body suspended on two poles behind you then over your shoulder.
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I think the ooc frustration that has given this thread some heat has resulted from players feeling that the relationship between 'realism' and 'fantasy game' isn't what it should be, based on their experiences as players in game. I'd also caution to expressing too much passion though in posts, since there will always be folks in every pw community who will disagree on what the relationship or balance ought to be between 'realism' and 'fantasy.' So share your experience and post feedback as neutrally as possible, though at the same time, when players' frustrations are peaking through, give a little room since the frustration is also due to the fact that they are the ones who may be experiencing the systems day after day.
I think players see that an effort was made to use a system to fix a problem with crafters, but has resulted in a lot of time being devoted in game to players trying to overcome a death situation. One could argue that not being able to carry a body down the mountain, could also foster some role play. But that form of argument, while looking good, can't be sufficient. The amount of ooc time a player has when logging in is a crucial factor I believe to balancing a game. The time needed to run down a mountain such as Ghakis, which is gigantic, and the time it would take to find a cleric or a strenght buiild to come back to tend to the fallen, while perhaps fostering some nice role play, also brings things to a hault, and also can be very time consuming. The str needed in the new system to carry a corpse might also leave out all the other role playing options. In Shady's situation, his fighter build was the one to die, and even though he had companions with them, they could not use their combined strength to carry his body down the mountain. We've seen it movies probably, where someone rigs up something to drag a body behind them.
Could there be an item that could be specifically used to drag someone or something behind them? I gues the issue then might be couldn't someone drag ore behind them, and maybe one the purposes of the new system was to limit the amount of ore to slow down the pace of crafters mastering their trade.
Well, I'm confident Soren and the Dev Team will work something out to help ease the players' frustrations they're experiencing when it comes to trying to carry corpses.
:mrgreen:
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indeed, this is why there is a dev team. :mrgreen:
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cant you think of somthing else to make crafters craft less like heretic said reduce the amount of ore .
that way not every one gets a bullet, but just to those who it whas intended for.
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....also if the dead bodies do get reduced......make women and men difrant wiegths? i mean a lass doesnt way as much as a lad mostly
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I'm pretty sure the bodies won't be reduced, as they've been increased in the not to distant past. Also, I do believe race, and gender are already taken into account when body weights are considered. The last female halfling I came across was only like 50 pounds. I could've put her in a pocket and forgotten about her.
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heh, the last hin i picked up. . .about a week or so ago. . .weighed 220 lbs.
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heh, the last hin i picked up. . .about a week or so ago. . .weighed 220 lbs.
The only thing that should weigh that much is a male half-orc/caliban.
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heh, the last hin i picked up. . .about a week or so ago. . .weighed 220 lbs.
The only thing that should weigh that much is a male half-orc/caliban.
true but did that halfing got full plate armor on? and does it also take into account there pack of things they carry?
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Doesn't matter, and no it doesn't, so be glad for that at least. :lol:
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Yeah, if things were overtly realistic, you'd be tugging 200-300 pounds of gear along with that fighter.
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Yeah, and your bag would have 'bout... 10 squares. What fun.
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lol.. actually I'd love to see containers that only fit certain things.. like quivers that only fit arrows, a scabbard only big enough for a sword but only takes up maybe 2 slots..
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Was with a corpse, standing in waist high water, and the message said, at least I think, that I had to rest before being able to move. So I had to rest under water oddly enough, since moving to the side out of the water wasn't possible due to being stuck. Icly, it didn't make sense that without any warning you can't move. I'm sure a point comes where one can't move, but you sense it coming with fatigue, and in that situation in the scrag cave, icly Nell would have dragged the corpse out of the water to the ledge, but was forced to rest in the water so as to then move.
Just a wierd a situation.
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In your case, Icono, you could have dropped the corpse and should then have been able to move.
Either way, I've been revising the system. You'll now get an encumbrance score that's reset every rest and the immobility won't kick in before reaching a score of 10. The system checks once every minute, and if your encumbrance is more than twice what you can normally carry unencumbered, you'll get a point. If you have more than thrice what you can normally carry, you'll get two points - four times, three points etc. You'll get messages as you are gradually feeling exhausted.
This also means that you will be able to walk around as long as you like heavily encumbered as long as you don't get above the two-times your normal to heavy encumbrance limit, which is considerably higher. You'll also be able to walk around ten minutes within the two to three times normal encumbrance range. It should be much more lenient.
You'll see the changes as per next update, than I'm uploading at the moment.
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heh, the last hin i picked up. . .about a week or so ago. . .weighed 220 lbs.
The only thing that should weigh that much is a male half-orc/caliban.
I weighed 217lbs when I checked myself at the gym last night, and I am definitely no half-orc.
But yeah, for the halflings, I figured they would be <100lbs.
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heh, the last hin i picked up. . .about a week or so ago. . .weighed 220 lbs.
The only thing that should weigh that much is a male half-orc/caliban.
I weighed 217lbs when I checked myself at the gym last night, and I am definitely no half-orc.
But yeah, for the halflings, I figured they would be <100lbs.
Quote from Ruxandra after an adventure in the werewolf caves where 2 hins died (Nonna & Loudo) and she was carrying them out:
"What are they feeding these hins?" :lol: