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Module Feedback and Suggestions / Re: Rental Storages
« Last post by ViktorYouFool on Today at 11:58:34 AM »
I've long been of the opinion that if you're paying for a rental, it should come with its own "Storage." The easiest way to do this would be to take the exact same script the bank uses with the exact same result, but put a chest in each rental where you can freely swap things out.

For convenience, these can be fairly easily locked to location rather than room -- e.g., all chests in the hotel just register as "stored at Hotel" not "stored in guest suite 2" or whatever. That way they don't have to code fifty separate rooms, and also so that if you lose your rental or switch rooms you can get your items back by asking someone to do it for you. Extra easy would be putting a safe in the lobby of said hotel that does the same thing, but the NPC in question charges a silly amount of money for the service if you don't have an active key. That would both allow people who lost their room to get their stuff back while discouraging people who aren't renting a room from abusing the service.
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Sorcerer is a good class and doesn't need any buffs. Stop pointing to other classes as a justification to buff another. In fact stop buffing anything at all, nobody needs any buffs. Work backwards and nerf classes instead.
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Module Feedback and Suggestions / Rental Storages
« Last post by mstrlzard on Today at 11:07:32 AM »
EO once mentioned that having a persistent storage for a rental, saving items in a container so a reset doesn't wipe them, would cause a huge performance issue- and obviously we don't want any more of that.

However, rather than having physically stored items- I think many might agree that SOME way of being able to stow away items in the safety of their rental should be allowed. My suggestion would be that each rental is capable of having a "vault" storage where their items turn into a written claim much like the bank without having to pay a fee.
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The Bellegarde Trading Consortium was never meant to be a supported faction, just a tool for DM plot that was created long ago during the server's early days, much like the guard faction in Krezk during the war 6-7 years ago. We really do not have plans to make it a supported faction at the moment.

That's dissapointing to hear, and I think highlights one of the server weaknesses in the awkward split of storytelling responsibilities between the DM Team and the Devolopers.

The Dev and DM actually works closely together to make things happen, like the Bellegarde for example, but nor the DM nor the Dev team never intended this faction to remain as a supported faction in the end.
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Wouldn't the Boritsi be a good option for a criminal faction in Port Lucine? As competitors to the RVT they would seem a good counterpart for PCs to be able to join as well.
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The Bellegarde Trading Consortium was never meant to be a supported faction, just a tool for DM plot that was created long ago during the server's early days, much like the guard faction in Krezk during the war 6-7 years ago. We really do not have plans to make it a supported faction at the moment.

That's dissapointing to hear, and I think highlights one of the server weaknesses in the awkward split of storytelling responsibilities between the DM Team and the Devolopers.
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The Bellegarde Trading Consortium was never meant to be a supported faction, just a tool for DM plot that was created long ago during the server's early days, much like the guard faction in Krezk during the war 6-7 years ago. We really do not have plans to make it a supported faction at the moment.
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Bug Reports / Pistol Crit damage multiplier not applying?
« Last post by Nekro83 on Today at 09:54:24 AM »
Hi!

I am not sure...but it seems to me that the damage multiplier from critical hits with pistols is no more applied...

Or am i missing something?



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3) As personal preference, I'd also add appraise as sorc class skill.

Why's that?

To address the "ambassador" trope. The fact is that there is almost no area in the game in which the ambassadir can shibe. Haggling prices is one useful that would give a sorcerer a good edge.

Yes, I know, appraise is tied to int, but bards and rogues have it too.
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As someone who played an extremely successful Port-a-Lucine RVT Captain for 5 years, I'd hate to see them gone.  It's the most fun I've had on this server in regards to Faction Play.  I'll certainly acknowledge it's much different then the RVT in Vallaki, but that's simply the case in Port for a lot of things.  Much like other Port factions it requires other players - in Factions or otherwise - to be pushing their own initiatives.  Without it, you're sadly left in a state where you're not much more than a merchant.

Perhaps DM priorities or interpretations and themes have changed since, but I concur that when I first started playing, the Port RVT was a powerful and intimidating faction.

My perception is that canon factions sometimes come to the attention of the DMs, and they push them back in the direction of canon, whereas homebrew would presumably be freer to grow in whichever direction they organically grow. But ultimately the player base is going to give life to a faction--or not. Even a dedicated player can do only so much, so it depends on other players' interests and what else is going on around the server, consuming attention (especially from DMs).
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