Author Topic: New heavy encumbrance system.  (Read 12206 times)

Delphinidae

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New heavy encumbrance system.
« on: June 24, 2008, 01:53:38 PM »
Human mules. Would give some low level chars something to do.
« Last Edit: June 26, 2008, 09:36:09 AM by Zarathustra217 »


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dutchy

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Re: Craft Modifiers & Null Buffs
« Reply #1 on: June 24, 2008, 02:05:58 PM »
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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Re: Craft Modifiers & Null Buffs
« Reply #2 on: June 24, 2008, 02:06:56 PM »
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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Re: Craft Modifiers & Null Buffs
« Reply #3 on: June 24, 2008, 02:07:48 PM »
 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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Re: Craft Modifiers & Null Buffs
« Reply #4 on: June 24, 2008, 02:08:20 PM »
Human mules. Would give some low level chars something to do.

 :twisted: slavery!  :twisted:

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Re: Craft Modifiers & Null Buffs
« Reply #5 on: June 24, 2008, 02:18:46 PM »
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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Delphinidae

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Re: Craft Modifiers & Null Buffs
« Reply #6 on: June 24, 2008, 02:20:41 PM »
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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Delphinidae

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Re: Craft Modifiers & Null Buffs
« Reply #7 on: June 24, 2008, 02:27:15 PM »
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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Re: Craft Modifiers & Null Buffs
« Reply #8 on: June 24, 2008, 02:39:54 PM »
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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Re: Craft Modifiers & Null Buffs
« Reply #9 on: June 24, 2008, 02:45:03 PM »
Quote
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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Re: Craft Modifiers & Null Buffs
« Reply #10 on: June 24, 2008, 03:33:41 PM »
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.

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Re: Craft Modifiers & Null Buffs
« Reply #11 on: June 24, 2008, 03:40:10 PM »
  You can still haul 5000 pounds of Iron Ore on your back across the mountains.

~Rex


Lmfao. Funny, and true

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Re: Craft Modifiers & Null Buffs
« Reply #12 on: June 24, 2008, 03:51:33 PM »
Once you exceed your Max Drag heavy load, you should by Immobile.  completely, and taking damage.  Fixes that issue right off the bat.

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Re: Craft Modifiers & Null Buffs
« Reply #13 on: June 24, 2008, 03:52:26 PM »
Try the new system Rex. ;)

ethinos

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Re: Craft Modifiers & Null Buffs
« Reply #14 on: June 24, 2008, 04:10:06 PM »
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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dutchy

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Re: Craft Modifiers & Null Buffs
« Reply #15 on: June 24, 2008, 04:16:59 PM »
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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ethinos

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Re: Craft Modifiers & Null Buffs
« Reply #16 on: June 24, 2008, 04:21:57 PM »
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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Re: Craft Modifiers & Null Buffs
« Reply #17 on: June 24, 2008, 05:07:49 PM »
*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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Rex

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Re: Craft Modifiers & Null Buffs
« Reply #18 on: June 24, 2008, 05:17:38 PM »
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.

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Re: Craft Modifiers & Null Buffs
« Reply #19 on: June 25, 2008, 02:48:21 AM »
Dex based? Huh? Not really based on anything but your max encumbrance that's strength based, read from the encumbrance.2da.

Rex

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Re: Craft Modifiers & Null Buffs
« Reply #20 on: June 25, 2008, 02:58:48 AM »
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.

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Zarathustra217

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Re: Craft Modifiers & Null Buffs
« Reply #21 on: June 25, 2008, 03:31:34 AM »
This is the table. First column is the strength score. Values for weight are in tenths of pounds.

Code: [Select]

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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New heavy encumbrance system.
« Reply #22 on: June 25, 2008, 03:34:14 AM »
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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Re: New heavy encumbrance system.
« Reply #23 on: June 25, 2008, 03:42:28 AM »
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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Re: Craft Modifiers & Null Buffs
« Reply #24 on: June 25, 2008, 04:06:00 AM »
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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-: The Curse of von Zeklos :-