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1.3 Update Preview, Removal Of Shop Plugin.

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I lived in the wilderness since coming to Asulon. You even without combat skills there are ways to survive. You learn to love holes in the ground and catus.

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I Think this will ruin everything :/

But I trust you vaq

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Mean while myself being a smith who works full Time IRL, with two children, who also has a social life, by your standards should just reroll and live in a free to live in cave, cause why Should I get a chance to make any cash right? except for the odd few times someone comes into my shop needing items when I happen to have the free time to be online?

I really hate to say it, but that is what I mean. If someone doesn't have time to be online they shouldn't be the ones taking up market space and customer bases.

Though I DON'T mean anything about rerolling, because if everyone's making less money, the price of living accommodations will have to be cheaper as well, so I doubt anyone's losing their houses.

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Vaq, I, for one, think that this update with further enhance the RP aspect of the server. Starving until you had 10 health left, was unrealistic and made you not think much of starving.

But, the main thing that I see, that is still wrong with the skills, is that people with 100% skills still have a chance to fail at their "legendary" skill. I mean, I'm a 100 Cook and I only have an 88% chance of cooking chicken, but 100% on cooking anything else (except cake, I only have 58% on cake, which still doesn't make sense). Other than that, I have easily adapted to these new skill updates and will be looking forward to playing on the server, again, sunday.

And, in the meantime, I will be on the second server, fooling around! :D

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Vaq, I, for one, think that this update with further enhance the RP aspect of the server. Starving until you had 10 health left, was unrealistic and made you not think much of starving.

But, the main thing that I see, that is still wrong with the skills, is that people with 100% skills still have a chance to fail at their "legendary" skill. I mean, I'm a 100 Cook and I only have an 88% chance of cooking chicken, but 100% on cooking anything else (except cake, I only have 58% on cake, which still doesn't make sense). Other than that, I have easily adapted to these new skill updates and will be looking forward to playing on the server, again, sunday.

And, in the meantime, I will be on the second server, fooling around! :D

Like Wise, as a smith of 100 skill, I can make golden swords with a 60% chance I think it was, yet repairing them drops down to 45% chance. My idea for this, is keep the %'s the exact same as they are, but allow us to go over the level 100 limit on individual skills, to truly focus on it and become a true master

Edit: Wish I could be messing around in 1.3 :( the texture pack I use hasn't updated yet, and I loath default lol.

I really hate to say it, but that is what I mean. If someone doesn't have time to be online they shouldn't be the ones taking up market space and customer bases.

Though I DON'T mean anything about rerolling, because if everyone's making less money, the price of living accommodations will have to be cheaper as well, so I doubt anyone's losing their houses.

I can see how it takes away, though Look at my set up, I live in Solace, and own the only really operating store in there. All other shops are chest shops as well, however they have zero stock. When I have time to pop on, I RP my crafting, make some extra wares, check the stock of the shops and make sure they are loaded up. Yesterday I had more free time than usual, spent the time RPing a trade line with a Miner, getting a nice undercut ore price, while establishing a customer loyalty contract to the miner. I've sat around, and tried to sell wares (my character before this was a traveling merchant with whom I had more time to play, I made I think a total of 50 coins on some spare bread in his entire career.)

With out the shop plugin I would most likely have to move, as I've tried farming mobs and I end up losing more minas than I make from even selling my goods in a two day period. That was with full iron armor, and an iron sword at 100 swords, I got beaten by some crazy group of spiders. I do Also RP sales when I can, I have a request box in my shop in which people can leave notes and items for armor requests, and repair requests. I even offer free ale to my customers, and I've been saving for a music disc for my jukebox. Basically I RP the **** out of it when I can, but the chest shop is a necessary tool for when I am unavailable and people need goods. I see your point as well, some people just use it as a crutch to sell random goods for a quick buck (thats the other thing, my smith is a straight up smith, no random box selling bread, or non blacksmithing / mining based goods )

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So, basically... Minecraft health before the adventure update? But instead of food, it's bandages and potions? Right. :L

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Like Wise, as a smith of 100 skill, I can make golden swords with a 60% chance I think it was, yet repairing them drops down to 45% chance. My idea for this, is keep the %'s the exact same as they are, but allow us to go over the level 100 limit on individual skills, to truly focus on it and become a true master

Edit: Wish I could be messing around in 1.3 :( the texture pack I use hasn't updated yet, and I loath default lol.

I can see how it takes away, though Look at my set up, I live in Solace, and own the only really operating store in there. All other shops are chest shops as well, however they have zero stock. When I have time to pop on, I RP my crafting, make some extra wares, check the stock of the shops and make sure they are loaded up. Yesterday I had more free time than usual, spent the time RPing a trade line with a Miner, getting a nice undercut ore price, while establishing a customer loyalty contract to the miner. I've sat around, and tried to sell wares (my character before this was a traveling merchant with whom I had more time to play, I made I think a total of 50 coins on some spare bread in his entire career.)

With out the shop plugin I would most likely have to move, as I've tried farming mobs and I end up losing more minas than I make from even selling my goods in a two day period. That was with full iron armor, and an iron sword at 100 swords, I got beaten by some crazy group of spiders. I do Also RP sales when I can, I have a request box in my shop in which people can leave notes and items for armor requests, and repair requests. I even offer free ale to my customers, and I've been saving for a music disc for my jukebox. Basically I RP the **** out of it when I can, but the chest shop is a necessary tool for when I am unavailable and people need goods. I see your point as well, some people just use it as a crutch to sell random goods for a quick buck (thats the other thing, my smith is a straight up smith, no random box selling bread, or non blacksmithing / mining based goods )

I can see the advantages, but I find a lot more disadvantages to having those who abuse the plugin. Perhaps some sort of "merchant" application should be necessary to use the chest shops, similar to the magic or villian applications, but less intense.

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How many days does it take hunger to fully deplete?

All of you, please note that the Cloud Temple REGENS HEALTH AND HUNGER. You gain like half a heart/hunger point per minute I think?

Can we region taverns and inns to do this too?

As for the liches and golems, how hard would it be to code a toggle that GMs can flip that tweaks the mechanic slightly so that, say, hunger doesn't deplete but sprinting is impossible?

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so what will compensate for this VIP benefit loss :/?

Imho, we shouldn't have VIP perks related to the skill system. Sends the wrong message.

First aid is going to make the grinding process for combat skills even more horrible. I seriously think that removing the regeneration from food is a stupid move.

You shouldn't be grinding anyway - skills should increase as a reflection of things you do in character, and the original allocation of 75 which leaves room for them to increase - not the other way around.

How many days does it take hunger to fully deplete?

Can we region taverns and inns to do this too?

As for the liches and golems, how hard would it be to code a toggle that GMs can flip that tweaks the mechanic slightly so that, say, hunger doesn't deplete but sprinting is impossible?

The idea of the cloud temple being a place of regeneration is to be new player friendly and to contrast it positively to coming nation spawns.

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It's..... interesting. To me, it seems like this would definitely improve RP in some ways, especially with bandages, but it would also make things harder.

On another note, this would be perfect for a scientist... :-P

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So what is to be used for bandaging? Paper or something of the like or is it just going to be different level health potions?

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I believe Vaq said that Bedrock VIPs will get 310 skill credits and Aether VIPs will get 325.

As far as I know paper and grass can be used for basic bandages, while potions are available from mobs and better bandages can be greater by herbalists.

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Stop Complaining and enjoy the server :D.

People who do not enjoy something that is going to be added will complain. Though I do not see this as complaining, just discussing.

Also, people who do not enjoy the new update, how can you enjoy that?

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