ok, what if... someone finally got his WDSM and then got pk-ed?
Do you allow the killer to steal the WDSM? That would defeat the purpose of that quest.
Would the WDSM be dropped on dead? Then it is destroyed since it is 'god-given'. That would be awful. It is incredibly hard to get it.
(Basically, this question applies to all god-given items, though not all are hard to get.)
What would you do to enchanted weapons? Nobody but the one that enchanted it can use it (theoretically, in fact it is a little different).
What would you do with a strange ring of War, or a High shield of holy light (to name some extremely rare objects)? If someone finds then, he will not wear or carry them, because there is the risk they will be stolen AND you basically cannot defend yourself against stealing or pk-ing.
That very last sentence is my major concern. One can calculate his changes against some monster, but it is hard (or even inpossible) to prepare against a pk-er/thief while the pk-er/thief can.
I suggest to add some way (a trainable skill perhaps) that (greatly) reduces the change a pk-er/thief has against the player and not to leave it to mere luck.
New Server (hard, plot based) - antiibanish rules
Moderator: Board moderators
Objects might have insurance.
WDSM is this sth sth scale mail? or what?
Thieves should be also imprisoned (fe. when one sees that thief have tried to steal and failed.).
If one gets imprisoned, he should lose 2 items for it. (one which he took, and additional one)
When one dies permamently, pker should get 1 additional item, and rest should lost.
WDSM is this sth sth scale mail? or what?
Thieves should be also imprisoned (fe. when one sees that thief have tried to steal and failed.).
If one gets imprisoned, he should lose 2 items for it. (one which he took, and additional one)
When one dies permamently, pker should get 1 additional item, and rest should lost.
I'll be back
With python.

WDSM is the famous White Dragon Scale Mail, which is obtained by only a few.kshinji wrote:Objects might have insurance.
WDSM is this sth sth scale mail? or what?
Thieves should be also imprisoned (fe. when one sees that thief have tried to steal and failed.).
If one gets imprisoned, he should lose 2 items for it. (one which he took, and additional one)
When one dies permamently, pker should get 1 additional item, and rest should lost.
Anyway, i really think the change of successful stealing should be related to both players stealing skill.
Bibendi ergo sum
or rather: sum ergo bibendi
or rather: sum ergo bibendi
Re: New Server (hard, plot based) - antiibanish rules
[quote]
I would vote for a change. For example: your spirit has to wander through the realm of death and find his way back to the living. This practially results in players not being able to run to 'the boss' again without them being unable to play. (In fact, if they are unable to play for 15 minutes, they won't return. As newb most ppl die every 15 mins...)
[/quote]
This is, btw., what cf.schmorp.de implements: death transports you into a "nimbus" map, where you wander around (a bit) and then have to solve an (easy) minesweeper game. If you succeed, you won't suffer from the death penalty.
This solves that problem. In the future, we might offer transport to scorn or other emergency exits instead of the savebed, in case you did alchemy in your apartment or so.
The idea behind this concept was to make death less frustrating (you have an ample chance of not suffering experience loss), while at the same time making it tedious enough so players still want to avoid death. We coupled that with a much harder experience table.
So far, our users like the nimbus. What long-term effects this has on experience gathering we will find out later...
I would vote for a change. For example: your spirit has to wander through the realm of death and find his way back to the living. This practially results in players not being able to run to 'the boss' again without them being unable to play. (In fact, if they are unable to play for 15 minutes, they won't return. As newb most ppl die every 15 mins...)
[/quote]
This is, btw., what cf.schmorp.de implements: death transports you into a "nimbus" map, where you wander around (a bit) and then have to solve an (easy) minesweeper game. If you succeed, you won't suffer from the death penalty.
This solves that problem. In the future, we might offer transport to scorn or other emergency exits instead of the savebed, in case you did alchemy in your apartment or so.
The idea behind this concept was to make death less frustrating (you have an ample chance of not suffering experience loss), while at the same time making it tedious enough so players still want to avoid death. We coupled that with a much harder experience table.
So far, our users like the nimbus. What long-term effects this has on experience gathering we will find out later...
[quote="kshinji"]I really like nimbus, but crossfire isnt minesweeper, and on my server you will always suffer ep loss. I stated bvefore that player will be forced to play carefully and wisely.[/quote]
Well, minesweeper isn't the point, and experience loss isn't the point either :) However, what I meant to say is that its possible (and reasonably easy) to implement, at least with the crossfire+ codebase.
The nimbus itself could be designed in a number of ways. Ours (currently) features minesweeper to slow down players, but lots of things could be done. For example, you could have a "quit character" altar there, or a special nimbus quest, or more gaea-related material or any number of tests the player has to go through. Or simply keep the player entertained till he/she feels safe enough to continue.
Our (much in progress) maps is here: http://cfmaps.schmorp.de/schmorp/nimbus.xhtml
And the relatively little code to make it work without changing the crossfire core (so it can be enabled and disabled painlessly) is here:
http://cfmaps.schmorp.de/perl/nimbus.ext
In case anybody wants to play with the concept.
Well, minesweeper isn't the point, and experience loss isn't the point either :) However, what I meant to say is that its possible (and reasonably easy) to implement, at least with the crossfire+ codebase.
The nimbus itself could be designed in a number of ways. Ours (currently) features minesweeper to slow down players, but lots of things could be done. For example, you could have a "quit character" altar there, or a special nimbus quest, or more gaea-related material or any number of tests the player has to go through. Or simply keep the player entertained till he/she feels safe enough to continue.
Our (much in progress) maps is here: http://cfmaps.schmorp.de/schmorp/nimbus.xhtml
And the relatively little code to make it work without changing the crossfire core (so it can be enabled and disabled painlessly) is here:
http://cfmaps.schmorp.de/perl/nimbus.ext
In case anybody wants to play with the concept.