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Topics - Thunthorn

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Feature Requests / IMPLEMENTED: Food deteoriation in the marketplace.
« on: July 25, 2012, 06:38:35 PM »
Title:

Introduce massive food deteoriation whenever food is removed from market without being sold.

Summary:

I believe that whenever food is removed from market without being sold whether this is because if the timelimit of the offer expires or because that the seller withdraws it from the market a large part of it should be destroyed. This to deal with the massive exploits in all realms on all continents at this time where Lords puts food on  the marketplace at max rate to protect it from deteoriating only to reclaim it when needed.

Details:

Exact rate of deteoriating to be tweaked and balanced but it should certainly be higher than the deteoriation in a normal granary. Possibly as much as 25% or even higher. Food that is sold should not suffer deteoriation at all.

Benefits:

Main benefit is to keep Lords from using the marketplace as granaries as stated above.

A nice side benefit is that it would strengthen the buyer position in trade. Today the market works poorly because buyers are vere dependent on having food to buy whereas sellers are not dependent on the income at all and can really starve a city until it pays up, whereas income from food is seldom more than a minor part of a Lords income. This makes it a matter of national security which in turns leads to governments regulating the market. This change would at least make it less interesting for Lords to put up lots that have so high prices that no one takes them up unless desperate.

Possible Exploits:

None as I can see. Its meant to remove exploits rather than add any.

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Questions & Answers / Food price regulations
« on: July 21, 2012, 09:13:21 PM »
What was the official stance about realms trying to regulate food prices with the new system? I have a distinct memory about reading about it, but I cannot remember where.

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Other Games / Secret World
« on: July 18, 2012, 05:59:35 PM »
Anyone else playing this? I have found this a refreshing game if you like Lovecraftian atmosphere, conspiracies or just killing zombies. If you like doing quests in a MMORPG, this one  has very good story driven and atmospheric quests that by far beats anything I've seen in a similar game before.

Basicly you play an agent for one of three conspiracies the Templars, the Illuminati or the asian flavoured the Dragon.

It sort of ate up my entire vacation without me planning to...

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Development / Skillincreases from battles.
« on: June 26, 2012, 12:18:21 PM »
Was there a specific reason these were removed? In my opinion they did add to the game and encouraged people to fight more battles. In my first year my first character managed to achieve over 80 in leadership without visiting an academy compared to my other character on Beluaterra who never have seen a skill increase in battle in spite of fighting in two invasions since his teens, and has had to gain all his (mediocre) skills from academies and tournaments.

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Feature Requests / Battles on the road.
« on: February 05, 2012, 02:38:06 PM »
A situation on Beluaterra recently caused a discussion about the rather unrealistic way the game treats two hostile armies that moves towards each other at the same time. Today this just means that the armies switch place and that no battle occurs except against  stragglers that didn't move.

My take on how I think the game should handle this situation is as follows:

Situation: We have two armies in region A and region B that are hostile to each other. Army A moves to region B and Army B moves to region A.

Units that are not successfully evading should meet in battle against hostile units on the road.

Only the move attempted by the winning side should succeed. The losing side should be driven back to the region they started from.

The winning side should arrive at the chosen destination and possibly have to fight a second battle against any hostile units there.

This change would make the frontl in a war feel more like a proper frontline.

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Beluaterra / Where did all the monsters and undead go?
« on: September 30, 2011, 11:29:57 PM »
I have noticed that undead and monster activity seems to have dwindled to almost nothing recently. In Melhed we haven't had a monster or undead uprising for several months, and my adventurer in Sint has a hard time finding undeads and monsters to fight.

Is this the same everywhere, and what do you think is the reason?

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Feature Requests / Treasure Maps for adventurers
« on: September 25, 2011, 12:02:52 PM »
One way to make life less of a daily rut for our adventurers could be something like this:

Introduce treasure maps as items that can be found on alpha monsters and undead champions. Perhaps even as extremely rare items that can be gathered in Cities and Townslands. Perhaps sages could rarely offer to sell them for gold to rich adventurers.

Each treasure map would be keyed to a specific region determined at random at the creation of the map and tradable between adventurers like ordinary items.

Description would something like: "A map that seemingly shows the way to hidden treasure and riches in xxxxxxx."  Where xxxxxxx is the region the map leads to.

An adventurer carrying the map would be given another option under quests when in the region the map leads to namely: "Search for hidden treasure".

When doing this one of a list of thing would possible happen in one or more steps. This could possibly be made dependent on terrain type.

Some ideas:

"You cannot find any location remotely reminiscent of the location described in the map. It is obviously a fake made to trick gold from the gullible."

"Your map leads you to a strangely shaped rock out on a field and you start to dig holes in the ground around it. You manage to find a large treasure chest but alas someone has gotten here before you and apart from a few silver the previous finder didn't bother to carry with them the chest is empty."

"Your map leads you to a strangely shaped rock out on a field and you start to dig holes in the ground around it. After some time you dig up a large chest and smash up the lock. You find (insert proper treasure here) in the chest."

"Your map leads you to a strangely shaped rock out on a field and you start to dig holes in the ground around it. After some digging you are approached by an angry looking Farmer and his two menacing looking guard dogs who is wondering why you are digging up his field." Options: FIGHT Win: lose some honour but get the treasure, Lose get wounded and end up in prison. FLEE: "You bravely run away and do not stop until the hounds barking has silenced in the distance." REASON: "You explain about the treasure and the Farmer thanks you for finding his treasure. To show his gratitude he gives you a finders fee of 5 gold." or "The farmer is not placated and sets his dogs on you. " As FIGHT above except with no honour losses.

"Your map leads you to an abandoned well that seems to have dried out ages ago. You will need a rope to get down into the well. " If the adventurer has a rope he can get down into the well where he may or may not find treasure as above.

"You find a pitch black cave in the mountains that leads into the darkness. You turn on your lantern and move into the depths of the mountain. After some exploring you find a large cavern where the floor to your delight is covered with gold and treasure. Unfortunately there is a Dragon sleeping upon the treasure as well." Options: LEAVE : "You decide that Dragons are creatures better left alone and silently move out the way you came. SNEAK: If succesfull "You cautiously gather as much of the treasure as you are confident you can carry with you silently and move out without waking the dragon." If unsuccesful "As you do you your best to gather treasure silently you accidently drop a few golp pieces on the floor. Suddenly you stare into the yellow eyes  of the Dragon. You run for it dropping all but a few goldpieces but the dragon is hot on your trail." Either the dragon catches up and a dragon battle follows or the adventurer gets away but have awoken a dragon.ATTACK: "You sneak up on the sleeping dragon and attempts to slay it in its sleep. A terrible battle ensues!" Very tough battle with large chance of killing off the adventurer. Bonus should be given for wearing unique weapons or armour. Huge treasure if the adventurer wins though. Even if the adventurer survives a lost battle he will have awoken a dragon.

An awoken angry dragon could be treated as a monsterspawn in the area. If the devs do not want to implement a separate monstertype for them they could be treated as a normal monsterhorde but with anNPC commander. It should be tough to beat down. (The dragon quickly subjugates and take command of the local monsters.) Put an automatic bounty on the dragon that would represent its hoard.

This is only samples of what can happen. The list could be made as long as possible with little likelihood of having the same experience twice for any given adventurer and make theadventurer experience less grindy...

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Helpline / Adventurer Mortality
« on: August 01, 2011, 10:20:36 AM »
Has this changed recently? I have lived under the misapprehension that adventurers really only can be killed by Undead Champions and the like. But now I find my adventurer on Atamara being beaten to dying status by a bunch of ordinary undead without a champion with them.

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Feature Requests / Scrolls
« on: March 16, 2011, 01:39:54 PM »
What is the current status of implementation of the various scrolls Wizards can make for adventurers? Is there any list somewhere where we can see which scrolls are implemented and which are not?

I have seen the list on the wiki but that one doesn't tell us exactly what scrolls actually work.

How prioiritized are the work on implementing scrolls compared to other game improvements?

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