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Messages - PolarRaven

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121
Feature Requests / Re: Remove adventurers from the game
« on: September 11, 2018, 09:14:13 PM »
Sorry, I am/was not sure how to specify who and when the quote is from.  (just noticed my quotes were different from most).
Oh, just got it.  ;D

Think of how commoners should be treated, and then try to reconcile that with nobles giving a handful of them dozens of scrolls to go blast another realm from existence.

How commoners should be treated and played has little to do with how they actually are.

Well, for starters, commoners do not need nobles to give them scrolls.  It is commoners that bring most scrolls into the game.
I admit that I have often treated commoners with a little respect, but then, I have never beaten my horse either. 
Commoners are where most UI's and scrolls come from, commoners are the only ones that can have IU's repaired, etc.
Like my horse, they have their uses.

It is my opinion that a horse should be treated well so long as he is performing his desired function.  When his usefulness to me ends, it is time to "retire" him and get a new one.

Is it the fault of the horse when I gather 100 together and train them for war against an enemy that is not prepared to deal with a cavalry charge?

122
Feature Requests / Re: Remove adventurers from the game
« on: September 11, 2018, 08:35:41 PM »
Quote
this is the first time anyone has made any organized effort to use adventurers in war


organized effort

And this is where the true problem lies in my opinion.
Was this accomplished OOC? 
That is cheating and the involved parties (and only them) should be punished IMO.

More likely this attack was accomplished by a group of guild members working together, which is currently allowed and acceptable IG.
Maybe a more effective way to deal with this would be to prevent guilds from including commoners. 
Why would any noble want to be in a guild that included commoners, other than to control those commoners?

To my knowledge, guilds are the only effective IG method of organizing many commoners to a common goal.
A single Lord may be able to rally a few commoners to their cause, but there is always a chance that they will contact "the wrong commoner" and have their plans disclosed to "the wrong people".

123
Feature Requests / Re: Remove adventurers from the game
« on: September 11, 2018, 07:27:18 PM »
Quote
It can be read by a noble targeting an adventurer.

Roleplay event...

"My oh my.  A sad little common person in my region.
He looks so tired, maybe I should waste a few of my hours to help the poor thing.
**casts - Fountain of Youth**
There you go you poor little bugger, please continue the good things that I suspect you have been doing in my region."

124
Feature Requests / Re: Remove adventurers from the game
« on: September 11, 2018, 07:10:15 PM »
Quote
It can be read by a noble targeting an adventurer.

It has been quite a while since I have tried to cast it, has it changed in recent times?
I don't recall that it offered an option to cast it on someone else the last time I tried.

On a separate note, WHY would any noble take the time to cast a scroll on "a lowly commoner"?
Seems to go against the general feeling of how commoners should be treated.

125
Feature Requests / Re: Remove adventurers from the game
« on: September 11, 2018, 05:20:38 PM »
Quote
Though I don't have any specific quotes to cite on this, I quite distinctly recall Tom's intention for adventurers being that they could not use scrolls.

Funny that there is at least one type of scroll that is usable by only adventurers.

Fountain of Youth   This scroll is said to make old men feel young again. It will give new energy to its target and remove fatigue.

Unless I am mistaken and there is actually a Noble use for this scroll?

126
Feature Requests / Re: Starting Unit tweaks : Archers
« on: August 11, 2018, 12:16:21 AM »
I am not sure how the archer system currently works, but here is my two cents worth.

The listed range of the archer unit should be the range where the archer unit should be most effective.
A range 5 unit should be most effective (100%) at range 5.
A range 3 unit should be most effective at range 3.

As enemy troops get closer than their effective range, the ranged units should loose strength.

Two archer units equal in all but range.  One range 3 and one range 5.
50/50 50 r3  (unit a)
50/50 50 r5  (unit b)

Round 1
unit a has no enemy in range and moves forward
unit b fires and does max damage. (say 1000)

Round 2
unit a now has  enemies at range 3 and fires for max damage (1000)
unit b now has enemies at range 4 and fire for reduced damage (700)

Round 3
enemy troops move forward
unit a now has enemies at range 2 and fire for reduced damage (700)
unit b now has enemies at range 3 and fire for reduced damage (400)

Archers are trained and equipped to work best at their maximum range.
A bow that is made to fire a long distance away is not so good to hit targets that are too close.
Archers that have been trained to hit targets "5 lines" away have specialized in their training for THAT distance.  Sure they can hit closer targets, but they are not as effective as those that have been trained to do so. 

Morale also plays a part in their effectiveness. 
An archer that has been trained and equipped to fire range 5, will not be so confident as they see the enemy moving towards them at range 2.
Whereas a range 3 archer knows that they will face enemy troops in a couple of rounds and is more prepared to deal with range 2 and range 1 encounters.

Range 5 archers are trained and equipped to fight from a distance and should be almost useless in close/melee combat.
Range 3 archers are trained and equipped to fight in closer quarters and should be much better in dealing with enemies that make it through the lines to engage them in close/melee combat.

In today's terms, a sniper with the right rifle is an excellent choice to take out an enemy from a mile away, but 5 guys with handguns standing 10 feet away from him would negate much of his advantage.

Not all archers are the same.  Training and equipment gives them different advantages/disadvantages.

Range 5 archers would be equipped with better bows, more arrows and much less (if any) armor (cloth or padded).  They may have a dagger handy for defense, but are not prepared to face an enemy close up as the enemy should never be able to reach these troops.  The battle should be over before any enemy troops ever reach these range 5 troops.

On the other hand, range 3 units would have mid-grade bows with fewer arrows and more armor (leather or studded - not enough to hinder their archery effectiveness) knowing that they are closer to the front-line.  They would also have better melee weapons, say a short sword, knowing that they are likely to have to engage enemy troops in melee.

Range 1-2 troops would essentially be infantry with a few spears each to throw before engaging in melee.  These would be heavily armored (chain) with significant melee weapons (long sword, halberd, short sword and dagger...) knowing that they are very likely to face enemy troops in melee battle.

Infantry would of course have the best armor (plate) and the best hand to hand weapons (long sword and dagger, two short swords, mace and shield...)


127
Quote
Sell them for hundreds of gold.

Quote
sell for hundreds if not thousands to the right market/island.

I knew you guys were out there somewhere.

128
Helpline / Re: Adventurers finding Unique Items
« on: June 25, 2018, 09:32:57 PM »
Hunting in groups is likely the easiest way to get to the larger groups.

You may hunt so long as you are less than 15 fatigue.
Using Logars method above,  hunt until you are too fatigued (15) then rest for only 3 hours.
This will bring you below the too fatigued level allowing you to continue your hunt after building up a few more hours.

More likely point to note though:
If you are not reaching the higher groups with the hours you have available, you are likely not ready for them yet.  :)

129
Helpline / Re: Advy training and equipment
« on: June 25, 2018, 09:06:52 PM »
You can have a skill of 50% (or more) and 5% equipment.
You will only use 5% of your skill because it is limited by your equipment.

130
Title: 
Adventurers accumulating excess amounts of gold

Summary: 
In medieval times commoners were very unlikely to amass large amounts of gold (currency).
Those that did manage to get an excess of gold would likely find themselves relieved of their gold by the local lord or other commoners/thieves.

Details: 
It would be hard to look like they were living in poverty when they could afford to feed an entire town. Sooner or later someone would figure out that they have more gold than they should and word would quickly spread to lords, bandits, or other commoners that were so poor that they had nothing to loose by reporting to their lord or trying to take the gold for themselves.

No matter how cautious one is, sooner or later they are likely to slip up and someone would find out.

If the devs are interested in "controlling" the amount of gold that any advy can carry, it may be worth adding a random chance that any advy with more than XXX amount of gold may encounter such bad luck as to be found out. This could lead to a chance of being robbed and/or an even smaller chance of being murdered for their wealth.

It has been a long time since it happened to me, but I recall that I have had nobles robbed by roving bandits when traveling alone with no unit for protection.

******************************************************************************
A possible example:

An advy with 500 gold has a 30% chance of being found out.
This could increase by 5% for each additional 100 gold they carry.

Once/if found out, they could have a 35% chance of being confronted about their wealth.

If confronted, there could be a 70% chance of being robbed.
If robbed, there could be a 60% chance of only robbery, a 30% chance of being wounded while being robbed, and a 5% chance of being murdered during the robbery.

The amount of gold lost could be variable as well. When a judge takes a nobles gold, they are often left with a few gold pieces that they managed to conceal.

The type of region (rural/mountain/city...) could also increase or decrease the various percentage chances. Too much gold would be less likely noticed in a city, while the chance of being killed for your gold might be increased on a lonely rural road.

Benefits: 
First and foremost it would reduce the amount of gold that an advy is likely to have, making the game a little more realistic.
This would certainly be more realistic than advys being charged 100+ gold in road travel fees/taxes.

Possible Downsides/Exploits: 
A lot of sad adventurers. / I see NO possible exploits to this controlling measure.

It may be possible to work around this by storing gold in guildhouse treasuries, but that in itself is dangerous.
Others have access to the same treasuries and guildhouses may be robbed and or sacked by nobles, making this a gamble as well.

131
Helpline / Re: Changing Islands with a character
« on: April 14, 2017, 01:53:22 AM »
Thanks for the info and all the hard work you put in for the game.

132
Helpline / Changing Islands with a character
« on: April 09, 2017, 08:46:14 AM »
I posted the following to the in-game Mentoring Forum around 2 months ago and have had no one offer any information.
Any information will be greatly appreciated.

Moving to another Island

sent by Harold Miller - 2 months ago

I know that one does not keep all that one has gained when moving to a different island.
It cost some gold, you loose some honor and prestige, you will be further penalized if traveling with too much gold.
Any bonds not withdrawn before leaving is lost.
I believe that Unique Items are lost as well.

What I am hoping for is more details/varification on what will transfer and what will not.

How much gold can be taken?
How much honor and prestige are lost?
Do you loose U.I.'s for sure?
Are scrolls taken or lost during the transfer?
What happens to any existing bounties on your head?
And what happens to the bounties you have placed on others? (I know they are not returned, but do they remain in the "pot"?)

And anything else, that's relevant, that I may have missed would be appreciated as well.

133
Black Forest / Re: General Bug Reporting
« on: October 23, 2016, 11:03:33 PM »
I just clicked on the OPEN MANUAL link in the UI and got "Apache HTTP Server Version 2.4 Documentation" page which I am pretty sure is not the game manual.
Same page several times.

134
Black Forest / Re: Beta Client Feedback
« on: August 20, 2016, 05:56:39 AM »
Ummm, Got spoiled with the automatic sign in through the client and can't find my original email from the registration process.
I still want to play, but am not sure how to get access again.

registered with the following address:
hmrealms@yahoo.com

Any help would be appreciated.

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