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Messages - Anaris

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46
Helpline / Re: Founding a Religion
« on: September 14, 2018, 06:26:00 PM »
Also, when we say "Lord", do we mean those who own a realm and not just an estate?

Yes, you have to be the Lord of a region, not just a Knight with an estate.

47
Helpline / Re: Founding a Religion
« on: September 14, 2018, 05:51:08 PM »
Only a Lord can found a religion. In doing so, they will renounce all worldly titles, construct a level 3 temple of their new religion, and become a priest.

48
Feature Requests / Re: Remove adventurers from the game
« on: September 13, 2018, 08:06:14 PM »
No, coastal realms on BT are 100% guaranteed to be getting less badly hit by monsters than central realms right now, due to aspects of the way they decide where to rampage.

(Basically, a monster at point A who wants to go to point B may be just as likely to pick a coastal region as an inland region as their point B, but the regions between A and B are vastly more likely to be inland than coastal, and they get hit even if the monsters aren't hanging around there.)

49
Feature Requests / Re: Remove adventurers from the game
« on: September 11, 2018, 06:42:57 PM »
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?

It can be read by a noble targeting an adventurer.

50
Feature Requests / Re: Remove adventurers from the game
« on: September 08, 2018, 11:05:03 PM »
Priests can do that too.

Priests are a very different story. For one thing, no character starts as a priest.

If we found that several characters had become priests for the express purpose of being able to pop in, use scrolls, and pop out without risk of retaliation, we'd come down on them pretty hard for abuse.

For another, as Bronnen's saying, there's a difference between what a noble should be able to accomplish and what a commoner should be able to accomplish in this world.

51
Feature Requests / Re: Remove adventurers from the game
« on: September 08, 2018, 07:57:24 PM »
Ok, I asked several times and always got the same answer, but I want to have it on a record here and coming from a dev:

If the same thing was done using noble characters instead of adventurer characters - would it be ok?

Yes, for a variety of reasons.

Three of the top reasons are that nobles were always intended to be the ones using scrolls, and nobles either have to bring a unit (and face battle) or risk capture just from moving through the region, and, of course, that they can't pop into a region, read a scroll, and pop right back out with it being literally impossible for anyone in the region to do anything about it.

52
Feature Requests / Re: Remove adventurers from the game
« on: September 08, 2018, 06:06:22 PM »
How many times have I heard that single-region realms should not exist and that people should work together and interact more.

I dunno. You haven't heard it from me.

I don't think it's great to have a realm that can't hold more than a single region for a long period of time, but I'm certainly never going to come down on a realm that has been forced back to their capital and say "they should just up and die without having a chance to come back."

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But when they do work together and interact more and the effect is destruction of a single-region realm you punish the entire advy playerbase for it.

Not all "working together" is equal.

In this case, people "worked together" to come up with a novel way to bend things just enough to achieve a spectacularly unpleasant effect that was never intended by the devs.

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Taking stuff away from players, stuff players enjoy, due to isolated events is never a good idea.

An event like this won't stay isolated for long. Once people see that it's possible, they're going to want to do it, too, because it's highly effective and extremely difficult to stop.

The other possible reaction to this is for everyone to just start arresting and executing every adventurer they see.

I don't think either of those is something we want to have happen.

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Especially since it doesn't fix the part that could be perceived as wrong in this entire event. If several people would decide to wipe out Bara'Khur or Angband or... whatever 1/2 region realms there is on BT - they could still do it, just not by using advies.

The problem isn't that they crippled the realm in itself—it's that it was done in a way that provided no warning, gave no possibility of stopping it, and left all the players involved wounded so they couldn't do anything afterward. Furthermore, it only required, what, about 4 adventurers? and the scrolls they were able to obtain.

If a couple of realms decided to get together and destroy Bara'Khur, I'm sure they could do it. It would require coordinating multiple armies, marching across rogue lands, being very obvious and visible to everyone while they came (though the number of times players insisted that Daimons had "teleported" in recent invasions, just because they forgot to scout regions for a day or two, suggests that might not be quite as obvious as it should be), and when they assaulted the city, the Bara'Khur players would get to participate in battle, probably multiple times, with the benefit of their fortifications, then trash-talk the enemy while they spent the next week or three trying to take it over or loot it rogue.

I hope this makes clear why I see this as being very different from the way nobles can destroy a realm.

53
Feature Requests / Re: Remove adventurers from the game
« on: September 08, 2018, 03:53:45 PM »
Darn it.

That's one interesting game mechanic now denied to those of us who use adventurers.

Why was it determined to be a bug all of a sudden?  And what's with the sudden call for their removal?

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.

He stated very clearly on many occasions that he intended the adventurer game and the noble game to be mostly separate. There were many instances where he could easily have added interactions allowing adventurers to participate actively in wars, but did not—or even explicitly prevented them from doing so, like making their ability to investigate the troops in a region not provide a scout report, but rather coding something completely new for them.

At some point, I'm not sure just when, the block on adventurers using scrolls was removed. To my knowledge, this is the first time anyone has made any organized effort to use adventurers in war as anything beyond extremely ineffective scouts (or gold mules, but that was an obvious abuse that has been both forbidden, and nerfed in the code).

If people had not gotten together to use scrolls to, essentially, completely obliterate a realm with no possible chance of blocking it, incidental use of magic by adventurers would have continued to be overlooked.

Basically, look to the people who organised this, because they're why you can't have nice things.

54
Feature Requests / Re: Remove adventurers from the game
« on: September 07, 2018, 10:50:05 PM »
I rather enjoy playing (and roleplaying) adventurer characters. They certainly add a positive element to MY game.

On a side note: Are adventurers now restricted from using portal stones? When you consider the result is always at the discretion of the mods, I do not see any reason why they should be restricted.

Portal stones are not scrolls. We blocked them from scrolls.

55
Feature Requests / Re: Remove adventurers from the game
« on: September 07, 2018, 08:18:15 PM »
Honestly, I've advocated exactly this for quite some time now.

People aren't roleplaying advies are they are meant to. They form these ridiculous vast guilds where they organize large mobs (largely with their own free adventurer slots) in order to amass items at ridiculous rates, cast all kinds of magic, and perform espionage.

All the while, the legitimate adventurer game is boring. If you hunt, you tend to get killed as soon as your skills become not so bad. If you gather items, well... that's pretty boring in itself.

I don't think adventurers add anything positive to the game.

Then don't play it until I've had a chance to improve it, which is on my TODO list (and I have some specific plans).

56
Feature Requests / Re: Remove adventurers from the game
« on: September 07, 2018, 03:22:57 PM »
Melodramatic much? You don't think there might be a less over-the-top solution for this specific problem?

Adventurers being able to use scrolls was a bug. It has now been fixed.

57
Feature Requests / Re: Improving Adventurers and Trade
« on: September 06, 2018, 09:44:43 PM »
I can think of one way of abusing the system. Make an advy carry gold and trade items with nobles in need of gold but that just feels too much work for a small gain to be honest.

This is a known exploit—well enough known that we've put at least a little code in place to make it more difficult.

58
Feature Requests / Re: Improving Adventurers and Trade
« on: September 06, 2018, 09:06:05 PM »
:)

Now, I hope you're grinning because you know I'm right, and not because you've found some exploit that makes adventurers highly effective in war that you're deliberately hiding from the game's admins...because we all know that knowingly exploiting the game is a big no-no.

59
Perhaps a new takeover action could be added. Like "free ale", but "free bread", which is twice as effective, but only works when the region is starving?

Where are you getting the bread from?

60
Feature Requests / Re: relation between: advy and noble of the same family
« on: September 02, 2018, 04:36:27 PM »
This was something we decided long ago to keep. Even if there is no "proof" that a given adventurer is related to a noble family, there will always be rumours.

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