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Post by lyse on Feb 24, 2014 17:19:19 GMT -5
Oooooh, that "opportunity to improve RP" ...?
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Post by Deleted on Feb 24, 2014 17:20:18 GMT -5
what about it, lyse?
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Post by lyse on Feb 24, 2014 17:42:19 GMT -5
Umm...just an interesting read all the way round. And it's not because I'm against racist or anti-magick rp, I just think the way a lot of people RP it is not conducive to...RP.
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Post by Deleted on Feb 24, 2014 22:36:15 GMT -5
Fair enough. You'd posted just enough to get me curious was all.
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Post by Prime Minister Sinister on Feb 26, 2014 20:07:01 GMT -5
I just keep getting the sense that Arm is really two games: one that is awesome and chock full of goodies and another that is blaaah tapioca. It can be like that with pretty much any game, if you really think about it. Depending on your playstyle. Could be that person that thinks up brilliant strategies, or that person that zerg rushes every single match. Could be that person that rushes for objectives for victory, or that person that spawncamps for that 1337 k/d ratio. Could be content with mining and ratting, or running a corperation and taking territory. Though I guess there are more factors in Arm. Never know when you're gonna get stuck in a clan with a bunch of fuckwits, or if staff will put up a roadblock, or if you'll wind up in a mega-rare position because you were in the right place at the right time, or if you'll get chomped by a mekillot that you totally couldn't see in a diagonal room, etc. I dunno. Shitting out random thoughts. Woo.
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ask
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Post by ask on Feb 26, 2014 20:29:38 GMT -5
I just keep getting the sense that Arm is really two games: one that is awesome and chock full of goodies and another that is blaaah tapioca. It can be like that with pretty much any game, if you really think about it. Depending on your playstyle. Could be that person that thinks up brilliant strategies, or that person that zerg rushes every single match. Could be that person that rushes for objectives for victory, or that person that spawncamps for that 1337 k/d ratio. Could be content with mining and ratting, or running a corperation and taking territory. Though I guess there are more factors in Arm. Never know when you're gonna get stuck in a clan with a bunch of fuckwits, or if staff will put up a roadblock, or if you'll wind up in a mega-rare position because you were in the right place at the right time, or if you'll get chomped by a mekillot that you totally couldn't see in a diagonal room, etc. I dunno. Shitting out random thoughts. Woo. i have always wondered about the lack of diagonal rooms.
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Post by Prime Minister Sinister on Feb 26, 2014 21:14:58 GMT -5
Even with diagonal rooms, there will still always be a blind spot, assuming you'd be allowed to move diagonally as well, that is.
Unless there was an intuitive "look everywhere" command that allowed you to see what's in a (weather permitting) 3x3 grid or whatever.
It's a shame they're too busy trying to validate Tuluk's existance and coding in useless stuff (I mean. Buried artifact caches? That's actually pretty cool and all, for the three people that will ever use it ever) to look into stuff like "letting us see all we'd realistically be able to see", or throwing light sources-- something the pbase has been asking about for over a decade.
It's almost like the "losing a well thought-out and well-played and realistically buffed up character to NPC insta-ganker #72847 lol" situation is by design.
And they wonder why people stop putting so much thought into concepts and start twinking out.
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Post by jcarter on Feb 26, 2014 21:37:34 GMT -5
Even with diagonal rooms, there will still always be a blind spot, assuming you'd be allowed to move diagonally as well, that is. Unless there was an intuitive "look everywhere" command that allowed you to see what's in a (weather permitting) 3x3 grid or whatever. It's a shame they're too busy trying to validate Tuluk's existance and coding in useless stuff ( I mean. Buried artifact caches? That's actually pretty cool and all, for the three people that will ever use it ever) to look into stuff like "letting us see all we'd realistically be able to see", or throwing light sources-- something the pbase has been asking about for over a decade. It's almost like the " losing a well thought-out and well-played and realistically buffed up character to NPC insta-ganker #72847 lol" situation is by design. And they wonder why people stop putting so much thought into concepts and start twinking out. jesus christ Minister Sinister what happened you used to be all smiles and sunshine
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Post by Deleted on Feb 26, 2014 21:50:52 GMT -5
I dont know why, but torch throwing is actually a pretty complicated thing and full of bugs. If you light a torch and log off in the room, the light permanently until reboot or you relog. If you drop a torch and it falls down, sometimes the light stays behind a room while the torch falls. I imagine coders can understand this better, but clearly torch tossing is more of a problem then most people think. At least in diku's archaic code.
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Post by Prime Minister Sinister on Feb 26, 2014 21:55:53 GMT -5
Even with diagonal rooms, there will still always be a blind spot, assuming you'd be allowed to move diagonally as well, that is. Unless there was an intuitive "look everywhere" command that allowed you to see what's in a (weather permitting) 3x3 grid or whatever. It's a shame they're too busy trying to validate Tuluk's existance and coding in useless stuff ( I mean. Buried artifact caches? That's actually pretty cool and all, for the three people that will ever use it ever) to look into stuff like "letting us see all we'd realistically be able to see", or throwing light sources-- something the pbase has been asking about for over a decade. It's almost like the " losing a well thought-out and well-played and realistically buffed up character to NPC insta-ganker #72847 lol" situation is by design. And they wonder why people stop putting so much thought into concepts and start twinking out. jesus christ Minister Sinister what happened you used to be all smiles and sunshine I've seen the light. ::Edited to add:: I mean. That being said, I still remain optimistic about the game at large, it's just sometimes... I look at what the staff are up to and think, " Jeeze, what the hell are you guys doing?" If anything, I'd say the game is understaffed, and those currently on board are possibly spread too thin between projects.[/quote]
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Post by Deleted on Feb 26, 2014 22:26:40 GMT -5
I dont know why, but torch throwing is actually a pretty complicated thing and full of bugs. If you light a torch and log off in the room, the light permanently until reboot or you relog. If you drop a torch and it falls down, sometimes the light stays behind a room while the torch falls. I imagine coders can understand this better, but clearly torch tossing is more of a problem then most people think. At least in diku's archaic code. The thing there is that when you log out it doesn't automatically remove the 'lit' flag/condition from the room. The light puts it there, the light leaving the room or being extinguished removes it, but if you log out in the room it is saved as lit because the light was last there and still lit. I would think the larger obstacle with torch throwing would be that you seem to have to have a target when you're throwing things into the next room and there's seemingly not going to be a target, which might call for a rework of throw, or require a different command to do it. Of course, I'm not a coder, but that's what would make sense to me in the situation (and I know a tiny bit about coding, heh).
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Post by Prime Minister Sinister on Feb 26, 2014 22:46:45 GMT -5
I dont know why, but torch throwing is actually a pretty complicated thing and full of bugs. If you light a torch and log off in the room, the light permanently until reboot or you relog. If you drop a torch and it falls down, sometimes the light stays behind a room while the torch falls. I imagine coders can understand this better, but clearly torch tossing is more of a problem then most people think. At least in diku's archaic code. The thing there is that when you log out it doesn't automatically remove the 'lit' flag/condition from the room. The light puts it there, the light leaving the room or being extinguished removes it, but if you log out in the room it is saved as lit because the light was last there and still lit. I would think the larger obstacle with torch throwing would be that you seem to have to have a target when you're throwing things into the next room and there's seemingly not going to be a target, which might call for a rework of throw, or require a different command to do it. Of course, I'm not a coder, but that's what would make sense to me in the situation (and I know a tiny bit about coding, heh). It's possible to throw objects into a room without requiring a target as-is. I mean.... Egh. They've already stretched and twisted the archaic Diku codebase far beyond what I'd imagine was its intended purpose. Maybe there are huge code obstacles to hop over to add things the playerbase has been requesting for years and that actually make sense and would add to playability. Though I wouldn't imagine adding stuff like hidden buried artifact caches was by any means easy. Or maybe they're content with sitting on a broken functionality-- like when poisons applied to thrown weapons and arrows didn't work at all. It took a player blowing up on the GDB about it before anything got done, if I'm not mistaken. There's just no telling, since they're so tight-lipped about everything, which I can't really blame them because people get impatient if something takes longer than projected.
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Post by Deleted on Feb 26, 2014 23:15:12 GMT -5
I like your new signature addition, Minister. It made me giggle.
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Post by gloryhound on Feb 27, 2014 2:21:36 GMT -5
Do you ever have one of those "why bother" moments, where it's clear a dead gurth could learn how to fight better than your supposed warrior? You know, where characters about a tenth of your character's age are kicking his/her ass without effort?
How do you deal with it? In the past, after having my fill, I've decided I must be doing something wrong and to try a new approach with a new character. I.e. kill off the existing loser. Except that it never works. Other people must just know something I don't.
No doubt you're all such wonderful roleplayers that you'll say it doesn't matter to you in the slightest. I'm going to admit here that it bugs me, though. A lot.
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Post by Prime Minister Sinister on Feb 27, 2014 2:41:51 GMT -5
I typically just stick with it 'til I skill up. Why waste the time I've already put in, y'know? -shrug-
I also rarely make a character over the age of 34, stats kinda start sucking after that, for me at least. And stats are important for fresh out-the-box warriors if you don't wanna get showed up too badly.
Watch them young'uns, too. It's really easy to land AI agility on really young characters, couple that with around average/below average strength and dual-wielding? Death from a thousand cuts.
Also consider that a handful of players twink up before joining a clan so they can be the hardass. If they're guild ranger or anything not warrior, your warrior will pass them up and mop the floor with them in relatively short order.
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