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Messages - De-Legro

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General Discussion / Re: My apologies to Lowlands and the Exiles
« on: October 31, 2018, 09:43:51 PM »
Sorry everyone.  It was my intention for all the lands my family controlled to go to you all.  It was a mistake to assume that retiring a character would set in motion the same inheritance that death does.
Come to think of it... why does it not?  If I retire a character I have to run around and hand each settlement to someone?  Ridiculous.
That is why I am finished here.  Too much of the games fundamental elements are not complete or require too much effort and time to do.  Love this game and its ideas...hate that people are able to play it using bots to manage things.

I have asked Andrew, and it should, it uses the exact same code. I have been advised by others that it works, so I am unsure about specifics on this case. Who uses bots to manage things? I would think that goes against the spirit of the game.

General Discussion / Re: A Discussion On The Value Of Characters
« on: June 11, 2018, 11:55:50 PM »
If we do stats, which I am not a fan of personally but I see the allure, I would like to see them be somewhat vague. Being able to say I have 18 strength etc is in no way immersive to me.

General Discussion / Re: A Discussion On The Value Of Characters
« on: April 23, 2018, 01:59:21 AM »
One character per player only: Thats the way to go in my opinion. People would identify with and value their characters much more.

I would get so bored, then again I do value my characters. The last one I lost was only new but it completely destroyed a planned RP arc.

Bug Reports / Re: Error The optimistic lock on an entity failed.
« on: April 12, 2018, 02:33:21 AM »
Its not a new error, it has plagued the game since it was released, just it is very sporadic.

Off-topic Chat / Re: Helllo! newbie on the forum!
« on: February 25, 2018, 10:18:52 PM »
No dodgy links thanks.

General Discussion / Re: A Discussion On Allowing Non-Human First Ones
« on: February 23, 2018, 01:20:48 AM »
I, somewhat, have to now agree. I think fantasy races, likely, shouldn't be fully implemented. However, I do believe, (and this is what I originally wished to do), would be 'half-breeds' of First Ones who may have had relations with other races. It'd allow a slight amount of diversity, and still possibly work with the lore?

Honetly, I just wished to try out a half-goblin character, disfigured and goblinesque. So, in a way, I do want races in, but I don't wish for traditional full fantasy races. I agree with De-Legro, with how all of these new races would break lore. I *do* want halfbreeds though.

I hate the concept of "half" breeds generally, as it implies a race relationship unless we wave our "magic" hands. So are we saying that First Ones and Goblins are genetically similar enough to produce offspring? Are we going to compile a list of approved half breed races? Currently beyond humans there are whatever races exist in dungeons as "official". I have heard of some human/First One half breeds. I think there may even a previous forum discussion about it.

If you want a disfigured character, just do what I did and play a horribly crippled/disfigured character. There are plenty of accidents and incidents in life that would leave you nice and grotesque.

General Discussion / Re: A Discussion On Allowing Non-Human First Ones
« on: February 22, 2018, 10:37:57 PM »
Those of Hawk ancestry believe themselves to be different from all other first ones. I've never claimed it is an absolute truth, it is simply their belief from their religion and their creation story. But I would in general argue against adding more races. Firstly because it is jarring to a persistent game to suddenly go, oh you know what all this time you have been referring to FO's as a distinct species, yeah no they are more of a collection of races. Secondly we would have to hand wave about why distinct races are ending up with the same basic characteristics (immortal, immune to every disease bar slumberblight etc).

We would be far better off in my opinion to initiate a project to flesh out and record the actual culture of the main realms already found in the game and have the ability to align characters to cultural groups that are displayed in game. There are a good few culture in the game with at least some level of written lore, but people simply don't add it to the wiki and even if they have that isn't the same as it being directly accessible in the game.

General Discussion / Re: Why M&F peaked so young
« on: February 12, 2018, 12:01:28 AM »
Yeah when my last knight never answered and literally ran around with the people raiding my settlements it pretty much confirmed that person was a spy.

Someone running around with the Hawk raiders? First I heard of that. The main thing I heard during their raid in Ascalon was they were constantly worried about imminent starvation and couldn't group together enough to properly support each other.

General Discussion / Re: Why M&F peaked so young
« on: February 11, 2018, 11:35:17 PM »
I mean when more than half of the people who take Knight Offers are spies, its a problem.

How do you prove someone is a spy and not just one of the 90% of characters that simply never talk. Or am I looking at it wrong and 90% of characters are really spies? Honestly this sounds like more then a little hyperbole. Either that or all the people taking Hawk knight offers are just terrible, terrible spies. Though I suppose we might simply be terrible at determining they are spies.

General Discussion / Re: A discussion the importance of lore upon gameplay
« on: February 08, 2018, 10:15:52 PM »
So why not let people create their own culture packs? I am really not thrilled to see real world cultures in a fantasy game.

I feel the same, I get they could be a point of reference, but since all they do is provide names at this time a point of reference is not that useful. Besides you might want to use a certain naming system but not be tied to the cultural references. That is why I suggested custom cultural packs.

Really it all comes down to a single decision, is this a sandbox that is as open ended as possible, or is it a curated sandbox.

General Discussion / Re: A discussion the importance of lore upon gameplay
« on: February 06, 2018, 10:55:25 AM »
They are strange, just as people's insurance on the weapons being European is strange. They are a familiar point of reference. We could have used the exact same images and had a background that was very different to Europe, much like many D&D settings do for example.

The reason for custom culture packs is simple, it is a sandbox, and a sand box that the only shows part of the world. The fact that "every fool and their dog" is creating their own lores and background should suggest to you that people are enjoying the creative freedom they currently have to do so. I am all for some simple guidelines to help rationalise and keep things sort of consistent. I am not so keen on hard rules, I recall the disaster in BM when it was decided to try and enforce European cultural concepts there and the number of players lost.

General Discussion / Re: A discussion the importance of lore upon gameplay
« on: February 06, 2018, 03:24:28 AM »
As for settings, we have purchasable culture packs that are not European. I should note that Tom always mentioned that culture packs were going to be more then names, but never really nailed down what that "more" was. Personally I would like custom culture packs, so I can create my own naming system for my mortal slaves.

The images are because there was only ever a small budget for graphics that was never going to stretch to multiple versions for different "cultures". Plus there was a lot of talk at the start of the game about how exactly the game would handle multiple graphic packs that was never completely resolved because we got side tracked about adding "custom" weapons and troop types.

As for Lore, one thing I would love to see established is the original inhabitants of this small part of the world. As I recall EI and Rathgar were supposed to be "native". The ruling family of the Fading Isles was, but most of the actual realms within it were made up of immigrants. Hawks for example were originally shipwrecked. Personally it irks me to see yet another "native and long term" realm spring up in the same region that has already had a procession of "native" realms. It was a stretch to have three native cultures given the size of the map to start with.

Helpline / Re: Artifacts - Dead creator
« on: January 24, 2018, 09:50:55 PM »
Can only talk for my artifact, but it has no listed "creating" character. The first mention of any character is the character it was first assigned to.

Conduct & Design Discussion / Re: How to Tutorial
« on: January 02, 2018, 02:56:51 AM »
So basically exactly what I have been saying.

If we are making non interactive tutorials, video tutorials are all the rage these days. Tom even put one together long ago

Conduct & Design Discussion / Re: How to Tutorial
« on: January 02, 2018, 12:09:03 AM »
The whole achievement-as-a-tutorial concept is wonderful. After questioning fellow players in hundreds of games of every genre and UI-style over the years, the most well-received and respected tutorials were nearly always that of nonscripted ie open-ended tutorials. Guided by a series of achievements with associated tooltips that follow a logical step-by-step process, or an achievement Tree that branches out into different activities, this method allows players to learn the ropes at their own rate, while amassing and keeping track of minor accolades. (which do bring some weird pleasure to some, including myself, for entirely unknown reasons).

For example, Medieval Engineers. Their newest system is more comprehensive, however, now split into a Tech Tree where you do a little tutorial mission where you test out every new major block/item/tool and unlock it as a result, leading up to you actually knowing wtf to do with the more complex and dynamic components and items.

Step 1 is usually thus "go to x location (first time, teaching you HOW to do so, what buttons to press, little tips on what to do and not do for optimal performance), then "gather x number of materials A B and C" (helping you learn to identify different natural flora/fauna/geography in the process!) or "Access panel/button/UI/hotbar X via Y to proceed to Z" so you know where to go, what to do, how to do it, what you need to achieve it, and then, most importantly, what you can do/make/achieve as a result.

In this case, first you just do the basics like gather rocks and make a campfire, or gather stone/flint+sticks from x y or z natural resource (berry bushes, saplings, etc) to make your first tool, a stone axe. Then you start the one where you equip said axe via a tooltip that explains how to use and cycle thru the ever-useful hotbar, then use it to cut down a tree, then cut that into logs and scraps, then make your first crafting table, all the way down to how to find natural ore veins, up to cooking logs to make charcoal for fires and steel, and later even advanced engineering processes and logic of the physics system, because no one likes it when your fancy new windmill collapses because your rickety stone tower topped off the side of a mountain because the game just expects you to know everything magically.

Great, so now explain in the context of a massively multiplayer RPG, where the bulk of actions either require access to settlements which you may or may not have at the beginning, access to certain buildings which again you may or may not have, or the interaction of other players, how all that is going to work in a time sensitive manner?

If you want people to be able to quickly access the various parts of the game then you need a environment for them to do so. We can't expect they will get that within the game world, thus the concept of having a separate tutorial area where the game can provide the needed access and resources.

The trick would be forming it in such a way that it is not just a single scripted start of the game thing, but something you can access at need.

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