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Messages - NightyNightSleepTight

#1
The quest NPCs for wolves and wolves II: the wolves strike back are currently plain orange with no grey text allowing unsupervised PvP in their proximity/area. I always found this a little strange because of how the neighbouring Purale and Steadings are PvP free areas (during the night).
#2
Meryl was a laugh a minute. It was a blast to play alongside you.

#3
I think automatic spawn point setting might still by applying in some cases. After the latest reset, my spawn point was a few rings from where it was last manually set (I did move back and forth past the unexpected spawn point).
#4
Quote from: I love cats on November 19, 2022, 08:43:24 AM
After getting BO abducted by slay living when my own house was on gate duty I have to uplift this suggestion it once again reaffirm my position that the Peerage is useless as a hub and a nuke would improve it.

If anything this is an argument that the area beyond the gate and bridge should also require DM supervision for PvP.  Why make the area within it as bad as outside of it?
#5
A few thoughts that goes against the grain.

First) A somewhat pedantic one. One of the laws posted clearly at the bridge entrance to the Ward is that it is the duty of all retainers to defend those assaulted by another. If retainer A of house B attacks another, all other retainers should be attempting to stop the first retainer. Presuming that NPC retainers are generally lawful, they would be inclined to follow this rule or at least put a little bit of effort into it.

Second) Giving retainers free reign to assault others (by not having DMs present to provide NPC reaction) muddies the distinction between the Great Houses and lumps them all into a greater metafaction (the Great Houses) instead of the individual factions they should be representing to promote conflict between them. One retainer seeing another retainer commit assault and reacting by thinking "oh boy we're beating down a random peasant, I want in on that!" is less interesting than "why is this retainer abusing a random peasant and maybe I might have reasons I wouldn't allow that?". An argument could be made that retainers do not have the de facto authority to PvP others in the Ward because, ICly, NPC retainers might have an interest in not letting other retainers exercise such power, e.g., "the Orzans are abusing people in Little Ticker again, I, a retainer of Glitt who is leal to Lady Mairead, should act to defend her honour by defending the people she offered help to".

Third) The Ward is (or at least pretends to be) a lawful society and lawful societies are generally less likely to fall back on might-makes-right barbarism. Retainers starting fights should be seen as embarrassments, as if they have lost prestigious points.

Fourth) Changing the rule so that PvP is allowed but FDs are not feels like it's just shifting the goal posts and maybe even makes things more difficult for the DMs. If the no-PvP rule is broken, the DMs have to get involved. If the no-FD rule is broken, the DMs still have to get involved and will need to be even more diligent in their work because a player is much more likely to be upset about losing their PC than having things stolen from their PC.

#6
There's a strong incentive for druid plants to be put in places that are either super annoying or super out of the way which I don't think applies to more mundane furniture like tables and chairs.

There are already merchants that sell placeables ranging from signs to barricades. Legebril's idea sounds like expanding the variety of furniture these NPCs offer which would be great for player events like mud tournaments and weddings/festivals,
#7
Whoops!
#8
Suggestions / Buggy Morghouls Pit Fall Traps
October 20, 2022, 12:26:47 AM
They're guaranteed to kill PCs who falls prey to the bug; the bug has incredible reach (got hit by it three steps after climbing out of a pit); they ruin the experience for PCs who end up struck by them, and then those players end up crawling to the DMs begging for mercy/salvation.

Suggestions:

-Just get rid of them.
-Replace them with non pit fall traps (paralyzing acid goo, slowing, poison gas)
-Have the drop point be in some place beyond the line-of-sight of any spawning goblins, i.e., in a small room around a corner behind a clickable transition
-Convert the pit areas into optional areas with extra loot chests/garbage searching placeables
#9
Suggestions / Re: Add a merchant stall to the Steadings
October 18, 2022, 09:22:35 PM
FYI, this has been implemented:

#10
In the Orog quest, there are (at least?) two parts where you transition from an interior room, to an exterior area (a 6 meter long bridge), and then back into an interior room.

These are really annoying for a number of reasons:

*Two loading screens between 6 meters of space
*The doors opening and closing will cause orogs on the roof above to glitch down onto the bridge
*The small length/space of the bridge, nearby tall buildings, and large doors makes it a difficult to navigate and target enemies for attacking and allies for healing
*The interior areas are already guarded by traps and strong spawns that appear in line-of-sight of the transitions (so will attack you immediately upon loading in)

I think these should be removed and simply replaced with transitions that go from one interior area to another.
#11
Suggestions / Re: Revert the Ghyl quest
September 13, 2022, 02:49:20 AM
I'd like to suggest that allowing resting between ghyl part 1 and 2 might be a good way to balance out the difficulty of these quests. Part 1 generally takes long enough that any turn/level spells/buffs will expire either before or early on within part 2 which amplifies how difficult part 2 is.