I feel like we need one of these so that Tecton/anyone else who works with him honestly I have no idea who that is or maybe Can see how we feel about certain aspects in the game currently. and to get a general opinion from the community on those ideas.
Rules, because we need them.
1.Constructive Criticism doesn't mean rant it means, basically I don't like x because of x and I think x is a good way to fix this
2.Avoid insulting others Constructive!! Try taking others views into consideration of why they don't like x aspect or why they do like x aspect.
3. Common sense!! use it!
I'll start this off with a simple one that was brought up in a recent forum post. Gold when killing monsters currently hits the ground. Personally I think it's a little outdated system these days generally we are all running scripts that automatically pick up the gold when we see it I think it would be a good change to automatically give the gold to the person who slayed the beast and to split it evenly among groups with any odd gold amounts going to the person who slew it. (like 1's for instance)
We have a pretty good community here and I like how recently it seems Achaea is embracing automation such as with the healing setup. but I think the game in whole would be better especially for new players if some of these small scripts like picking up gold when a monster dies could be completely cut out. especially for new players where typing pick up gold every 5 seconds can be a hassle especially if they don't understand the basics of making triggers yet let alone making one that will pick up gold after you've regained balance/equib.
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Comments
Queue add eqbal get gold
queue add eqbal put gold in pack
Achaea has its own in game command for chasing balance now. No need to script for waiting gor eq or limbs anymore.
I am not a huge of killing things dropping gold personally. It lowers the worth of doing anything else for gold when you can bash it just as easily. Also denizens are being real slow at getting packs and keeping their gold safe.
Think we should introduce lots of menial quests for gold instead to inject more realism, and it would be cool if it could be proportioned to a positive village feelings system.
I could go on re: villagea and positive feelings but my thoughts are uncollected at the moment
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One of the symptoms of an approaching nervous breakdown is the belief that one's work is terribly important
I mean, even if you're not sure of an exact solution, but you know there's an issue and have some vague idea of how it might be resolved, even that's probably enough to start a Golden Dais thread to discuss it further.
Sometimes they get derailed, but that's just how forums go.
There'd be a lot less gold in the market that way, but over time it would become worth much more. Maybe one day, mutton chops wouldn't cost a ludicrous 105 gold sovereigns.
http://forums.achaea.com/discussion/comment/69318/
Almost 2 years ago even
You know.. despite Achaea having always been the more popular game, at least ratings wise, there's a lot of things in these other games that really help to create a better roleplay environment that we just don't have anything to compare with. For example, one of my favorite things in Imperian was taming. You can tame like.. just about anything. It'll fight for you, rat and fish for you, deliver things, be your mount.. It opened up so many RP opportunities, without having to buy an artefact pet, and transcendent tamers could transfer pets to less skilled tamers. There's good opportunity to make money there with pet trading. Also Predator is the coolest class - you craft your knives from the bones of your enemies. But now I'm just going off on a tangent.
As much as I want to make Achaea more like Imperian, or the other IRE games I haven't played, I know it's just not feasible to rip ideas from them. Like, automatic gold collection from kills we could probably take, and I hope we do, as it is so minor and just a quality of life improvement. But I'm sure these bigger systems such as caravans and taming miniskill are simply wishful thinking. It seems to me the most valuable ideas here will likely be those which are entirely original, or very incremental.
Perhaps we can do an adaptation of caravans. There will have to be some risk and time involved in commodity trading, or the prices will stay too balanced. Ships could definitely work for that (pirates want dat booty). Inter-city trading will have to be done mainly by neutral players or between cities not in conflict, so village trading will be very important. What else!
Album of Bluef during her time in Achaea
I think one of the issues questing faces is that people are encouraged to just go kill things for gold, which also ruins things in a lot of cases for people who are trying to do the quests. I can't tell you how many times I've been in the middle of a quest, and someone came in and killed everyone involved. It's a very frustrating experience.
Your like let's go hunt mog cause mog is awesome exp, nope innocents let's go kill tir murdan because everyone bashes there must be amazing exp nope innocents.
Adds alot of non mindlessly killing everything flavor when you have to try to figure out if somethings innocent or not. especially when your guideline is, I found a cool place. what is this place there's a guy hi guy are you an innocent *say nothing* or like on Meropis the bloody murderer dwarfs are some how innocents?
But anyways, my point is unless im missing something since I typically avoid the pve scene it's pretty hard to actually tell if you should kill something or not, and I believe most bashing places go by word of mouth of what's awesome and what's not.
Some of them of course are not going to be blatantly obvious, such as in a place like Manara or Hrridan (spelling?), but in many instances they -are- there, it just takes giving some attention to your surroundings. I think many people do not do that as they run around with verbose room description set, and in that case are missing a lot of flavour and history and clues that people spent hours developing around an area.
There are areas in which it's usually obvious some are just denizens living and not bothering anyone, such as the Tsol'aa, perhaps? Then there are areas in which the denizens will outright just try to kill you, because they can, and because that's their prerogative, such as in Lower Azdun.
At the end of the day, I think it more boils down to, in your described situation, the used definition of 'innocent' and who gets to decide how it applies to certain areas and their inhabitants, even as many areas house denizens which play both sides of the spectrum.
And yeah I was hunting in Meropis in that battle with Ashtan one time killed like the entire area got a little into and said Die Ashtan Scum, to which one of the mobs said "You will never win Ashtan scum!" and im like oh oops
1. It's protected if it worships the Bloodsworn or some similar iteration.
2. It's encouraged if it worships Evil/Chaos/Darkness/Whatever Divine we're engaged in a shrine war with.
3. Anything that doesn't fit into #1 or #2 is viewed as neutral. You can kill neutral stuff if you can think of some decent reason why they're not worthy of protection.
I think the guidelines are great. That said, I still really wish we could get the thumbs up to relax stuff like Moghedu, but that will require consensus and effort from both the playerbase and the relevant admin. Unfortunately, I doubt we'll get it, because no flimsy theological excuse is quite going to hide the fact that we mostly just want to be able to go HAM on more areas.
Meanwhile, evil players have no problem hunting in the evil places either, unless it's allied to them - only good players have this disadvantage.
I personally don't have much of a dog in the fight - I bash, but not often and not with great enthusiasm - but a lot of people who enjoy that sort of thing are innately hamstrung. Hopefully we can get some stuff in the works to help make it a little bit more enjoyable for the players.
i'm a rebel
And you won't understand the cause of your grief...
...But you'll always follow the voices beneath.