Author Topic: Content and creation sidebar/replies.  (Read 838 times)

Shabago

  • Administrator
  • Posts: 407
Content and creation sidebar/replies.
« on: May 15, 2020, 11:10:58 AM »
Copy/paste from other thread, and will update if/as more are put forward. Replies to follow:

- City Elf Tribe
- More Noble Houses open.
- Pclan reworking (in a round about way)
- Some sort of outfit/clothing QoL (code, but it was read/noted)
- Full class mages
- GMH hunting branches
- LARP structure
- Remove crimecode
- Code markers for criminals
- Slave roles
- New/more plants & materials to make cloth
- More grunt jobs.
- Power from death - sorc/mage
- More explorer content/animal dens. + Dye making ability. + Magicker and anti-magicker tools, charms, potions.
- Tuluk, in part/whole.
- Silt sea expansion/addition.
- Clan compounds/apartments overhaul.
- Underground content/tunnels/networks
- "Outside the Known" force.
- More smokes/smokables.
- Post char-gen sub guilds.
- NPC shop buyers buying 'all' per PC.
- Dungeon crawls/rotation.
- Phouse/non-pickable apartments
- "notes" which could be added by staff and by players.
- Farming - Flax/wheat, etc.
- Player Tats.
- Temporary roles/Red shirts/slaves through gith.
- New Race
- Money sinks.
- New Elf gear.
- Bury inside the city.
- Mount skills/husbandry
- Wilderness Quit
- Multi-rent apartments.
- Inner city scribble

**ETA latest input.
« Last Edit: May 27, 2020, 11:19:45 AM by Shabago »
Nessalin: At night, I stand there and watch you sleep.  With a hammer in one hand and a candy cane in the other.  Judging.

Shabago

  • Administrator
  • Posts: 407
Re: Content and creation sidebar/replies.
« Reply #1 on: May 15, 2020, 01:03:13 PM »
To preface before diving in, as a personal view, I don't much believe in hard no's. Over the course of Armageddon's history, we can see evidence that things that didn't fit or couldn't be done have come to pass. Thus, if a put forward idea from the list is given a 'No', I'll attempt to give some reasoning/explanation behind said no, for the current state of the game rather than slamming a door on said concept.

City Elf Tribe

As some of you are aware from the discord chat a few days ago, this is something staff have discussed and/or undertaken a few times with mixed results. Whether this has been inner-clan, or outside and bigger forces - they haven't held up to the test of time. Failures aren't something to result in a closed door and something to never be tried again, especially with player interest.

As such, I can confirm that a C-elf tribe is, indeed, being worked on. Interested/supportive staff on our team currently have picked up the ball on this, and want to see it come to pass. I'm not going to place a time-line on when this will be seen in-game. Between docs, building, back-end efforts of history, objects, crafts and so on, it will naturally take time, without said staff having any RL factors come up to bite into their time. But, short answer is yes - you guys will see your C-elf tribe.

More Noble Houses open.

Interestingly enough, I've thought about/discussed this with the staff team myself. As discussions go, there are various pro's and con's to be had.

PRO:
- RP Tools for you all, unique backgrounds/approaches
- Different story potentials
- More (potentially) niche abilities for Nobles/employees in said houses. IE: Rennik actually growing plants, upkeep on the Arbor, etc.

CON:
- Elimination of inner-house conflict. If 1 PC is Borsail, 1 PC is Tor, 1 PC is Rennik - there's no dog fight to be had for promotions/inner house perks and so on.
- Little return for massive workload. Let's say, for example, Rennik takes six months to make. Create NPCs, create player docs, update rooms, add scripts, jobs, etc, etc, etc, for 1-2 PCs that may be interested in that House over the next X RL years, and/or barely used by those IG.
- Overlap with other clans. Tor dilutes AoD, Byn. (As do the Wyverns) etc. Could this be altered or changed? Yes - feeds back into above. Even more workload for little return.

Several more pro's and con's, but listing a few to show why this is generally a non-starter at present. Could it be done? Yes - but imo, it'll come at the cost of other areas/stories/RPTs/HRPTs and existing PC support.
Nessalin: At night, I stand there and watch you sleep.  With a hammer in one hand and a candy cane in the other.  Judging.

Shabago

  • Administrator
  • Posts: 407
Re: Content and creation sidebar/replies.
« Reply #2 on: May 15, 2020, 01:31:46 PM »
Pclan reworking

Has been and continues to be discussed/updated. One example being the warehouse rental NPCs that are in place. We're aware that time-frames are usually the biggest talking point when it comes to these undertakings, and while changes may well come, I'd caution expecting anything drastic, because it's not very realistic. A "Nobody" commoner making a business from the ground up, should absolutely be an uphill battle. An IC year to plan even opening isn't that bad - a pair of IC years to grow your market/secure clients isn't bad, and even the last stage taking 5+ IC years doesn't seem horrid, when you factor in the coins necessary to pay for that MMH status, without getting into twink territory for coin making.

Some sort of outfit/clothing QoL

Neat idea. I'll bring it to the staff boards to see it discussed.

Full class mages

In short - Unlikely. Various reasons/positions on this. To name a few;

1) Exceptionally limiting as a role.
2) Guild sniffing for those trying to remain ungemmed.
3) Unbalanced/overpowered and unfortunately, prone to abuses in various forms.

** More to come on the other topics.
Nessalin: At night, I stand there and watch you sleep.  With a hammer in one hand and a candy cane in the other.  Judging.

Shabago

  • Administrator
  • Posts: 407
Re: Content and creation sidebar/replies.
« Reply #3 on: May 15, 2020, 01:52:56 PM »
GMH Hunting Branches:

Preeeeeeeeetty much what JustAnotherGuy posted.

Quote
So I want to speak on the Hunter Branches as I was apart of it a bit at the time of the removal.  As for what Staff are doing now about it, I have no say nor opinion on it, but I do have some suggestions.

Hunter Branches of the GMHs in an economical sense to the Houses were to expensive.  Paying someone a consistent rate month after month, and they brought in what you needed... sounds great and all, but let me tell you from my experience in those clans how it worked out.  I've played as an Agent and Merchant, and have some intimate relations when it comes to the GMHs.  So what happens is you have a crew of hunters that go out and hunt, it was great... but then you get item bloat, so much junk and unneeded items that it became a chore to handle and maintain.  As a crafter, I HATED going into a craft hall and digging through the absolute mountains of materials... it was even worse if it wasn't organized.  Then you'd tell the hunters to stop hunting... they'd get bored, get themselves killed... then you'd have to hire more.

As for leader roles, to operated a GMH clan at the time of hunting divisions, there was the Sponsored Hunter leader, then Agent & Merchant.  So three sponsored roles.  Normally there was need for a second leadership position for the Hunters, so the hunter leader would try to find one.  (Oh note, I've played a sponsored role hunter leader also.)  So we have four potential leadership positions there, then add in the senior crafter... we're talking some leadership bloat here.

Next we have all those hunters, we're talking normally 4-5 hunters per clan, normally this number would get up to 6-8, so in the top days of this, that is 24 hunters between the three GMH clans that would use hunters.  No GMH house needs that many hunters, but then if we cut down on the number of hunters per clan, we get 3-4 per clan.  New hunters would go out on their own because not everyone is on their play times, then they would end up dead.  Rinse repeat, find new hunters.

So economically, it more feasible for the GMHs to buy only the materials they need directly from hunters, but from what I understand, it can sometimes be hard to find those hunters.  If they GMHs get only the materials they need, they are happy.  Hunters get paid for what they bring in, they are happy.  So we really have two problems here, GMHs need hunters, but they don't need them in clan... but having them in clan makes it more convenient, though it adds bloat to the clan.

Here is my suggestion... Hunter Clan in Luir's.  A singular sponsored role hunting clan, similar to the Byn in a way.  I could see the GHMs coming together to sponsor a Hunter Clan of sorts.  This could be a great Newbie entry clan also, just also like the Byn.  I think the issue is that this SHOULD have come up already with the Player Clans, but I don't think the current Player Clans rules allowed for it to come to become a fully sponsored Clan by Staff as easily as it should.

Having this Hunter Clan they could easily sell goods to each of the GMHs, maybe one GMH will pay a bit more to get one material that is commonly used by many.  Each of the GMHs don't need their own hunting division, what they need is a group of reliable hunters they can buy from.  A sponsored clan make it more reliable and can have documentation and rules to go along with it.

I don't know, I'm just spitting this idea because I think it is very fitting for the world.  Now that I think on it, it would have been likely a better idea for the GMHs back in the day, but the Player Clan Rules came out also... so I'm sure the intention was to see this come out of the player clans, rather than created by Staff.

The move further encourages interaction between GMH/Indy PCs, allows player agency in creation of said style of pclan, and generally allows more walks-of-life to participate.
Nessalin: At night, I stand there and watch you sleep.  With a hammer in one hand and a candy cane in the other.  Judging.

Shabago

  • Administrator
  • Posts: 407
Re: Content and creation sidebar/replies.
« Reply #4 on: May 15, 2020, 02:16:09 PM »
LARP structure

Yes and no? This happens as is, in various story arcs. Staff will watch how players react to what is happening in whatever plot has caught their eye (or they started themselves) and react accordingly via superior animation for rewards/promotions/admonishment or virtual world echoes, object creationism, and so on.

As a rigid structure, I don't feel it would work. Not only would we (staff) be dictating what/when/how and handcuffing player initiative or desire to veer in unexpected ways, but further putting up a brick wall ending. "I found 10 coconuts and so I won." End of? If the player decides they want to do an additional step, create a plot off of that outcome, or even burn the things into dust, then what? If the answer is 'too bad' - that's fairly limiting. If the answer is "Let them" - that's the game structure we have now. Adaptive/reactionary, rather than set LARP structure/rulebooks.

Remove crime code

This would cost us players, imo. We just had quite the series of threads on "Pointless/excessive PK." Going off IC evidence in non-crimcode enforced areas, the murderfest that takes place at present isn't very encouraging to see this happen. As is, the crime code realistically enforces a crazy-powerful sorcerer kings death-grip control on a city proper, and creates a hurdle for players to stop and think about their attacks and plan accordingly to avoid their own deaths.
Nessalin: At night, I stand there and watch you sleep.  With a hammer in one hand and a candy cane in the other.  Judging.

Shabago

  • Administrator
  • Posts: 407
Re: Content and creation sidebar/replies.
« Reply #5 on: May 15, 2020, 06:14:00 PM »
Code markers for criminals

As mentioned in the other thread, this exists in part. I'm not against the idea of expanding it in some fashion to other locations in the Known.

Slave roles

This is a rough one as ever. Playing a slave as a generic slave just splinters off into so many different "problems" that said problems have never really outweighed the 'Pros' since these roles were removed.

- Slaves are often abused/beaten/mistreated in some fashion, if not some 'special variety'. - > This has and would lead to a can of worms on consent rules alone.
- If they're a special variety, that usually means their owned by <insert GMH/Noble/Templar here> and thus, no owner means you get to sit inside a room/cell and stare at four walls for X time online, hoping to match up with said other player.
- If they're specifically designed for interaction/engagement (Looking at you Reigning Gladiators), I have to point to the lack of interest in the role leading to it being discontinued.

Catch is, I like the idea put forward in the thread. It has merit. As did the gladiators, the special slave auctions, etc. It's novel, with a short shelf life of interest, and promptly dies out. At present, it just doesn't really meet the bar to invest in for the staff team, if the return is a few PCs to take a spin through, die out, and it turns into nearly entirely staff run.

Nessalin: At night, I stand there and watch you sleep.  With a hammer in one hand and a candy cane in the other.  Judging.

Shabago

  • Administrator
  • Posts: 407
Re: Content and creation sidebar/replies.
« Reply #6 on: May 16, 2020, 07:10:23 PM »
New/more plants & materials to make cloth
More grunt jobs.
NPC shop buyers buying 'all' per PC.
Farming - Flax/wheat, etc.

I'm going to group the four above into the same reply, as it all comes back to (in full or part) the economy. While other members of the team may well decide to take up portions listed above, speaking for myself - "No, not yet." would be the reply. Correcting the really odd database of items we have already to make sense, before adding even more to it, is where I'm at. - To briefly expand on that for each of the listed 4:

- More plants/materials = More clothes being sold, more coin generated -> More tilted economy.
- More grunt jobs = More resources, which in turn equal more materials -> more coin generated -> More tilted economy.
- NPC shops buying everything -> More coin - More tilted economy.
- Flax/wheat/farming -> More resources -> more materials -> more crafts/items to be sold for coin -> more tilted economy.

I'll stress and bold the one word that matters for you all in my reply, for these: Yet.

Once some sort of standard level is reached to not make things even more bonkers on coin making potential/anti-theme realism, I'm not against any one of these ideas. In fact, I'd likely personally enjoy working on and adding a couple of them to the game. I know I failed to update the economy posts lately, but the work is still being done. I think we're up around something like 11 thousand items corrected/updated?

Hang in there. It's a "No for now."
Nessalin: At night, I stand there and watch you sleep.  With a hammer in one hand and a candy cane in the other.  Judging.

Shabago

  • Administrator
  • Posts: 407
Re: Content and creation sidebar/replies.
« Reply #7 on: May 18, 2020, 12:30:46 PM »
Power from death - sorc/mage

I think on the surface, this is pretty cool for an approach. Theme/game world/Lore wise, that would be a hard sell. By the docs, magick just doesn't behave that way, and since power is drawn from the 'planes' (Mage wise) - then in theory, what they discovered is already obtainable by you/others, rather than locked away in their heads for secret knowledge. There's more to this via code/lore, but that'd be telling. The dreaded FoIC, right?

Beyond that - power balance. In theory, if a mage/sorc kept gaining and gaining and gaining, they would end up Tektolnes level of crazy powerful. We store at Red robe strong because it's not something the player base could reasonably react to/prevent/kill - and thus, ends up being either A) A completely pointless/boring role or B) Something staff need to step on from map-wide murder power for the sake of the 'whole'.
Nessalin: At night, I stand there and watch you sleep.  With a hammer in one hand and a candy cane in the other.  Judging.

Shabago

  • Administrator
  • Posts: 407
Re: Content and creation sidebar/replies.
« Reply #8 on: May 18, 2020, 12:53:47 PM »
More explorer content/animal dens.

Sure. I'm game to try and keep this going. You may recall the last batch that went in awhile ago? 2 of 5 were actually found thus far. There's also talk of added content in general for certain areas that will feed directly into this want. Stay tuned.

Dye making ability

Doable already, though not a comprehensive list. I believe Emme was recently doing something on this, in fact. It's being discussed, at the very least. Stay tuned, part 2?

Magicker and anti-magicker tools, charms, potions.

Maybe in time? I don't have a solid answer here to be right upfront with you. They're vastly outdated and caused no shortage of headaches for players and staff alike. They would need a pretty heavy overhaul to be in-theme for the game-world as it is now, and a top down review of just how/why they would do anything in the first place, given magick canon/lore. It has been talked about periodically staff side, so I wouldn't say it's a lost cause - just something we're not looking to work on currently.

Nessalin: At night, I stand there and watch you sleep.  With a hammer in one hand and a candy cane in the other.  Judging.

Shabago

  • Administrator
  • Posts: 407
Re: Content and creation sidebar/replies.
« Reply #9 on: May 18, 2020, 01:26:11 PM »
Tuluk, in part/whole.

Not shutting down the topic, but there's a ton of threads on this, ranging in reaction and desire from a full opening 'How it was' to 'This new thing' to 'In part opening' to 'destroy it', etc, etc. Staff haven't thrown the topic/issue to the garbage. We continue to discuss it actively. If/as things are decided upon, we'll naturally keep you all informed.

Silt sea expansion/addition.

There have been additions to it. No, not on the scale as described in the idea - but some. Yes, more will be coming. On what it is, it's scale, or when isn't something I'll disclose just now. In general, this ties back into 'Explorer' content as listed above. A few of us have lists of things we want to or are building, and as those are completed, you all will see posts regarding it to the weekly update and/or staff announcements. As is? There's new content out there already that has not been seen/found or used by a sizeable majority of the player base. If looking in that area is something you/your PC could or would do, you just might get a surprise.

Clan compounds/apartments overhaul.

I'll be honest and say the ability for this sort of reworking has been largely spoiled by certain witnessed behaviour. It's not a one off case where we've seen X location be hit/raided stolen from with utter disregard for the world around them. There are, pending clan/tribe, hundreds of employees/family/guards/tribals there, and a PC waltz in and steals half a warehouse worth of goods and waltz back out. Changing the build to allow this isn't something I'm very interested in. Those actually wishing to engage the game world realistically and accomplish something like this are welcome (and encouraged) to work with staff on it. It's doable, but should be extremely risky/challenging - without the check and balance in place, it leads to abuse.

On the apartment front, this is something we've been discussing. Apartments are a very different creature compared to big compounds/Houses. Finding a balance of possible to do, but with appropriate risk would be ideal. We're working on it.
Nessalin: At night, I stand there and watch you sleep.  With a hammer in one hand and a candy cane in the other.  Judging.

Shabago

  • Administrator
  • Posts: 407
Re: Content and creation sidebar/replies.
« Reply #10 on: May 19, 2020, 08:12:13 AM »
- Underground content/tunnels/networks

There's been some recent effort here for a portion of the game world, which is on-going. It has a specific purpose/goal in mind, though I'll be honest that it isn't going to be what was suggested. There's reasoning behind why this hasn't already happen (or will happen) yet, which I'll link into the following that's been brought up...

- Dungeon crawls/rotation

Really cool and would be fun on paper. < No realistic basis.

Where did this come from? We have ruins, battle sites, outposts, research/dig sites and so on that would explain a potential location for a "dungeon", be it above or below ground. Those could potentially be built, yes. But it's a one off. The idea of rotating them with replenishing <insert loot here> is pretty jarring, imo. It's sort of like Sandy Claws is real, running about and dropping presents for people to find, after X was cleared out. This ties into the above, because ... who built it? Why? There's one group or two out there that needed <thing> and they made the thing. Beyond that, it'd be hard to game-world justify.

Referring back to my first post on this one. Not a fan of a hard no, but at present? I can't see this fitting. If IC actions or <event> causes such to be doable/realistic, I'm game. Who knows? Some ungodly huge salt worm decides to go on vacation to a silt island? Boom - Tunnel.

***
ETA: This won't remain a closed thread. Once replies are done, you're all welcome to give another round of feedback/debate points I've put forward, etc. Not against having my mind changed.
« Last Edit: May 19, 2020, 08:15:56 AM by Shabago »
Nessalin: At night, I stand there and watch you sleep.  With a hammer in one hand and a candy cane in the other.  Judging.

Brokkr

  • Administrator
  • Posts: 969
Re: Content and creation sidebar/replies.
« Reply #11 on: May 20, 2020, 03:01:09 PM »
emote points a crossbow at ~shabago and motions for them to put their hands up.

This is part thread hijacking, part public service announcement.

We appreciate all the ideas going into the other thread and I assure you it isn't just Shabago reading or discussing things that come up there. That said, sometimes ideas can take a long time to germinate.  Sometimes there is an idea and a month later it is brought to fruition.  Sometimes an idea hinges on PCs, and may take root or may never happen.  Sometimes it becomes a side project, like the Muark were.  If you were lucky enough to get chosen, you'll note the first posts are from Sept 19, 2019, but the first mind to paper started July 2018 and the idea was there before that.  The original proposal for House Jal was, strangely enough, May 20, 2015...exactly five years ago.

I don't want to discourage people, but rather to remind them that sometimes it can take awhile for an idea to get discussed, refined, planned and worked on.  On the other hand, one or two things might get seen on a much quicker scale, although maybe not necessarily how the person with the original idea envisioned.  While igniting the spark of peoples passion and seeing quick results can be gratifying, there is real value to the game in having a set of well-thought out content ideas and direction that we could go with, as various plans and plots are formulated.  Thank you.

Shabago

  • Administrator
  • Posts: 407
Re: Content and creation sidebar/replies.
« Reply #12 on: May 22, 2020, 11:04:01 AM »
"Outside the Known" force.

This has likewise been something to come up a few times on staff-side chatter. As a general rule, the team seems agreeable to the idea on paper, much like some of you in the player base at large. It has it's appeal and a pretty decent list of pro's. There are some cons attached to it as well.

Q: Why were they never mentioned anywhere in game legend? A: They were outside of the Known!
Q: Ok, if outside of the Known, how are they getting into the known? A: Skimmers over the silt! (example)
Q: Ah, but the silt in enclosed by cliffs - where are they getting through? A: An earthquake broke a hole?
Q: Ok, so an event that never occurred in game happened off screen allowing this new race? How do players interact with them? A: Players can set sail to their homeland or see them when they come ashore, in angry/peaceful fashion?
Q: So, an area even further out than Tuluk that requires mass building, and would take a big chunk away from condensed play zones and thus, utterly eliminate the point of Tuluk's closure?
A: This is awkward.

Tongue in cheek, obviously, but I imagine you all get what I'm driving at. "New race" out of nowhere in the current setting would be real jarring/senseless on the continuing story of the game as a whole. Adding one 'outside' the Known defeats the purpose of the condensed play-area for interaction.

Yes, absolutely there are ways around said cons/hurdles and we've continued to speak on them staff side. Again, pros and cons to the various suggestions.

Short answer - Maybe.

More smokes/smokables

Cool idea, and I get the interest behind it. Up front answer is, it's not something that would currently not be worked on given other overhauls/updates needed first - But as the spirit of the thread is to put forward new content ideas rather than simply what has/is being worked on, consider me adding it to my running list of projects to be discussed/maybe worked on in the future.

Post char-gen sub guilds.

Not something I can really weigh in on, to be honest. This would require a code change and Producer level decision. I'll bring it to the IDB so it can be discussed, at the least, unless a Producer wishes to reply here directly.
Nessalin: At night, I stand there and watch you sleep.  With a hammer in one hand and a candy cane in the other.  Judging.

Shabago

  • Administrator
  • Posts: 407
Re: Content and creation sidebar/replies.
« Reply #13 on: May 22, 2020, 11:13:03 AM »
Player Tats.

Jumping around in the list of topics some, I know, but I wanted to potentially bring some good news on this one?

I love the idea. There have been 'cons' listed in the other thread already, and we have a few more staff side to tackle as well - BUT, I think it's something that can be overcome. It may require some sort of limitation and a check/balance staff side (Perhaps akin to the MC process?) Consider this to be another one that's added to my list of things to work on. If/As some of these hurdles are addressed and/or some active development is being done, I'll update all of you.
Nessalin: At night, I stand there and watch you sleep.  With a hammer in one hand and a candy cane in the other.  Judging.

Shabago

  • Administrator
  • Posts: 407
Re: Content and creation sidebar/replies.
« Reply #14 on: May 27, 2020, 11:03:08 AM »
On we go! Sorry for the delay, folks!

Phouse/non-pickable apartments

"Soft no" is where I am at this. While we're looking at ways to change apartments in some aspects, making them mini-fortresses is out. The money sink aspect doesn't fly, since if you have so much coin, getting stolen from really shouldn't hurt too much, right? Yes, I'm aware this is abused and people try to walk off with beds, chairs, couches, crates - Do me and staff a favour if this occurs and report it. We are, as a whole, not the least bit interested in this sort of twinky behaviour and it'll be addressed. If you're an apartment thief reading this? Keep it below something that would actually make Copperfield struggle to make disappear?

- Multi-rent apartments.

You mean clan compounds, or pclan warehouses?  :D

More seriously, getting tossed on back into realism on just what these apartments are, versus how they're used - Eh. Not much a fan personally on this. I understand the theme of people living on top of one another, but as we already see tents/single room apartments being jammed with crates, cots, two couches and a tree dug up from the Grey Forrest just for two PCs and they're upset when capacity is met, adding a 3rd, 4th, 5th renter is just fuel to the fire. Further, it takes away a 'perk' to joining certain clans and there's a balance issue. Finally, accessible RP partners are fun for the game world. A mini indy clan that finds the two or three people they enjoy playing with gets sucked into the void of their 4-5 room apartment fortress, never to be seen again by the populace at large.

I'd be more inclined to build a communal, quit-safe tent in the middle of the commons that anyone could stay in/walk in and out of and interact with people, over apartment increases.
Nessalin: At night, I stand there and watch you sleep.  With a hammer in one hand and a candy cane in the other.  Judging.

Shabago

  • Administrator
  • Posts: 407
Re: Content and creation sidebar/replies.
« Reply #15 on: May 27, 2020, 11:11:28 AM »
- "notes" which could be added by staff and by players.

Yep, you're right on a number of these being added or used in some variation since that post, staff side. Further additions are certainly possible, and I'll add this to the staff boards for a developer to eyeball as something they may wish to pursue.

- Temporary roles/Red shirts/slaves through gith.

This is done, sparingly, already. Most recently with the war out on the saltflats. (kudos to each of you raider fellas). Could it be used more often? Sure. I'm hesitant to do this for random reasons/time frames with things like gith/mantis and such, however.

- Bury inside the city.

Sounds neat, I'll pitch it.

- Inner city scribble

Don't they last a fair bit as is? Inside rooms surely persist. If you mean on random walls and streets - I'm 50/50 on that, considering wind and sand scouring taking place at the best of times, and game chalk isn't exactly finely ground, super-glue like compounds we have in modern times. Heh.
Nessalin: At night, I stand there and watch you sleep.  With a hammer in one hand and a candy cane in the other.  Judging.

Shabago

  • Administrator
  • Posts: 407
Re: Content and creation sidebar/replies.
« Reply #16 on: May 27, 2020, 11:15:26 AM »
- Money sinks.
- New Elf gear.

Economy work. If this is sped up/taken on with other members on the team, bonus! For me personally, I'm getting there, slowly. Once things are back in balance, and we see what sort of coin players do or don't make at that time - there will be further branching out into such sinks. As for gear, same thing. We've been working on some HG specific stuff as some/most  of you likely know? So I'm not against seeing a specific npc or two made for elven specific trade. Maybe with the C-elf tribe?
Nessalin: At night, I stand there and watch you sleep.  With a hammer in one hand and a candy cane in the other.  Judging.

Shabago

  • Administrator
  • Posts: 407
Re: Content and creation sidebar/replies.
« Reply #17 on: May 27, 2020, 11:25:40 AM »
Mount skills/husbandry

Partially already in the works, as may be guessed with the recent mount updates/additions (Kudos Oryx/Rath). Stay tuned, as more was being done here.

Wilderness Quit:

Seems obtainable - in part - by finding appropriate rooms that do exist in the wilderness as is to make 'camps' in or around? Failing that, if the PC doesn't have wilderness quit as a PC perk as is, chances are they shouldn't be trying to rough it out there to begin with. They gonna dieeeeeee.

This just sort of seems like a hack to 'More save rooms in the wilderness' desire - which as mentioned elsewhere, doesn't really help for interaction 9/10. I've one idea in mind on how this could be slightly modified/less restricted, but I'll keep that to myself until I can be sure it's workable for the player base at large.
Nessalin: At night, I stand there and watch you sleep.  With a hammer in one hand and a candy cane in the other.  Judging.

Shabago

  • Administrator
  • Posts: 407
Re: Content and creation sidebar/replies.
« Reply #18 on: May 27, 2020, 11:27:13 AM »
**This space for rent**

I know there are more topics in the other thread to add to the OP list and address.
Nessalin: At night, I stand there and watch you sleep.  With a hammer in one hand and a candy cane in the other.  Judging.