Return Armageddon to its roots: Double all Movement Costs

Started by Clearsighted, November 25, 2008, 07:09:54 PM

Would you be ok with say ... a carru knocking you out ... then getting busy with your too stunned to move body?
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Quote from: musashi on November 25, 2008, 10:13:35 PM
Would you be ok with say ... a carru knocking you out ... then getting busy with your too stunned to move body?

As long as he OOC'd for my consent first, I am cool with it.
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Quote from: Clearsighted on November 25, 2008, 09:42:21 PM
Quote from: Fnord on November 25, 2008, 09:31:31 PM
Impractical from a playability standpoint unless everyone gets outdoor quit.

there's plenty of easily accessible, one or two room off the road, areas to outdoor quit for any guild.

Incorrect.

Let's say you're leaving Allanak, and you are on the North Road, heading North, and you come to the first bend.

Where is the quit safe room?  How many rooms away?  5?
New Players Guide: http://gdb.armageddon.org/index.php/topic,33512.0.html


Quote from: Morgenes on April 01, 2011, 10:33:11 PM
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Quote from: manonfire on November 25, 2008, 10:02:41 PM
Agreed.

Make me OOCly afraid to leave the gates, so I have an easier time plugging that into my character.

Personally, I treat travel as travel, not just getting from Point A to Point B. I take my time, moving 2-3 rooms at a time, pausing 10-20 seconds, tossing out a few emotes, then moving on.

I've made the trip from Allanak to Tuluk hundreds of times (both routes), and I've only encountered baddies a handful of times.

Fuck with me. Seriously. I play this game for death, gore, and violence. Give me a gruesome torture scene at the hands of a sadistic, starving gith in the middle of the Red.

I will love you for it.

This.

Increasing the movement costs has the unfortunate side-effect of making the game more of a chore, and while I'm usually in favor of more realism, for someone like me with increasingly little time to play, making things take longer would be a real pain.  Decreasing mount stamina, however, would be all right.  I'm not sure why that bothers me less, but it does.  I enjoy the thought of Luir's Outpost being more and more often used as a rest stop for travelers between North and South, and this would help with that.

I remember knowing that the wilderness was dangerous both OOCly and ICly back when I first started playing, and I'd love to see a return to this.  Really, really love.  My main complaint with travel between Tuluk and Allanak isn't that it doesn't take long enough, but that it, frankly, isn't very dangerous at all.  It really, really should be--I mean, a road's a road, not a set of impenetrable, danger-repellent walls.
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Quote from: mansa on November 25, 2008, 10:26:26 PM
Quote from: Clearsighted on November 25, 2008, 09:42:21 PM
Quote from: Fnord on November 25, 2008, 09:31:31 PM
Impractical from a playability standpoint unless everyone gets outdoor quit.

there's plenty of easily accessible, one or two room off the road, areas to outdoor quit for any guild.

Incorrect.

Let's say you're leaving Allanak, and you are on the North Road, heading North, and you come to the first bend.

Where is the quit safe room?  How many rooms away?  5?

It's a bit rougher south of Luir's, agreed.

But that's why the Byn get that nice outpost out there. Which is supposed to be helping them do stuff like this. With movement and danger as it is, that outpost is worthless. Salarr used to have a couple outposts too.

Anything that would allow more realism and interaction in the form of PC bandits posting up on roads, I'm all for. With spam-walking, that makes it difficult to catch people en route, which is when lots of crimes like muggings and caravan robberies occur.

I don't necessarily think that this specific idea is the end-all, be-all of systems to facilitate this, but I do believe that it needs some attention. People being ABLE to be robbed more would revitalize the mercenary industry, and make for an overall more dangerous and realistic atmosphere.

Oh, and add s'more mean shit close to the roads. Raiders, gith, etc.

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I am in full support of doubling movement costs.

"But my character's too poor to hire a guide to get from point A to point B."

I'm sorry.

Then don't travel.

I have no sympathy for this excuse, off-peak player or not. The reason you can't find other off-peakers to play with is probably because they're always bouncing from city to city looking for eachother.

This will make travel more dangerous, as you have to wait around and rest, which leaves you open to wildlife attacks and raiders.

The Byn don't wonder why nobody hires, they know exactly why, and it's because desert travel is entirely too safe.

Someone said that leaving the gates as a new player = death.

This is just not so.

This idea won't kill playability. Like was said, if it's too much of a hassle to travel from city to city, then just don't travel. The people in the game world who REALLY need to travel already have the means to do so, all of you commoners can just eat it.

There are plenty of places between travel locations that are relatively safe to rest at, and they're never used because they're not needed.

Please, PLEASE implement this idea.

Quote from: NoteworthyFellow on November 25, 2008, 11:14:11 PM
I remember knowing that the wilderness was dangerous both OOCly and ICly back when I first started playing, and I'd love to see a return to this.  Really, really love.  My main complaint with travel between Tuluk and Allanak isn't that it doesn't take long enough, but that it, frankly, isn't very dangerous at all.
This is so true.
Wynning since October 25, 2008.

Quote from: Ami on November 23, 2010, 03:40:39 PM
>craft newbie into good player

You accidentally snap newbie into useless pieces.


Discord:The7DeadlyVenomz#3870

Quote from: Qzzrbl on November 25, 2008, 11:35:35 PM
...Then don't travel....

Your post makes me think that you don't want people, who have only an hour a day, to play the game.

It seems like you would rather they not log in and join our community.


I think that is the wrong idea to have.
New Players Guide: http://gdb.armageddon.org/index.php/topic,33512.0.html


Quote from: Morgenes on April 01, 2011, 10:33:11 PM
You win Armageddon, congratulations!  Type 'credits', then store your character and make a new one

I also would like to point out, that no matter how good the intention...asking the good roleplayers to deliberately slow themselves down to make themselves bait for greater dangers from monsters or raiders is a bit unfair...When the vast majority of the playerbase (like those who don't read threads like this), whether traveler or raider, won't be slowing down at all.

Hell. I've been attacked by raiders many times. I've openly and deliberately invited attacks. And you know what happens when they start to lose? They haul ass.

So the notion of telling people to handicap themselves against code, is ridiculous. And it takes any meaning from some modes of movement being quicker than others (like erdlu over a sunlon or a desert elf running which seems to be faster than the fastest mount).

If people actually took this advice, all it means is that the 'good' roleplayers (if one defines good roleplaying by handicapping themselves in spite of the code while directly contending with those who do not) will be killed more than bad ones.

There needs to be a coded solution...we're just fortunate that the solution is so easy and obvious. And heck, a double of the movement code would make almost perfect sense with the current position of Luirs, and various outposts and rest stops. As if they were envisioned with it in mind.

Quote from: Clearsighted on November 25, 2008, 11:46:46 PM
...a double of the movement code would make almost perfect sense with the current position of Luirs, and various outposts and rest stops...
This is a great point.
Wynning since October 25, 2008.

Quote from: Ami on November 23, 2010, 03:40:39 PM
>craft newbie into good player

You accidentally snap newbie into useless pieces.


Discord:The7DeadlyVenomz#3870

I think it would be more productive to add more environment to the game, than to add double movement points.  That's my stance on it.
New Players Guide: http://gdb.armageddon.org/index.php/topic,33512.0.html


Quote from: Morgenes on April 01, 2011, 10:33:11 PM
You win Armageddon, congratulations!  Type 'credits', then store your character and make a new one

Quote from: mansa on November 25, 2008, 11:45:30 PM
Quote from: Qzzrbl on November 25, 2008, 11:35:35 PM
...Then don't travel....

Your post makes me think that you don't want people, who have only an hour a day, to play the game.

It seems like you would rather they not log in and join our community.


I think that is the wrong idea to have.

Not at all.

I want travel to be a hassle for everyone, and for everyone to actually have plan out their trips and take precautions.

I want travel to be harsh.

I want travel to be dangerous.

I want people to fear the open wastes.

Traveling from city-to-city is entirely common for poor commoners.

Also. I think more dangerous roads would encourage greater RP. As people would need to cooperate more. Right now...there is a far greater portion of the playerbase than even there was two years ago, that finds clans completely extraneous to their needs.

It's very rare for example, that anyone really needs the Byn. It's just busy work tossed their way more often. It used to be, operations like the Byn served a real purpose.

And heck..deaths might even go down.

People would be forced to be more cautious, stay closer to home, and when they go far away, not go alone. That would prevent alot of people from getting themselves offed. The situation right now is so fluid, that people get lost in the cracks. Making the roads more dangerous will compact, tighten and more integrate the playerbase.

Quote from: mansa on November 25, 2008, 11:45:30 PM
Quote from: Qzzrbl on November 25, 2008, 11:35:35 PM
...Then don't travel....

Your post makes me think that you don't want people, who have only an hour a day, to play the game.

It seems like you would rather they not log in and join our community.


I think that is the wrong idea to have.

There's nothing wrong with spending a day in Luirs then, is there? If you only have an hour to play and need to go from one end of the known world to the other...?

Quote from: Clearsighted on November 25, 2008, 11:57:36 PM
There's nothing wrong with spending a day in Luirs then, is there? If you only have an hour to play and need to go from one end of the known world to the other...?

There's nothing wrong with spending a day there.
There's something wrong with resting up every 10 minutes, because you ran out of movement points.
New Players Guide: http://gdb.armageddon.org/index.php/topic,33512.0.html


Quote from: Morgenes on April 01, 2011, 10:33:11 PM
You win Armageddon, congratulations!  Type 'credits', then store your character and make a new one

Quote from: mansa on November 26, 2008, 12:00:22 AM
Quote from: Clearsighted on November 25, 2008, 11:57:36 PM
There's nothing wrong with spending a day in Luirs then, is there? If you only have an hour to play and need to go from one end of the known world to the other...?

There's nothing wrong with spending a day there.
There's something wrong with resting up every 10 minutes, because you ran out of movement points.

You mean, having to rest every ten minutes in the five minutes it takes to get from either of the city-states to Luir's?

Quote from: mansa on November 25, 2008, 11:49:07 PM
I think it would be more productive to add more environment to the game, than to add double movement points.  That's my stance on it.

YES! FOR THE LOVE OF GOD ADD MORE NPCS!!

I walked around outside Tuluk for a day and saw TWO critters. Neither were bad or difficult. WTF happened? Are people over hunting again?

I must admit, being gone for so long I am still stuck in the days of massive amounts of gith along the north road. My PC doesn't travel down that way. Scary stuff's there!
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November 26, 2008, 12:08:03 AM #43 Last Edit: November 26, 2008, 12:09:48 AM by Clearsighted
Quote from: mansa on November 26, 2008, 12:00:22 AM
Quote from: Clearsighted on November 25, 2008, 11:57:36 PM
There's nothing wrong with spending a day in Luirs then, is there? If you only have an hour to play and need to go from one end of the known world to the other...?

There's nothing wrong with spending a day there.
There's something wrong with resting up every 10 minutes, because you ran out of movement points.

If movement costs were doubled, the only mount that would have trouble reaching Luirs from either Tuluk or Allanak, would be an erdlu or a non ranger on foot. And they still might be able to do it with far less resting than you think. Once at Luirs, if they were intent on getting up as fast as they could, they could go insta-rent their mount in the stable. So I don't think you need to fear on that account.

There would be a beneficial contraction and tightening up...But it wouldn't be nearly so serious as you seem to think. And since you've played a long time, I'm sure if you really thought about it, and what it'd be like if you were moving half the distance you are now (and how many times you've gotten to Luirs from Nak with your inix or beetle only tired)...you'll see it's not near so great a change.

It's actually very minor, and should be accompanied, in time, with all the other ideas. Like more NPC raiders and environmental hazards.

EDIT: This is definitely more than about mounts tho and definitely needs to apply d-elves too.

Quote from: mansa on November 26, 2008, 12:00:22 AM
There's something wrong with resting up every 10 minutes, because you ran out of movement points.

Ten minutes?  Ha!  Try two and forty seconds.  Oh... you meant riding.
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Quote from: Clearsighted on November 26, 2008, 12:08:03 AM
If movement costs were doubled, the only mount that would have trouble reaching Luirs from either Tuluk or Allanak, would be an erdlu or a non ranger on foot. And they still might be able to do it with far less resting than you think. Once at Luirs, if they were intent on getting up as fast as they could, they could go insta-rent their mount in the stable. So I don't think you need to fear on that account.

Bolded for Importance.

That is code abuse.  Immortals have said to not do so.   Upon threat of character deletion.  For everybody reading this thread.  Do not do.


Quote from: Clearsighted on November 26, 2008, 12:08:03 AMThere would be a beneficial contraction and tightening up...But it wouldn't be nearly so serious as you seem to think. And since you've played a long time, I'm sure if you really thought about it, and what it'd be like if you were moving half the distance you are now (and how many times you've gotten to Luirs from Nak with your inix or beetle only tired)...you'll see it's not near so great a change.

It's actually very minor, and should be accompanied, in time, with all the other ideas. Like more NPC raiders and environmental hazards.

EDIT: This is definitely more than about mounts tho and definitely needs to apply d-elves too.

You could go about it another way:

Cut down on the max movement of certain mounts.
New Players Guide: http://gdb.armageddon.org/index.php/topic,33512.0.html


Quote from: Morgenes on April 01, 2011, 10:33:11 PM
You win Armageddon, congratulations!  Type 'credits', then store your character and make a new one

Quote from: mansa on November 26, 2008, 12:14:24 AM
Quote from: Clearsighted on November 26, 2008, 12:08:03 AM
If movement costs were doubled, the only mount that would have trouble reaching Luirs from either Tuluk or Allanak, would be an erdlu or a non ranger on foot. And they still might be able to do it with far less resting than you think. Once at Luirs, if they were intent on getting up as fast as they could, they could go insta-rent their mount in the stable. So I don't think you need to fear on that account.

Bolded for Importance.

That is code abuse.  Immortals have said to not do so.   Upon threat of character deletion.  For everybody reading this thread.  Do not do.


Quote from: Clearsighted on November 26, 2008, 12:08:03 AMThere would be a beneficial contraction and tightening up...But it wouldn't be nearly so serious as you seem to think. And since you've played a long time, I'm sure if you really thought about it, and what it'd be like if you were moving half the distance you are now (and how many times you've gotten to Luirs from Nak with your inix or beetle only tired)...you'll see it's not near so great a change.

It's actually very minor, and should be accompanied, in time, with all the other ideas. Like more NPC raiders and environmental hazards.

EDIT: This is definitely more than about mounts tho and definitely needs to apply d-elves too.

You could go about it another way:

Cut down on the max movement of certain mounts.

Yes, which was why I edited my post to note that this is FAR more than a mount problem. It heavily applies, (perhaps even greater) to desert elves. Limiting the max movement of mounts without touching delves would make certain ramifications even worse.

I still think the easiest thing to do is to introduce a few more NPCs into the realm.  Have a different type of "creature", instead of Gith.  How about, let's say, some lolcats or some different insectoid, like a cendi.

Let's kill them in Armageddon 1.0, and play as them in Armageddon 2.0


====

An idea brought up by Psionic Fungus on the AIM Blast chat is that you increase the movement delay when you are "outside".   I definitely do not think that increasing the movement penalty will solve anything, except to keep players who do not have enough time on their hands.

Did someone else bring that up?
New Players Guide: http://gdb.armageddon.org/index.php/topic,33512.0.html


Quote from: Morgenes on April 01, 2011, 10:33:11 PM
You win Armageddon, congratulations!  Type 'credits', then store your character and make a new one

If you want the roads to be more dangerous, introduce more danger to the roads.

The power is yours, young padawan.

Quote from: mansa on November 26, 2008, 12:20:46 AM

An idea brought up by Psionic Fungus on the AIM Blast chat is that you increase the movement delay when you are "outside".   I definitely do not think that increasing the movement penalty will solve anything, except to keep players who do not have enough time on their hands.

Did someone else bring that up?

No. But it's another good idea.