Author Topic: Persistent World 4.2.0 - download and general discussion  (Read 384455 times)

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Phoenix234

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Re: Persistent World 4 - alpha test
« Reply #90 on: March 02, 2011, 02:57:54 PM »
Set an admin rule to only have enough admin money in your account to pay for the item your buying with it.
if your paying 1000 to something you only need 1000 cash in your account.

thats what ive been doing to avoid giving players my cash on death.

a toggle of invis and admin armour is the only admin suggestion i can think of, maybe a admins cant use admin powers on each other too? kill, ban kick etc shouldnt be used on other admins  at all :/ esp without a record of what happened.

maybe when someone is kicked, banned or temp banned it says Adminname kicked XXXX etc? so no stealth kicking

Dienity

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Re: Persistent World 4 - alpha test
« Reply #91 on: March 02, 2011, 03:18:05 PM »
Okay, I just played it and I found some good and some bad things.

Also, there should be more weapons for sale, not only that you craft cause there was barely any melee weaponry available.

There are plenty of weapons available. did you go inside to the armories? there is more weapons now than on 3,5.
I'm talking about the Castle Armories.

I agree, i found myself crafting weapons for ages, only for them all to be snatched up and discarded within half an hour.

Aethelbert

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Re: Persistent World 4 - alpha test
« Reply #92 on: March 02, 2011, 03:29:13 PM »
1 question. Can you use the carts to load wood and other stuff on them, like say 5 miners worked together to load up a cart and take it to town?

Urist

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Re: Persistent World 4 - alpha test
« Reply #93 on: March 02, 2011, 04:10:57 PM »
Quote
Known issues, probably not fixable:
•Items dropped on the ground by players will disappear after about 3 minutes; this seems to be hard coded.

cmpxchg8b might add the possibility to change despawn time for items in his script enhancer stuff.

Roikku

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Re: Persistent World 4 - alpha test
« Reply #94 on: March 02, 2011, 04:14:31 PM »
Now.. maybe on drawing board the Outlaw faction worked in theory, but it's not the case in game. Too often it is seen new players randomly killing tons of people 30 seconds after they have connected to the server. And then we ask them why random "Oh I want to be in the Outlaw faction..."   

At the mod's current state, randomers are REWARDED with the moneybags of innocent hard working serfs who take care of the economy, and the randomer also gets in the special faction they want to join, so they can random more people more effectively.. Namely more serfs. The Outlaws then chase down commoners demanding tax over bridges and around harvesting areas.

IMO the outlaws NEED the serfs too and the serfs should damn well tax the Outlaws instead.


So yea... instead of rewarding people with Outlaw faction, just make it an autokick from the server after few teamkills. That is much better than the current randomer encouragement.
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Aethelbert

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Re: Persistent World 4 - alpha test
« Reply #95 on: March 02, 2011, 05:14:54 PM »
No, have u seen how ineffective serfs are at killing.

Vornne

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Re: Persistent World 4 - alpha test
« Reply #96 on: March 02, 2011, 05:22:08 PM »
The idea is that you get (or pay) some soldier faction mates to protect you and deal with the outlaws, rather than going off alone and expecting it to be all peace and flowers...

Vornne

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Re: Persistent World 4 - alpha test
« Reply #97 on: March 02, 2011, 05:41:10 PM »
Small compatibility breaking update (server and client need to be the same):
(click to show/hide)
Now it's shockingly late here (again); I need to get to the bed.

Rahn

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Re: Persistent World 4 - alpha test
« Reply #98 on: March 02, 2011, 05:49:42 PM »
Nice.

:)
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Comrade Temuzu

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Re: Persistent World 4 - alpha test
« Reply #99 on: March 02, 2011, 06:35:08 PM »
Is the server outdated? I have the alpha2 patch, but the server has alpha1. :?

Rahn

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Re: Persistent World 4 - alpha test
« Reply #100 on: March 02, 2011, 06:37:25 PM »
I'm sure it'll be updated soon.
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Roikku

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Re: Persistent World 4 - alpha test
« Reply #101 on: March 02, 2011, 06:46:39 PM »
The idea is that you get (or pay) some soldier faction mates to protect you and deal with the outlaws, rather than going off alone and expecting it to be all peace and flowers...



Haha you're kidding right? you can't afford to join a faction (can't even afford wood axe, or to pay a guard) when you start on the map fresh. Becoming an outlaw is easy, just random 5 people as commoner, or pay 500g to become ruffian at the ruins.

There will be Outlaws in the game sooner than factions up.. then it's all downhill when it's serf vs outlaws.

Fail mod idea on that part.
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Eragon91

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Re: Persistent World 4 - alpha test
« Reply #102 on: March 02, 2011, 06:51:43 PM »
I have to say i love the new version.

However, even though the depleting mine is a very realistic setting, it pretty much shits on everyone that joins late.

Also, it seriously takes 15-30 minutes to chop down a tree. Sure you get some brances every now and then, but they are only worth 60 denari and they take forever to sell.

I kind of like the charm of letting people work hard to get out of poverty, but not THAT hard XD It would take hours just to get somewhere, and with that kind of slowdown, it is very unlikely that anything big is ever going to happen.
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NightHawkreal

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Re: Persistent World 4 - alpha test
« Reply #103 on: March 02, 2011, 06:57:11 PM »
Return a city guard, that it is possible it was to kill bandits without problems.

And give peasants normal pitchforks :)
« Last Edit: March 02, 2011, 07:02:54 PM by NightHawkreal »
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Sixpence

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Re: Persistent World 4 - alpha test
« Reply #104 on: March 02, 2011, 06:59:59 PM »
What do you mean by that? If you are dying or disconnecting from the game as a combat class and getting reset to a peasant, that's a bug;
Since you didn't refer to the item I addressed afterwards...
while those, like myself, just want to get in and play/RP and that having basic armor and weapons is of little significance, you should be able to spawn as a combat class straight away OR take a page out of CRPG's book and find a system where you can start a noob serf and buy new jobs and armor progressively (which would be fantastic)
It's nothing to do with dying or disconnecting, again, as I said, many people including myself just want to hop in and RP, while I still find your serf system brilliant, I just think it should be best left to those who feel like or WANT to be serfs at that moment in time, if you're going to make people grind then pay for jobs, armor and weapons to become formidable then at-least have some pre-set classes players utilise or as I suggested take a leaf from CRPG's book and have fiscal and item gains saved when the player leaves the server.

The Pre-set classes obviously wouldn't have as much growth potential as a serf, as they would only be able to make money from stealing (bandits picking locks, which is awesome as heck, stealing boats etc.) or randoming (An action which is frowned upon by the general populace (save those cursed few) and one of the largest infractions a player can make)

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