*locked*
Arthur_Pendragon said:restore the PW experience to what it used to be....old timers...
/heal = heals you for 6k
Splintert said:Arthur_Pendragon said:restore the PW experience to what it used to be....old timers...
/heal = heals you for 6k
Try again.
Splintert said:Arthur_Pendragon said:restore the PW experience to what it used to be....old timers...
/heal = heals you for 6k
Try again.
You can only do the Heal command if there are no doctors online, and you must be in commoner town.Splintert said:There's a major issues with a player driven gamemode where you can simply type "/heal" to instantly full-hp, especially when you probably have the double-hp setting on, and can do it in the middle of combat or even 30 seconds out of combat. It makes no sense, encourages individualized gameplay, unintelligent tactics, and further reduces the prevalence of actual doctors.
If you want to come even close to what PW, or even what Warband is about, /heal has to go. Simple as that. Convenience features aren't a bad thing, gameplay limiting convenience features are a very bad thing.
Your NRR rule also is impossible to enforce. You can rely on logs, but even then, by the wording of your rules, I could kill someone who killed me in 10 minutes and 1 second with the reason of "he killed me" with no consequence. The wording needs to explicity explain exactly what is restricted, for example, "You cannot have hostile interaction with the person(s) who caused your death until 10 minutes has passed.", but that still falls into the 10 minute 1 second trap. Simply change it to "You cannot have hostile interaction with the person(s) who caused your death until 10 minutes has passed, and you must have a new reason."
This covers all possible cases: you can't interact with them in a hostile manner for 10 minutes strictly, and after 10 minutes only with a reason distinctly separate from the previous event(s), without further restricting either side from interacting with each other in a non-hostile manner.
Even with that, it does not make much sense in terms of what PW was originally. It was supposed to be an entirely player driven affair, where the only way to prevent someone from killing you in revenge was avoiding them or keeping them away from you. That kind of gameplay automatically creates a dynamic environment where players team up not because they want to, but because they have to.
I have a few Ideas that i wanna see come alive. I want to give it another Try. You're more than welcome to leave suggestions on how we can change gameplay mechanics. You can do a lot server side. Native PW simply isn't the popular choice now a days. Its either I try this new approach and see what people think. or Not try at all. A Native PW server would never capture the new communities attention.Splintert said:That's been proven not to work for literally 4 or 5 years now and I'm not sure what justification or logic you're using to come to that conclusion. I tried it, you tried it, everyone tries it, but the only thing that happens is it's gotten worse. All or nothing.