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What would you like to see most in Cowed's next update?

more ores and uses for them and tin
- 19 (33.9%)
more craftable items (bows, berry pie, fishing rods)
- 26 (46.4%)
Cupboards being destroyable or movable
- 11 (19.6%)

Total Members Voted: 56


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Author Topic: BYOND Cowed  (Read 55251 times)

Cajoes

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Re: BYOND Cowed [ADMIN SELECTION] *VOTING STARTED*
« Reply #345 on: May 15, 2010, 05:39:31 pm »

That's what makes it so weird =P

Also... this game is hard for me to follow what's going on.. =(

That's because there are no intercomms or headsets, or a sealed self contained enviroment. What you hear is within shooting distance

Not that there are any craftable ranged weapons, or thrown weapons, or throwing.

Well there's the cannon, but do you expect us all to mine a ton of ore and make our own personal portable cannons?





Survey says yes. God damn it, stop shooting up the castle unless you're working for the West kingdom! Idiots!
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Quote from: Roman Proverb
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Micro102

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Re: BYOND Cowed
« Reply #346 on: May 15, 2010, 05:54:44 pm »

Ok new poll added
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Evilgrim

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Re: BYOND Cowed
« Reply #347 on: May 15, 2010, 06:05:35 pm »

I voted for more Craftable items.
Definitely.

And a tailor should be able to make Carpets and such, and more wooden things!
Just more things!!
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Micro102

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Re: BYOND Cowed
« Reply #348 on: May 15, 2010, 06:12:01 pm »

Yeah soooo much potential. Nice idea with the carpets  :)
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Maxdax222

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Re: BYOND Cowed [ADMIN SELECTION] *VOTING STARTED*
« Reply #349 on: May 15, 2010, 06:13:22 pm »

That's because there are no intercomms or headsets, or a sealed self contained enviroment. What you hear is within shooting distance

There are firestones, that when they are enchanted act as walkie-talkies.



Onto the vote, the craftable fishing rods, and bows wouldn't be added.

There are two reasons why:
1. The items are made, to make a class special, if they were made craftable then Fisherman and Archer wouldn't really need to be classes.
2. Bows would just cause grief, we already have cannon grief.

Also: Pies can already be made, and you can basically make berry pies by adding berries to them.



And a tailor should be able to make Carpets and such, and more wooden things!
Just more things!!

These things have already been suggested on the Cowed forums.
« Last Edit: May 15, 2010, 06:15:14 pm by Maxdax222 »
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hi.

Cajoes

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Re: BYOND Cowed
« Reply #350 on: May 15, 2010, 06:26:40 pm »

Rather struggling to see why classes are needed as is to be perfectly honest.
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Maxdax222

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Re: BYOND Cowed
« Reply #351 on: May 15, 2010, 06:33:14 pm »

Well, I always choose fisherman over other classes.
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hi.

Vahan

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Re: BYOND Cowed
« Reply #352 on: May 15, 2010, 07:04:35 pm »

Head, I think Max might've removed your post from the thread.

Makes me laugh.
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GuestJr

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Re: BYOND Cowed
« Reply #353 on: May 15, 2010, 07:41:32 pm »

Rather struggling to see why classes are needed as is to be perfectly honest.

Howdy!
This is my first post, but I'm a self-proclaimed representative of Cowed!

The "Roleplay Class System" is so each and every class has its uniqueness!

See, if everyone could whip up a fishing pole, then the need for a fisherman would be nil.
If everyone could make wooden armors and such, the need for the Woodcrafter would be neutralized.

See, this helps to balance the game out.
I believe it would cause CHAOS to have the Space Station 13 system, if any of you have had witnessed it.
Randomized.
I believe it needs to stay, but for your version, I would suggest a HEAVY class overhaul.
Thanks you guis.

~ Guest Jr.
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Micro102

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Re: BYOND Cowed [ADMIN SELECTION] *VOTING STARTED*
« Reply #354 on: May 15, 2010, 08:15:05 pm »

That's because there are no intercomms or headsets, or a sealed self contained enviroment. What you hear is within shooting distance

There are firestones, that when they are enchanted act as walkie-talkies.



Onto the vote, the craftable fishing rods, and bows wouldn't be added.

There are two reasons why:
1. The items are made, to make a class special, if they were made craftable then Fisherman and Archer wouldn't really need to be classes.
2. Bows would just cause grief, we already have cannon grief.

Also: Pies can already be made, and you can basically make berry pies by adding berries to them.



And a tailor should be able to make Carpets and such, and more wooden things!
Just more things!!

These things have already been suggested on the Cowed forums.

Fisherman has better fishing abilities then everyone else, everyone should be able to fish. Compare it to the cook who has different food, but can be gotten by anyone by eating it, and craft-able fishing rods don't seem that bad. Make the fisherman only able to catch sharks or swordfish?

Make weak bows that don't do much damage, royal archer bows that do more. Make quivers = fast shooting while no quiver = slow shooting. It is possible to make bows in real life with just a knife, some water, and some.....what was it twine? fiber? animal muscles?

You can mix berries with pie, you can mix berries with meat, pie doesn't change icon or show any signs of being mixed with berries, doesn't tell you that the mixing was a success, causing many deaths, add layered cakes, fillings, add icing and sugar and you have limitless possibilities!

What is the point of a laborer, who has no specialties?
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Cajoes

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Re: BYOND Cowed
« Reply #355 on: May 15, 2010, 08:15:38 pm »

Rather struggling to see why classes are needed as is to be perfectly honest.

Howdy!
This is my first post, but I'm a self-proclaimed representative of Cowed!

The "Roleplay Class System" is so each and every class has its uniqueness!

See, if everyone could whip up a fishing pole, then the need for a fisherman would be nil.
If everyone could make wooden armors and such, the need for the Woodcrafter would be neutralized.

See, this helps to balance the game out.
I believe it would cause CHAOS to have the Space Station 13 system, if any of you have had witnessed it.
Randomized.
I believe it needs to stay, but for your version, I would suggest a HEAVY class overhaul.
Thanks you guis.

~ Guest Jr.

To be quite honest, I would not exactly call the current system all that balanced. The current trend seems to be to Pick Gatherer > Rape the earth for minerals > produce cannons and ammunition > fuck up your own kingdom's castle for lulz* shits & giggles the revolution!(tm)

*bastardizing english causes me physical pain.

At least most of the hazardous materials on SS13 are safely locked up in the bomb lab (High Energy Plasma Research Laboratory actually but let's be honest) most of the time... Unless the AI gets a bad case of the giggles and vents the engine through every corridor on the station.

In any case: The problem lies in that there's no effective means to co'ordinate any projects. Even a simple task like ordering the blacksmith to produce equipment for the militia so we can eff up Cowmelot quickly becomes nigh impossible due to any number of factors that the lack of communication causes.

Forcing everyone into a specific role by making their equipment unique or simply unusable by other classes really only frustrates and puts artificial boundaries on a otherwise rather open ended game. Wouldn't simply making the specialized classes more effective and faster at their specific task than others of its type be a more ideal solution than simply hamstringing the kingdom because they got a bad loadout of specialists. (Also: Mining and farming is way too fast, and trees give ridiculous amounts of wood)
 
I'm frankly amazed we ever got anything done during the dark ages. It sure as hell wasn't fast.

Maybe the King could get some kind of second floor balcony from which he could proclamate his desires and wisdom to his people? I don't know, it's 3 in the morning and I'm rambling.. Good eve, sir.
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GuestJr

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Re: BYOND Cowed
« Reply #356 on: May 15, 2010, 08:27:33 pm »

You have many good points, Cajoes.
I am one of the two writers for the Coweds' Players Corner, Here is what I wrote...

Peasants are the most played class in Cowed and Cow RP bar-none.
Now, instead of describing more in this way, I will get straight to the gnitty-gritty aspects of each and every class!

  The Selection:

    Laborer
    The laborer is 'the jack of all trades'. In a sense, this character portrays the average peasant to the knife point.
But, (Always a but), its usage is sheerly for role-play reasons. The laborer has been the only(Needs Citation) class to be removed.
Since this character has no real use, IE: Fishing, Gathering Supplies, Wooden Armor/Arms making, etc., no one uses it.

Truly, I have NEVER seen anyone use this class. Since the days in Cow RP when there was ONLY this type of peasant.

    Class Acceptance: Very Low

    Fisherman
     The fisherman is one of the few classes that are ultra-simple to RP as, along with the more complex Roleplays.
Whether it be solo fishing, or taking advantage of a market, fishermen are a solid character to roleplay with.
Easy for the new characters to use, as they are simple in what they do.
This class is a very important class, as it has value in the fishing pole, and fish.

This class is seen in action by many players, good and bad. You can't frown at a good days fishing trip.

    Class Acceptance: High

    Tailor(Or Tayler as said by a player)
     Tailor is a one-use stop, most players simply use the class to get wool and make their one toga.
Very little use other than tailoring, as the clothing is semi-useless besides the cosmetics.
Others use this class for marketing, sometimes.

But then others use it for shops and such, this class takes simple role-play to do. Used as either a solo class or a marketeer.
It has its pros and cons, but it isn't seen in action much.

     Class Acceptance: Average


    Gatherer
    This class is somewhat versatile, used for gathering supplies.
Usually seen for players that choose the lives of a Sailor, Store Owner, Pirate, and many others.
This is an excellent class for supplies, and the only one you wont get ganked over for your <insert Holy Book/Necro Book/Clothes, ETC>!

Always related to building, this class is excellent for constructing large buildings, accepted by all and seen in use heavily.

    Class Acceptance: High

    Wood Workers
    Wood Workers are similar to that of the Tailor, except their uses are expanded in a whole different role play area.
War.
This makes the Wood Worker excellent for making armories, militias and anything war. Not really known for grief, mainly because the armor isn't over powered, same with the weapons.
    Class Acceptance: Above Average

  Hunters
    They're semi-useless, their clothes are the only use for them. ANY class can be a hunter, now. Mainly because...
* They lack traps
* Their spears are crap, they aren't made for hunting, they're just spears.
* They have some cool clothes.
    Class Acceptance: Low

  Farmers
    They're also useless, as they have no use except for their clothes.
* They lack any skills but their clothing.
* They don't make food anything better than before.
* They have some epic clothing.
Despite this, the class is very popular, personally I'd rate it low...but this is the PLAYERS corner, not the PLAYER corner.
   Class Acceptance: High

Now then, how to fix the crappy ones, and even advance the good ones?

- Laborers should be removed completely, unless they are given an advantage to being that class.
- Hunters need to be slightly faster, and their skills with the Spear be unmatched(On animals, only +1 STR on Players)
- Planting system could be changed, in-turn making the Farmers use excellent.
- Wood Workers could build more than war-gear, perhaps trinkets, clocks, etc.
- Miners and Lumberjacks could replace the Laborer and the Gatherer, forcing a one-way roleplay.
- Tailors could have more of a use, perhaps in making flags, sheets, etc.

What MUST be done if none of the above* are added?
- Remove the Laborer.
- Remove the Hunter.
- Remove the Farmer.

These classes have little use in the ways except of their clothing and role-play purpose.
If you are to role-play an axe murderer, shouldn't you have an Axe? Or Murder?

I'd suggest, instead, a four group system:-

Craftscow - Combination of the tailor and woodworker. Not capable of gathering his own materials, due to having atrophied limbs or some crap like that. Or gathers them at half speed. Can produce "high quality" goods, instead of normal ones. Everyone can produce normal quality goods.
Gathercow - Gathers wool, wood, stone etc twice as fast as everyone else, or is the only capable one.
Food-Gathercow (needs a name) - Gathers food / berries, produces high quality farmed food, has decent fishing and hunts animals or whatever.
Buildercow - Whatever they build takes half the materials or can make reinforced / more building types.

Players can specialise themselves, if they want to.

Now something like this to me myself would simplify Cowed very much, making the weakness/strong points of each player STRONGER and WEAKER considerably.
This could be taken into heavy consideration!
And at the same time, they could expand the classes from 5(I believe) to many more!

But the above suggestion is very smart, because you literally DO have to choose your fate.
But at the same time, there could be a more versatile system...maybe something like...

Carpenters - Very good with wood, they know exactly how to chop it(Upping their chance to get more wood per chop), how to work it into excellent wooden armors, weapons, walls, etcetera. (They also can make wooden necklaces with wool thread.)

Masons - The most efficient with the pickaxe, they can mine more than the other classes, are very good with making fortified walls. Can make crude, yet efficient stone armors, and stone bludgeons.

Miners - These men of dirt are almost ungodly in their speed with mining, they get more than the average miner per hit, and their speed is ATLEAST doubled with each hit. This is excellent for building, except their usage of stone is nothing more than the average peasant.

Lumberjacks - The men of the forest! Their work with the axe has made them get into a speedy rhythm. Their work is unmatched, they chop quality logs and quickly. Yet they do only that. They're not very skilled in any other traits.

Farmers - These classes yield unmatched crops, their work in the fields are excellent! They are the only class to make produce delicious and healthy. They can till the ground in what seems to be an instant. They're excellent with animals also.

Chefs - This class can cook food and make it more delicious far beyond the average peasant, they make food tastier and much more satisfying (Adds hunger lvl).

Adding these classes would most-likely generate a different type of income. Meaning Lumberjacks and Miners could sell their excellent stone/wood to Lumber/Miners and make a profit!
This, or the other suggestion could change gameplay for the  better.


Now many of you dislike the Cowed system, which is right, there are a few flaws.
But this was made for the players, by a fellow player. Which was made with their thoughts.
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Pathos

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Re: BYOND Cowed
« Reply #357 on: May 15, 2010, 08:29:27 pm »

But this was made for the players, by a fellow player. Which was made with their thoughts.

Thinking seems like a rare resource on those forums, must've took a lot time to do.
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GuestJr

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Re: BYOND Cowed
« Reply #358 on: May 15, 2010, 08:31:21 pm »

But this was made for the players, by a fellow player. Which was made with their thoughts.

Thinking seems like a rare resource on those forums, must've took a lot time to do.

Hah, Nah.

Surprisingly enough, there are quite a few smart players on the Cowed forums.
"Very Many" of the social BYONDers in general have very scattered grammar and such.
But also, not to advertise Coweds' forums AT ALL, I'm just posting the link for the Players Corner, for you to see the thoughts on things.

http://www.cowed.org/index.php/topic,1374.0.html
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Calhoun

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Re: BYOND Cowed
« Reply #359 on: May 15, 2010, 08:56:24 pm »

-Wall of amazing suggestions-

Good ideas, really. However, what are the chances of seeing any of these implemented?
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I know it's unrealistic, but I can't help but imagine little bearded babies for dwarves. In my mind, they come out of the womb fully bearded. That's how the mother carries them around, too, she just drags them around by the beard or ties it to her belt. When the father's on duty, he just ties their beards together and the baby just kind of hangs there, swinging to and fro with Urist McDaddy's movements.
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