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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 55247 times)

GuestJr

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Re: BYOND Cowed
« Reply #360 on: May 15, 2010, 08:59:04 pm »

-Wall of amazing suggestions-

Good ideas, really. However, what are the chances of seeing any of these implemented?

Most likely not going to be coded in, by the current developers.
This would literally take an overhaul of many classes to do this.
But possibly with Open Source this would change!
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Calhoun

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Re: BYOND Cowed
« Reply #361 on: May 15, 2010, 09:04:36 pm »

-Wall of amazing suggestions-

Good ideas, really. However, what are the chances of seeing any of these implemented?

Most likely not going to be coded in, by the current developers.
This would literally take an overhaul of many classes to do this.
But possibly with Open Source this would change!

It was my impression that Data decided to put away the Open Source idea for now. That's why i asked.
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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.

Micro102

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Re: BYOND Cowed
« Reply #362 on: May 16, 2010, 01:05:43 am »

What if they added "knowledge"? Like at the beginning of a round, only farmers and cook know how to grow crops. In order for other people to learn, they RP teaching them, then use a verb that will give the "knowledge" to that person?
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andrea

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Re: BYOND Cowed
« Reply #363 on: May 16, 2010, 02:46:29 am »

Are you sure woodcrafters are valued by players more than tailors? when I play tailor I always have the shop full of people, while when I tried woodcutter only thing I could sell was wooden statuettes.

quinnr

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Re: BYOND Cowed
« Reply #364 on: May 16, 2010, 04:11:14 am »

Hunters rock..

andrea, woodcrafters make wood swords + armor.

Also, at least 2 people hate me already:
http://www.cowed.org/index.php/topic,1480.0.html

(You can see my reply at the bottom.)
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To exist or not exist, that is the query. For whether it is more optimal of the CPU to endure the viruses and spam of outragous fortune, or to something something something.

andrea

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Re: BYOND Cowed
« Reply #365 on: May 16, 2010, 04:31:05 am »

I know woodcrafters can make armor and swords. But the only thing I could sell in an hour were some statuettes to somebody who roleplayed being able to animate them.
the whole point of the story is that people didn't buy anything by any of the woodworkers in the village. while as a tailor you get your shop flooded with customers.

Saint

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Re: BYOND Cowed
« Reply #366 on: May 16, 2010, 09:36:40 am »

Hunters rock..

andrea, woodcrafters make wood swords + armor.

Also, at least 2 people hate me already:
http://www.cowed.org/index.php/topic,1480.0.html

(You can see my reply at the bottom.)
Is one of them the guy who wanted you to give everyone 5 RP points uselessly?
Oh and I am prob. going to be banned from cowed, friend was on my byond account and decided to play as a dirt pirate on a peasant round where he destroyed a lot of veins and trolled a guy to death pretty much.
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Hazordhu 2: Dwarven recruits wanted!
You should all be ashamed of yourselves.  The obvious solution is to chain the baby up at the entrance as a kobold detector.

head

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Re: BYOND Cowed
« Reply #367 on: May 16, 2010, 09:48:03 am »

Madaxx is a dick btw. kept deleting my posts.
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Dev on Baystation12- Forums
Steam Username : Headswe

Pathos

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Re: BYOND Cowed
« Reply #368 on: May 16, 2010, 10:20:07 am »

Madaxx is a dick btw. kept deleting my posts.

Why did that idiot get voted in? o.O

Complain to Data, anyway, you might get him kicked off the team.
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Rakonas

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Re: BYOND Cowed
« Reply #369 on: May 16, 2010, 10:50:54 am »

I know woodcrafters can make armor and swords. But the only thing I could sell in an hour were some statuettes to somebody who roleplayed being able to animate them.
the whole point of the story is that people didn't buy anything by any of the woodworkers in the village. while as a tailor you get your shop flooded with customers.
Woodcrafters are not valued if there's a blacksmith. Even if there isn't a blacksmith, try to push your wares on people and it should work. People don't go crazy over wooden armor, they're not elves.
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Cajoes

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Re: BYOND Cowed
« Reply #370 on: May 16, 2010, 11:50:47 am »

How do I breed more meats? Urist McBeef's Bar & Grill needs more meats!
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Quote from: Roman Proverb
Do not argue against the sun. For it is a lot brighter than you are.

Saint

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Re: BYOND Cowed
« Reply #371 on: May 16, 2010, 01:27:53 pm »

How do I breed more meats? Urist McBeef's Bar & Grill needs more meats!
Make the animals sex it up.
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Hazordhu 2: Dwarven recruits wanted!
You should all be ashamed of yourselves.  The obvious solution is to chain the baby up at the entrance as a kobold detector.

Cajoes

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Re: BYOND Cowed
« Reply #372 on: May 16, 2010, 01:33:09 pm »

How do I breed more meats? Urist McBeef's Bar & Grill needs more meats!
Make the animals sex it up.

Apparently it's in, and not in...
How zen.

Also: Mining suggestion: Digging too deep.

Excevating too many tiles causes underground critters to start randomly spawning. Ranging from large rats (good eating!) to worse (soviet reversal) - Or collapse. If you do not build pit-props.

Okay, i just want to cave-in the entire castle...
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Quote from: Roman Proverb
Do not argue against the sun. For it is a lot brighter than you are.

GuestJr

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Re: BYOND Cowed
« Reply #373 on: May 16, 2010, 03:14:05 pm »

How do I breed more meats? Urist McBeef's Bar & Grill needs more meats!
Make the animals sex it up.

Apparently it's in, and not in...
How zen.

Also: Mining suggestion: Digging too deep.

Excevating too many tiles causes underground critters to start randomly spawning. Ranging from large rats (good eating!) to worse (soviet reversal) - Or collapse. If you do not build pit-props.

Okay, i just want to cave-in the entire castle...

Maybe a 3x3 amount of tiles need to be digged in order for it to cave in.
The tile above it goes below, and then that becomes a hole above?
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Orb

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Re: BYOND Cowed
« Reply #374 on: May 16, 2010, 06:17:44 pm »

Current problem with "shopping" is that gold/copper is rather useless. Yes, it makes keys, and yes, copper can be made into plate armour via a blacksmith....but thats it.


Also, people make their own money, which makes money rather worthless. I was thinking that, we could have something like a "Coin Master" or some other RP name. He would be way up in the royalty ranking, and would turn melted copper/gold into coins. The money would be stored somewhere in the castle, and the guards would get payed with this money.

The guards would then spend the money at the shops, therefore putting money into the system.

Problem is that, well....its easally exploitable, and if he/she goes afk, bad stuff happens. However, it could probably be balanced, this is just a basic idea I came up with.

Also, since im posting an idea post, might as well slap down some of my other ideas.


"Reanforced stone wall"....takes 1 molten iron and 1 stone. It requires multible tools and would likely take several minutes to take down. This would replace the castle walls, also.

This is to discourage theft, which occurs a lot. I cant leave my shop without something being stolen.

Chests/Cabinets should also require like 2 wood, and one molten iron. They would require about 4 minutes to break, unless they are open. Multible tools, ect. If open, takes like 30 seconds.

Food is too easy to collect, also. Kind of ruins the point of a shop when everyone can easally get food. Farming should take 3x as long, and 1.5x as long for a farmer? Fishing should require some kind of bait, perhaps berries for goldfish, and goldfish for bass, bass for shark. If fishing poles are creatable, regular peoples would require twice as much bait, and perhaps twice as long.

It be nice if trees could be easaly cleared, like  veins. Perhaps with a sledgehammer?


Stairs can be used to go over walls. With current physics of having stone floors levitating one Z-lv up, I would rather just remove the upper z-lv.

And thats about all my ideas ive been holding back. XD
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[Will:1] You scream. You scream like a little girl in pigtails and a tutu, flailing ineffectually like a starfish on meth.
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