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Author Topic: Hazordhu II  (Read 48478 times)

PenguinOverlord

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Re: Hazordhu II
« Reply #330 on: October 23, 2010, 07:21:32 pm »

In the first instance, he took a flail, halberd, and axe. In the second he took all of Cicero's armor and weapons. When I asked him to give it back, he said "It's good armor!".
He gave me those weapons, man. You took them back. I did take the armor top, though.
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darkflagrance

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Re: Hazordhu II
« Reply #331 on: October 23, 2010, 07:22:46 pm »

I'm still screwing around on DF. I can't figure out the hell to do. Tis confusing but seems epicly epic beyonf belief. Just needa learn how to even start out.

Have you looked at Capn' Duck's guides or the DF wiki?
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Duelmaster409

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Re: Hazordhu II
« Reply #332 on: October 23, 2010, 07:23:54 pm »

I'm still screwing around on DF. I can't figure out the hell to do. Tis confusing but seems epicly epic beyonf belief. Just needa learn how to even start out.

I agree, but a better place to talk about Dwarf Fortress and ask questions about it would be in the Dwarf Fortress section of the forums; namely the Gameplay Questions for help with starting out.
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PenguinOverlord

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Re: Hazordhu II
« Reply #333 on: October 23, 2010, 07:24:35 pm »

http://www.byond.com/games/GauHelldragon/ArchipelagoRemastered
From logging in, this looks somewhat interesting. Sort of like Stranded II. Dunno. Probably going to play it and forget it.
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Sirian

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Re: Hazordhu II
« Reply #334 on: October 23, 2010, 07:24:54 pm »

Ok, so, i'll take a break from the game for now, i don't think i want to be an expedition leader, my original plan was to build on my own, and almost no one listens a damn thing i say anyway, the whole place is a mess and the cave crumbled in many places due to poorly placed supports, so i'll let you do things your own way and have fun, i don't like giving orders anyway and "leading" takes all the fun from the game for me.

If i come back to this game, i'll find myself some quiet island to build my hermit cave and do my stuff from there, but for now, count me out.

(sometimes i wonder why i always try to play with other people, when its so obvious that i enjoy solo play far more)
« Last Edit: October 23, 2010, 07:33:48 pm by Sirian »
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x2yzh9

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Re: Hazordhu II
« Reply #335 on: October 23, 2010, 07:41:22 pm »

Right. Two things, why don't we all consolidate in Abadollom, instead of Duradbesmar? Mainly because we don't want to be so spread out.

And secondly, let's hold voting for the new settlement leaders. I'd have to vote for bugslinger.

nenjin

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Re: Hazordhu II
« Reply #336 on: October 23, 2010, 07:59:19 pm »

I'm all for people consolidating at Abaloddom, but I think we need to relax on having a rigid command structure. The game doesn't lend itself well to that unless someone is literally giving marshaling orders 20 hours a day. Everyone should come here, know the rules, enforce the rules and generally have access to everything. The stratification of society, I tells ya, is what is dooming things in general. Someone wants to be in charge and say where every gate is going to go, how every tunnel should be dug.....this ain't Dwarf Fortress. So chillaxing a little bit is a necessity to it staying fun.
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Vattic

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Re: Hazordhu II
« Reply #337 on: October 23, 2010, 08:14:30 pm »

That's certainly a shame Sirian as I liked your idea and wanted to work for you. My character and I did take part in the drama today and am sorry if it helped pushed you away.

I'd still like to see a well planned out fortress and would like to help build it. Consistent architecture would be epic. I've enjoyed my first attempt at RP even if I've been a little clumsy.

Warning - while you were typing a new reply has been posted. You may wish to review your post.

In response to nenjin I think you might be right, though I don't think it should be completely organic. Having areas designated to housing and others to workshops and stockpiles with some attempt at consistent architecture in public places would be nice, but it needn't be enforced too heavily. I can't decide if getting lost in your own fort is epic or annoying.

I'll be back online soon and I'll stick around in Abaloddom for the moment, unfortunately I can see the upcoming big release for Minecraft getting in the way of me playing.
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Dervin

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Re: Hazordhu II
« Reply #338 on: October 23, 2010, 08:41:47 pm »

Could Dervin366 be added to the gate list?
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Muz

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Re: Hazordhu II
« Reply #339 on: October 23, 2010, 08:59:52 pm »

Someone does need to be in charge. If nobody takes charge, then a bunch of people will. If you have a group of individuals doing what they want without consensus, you'll get a mess. So, yeah, you do need a strong command structure, but not one that strips the freedom from members. You need to get the right balance so that people know what to do (and what not to do) without feeling that they're not allowed to do things.


Luro only took a freaking flail from the guy after he died. Let me remind you that Abaddolon was, is, and will be a Bay-12-only fortress until Expedition leader declares otherwise. You actually proceeded to take the little fucker back to our fortress and take people supplies, while not asking anyone about it and give it to someone completely not related to Bay12. Gaia said so? Gaia dont exist, and while you can always try to talk to a ggod, having it respond makes you a goddamn liar and bringing non-B12-ers back to our fortress over and over makes you a traitor.

Lol, chill. Keep IC out of OOC. Traitor or not, I think it's interesting if he does something like that. Conflicts like that keep the game from stagnating, even if they really piss people off in the short run. Deal with it IC instead of yelling at him OOC. It's like the totems thing, some people get very annoyed that their plans aren't going well, but roll with it and you'll get a better game in the end.
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F0lak

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Re: Hazordhu II
« Reply #340 on: October 23, 2010, 09:16:00 pm »

The only two 'command structure's I've noticed nurture healthy and long-lasting settlements are ones with either an extremely active monarch in a kingdom sort of organization (Kingdom of Settal) where the leader is there almost all the time, and everyone has a distinct status in society which only the monarch can alter; or a council of leaders  (Red Faction) who vote on major decisions (in your case, something like moving to a new home, or going to war vs <faction>) and have generally spread out, yet overlapping times of activity.  These two systems both have a leader on almost all the time, and if not they have a fallback command structure which the members follow.

Other than that, there have been a few communes that lasted a few hundred aeons (Lilitu, Kanata).  Everyone sort of does their own thing and keeps to themselves; but they generally die out, as users aren't overly interactive in those situations.
« Last Edit: October 23, 2010, 09:19:05 pm by F0lak »
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PenguinOverlord

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Re: Hazordhu II
« Reply #341 on: October 23, 2010, 09:19:17 pm »

Someone does need to be in charge. If nobody takes charge, then a bunch of people will. If you have a group of individuals doing what they want without consensus, you'll get a mess. So, yeah, you do need a strong command structure, but not one that strips the freedom from members. You need to get the right balance so that people know what to do (and what not to do) without feeling that they're not allowed to do things.


Luro only took a freaking flail from the guy after he died. Let me remind you that Abaddolon was, is, and will be a Bay-12-only fortress until Expedition leader declares otherwise. You actually proceeded to take the little fucker back to our fortress and take people supplies, while not asking anyone about it and give it to someone completely not related to Bay12. Gaia said so? Gaia dont exist, and while you can always try to talk to a ggod, having it respond makes you a goddamn liar and bringing non-B12-ers back to our fortress over and over makes you a traitor.

Lol, chill. Keep IC out of OOC. Traitor or not, I think it's interesting if he does something like that. Conflicts like that keep the game from stagnating, even if they really piss people off in the short run. Deal with it IC instead of yelling at him OOC. It's like the totems thing, some people get very annoyed that their plans aren't going well, but roll with it and you'll get a better game in the end.
A moderator was RPing Gaia, actually, and he did say so.
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nenjin

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Re: Hazordhu II
« Reply #342 on: October 23, 2010, 09:20:36 pm »

Quote
Everyone sort of does their own thing and keeps to themselves; but they generally die out, as users aren't overly interactive in those situations.

And I think that makes the decision to stop playing easier to make. They've built stuff, been killed, rp'ed some and that's the extent of things.

I'm not sure what kind of dependencies and interactions you could create to carry people beyond the initial love affair with colonies and stuff, but just building stuff and trying to maintain a stronghold kind of has a threshold on player to player interaction.

The questing and doing of stuff is better for that. If all people do is hang around their fort and obsess about security and design, they go a little....stir crazy.

And yeah, extremely active benevolent monarch tends to get the best results. But you have to make it your life and the minute you change your level of involvement, things go crazy quickly.
« Last Edit: October 23, 2010, 09:22:14 pm by nenjin »
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

squeakyReaper

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Re: Hazordhu II
« Reply #343 on: October 23, 2010, 09:22:08 pm »

I take full blame and responsibility for the supports.  I misunderstood how they work, and I'm sorry.  I'll be rebuilding the entire cave interior now.
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F0lak

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Re: Hazordhu II
« Reply #344 on: October 23, 2010, 09:27:57 pm »

The questing and doing of stuff is better for that. If all people do is hang around their fort and obsess about security and design, they go a little....stir crazy.

That's something we've been working on lately.  A month or two ago, the only hostile animal around was the Rar.  In the coming updates we'll be adding not only a few things for players to do around town (cards to play with, balls for sports, etc), but we're trying to devise something that not only gives people things to do away from home, but gives them an incentive to do so, while still keeping the open ended RP as part of the game.  Replay value in Haz has been the hardest thing for us to improve, and any ideas are more than welcome. :)
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