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Author Topic: Hazordhu II  (Read 48466 times)

Ricky

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Re: Hazordhu II
« Reply #360 on: October 23, 2010, 10:40:43 pm »

my.. god..

so what are the brackets for?
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PenguinOverlord

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Re: Hazordhu II
« Reply #361 on: October 23, 2010, 11:07:37 pm »

my.. god..

so what are the brackets for?
Out of character.
BYOND teaches so much.
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Rakonas

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Re: Hazordhu II
« Reply #362 on: October 23, 2010, 11:15:25 pm »

On the subject of a command structure and where we should consolidate, I'd like to explain my take on things.
RP-wise, Aboddollom was actually supposedly expanded by f0lak with the intention of it being inhabited by us, being an extensive cave system. As such, I think it's quite sensible to view it as the Mountainhome, where we first have breached the surface and begun interaction with outside life. However our Mountainhome does not seem to have Hazium, so we have reason to establish the colony of Duradbesmar deep in insanely inhospitable land just to get it. It's been stated before that most will probably get rather bored in Abod due to lack of many threats, migrating to Durad for adventure, and I think it works out quite well.
Start in Abod, get used to it and grow, then embark to the terrifying biome of Duradbesmar in search of riches and adventure, etc, etc. We'll probably soon have somewhat regular trade between the two, and our governments are obviously linked. I totally understand having an expedition leader and strict planning in Durad where there's not too much room of expansion and it's a frontier settlement, and I believe that's what you colonists have now. Here in Abod, though, we really have less need for a strong ruler, and, afterall, we are communist. We have plenty of room and resources, and if we find ourselves lacking one we can establish settlements or trade with Durad. I do not believe there is such a thing as stealing, unless something is taken that is actively being used by another or someone decides to place a door over a communal area. Personally I just work to the best of my ability to supply the fortress with what is needed while taking freely what I myself need. I own nothing but the clothes on my back, just as any dwarf ought to, and it works just fine. The only dwarves who own more than just the clothes on their back are nobles, and we all know what happens to nobles, don't we?
We ought to follow a simple policy of 'to dwarf according to his need, and from dwarf according to his ability'.
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PenguinOverlord

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Re: Hazordhu II
« Reply #363 on: October 23, 2010, 11:18:09 pm »

On the subject of a command structure and where we should consolidate, I'd like to explain my take on things.
RP-wise, Aboddollom was actually supposedly expanded by f0lak with the intention of it being inhabited by us, being an extensive cave system. As such, I think it's quite sensible to view it as the Mountainhome, where we first have breached the surface and begun interaction with outside life. However our Mountainhome does not seem to have Hazium, so we have reason to establish the colony of Duradbesmar deep in insanely inhospitable land just to get it. It's been stated before that most will probably get rather bored in Abod due to lack of many threats, migrating to Durad for adventure, and I think it works out quite well.
Start in Abod, get used to it and grow, then embark to the terrifying biome of Duradbesmar in search of riches and adventure, etc, etc. We'll probably soon have somewhat regular trade between the two, and our governments are obviously linked. I totally understand having an expedition leader and strict planning in Durad where there's not too much room of expansion and it's a frontier settlement, and I believe that's what you colonists have now. Here in Abod, though, we really have less need for a strong ruler, and, afterall, we are communist. We have plenty of room and resources, and if we find ourselves lacking one we can establish settlements or trade with Durad. I do not believe there is such a thing as stealing, unless something is taken that is actively being used by another or someone decides to place a door over a communal area. Personally I just work to the best of my ability to supply the fortress with what is needed while taking freely what I myself need. I own nothing but the clothes on my back, just as any dwarf ought to, and it works just fine. The only dwarves who own more than just the clothes on their back are nobles, and we all know what happens to nobles, don't we?
We ought to follow a simple policy of 'to dwarf according to his need, and from dwarf according to his ability'.
How do I get to Duradbesmar? I've only ever had guides take me.
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squeakyReaper

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Re: Hazordhu II
« Reply #364 on: October 23, 2010, 11:18:38 pm »

I remember Kogan and I having an inspiring conversation, that I will hold dear to my beard.

Catten:  What do I need to be doin'?  What can I do?
Kogan:  Ye be a dwarf, aye?
Catten:  Aye!
Kogan:  Than ye can do anything.
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Dervin

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Re: Hazordhu II
« Reply #365 on: October 23, 2010, 11:20:20 pm »

Can I get a guide or some directions to Abod?
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Muz

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Re: Hazordhu II
« Reply #366 on: October 23, 2010, 11:27:57 pm »

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. :)

Well, it depends on what the players themselves want.

First of all, there's the builders. There's a range of these. You probably have all those people building simple homes all over Newlands. You might've lost them with the totem removal. Up the scale, you'd have those people who built the cities on water. And then you'd have the people who love building a big structure that everyone can see, like Sappho's maze or that Mainland-Hazion bridge. If you want to please them, a bigger variety of things to build would be nice. Furniture, different wall types, etc. Things like making them harder to destroy (easier maintenance) helps greatly.

On the other hand, there are the builders who like to build things because they like seeing them destroyed. B12 has a lot of these players.. after all, the philosophy around here is "Losing is fun". It was why we didn't split off from Mainland when we realized that we couldn't build totems. Some of us enjoyed the idea of being besieged in hostile territory. The wipe (-totems, +wall HP) was pretty much the best thing you could've done for players who wanted this as it allowed some grander sieges.

You have the griefers/destroyer type. These are the people who get bored when not being able to find something to kill after logging on. At first thought, you might not even want them, but they are the standard RPG adventurers who look to break into a dungeon and loot it. But while they would be fun to fight off, there's generally nothing for them to loot and no nearby forts or dungeons for them to venture into. But it would make for some interesting gameplay to cater for them.

You have the people who join to RP, but they'll stick in as long as the RP is strictly moderated and as long as things are happening. Keep the political climate rolling, make sure people aren't being ganked for no reason, and they should be relatively happy.

And finally, there's the explorer/adventurer type. These people want something to find. They want a dungeon to crawl into, or somewhere far to explore to, and treasure at the end of it. It could be just some ornamental ring, or it could be a rare armor/weapon that does 10% more damage or something. I haven't actually found any, and there's no motivation to look for it, since many of the caves don't really lead to anything except more monsters.


So, in short, I think the best improvement from this point is if you could have is something valuable to search for or something valuable to craft. Or give some RP reason for someone to build a fort in a place that would be ransacked.
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x2yzh9

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Re: Hazordhu II
« Reply #367 on: October 24, 2010, 01:12:23 am »

We need a source of Hazium. Any ideas?

Dervin

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Re: Hazordhu II
« Reply #368 on: October 24, 2010, 01:27:37 am »

Me and another person have came onto a large amount of stone, metal and Hazium. More metal then anything else though. We could set up a trade agreement or something if you guys would like.
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nenjin

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Re: Hazordhu II
« Reply #369 on: October 24, 2010, 01:43:47 am »

There is now an Elf living due south of Abaloddom. Name's Zerzie. He has a buddy with him.

They've building...something large down there. Whether it's a church or a homestead or whatever, I don't know.

But the guy really pissed me off when he went walking through the fortress unescorted, refused all hails, then started meta-RP admin threatening me to get me to stop following him. It was the single cheesiest dick thing anyone has tried yet to me in this game. He literally said "i'm now RPing with an imaginary cat, and you talking to me is disturbing that. Under the TOS, I could have the admins moderate you."

Putz. If you can't even RP your misbehavior, don't misbehave. His friend is equally special. He literally said, and I quote "You can call me shadow." I almost died laughing.

X2 and I paid the two a visit today, and we're now doing the mutual dance of respect as he called it. He stays out of the fortress, we stay out of his homestead.

Keep your eye on him though. I want to know what he's doing, because I'm not going to put up with another player doing something obnoxious like trying to enclose Abaloddom, or ransoming us on our own doorstep for resources we could easily take. We got enough people to flatten most settlements right now, stone or not.

And on that note, the perimeter gates are finally done, the trees and undercover have been cleared away, and keys are now available.

Also, a word to the wise. Every time the server restarts, we get inundated with hostile bux and what not. Bear that in mind when you log in.
« Last Edit: October 24, 2010, 01:48:30 am by nenjin »
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x2yzh9

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Re: Hazordhu II
« Reply #370 on: October 24, 2010, 01:51:57 am »

Me and another person have came onto a large amount of stone, metal and Hazium. More metal then anything else though. We could set up a trade agreement or something if you guys would like.
Please elaborate. Join the IRC channel, lets work something out. Do you know where Abadollom is?

Dervin

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Re: Hazordhu II
« Reply #371 on: October 24, 2010, 01:55:24 am »

Alright I'll get on the IRC Channel.

Edit:Could the IRC adress be posted again?
« Last Edit: October 24, 2010, 02:07:40 am by Dervin »
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x2yzh9

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Re: Hazordhu II
« Reply #372 on: October 24, 2010, 02:08:23 am »

EsperNet, #Bay12Dwarves

nenjin

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Re: Hazordhu II
« Reply #373 on: October 24, 2010, 07:00:32 am »

Gentlemen, we have Hazium.



The big mystery is though, is which one of you found it before the last server reset? Because there's evidence someone was there before we got to this. And we are wwaaaaayyyyyyy deep.

Also, the entire fortress is on high alert for Flurms. They're ****ing everywhere, including spawning in the temple of Gaia, which techincally, they're not supposed to be able to.

Screw Besod, there's plenty of action down here. :P
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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

Pillow_Killer

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Re: Hazordhu II
« Reply #374 on: October 24, 2010, 08:01:21 am »


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