house idea

Post your technical issues/game suggestions here.

Moderators: Siobhan, Sebastian, Drocket

Postby Dracovich on Tue Apr 20, 2004 1:17 pm

Here is my 2 cents,
I think that a 2.5k limit isn't that bad of an idea. When I go havesting, it is only after I harvest or mine for more than an hour that I get over 2k in weight and when hunting it takes me almost 1.5 hours and 3 or more full grab bags to get over 2k weight on me. But this all depends on what you are hunting. For example, praetorians drop full sets of leather or plate armor and this adds up very very fast. So I am fine with having to return at that point if it will solve some problems.

However, I do agree with the idea of reducing the random junk that monsters have on them would be a better solution. I think that would some most of the major problems. If not this, maybe make a new .grab command that only grabs gold, regeants, gems, and magical items. Or even better, have a .options gump where you can choose exactly what you would like to loot. This would greatly reduce the amount of clutter that we collect while hunting.

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Postby fitzchivary on Wed Apr 21, 2004 12:39 am

why not just make it so you cant log out if you have to many items in your backpack?
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Postby Wolfie on Wed Apr 21, 2004 1:19 am

fitzchivary wrote:why not just make it so you cant log out if you have to many items in your backpack?

That's not really a good solution and the other suggestions would work a lot better. Whether your char is logged in or not doesnt really change the lag caused by it.
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Postby Joram Lionheart on Wed Apr 21, 2004 3:23 am

Umm, what if you crash or lose conn? Client crashing doesn't ask for permission before closing your UO window.
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Postby Marius the Black on Sun Apr 25, 2004 5:54 am

Just from a 'realism' standpoint, no one hauls small mountains of ore, or wheat, or treasure, just because it's convenient. I'm tempted to post something witty and scathing to the "Marius, it's just a game" line of reasoning, but I will not.

By saying 'realism' I mean that, the element of the game lacks appeal when everyone can carry treasure that equates to more than any mortal should be able to lift. If it means that people need to make more trips, die more often, or even have to consider where they want to hunt, what they want to take and who should carry it, I don't see this as a problem. In fact, it adds a certain intellectual aspect to the game about something that we *all* take for granted: *yoink*'ing.

If we, as players, had to stop and consider what to take before hitting our .grab keys, I think we would find that there was a new taste to Hunting, and it wasn't all that bad.

-M
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Postby fitzchivary on Sun Apr 25, 2004 6:25 am

it was just a question.

'realism'
hum .....
i thought this was a Fantasy game,why would i wan realism in a fantasy game,that has nothing to do with the real world?
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calm blue ocean, calm blue ocean, calm blue ocean...

Postby Marius the Black on Sun Apr 25, 2004 6:41 am

Yes, it is just a game. Yes, it is a 'fantasy' game. However, there is something important I believe must be taken into consideration:

A 'fantasy' world still needs 'realism'. The biggest hurdle is the exact point presented. Why do we live in houses, wear clothes and need food to 'live' if it's a fantasy world?

And just as a point of interest, Britannia has a lot to do with the 'real world'. Perhaps not directly, but the fact that it reflects medieval society, involves humans as the dominant culture, has native plants, animals, foods, seasons and technology seems to reflect that it is, at least, partially based on our world. If not ours, than which one? I implore you to correct this judgement.

A fantasy world is best when it is believeable. Tolkiens' works captured a huge audience, because through his literature, people 'believed' elves, dwarves and hobbits 'existed', at least in his world. From a World of Dreams perspective, Drocket implements important changes by introducing them through stories and quests, because there is a desire (I believe) to make the fantasy world seem real and consistent. Certainly not all changes are done this way, but the very most important ones are.

Remember that fantasy does not mean the separation of realism in it's entirety. Fantasy suggests a *real* world, with fantastical elements (magic, dragons, Bayn, etc). :wink:

-M
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Postby Drocket on Sun Apr 25, 2004 7:16 am

Realism is the wrong word. The correct word is 'internal self-consistancy' (Ok, so its a phrase, not a word. Sue me :P ) You generally need to start with the real world (since that's what everyone is familiar with), decide what is going to be different, explain the reasons for those differences, then figure out the ramifications that those changes are going to have. What seperates a good, believable fantasy world from a cheap, generic one is the amount of detail put into figuring out the ramifications (which is really where Tolkien shines.)

If there are dragons, what effect does that have on the world? If there is magic, what forms does it take, what are its limitations, and how does that affect society? If no one ever actually dies, does that cause everyone to worry less about the fact that they were mauled and eaten and do a lot more bitching and whining because their uber silver sword of kick ass decayed?

The question, then, is what would be different in Britannia that would make people able to lift 14 bajillion pounds over their head without breaking a sweat? Does everyone just drink a lot of milk? Why does everyone look like a 98 pound weakling? Then the consequences: How does that much stuff fit into a single backpack? What sort of material are the backpacks made of to keep them from rippng open? If everyone is so strong, why aren't they able to leap huge distances (Interesting trivia fact: Superman originally did not have the power to fly. Instead, his super strength enabled him to jump extremely far. That's why he's 'able to jump tall buildings in a single bound')
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