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Author Topic: Still here?  (Read 5489 times)
Opus
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« Reply #15 on: July 20, 2009, 02:38:08 PM »

I even think you should be able to store uniques, and it won't be taken away until another player goes and fetches it from its source. This may take some time to implement because it may need an update to every unique out there, but at least we could put the framework into place.

Please make it optional such that wizards can create truly rare items that are not taken back even if a player goes to the source.
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Opus
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« Reply #16 on: July 20, 2009, 02:42:36 PM »

Given the choice (this question is for everyone), which do you prefer the idea of:
2.  A similar thing but you have to store your items in the storeroom manually, otherwise it is more-or-less the same, perhaps with a limit on number of items stored attached to it.

Number 2, no doubt. There should be a risk to enter some areas or fight some monsters. It should cost to quit in dangerous situations. This would also be a way for certain items to return to the loop if wizards choose not to fetch back items stored in the locker (see my previous post).

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Escaflowne
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« Reply #17 on: July 20, 2009, 03:19:01 PM »

Number 2, no doubt. There should be a risk to enter some areas or fight some monsters. It should cost to quit in dangerous situations. This would also be a way for certain items to return to the loop if wizards choose not to fetch back items stored in the locker (see my previous post).



Fair point.  I didn't actually consider quitting out and losing your eq.

I personally think _all_ uniques should have _some_ sort of reclaiming on them.  My favoured version is moving the item back once the owning monster is killed again (and it isn't in use).  That way you can hold onto the item but it doesn't get in the way of other people getting it.

As for non-uniques, a system of item deterioration has been suggested.  I think right now the best of the average equipment is too easy to get and you can hang onto it for a long time.
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Carrion
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« Reply #18 on: July 21, 2009, 09:10:31 AM »

Given the choice (this question is for everyone), which do you prefer the idea of:

1.  Inventory-saving.  Effectively/invisibly, when you quit out your inventory (but not deep inventory, i.e. container contents) is moved to a secret room and tagged as yours--when you log in it is moved back to you.  Reclaiming rules still apply to items that do that so you may lose your equipment.  You are forced to choose which items you want to hang onto if you have stuff in packs.

2.  A similar thing but you have to store your items in the storeroom manually, otherwise it is more-or-less the same, perhaps with a limit on number of items stored attached to it.

I favour the first, Vulcan favours the second because it is more in keeping with what we have now.  Which do you prefer?

I prefer number 2, as I feel it's more in line with the "feeling" of Nanny. 1 would be awesome, but "too easy". The opinion is coming from the heart, not as much from the head, I might add.
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Opus
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« Reply #19 on: July 21, 2009, 11:31:11 AM »

My favoured version is moving the item back once the owning monster is killed again (and it isn't in use).  That way you can hold onto the item but it doesn't get in the way of other people getting it.

But if I can loose a special item only one or two hours after I log off, what is the difference from the situation today?
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Escaflowne
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« Reply #20 on: July 21, 2009, 06:51:36 PM »

But if I can loose a special item only one or two hours after I log off, what is the difference from the situation today?


You might not.
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Opus
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« Reply #21 on: July 22, 2009, 02:54:12 PM »

You might not.

True. Actually this would encourage people to explore new areas and find less popular artifacts.
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Kherec
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« Reply #22 on: July 27, 2009, 12:24:23 AM »

When it comes to not automatically reclaim uniques, there are ways of doing this (which several wizards already employ). But it isn't the standard way of doing things, so the change would be welcomed (as it would mean it would be the default behaviour).

As for storage options ... as long as items can disappear from your inventory/storage, I prefer the active choice of storing the item. That way when you store or claim, you know what can or cannot be stored as well as knowing when something was lost.

You have cursed and fragile items, things being balanced upon quitting working as it does today etc. Changing that would mean more than just keeping your equipment.
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chill
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« Reply #23 on: August 15, 2009, 02:02:59 PM »

I would say RL gets most of us. And of course, when enough of your close friends have left, you leave too. And some of us left because we couldn't stand some of the other players.
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chill
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« Reply #24 on: August 15, 2009, 02:07:12 PM »

I feel that you should be able to store nearly anything at very low cost.

What, did money suddenly become a problem? We used to wade in it, and not knowing what the fuck to spend it on.
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chill
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« Reply #25 on: August 15, 2009, 02:08:38 PM »

1.  Inventory-saving. ...
2.  A similar thing but you have to store your items in the storeroom manually ...

Same same. The one differ from the other only in the form of a client macro.
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Gelu
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« Reply #26 on: August 26, 2009, 02:39:17 AM »

For me reason #1 is the culprit.

The free time you get is smaller and you have to manage this little time between your hobbies.

But the bright side is you'll get plenty time for Nanny at retirement  Laughing
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Gelu, Frodo, Kruf, Knox, Aladin, Sindbad, Retnuh
iznogoud
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« Reply #27 on: September 15, 2009, 12:43:19 PM »

NannyMUD got boring after some years of doing everything, over and over again. No new content = dead game.
I've seen lots of old content comming back when logging in to read announcements, but where's the
new stuff?  Where's the creativity we all were part of back in the 90s?

Anyhow, couldn't possibly find time to play as it is right now anyway. Family and work, not much sparetime inbetween.
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HELLO WORLD!
Carrion
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« Reply #28 on: September 15, 2009, 03:12:34 PM »

NannyMUD got boring after some years of doing everything, over and over again. No new content = dead game.
I've seen lots of old content comming back when logging in to read announcements, but where's the
new stuff?  Where's the creativity we all were part of back in the 90s?

Anyhow, couldn't possibly find time to play as it is right now anyway. Family and work, not much sparetime inbetween.

Family and work? Doesn't stop me Smile
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Ereshkigal
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« Reply #29 on: September 17, 2009, 05:18:59 AM »

Woohoo! So Iznogoud is still alive! Hehe, nice to hear from you.

I don?t know if I would ever come back to Nanny in the sense of becoming an active player simply because I don?t think I will be able to find that kind of time. But well... here are some thoughts.

I have always thought that Nanny would have a better chance of retaining players if there was something for higher level players to aspire for in terms of power. I rather enjoyed growing in terms of power in any guild. When I reached maximum power in the guild, that closed off one dimension of the game. When a high level player starts bitching about not having goals, people usually treat him like an idiot telling him about all the stuff he hasn't done. I guess in most games it is kind of fashionable to mock ?powerplayers? (or whatever that silly word is... not sure I fully understand what it means). But I don?t really see anything wrong with enjoying the process of growing in power and being able to do things that were impossible at lower levels. When you reach the end of that process, that leaves exploring. I think that happens too quickly in Nanny (at least in most guilds).

I know that most people would argue that exploring is supposed to be the major part of the game. The fact is, not everyone likes to quest and explore tiny puzzles. There are some people who enjoy questing simply because they want to finish all quests. In other words, they look forward to ?mastering the game?. I don?t think about it like that. If a quest is too tedious, or if the clues are too weird, I would rather not bother with it. It seems as if a lot of quests are simply built to be annoying. There may be people who enjoy them, but I don?t and so I simply don?t bother to do them. There are some ?standard? areas in the game that I never bothered to explore simply because I did not like the crude descriptions in them.

To put it briefly, if a player runs out of enjoyable goals in the game, the game is over for him. It doesn?t matter if you think that the game still has content that he has not tried out.

Personally I think it might be too late to do anything about this, but if I could have made a suggestion several years back, I would have suggested making it possible for high level players to get powerful in a genuine sense (not something meaningless like paragon levels). Of course, that would have required high-level content for them too.

Ereshkigal
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