>>Are there any plans on normalizing the presence of these entities to make the meta a little less obvious?
I have a few ideas, but on the whole of it making them truly blend in with the various environments in the game is both outside the IC scope of the ability and outside of reasonableness in terms of how much time it'd take to develop.
>>Perhaps killing them in JUSTICE zones is considered murder?
That is one of the ideas, yeah. If we do it, caveat that it'd only be for sufficiently humanoid Risen and there'd likely be some sort of "accuse" mechanic in place to circumvent the protection with enough effort/charisma/luck.
-Armifer
"Perinthia's astronomers are faced with a difficult choice. Either they must admit that all their calculations were wrong ... or else they must reveal that the order of the gods is reflected exactly in the city of monsters." - Italo Calvino
Re: Risen Feedback on 03/15/2018 03:14 PM CDT
Re: Risen Feedback on 03/15/2018 03:22 PM CDT
Would be amusing if one of the things you could teach a Risen is how to be even more expressive during a murder to make it harder to shake off that charge.
That way, along with the initial risk players face of getting in trouble, they'd have to roll the dice with how hard it'll be to shake off the charges.
Uzmam! The Chairman will NOT be pleased to know you're trying to build outside of approved zones. I'd hate for you to be charged the taxes needed to have this place re-zoned. Head for the manor if you're feeling creative.
That way, along with the initial risk players face of getting in trouble, they'd have to roll the dice with how hard it'll be to shake off the charges.
Uzmam! The Chairman will NOT be pleased to know you're trying to build outside of approved zones. I'd hate for you to be charged the taxes needed to have this place re-zoned. Head for the manor if you're feeling creative.
Re: Risen Feedback on 03/15/2018 03:25 PM CDT
>>I have a few ideas, but on the whole of it making them truly blend in with the various environments in the game is both outside the IC scope of the ability and outside of reasonableness in terms of how much time it'd take to develop.
Make them look like players. That way they can blend in with the other zombies.
Make them look like players. That way they can blend in with the other zombies.
Re: Risen Feedback on 03/15/2018 03:26 PM CDT
I love the idea of something you can teach a Risen to make them exhibit more dramatic death throes. "Whoooaaaa the pain, oh, oh it hurts, it hurts, zounds, what cruel fate hath rendered such a blow, my senses, they burn, and the darkness, ohhhh coughcoughcough the darkness, it encroaches upon mine very mortality! Back, cruel abyss, that I may feel the warmth of life a few moments more! And gently, unto Urrem'tier, I gasp my final... desperate... breath (and scene!)... xP" causing towns folk to call the guards.
Goodbye sweet Elothean Accountant, my taxes will have to wait.
Re: Risen Feedback on 03/15/2018 03:27 PM CDT
Re: Risen Feedback on 03/15/2018 03:58 PM CDT
Since it seems like there's a limit to the amount of abilities a single Risen can learn (five?), and potentially more abilities to come, it would be nice of some of the thematically similar ones could be combined.
Look/Watch feels like they're too similar to be counted as separate abilities, unless Look does something that I'm not aware of. Especially since you can re-command your Risen to watch to see the room again.
Move/Find could potentially be combined since they're both thematically about moving your Risen around the world, but they accomplish distinct enough things that I don't mind them being separate.
I realize one of the design premises of Risen is to have multiple specialized ones, and I don't mind that, but having something as simple as Look take up 1/5 ability slots just seems wasteful.
It would be useful if there was a way to make a Risen unlearn something. Perhaps an item that forces them to unlearn everything, so you have to re-purchase and re-teach them everything even if you only want to change one ability.
Look/Watch feels like they're too similar to be counted as separate abilities, unless Look does something that I'm not aware of. Especially since you can re-command your Risen to watch to see the room again.
Move/Find could potentially be combined since they're both thematically about moving your Risen around the world, but they accomplish distinct enough things that I don't mind them being separate.
I realize one of the design premises of Risen is to have multiple specialized ones, and I don't mind that, but having something as simple as Look take up 1/5 ability slots just seems wasteful.
It would be useful if there was a way to make a Risen unlearn something. Perhaps an item that forces them to unlearn everything, so you have to re-purchase and re-teach them everything even if you only want to change one ability.
Re: Risen Feedback on 03/15/2018 03:59 PM CDT
>>Spawning up some 'a <race> <profession>' style npc's randomly in each town might force people to at least look first before attacking. Mores the better if those npc's always generate murder charges when killed.
+1.
I don't know if Prime still does it, but I loved how the death alerts system started pumping out faux-names in the "X was just purged" alerts to make life more difficult for people trying to build databases of Necros to meta.
Uzmam! The Chairman will NOT be pleased to know you're trying to build outside of approved zones. I'd hate for you to be charged the taxes needed to have this place re-zoned. Head for the manor if you're feeling creative.
+1.
I don't know if Prime still does it, but I loved how the death alerts system started pumping out faux-names in the "X was just purged" alerts to make life more difficult for people trying to build databases of Necros to meta.
Uzmam! The Chairman will NOT be pleased to know you're trying to build outside of approved zones. I'd hate for you to be charged the taxes needed to have this place re-zoned. Head for the manor if you're feeling creative.
Re: Risen Feedback on 03/15/2018 04:04 PM CDT
>>it would be nice of some of the thematically similar ones could be combined.
(I know this is a lot more complicated, but...)
Alternatively, if having them distinct serves a specific purpose, maybe making it so there are "basic" and "advanced" things Risen can learn, and there's a progression system that is linked to how well the Risen is made.
In other words, you could have it so a risen of X quality can learn Y "core" skills and Z levels of "advancement" skills.
If "move" was a core skill, and "find" was a level 1 advancement skill, the entire concept of your risen moving around by your command would only take up one of those slots, but it would also require your risen to be smart/capable enough to know how to "find" someone. Maybe there can be a 2nd level of the skill path called "hunt" which helps the risen find the person if they're trying to hide through various means.
Similarly, "look" could be the core skill, and "watch" the level 1 advancement skill. You could even have something like "stare" as a level 2 advancement skill, that makes it harder for the target to hide. Stuff like that.
But this is definitely outside of project scope, so I know it's not as easy as how I'm describing it.
Uzmam! The Chairman will NOT be pleased to know you're trying to build outside of approved zones. I'd hate for you to be charged the taxes needed to have this place re-zoned. Head for the manor if you're feeling creative.
(I know this is a lot more complicated, but...)
Alternatively, if having them distinct serves a specific purpose, maybe making it so there are "basic" and "advanced" things Risen can learn, and there's a progression system that is linked to how well the Risen is made.
In other words, you could have it so a risen of X quality can learn Y "core" skills and Z levels of "advancement" skills.
If "move" was a core skill, and "find" was a level 1 advancement skill, the entire concept of your risen moving around by your command would only take up one of those slots, but it would also require your risen to be smart/capable enough to know how to "find" someone. Maybe there can be a 2nd level of the skill path called "hunt" which helps the risen find the person if they're trying to hide through various means.
Similarly, "look" could be the core skill, and "watch" the level 1 advancement skill. You could even have something like "stare" as a level 2 advancement skill, that makes it harder for the target to hide. Stuff like that.
But this is definitely outside of project scope, so I know it's not as easy as how I'm describing it.
Uzmam! The Chairman will NOT be pleased to know you're trying to build outside of approved zones. I'd hate for you to be charged the taxes needed to have this place re-zoned. Head for the manor if you're feeling creative.
Re: Risen Feedback on 03/16/2018 11:08 AM CDT
Re: Risen Feedback on 03/16/2018 02:19 PM CDT
I bugged this in game but I'm putting it here too for visibility.
I gave my Risen an item and sent them off to find another player. Once the Risen was there, I commanded it to drop the item. Instead of dropping it in the room the Risen was in, the item appeared in the room I was standing in.
Semi-related, it would be nice if wear/remove/drop all accepted specific nouns. Right now they only interact with the first applicable thing in their inventory.
GET would be a good default command to have so they could pick things up off of the ground.
I gave my Risen an item and sent them off to find another player. Once the Risen was there, I commanded it to drop the item. Instead of dropping it in the room the Risen was in, the item appeared in the room I was standing in.
Semi-related, it would be nice if wear/remove/drop all accepted specific nouns. Right now they only interact with the first applicable thing in their inventory.
GET would be a good default command to have so they could pick things up off of the ground.
Re: Risen Feedback (Atmo Messaging) on 03/19/2018 09:07 PM CDT
Would it be possible to tone down the Risen atmospheric messaging? In 23 minutes, I saw this messaging (from a single Risen) 124 times:
A Elf commoner gazes about with a calm look on her face.
Thanks!
Mr. Gorbachev, tear down this wall rank!
Paladin new player guide: https://elanthipedia.play.net/mediawiki/index.php/Paladin_new_player_guide
armor and shields: https://elanthipedia.play.net/mediawiki/index.php/Armor_and_shield_player_guide
A Elf commoner gazes about with a calm look on her face.
Thanks!
Mr. Gorbachev, tear down this wall rank!
Paladin new player guide: https://elanthipedia.play.net/mediawiki/index.php/Paladin_new_player_guide
armor and shields: https://elanthipedia.play.net/mediawiki/index.php/Armor_and_shield_player_guide
Re: Risen Feedback (Atmo Messaging) on 03/19/2018 10:11 PM CDT
>>Would it be possible to tone down the Risen atmospheric messaging? In 23 minutes, I saw this messaging (from a single Risen) 124 times:
>>A Elf commoner gazes about with a calm look on her face.
This message isn't a normal atmospheric. It only shows up when the Risen is in a safe room. It's a problem that all necromancer pets have, unfortunately. I reported it as a bug a while ago:
http://forums.play.net/forums/DragonRealms/The%20Necromancers/Bugs%20-%20Necromancers/view/1116
I would like to see safe room spam go away, too. It makes Risen (and zombies and constructs) extremely annoying for everyone.
>>A Elf commoner gazes about with a calm look on her face.
This message isn't a normal atmospheric. It only shows up when the Risen is in a safe room. It's a problem that all necromancer pets have, unfortunately. I reported it as a bug a while ago:
http://forums.play.net/forums/DragonRealms/The%20Necromancers/Bugs%20-%20Necromancers/view/1116
I would like to see safe room spam go away, too. It makes Risen (and zombies and constructs) extremely annoying for everyone.
Re: Risen Feedback (Atmo Messaging) on 03/20/2018 06:21 AM CDT
>>I would like to see safe room spam go away, too. It makes Risen (and zombies and constructs) extremely annoying for everyone.
Zombies and constructs will no longer spam this after the first time. I didn't touch Risen as they're still being worked on, but Abasha may add it to the list.
GM Grejuva
Zombies and constructs will no longer spam this after the first time. I didn't touch Risen as they're still being worked on, but Abasha may add it to the list.
GM Grejuva
Re: Risen Feedback (Atmo Messaging) on 03/20/2018 10:33 AM CDT
Re: Risen Feedback (Atmo Messaging) on 03/20/2018 10:45 AM CDT
Re: Risen Feedback (Atmo Messaging) on 03/20/2018 10:48 AM CDT
Re: Risen Feedback (Atmo Messaging) on 03/20/2018 07:31 PM CDT
>>DR-Grejuva: Zombies and constructs will no longer spam this after the first time. I didn't touch Risen as they're still being worked on, but Abasha may add it to the list.
Thanks!
Mr. Gorbachev, tear down this wall rank!
Paladin new player guide: https://elanthipedia.play.net/mediawiki/index.php/Paladin_new_player_guide
armor and shields: https://elanthipedia.play.net/mediawiki/index.php/Armor_and_shield_player_guide
Thanks!
Mr. Gorbachev, tear down this wall rank!
Paladin new player guide: https://elanthipedia.play.net/mediawiki/index.php/Paladin_new_player_guide
armor and shields: https://elanthipedia.play.net/mediawiki/index.php/Armor_and_shield_player_guide
Re: Risen Feedback (Atmo Messaging) on 04/20/2018 10:48 PM CDT
Couple of (relatively) minor issues I've run into lately:
1) It's not possible to create Halfling Risen. The system calls them Elven.
2) Some combinations of race and profession use A/An incorrectly. For example, if making a Rakash villager Risen, the system calls it 'an Rakash villager'.
I've submitted bug/typo reports for these in game already; just putting them here for visibility.
1) It's not possible to create Halfling Risen. The system calls them Elven.
2) Some combinations of race and profession use A/An incorrectly. For example, if making a Rakash villager Risen, the system calls it 'an Rakash villager'.
I've submitted bug/typo reports for these in game already; just putting them here for visibility.