Respect Avendell

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mgrjebbo
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Post by mgrjebbo »

to fricebottle i agree that is somewhat leaning towards a RP type setup but whats wrong with that?

falme being to close to NS, i agree with.

on the point that was made about Ave being the biggest city, a city of trade if you will, that just means it is large enough and rich enough to support a guard that could keep people out. so i would think it would fit right into the hole idea of the city being neutral.

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Core
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Post by Core »

Haveing a weapon equiped doesn't offend me at all. I've seen this unequip weapon stuff on other servers and it always seemed pointless to me, but hey to each their own. Unless your really that heavy into roleplay i really don't see the need for hideing your weapon.

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Post by kingfatzo »

.......

^^^

that was more intelligent than this entire thread.

pardon me while i ramble and rip the thread apart :twisted:
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CrazyJ wrote:Maybe after they add jobs for TC and SL and fix the AO jobs.
i second that ! :D
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1-2.someone mentioned the use of tolkens (even invisible tokens).... we have seen/heard of people getting stuck in the planar store b/c of a token bug...and avendell gets ALOT more traffic than the planar store...i see a big ZOMG OOPS if that were to be implimented..... ppl stuck in avendell....a town with no beer...... :cry:

3. moving the dragon -- why? its nice where it is....besides the dragon would be lonley if placed outside the town :lol: ....for a city of trade to function it needs a working transport system within its borders....only practical now....
Dynmi wrote:Having the dragon right near a ferry doesn't seem to logical, so I would vote Falme out, also it is unfairly close to NS, as relics can travel through the dragon.
seeming that the walk from NS to falme is longer than the walk from NS to avendell ...i dont think so....... :lol: :lol: :lol: ...nonetheless....i dont like the idea of the dragon in falme either.... it Would put the dragon in official LA territory and would be somewhat unfair to the other factions, mind you there are no LA guards in falme (outside anyhows)....the dragon location in avendell makes it more central for all players...and also provides a safe meeting spot for parties that might be heading somewhere via the dragon :wink:

4. dis-arm weapons in avendell ? well --- since you cant Kill anything in avendell anyway ...what is the point ? other than adding 'detail' . seeming tha tNS4 isnt really "done" yet...this would fall under the category of 'beautificcation' or essentially pretty addons that would be more of finishing touches to the server.....

::::and to save the most irrelivant for last:::1. --- relics only involve common sense... do not loaf for more than than a few minutes (2-4) (metis....shhhh ! :P ) or go afk in avendell with a relic - period...
(menitoned AD-NAUSIAM need not gloat on this topic........)
374.A.--- respect other players who remind you of this rule and abide by it...again ... common sense...needs no scripting or dm involvement as long as people can act the least bit mature
mgrjebbo wrote:he is saying make a script to by-pass ave if you have a relic in your inventory. and move the dragon outside ave
...will not solve the "problem" as you can read in 374B....
374.B. --- a solution --- place the dragon outside the avendell safe zone and provide an alternate bypass for relic carriers to get around ave....and make avendell equivilant to a "guild hall" i.e.....the relic will be auto-returned if brought into the city.....however you should all see a problem ::::--the fences around avendell will still need to be neutral to avoid gate campers.......and can cause the same "problems" which have been mentioned....therefore this paragraph i have typed is irrelivant and will do nothing in the long run ....
how often is this really an issue ? again , it can easily be resolved between players...... :roll:
Charles I wrote: Too many factions use Avendell as their base of operations instead of their home city and the Citizens of Avendell won't stand for it anymore.
avendell is still the city of trade....so if people want to keep mules or trade characters/crafters/etc stationed here....they should have every right to....it is more practical for commerce. :wink:
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mgrjebbo
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Post by mgrjebbo »

couple of points:

although i agree that the dragon shouldnt be relocated to falme, Beryn is in NC territory with guards. so having a dragon in offical faction territory doesnt really matter. Besides we all know LA guards suck.

Tokens i dont agree with alot of issue will arise from that one.

on a side note: why do we need that fence outside ave to be considered neutral. i know there might be people sitting outside the gate to pk, but whats the difference between sitting in ave, and sitting inside that fence.....NONE

and besides there is a spawn point inside ave, not like you would go far upon dieing.

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Post by Flailer »

The reason the fence was put in was that when you make the transition from one map to another, a person with a faster PC or network could see the person making the transition sooner and pounce on them before they have a chance to react. So, we put the buffer zone on either side of Avendell as a preventative measure.
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Post by Blystos Re »

mgrjebbo wrote:on a side note: why do we need that fence outside ave to be considered neutral. i know there might be people sitting outside the gate to pk, but whats the difference between sitting in ave, and sitting inside that fence.....NONE

and besides there is a spawn point inside ave, not like you would go far upon dieing.
My favorite was when someone complained that a lion attacked them behind the signs on the Avendell fence in Dark Forest. The DM's reply: "Lions can't read."
:lol:

If someone's camped outside the gates handing out pk's, respawn and organize a group to take care of them. The boundaries being pushed to the outside of the fence does nothing but give you time to see how totally screwed you are before you die.
frogofpeace wrote:And we like to think of the FoN guildhall as cozy - perfect for cuddling up in our snuggies with a hot toddy after a long day of smiting.

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mgrjebbo
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Post by mgrjebbo »

right now there are pk rules in place as it is. weapons work outside ave. so if someone wanted to break the rules there is nothing stopping them now.

meaning, if you intentionly hunt and kill someone 3 times in a row your in trouble, if you kill someone inside the fence your in trouble. why do we need to double up on the rule.

kill someone twice make them respawn 50 feet away and be done with it.

i understand your point flailer, but is it really necessary?
Last edited by mgrjebbo on Thu Jan 04, 2007 7:28 pm, edited 2 times in total.

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Post by Amoenotep »

yes, it was necessary. if you've never been killed continously while transitioning then you probably wouldn't understand. the fences work, they aren't changing.
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Post by TheBestDeception »

mgrjebbo wrote:kill someone twice make them respawn 50 feet away and be done with it.

i understand your point flailer, but is it really nessicary?
As far as I know, a person can camp in an area as long as they want, and keep killing the silly lowbie that returns to that area. It is up to the lowbie to leave and find another way around the camper. So no, it does not end at 2 kills.

However, the camper following the lowbie around, now that is another story... and invokes the 3 kill rule.
But, it's such a draining job that, until you've DMed on an NWN server yourself, you the playerbase, have got to cut the DMs some slack. - Flailer

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mgrjebbo
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Post by mgrjebbo »

well the 3 kill rule has common sense applied to it.

if you choose to kill lowbies in the first place you have issues.

however if you know there is no other way around that is managable for lowbies then you can assume "with your large amount of common sense" that they need to go this way and by you killing them again and again your griefing them. which is also against the rules. bottom line dont hate, and dont try and make your day fun by making someone else miserable.

if theres a reason to pk then do it, if not then well why?

and i pk alot, and yes i have been bored and implossion's went flying about in lowbies directions. i am not judging nor am i faulting. just throwing out my 2 cents.

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Post by Binkyuk »

if you've seen any "common sense" let alone "large amounts" of it you've been playing on a different server to me...

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Post by kingfatzo »

mgrjebbo wrote:.

if you choose to kill lowbies in the first place you have issues.
.
yes...but...your talking to a slave :lol: :lol: :lol: :lol:
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mgrjebbo
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Post by mgrjebbo »

i was just talking, not to anyone in general, i just like the sound of my typing.

anyway slaves roleplay their faction. red = dead and thats fine by me. but how many deads does a red =?

how many times does it take to get to the center of a newb? i mean why would one feel the need to kill someone more than once??

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Post by P. Fricebottle »

I'm surprised nobody has stated this one yet.

"If it isn't broken, don't fix it."

This is all just some needless beautification. It would take scripting, tokens, moving things, etc.

Why would you want to make Avendell work like a guild house?

Why would you move a dragon from a convenient location?

Why would you need to remove a weapon in a non-PvP area?

Why don't we just save the Devs a lot of headaches and work, and just let this thing die?
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Post by Metis »

Actualy the initial idea has some interesting potential, the no weapons thing I cant see happening but some others have a possible future.

To bad another thread becomes a pk discussion...
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go with all your heart." - Confucius

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