Something I learned about Avlis today...

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Dupree
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Something I learned about Avlis today...

Post by Dupree » Tue Jun 25, 2002 10:12 pm

If you make friends with what seems to be a good PC. And that PC decides to kill a shopkeeper, and you see him struggling, DON'T HELP HIM OUT! Being a bad guy sucks when you are out of potions :)
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Post by yllenAcm » Tue Jun 25, 2002 11:06 pm

lol whats Avlis name whats it under?
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Post by Dupree » Wed Jun 26, 2002 12:04 am

I forget the exact name, but it says something about black dagger with it...
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Post by Silk » Wed Jun 26, 2002 3:24 am

I just renamed it. It's called:
"Black Dagger:: Avlis:Mikona v0.14"

It's categorized under "PW Action"
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Post by Orleron » Wed Jun 26, 2002 3:38 am

Dupree is correct.

See the thing is right now we're just in testing. So anyone can come in and do whatever they like.... kill this, kill that... etc.
Honestly, there isn't anything else to DO yet. There are no quests, only places to go, and some of them don't even have regular spawns or NPC's.

But the NPC's and stuff that we ARE designing are going to be based on the premise that if you are gonna live in the world of Avlis, your best bet is to be cautious. Wanna kill normal everyday people? Fine. the whole entire town will come after you. You won't be able to buy anything. You won't be able to do anything. Except run. You want to be a part of the town? Great then. You'll be able to read what the NPC's have to say and get services from them. Actually, even now, if you read what the NPC's say, most of them have useful info about the world that is being set up. Today most people just wanted to kill the NPC's, and that's fine. No one read what they said. But that's definitely one approach that could benefit your character later.
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Post by Dupree » Wed Jun 26, 2002 1:47 pm

I understand that everything is not done. Hopefully it will NEVER be "done" :) There were people yesterday that seemed rather annoying... DM DM DM, THE RATS ARE OVERPOWERED. Whatever, I guess that's something that you all are going to have to learn to deal with as long as your testing is open to the public. I offer little to no feedback because I don't think you're even at that stage yet. I've messed with the toolset. It's easy, yet hard at the same time. When you all ask for feedback, I would be happy to give it, till then I'm not bothering you with it.
But the NPC's and stuff that we ARE designing are going to be based on the premise that if you are gonna live in the world of Avlis, your best bet is to be cautious. Wanna kill normal everyday people? Fine. the whole entire town will come after you.
I think this is great, but in the future (and I'm sure you've already thought of this) something needs to be incorporated to help a pc regain a good alignment. I am talking about a long, drawn out quest here. Saving someone's Grandma or something really non-heroic but necessary :) Everyone makes mistakes, and it would be really nice if there was a way to dig yourself out of the hole you've created. If I mess up and all the guards attack me like they did last night, and there is no way to get out of it and get good to buy pots and all that, then there's no point in coming back. Unless you truly want to play an evil char.
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Post by Silk » Wed Jun 26, 2002 2:21 pm

I think this is great, but in the future (and I'm sure you've already thought of this) something needs to be incorporated to help a pc regain a good alignment. I am talking about a long, drawn out quest here. Saving someone's Grandma or something really non-heroic but necessary :) Everyone makes mistakes, and it would be really nice if there was a way to dig yourself out of the hole you've created. If I mess up and all the guards attack me like they did last night, and there is no way to get out of it and get good to buy pots and all that, then there's no point in coming back. Unless you truly want to play an evil char.
I agree. We're definately no where near this stage yet.

Right now, We're trying to lay down all the areas with proper links to each of them.

This will be a grand simulation and experiment. So you're feedback will more than help in allowing us to make the world playable and fun while maintaining a level of "responsibility and consequences for your actions".
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Post by Orleron » Wed Jun 26, 2002 3:05 pm

Yeah we like feedback. It's not too early for feedback. It's just too early to do something about every piece of feedback we get, but we still like it.


The factions thing is still kinda messed up, Dupree. We're still trying to implement the basic scripting of who likes who and who helps out who when attacked. Ideally, if you attack those clerics in the temple, they SHOULD all come after you, but for exactly how long they will be hostile to you, we haven't worked out yet. Hell, I'm still trying to figure out why the temple guards hate the temple district guards. *sigh*


Btw, Silk, did you put up that newest version of the mod with the new factions in it, or was it too late last night?
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Post by Silk » Wed Jun 26, 2002 3:22 pm

too late last night... although i put all the guards into the same faction "defender".
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