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PostPosted: Mon Nov 19, 2007 7:52 pm 
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Joined: Mon Nov 19, 2007 6:29 pm
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Location: Florida
1. Pickpockets need their stats altered a bit- for every single class, a level 1 can sometimes spend 20-30 tries trying to hit a pickpocket and not do so until a critical hit occurs or just by chance they manage to hit. Not a problem if you use skills on them, but it's still annoying.

2. The inventory should be able to be accessed from the Dank and Rusty Maze without taking away the link back.

... That's all I have at the moment. More to come.


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PostPosted: Mon Nov 19, 2007 8:06 pm 
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Joined: Thu Nov 15, 2007 9:44 pm
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Location: Boston, MA
Satan wrote:
1. Pickpockets need their stats altered a bit- for every single class, a level 1 can sometimes spend 20-30 tries trying to hit a pickpocket and not do so until a critical hit occurs or just by chance they manage to hit. Not a problem if you use skills on them, but it's still annoying.

2. The inventory should be able to be accessed from the Dank and Rusty Maze without taking away the link back.

... That's all I have at the moment. More to come.
Not sure this is the right area for your thread.

I disagree about the inventory thing. Unless you're carrying all this junk on your person, I think it's assumed you need to go back to your hideout for your stuff (except for consumables... that would be just silly).


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PostPosted: Mon Nov 19, 2007 8:06 pm 
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1. The pickpocket is intentionally difficult. A foe that you have to use skills against may be annoying, but I'd argue that it's good game design rather than a problem.

2. This is intentional, too. Do you really think you carry all that stuff with you down in the maze? I don't. I think you keep most of it at the hideout, and if you want to change clothes you run home first.


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PostPosted: Mon Nov 19, 2007 11:02 pm 
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Location: the Conservatory with the lead pipe
About the maze...

This may be a programming limitation, but there are times when it doesn't make sense. For instance, if you aren't wearing any boots and you get the sandles, you can't put them on without losing the link. I understand going back to your hideout to put your boots away, but if you're walking around barefoot, there's no reason you can't just sit down in the maze and put on some sandles.

Likewise, using the sands kick you out of the maze. There's no real reason you can't fiddle around with the sacks right there in the maze...

...unless it's too dark there, I guess.

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PostPosted: Tue Nov 20, 2007 1:14 am 
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Ryme wrote:
1. The pickpocket is intentionally difficult. A foe that you have to use skills against may be annoying, but I'd argue that it's good game design rather than a problem.


I wouldn't agree. I used three shots of stun gas against a pickpocket, and still couldn't hit it. So I kept attack. And missing. And attacking. And missing. Repeat for about 40 turns. The thug fumbles and kills itself.

Whee.

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PostPosted: Tue Nov 20, 2007 2:21 pm 
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Location: Boston, MA
Cristiona wrote:
About the maze...

This may be a programming limitation, but there are times when it doesn't make sense. For instance, if you aren't wearing any boots and you get the sandles, you can't put them on without losing the link. I understand going back to your hideout to put your boots away, but if you're walking around barefoot, there's no reason you can't just sit down in the maze and put on some sandles.

Likewise, using the sands kick you out of the maze. There's no real reason you can't fiddle around with the sacks right there in the maze...

...unless it's too dark there, I guess.


This opens a possibility to add a storage aspect to the game...

If each player had a maximum capacity in their inventory (which would be what is carried on you) then their hideout could be a way of storing excess stuff.

I'm not a programmer, so don't ask me how to make this work, but it adds a whole new dimension to combat tactics. It's no longer a matter of "what do I wear?" but becomes, "what should I bring with me?"

I like it.


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PostPosted: Tue Nov 20, 2007 10:50 pm 
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Joined: Thu Nov 08, 2007 9:42 pm
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Couple of suggestions for the Talisman Tabernacle:

1. A button that allows you to view the selected Talisman (like the magnifying glass you will see in KOL clan donation items) - since you would want to view the talisman to make sure that's "the one" before equipping it.
(Or maybe under where it says "Your Current Talisman is:" -- add the current Talisman Photo next to it clickable for a Popup view + Something like "Other available Talismans" + show all of those so you can click & view them as well).

2. A "Are you sure?" message (Yes / No (or Cancel)) for when you click "Switch Talismans". This would help prevent "oops" clicks (aka. Oh ?!%^!* .. I can't believe I did that) and people contacting Admins/Mods for help when that happens.

Feedback/Thoughts/Suggestions? Thanks!

Sincerely, Tectonics


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PostPosted: Tue Nov 20, 2007 11:06 pm 
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For the "Go Fish" quest...

Once a person started the "Go Fish" quest, what if they received a pamphlet through "Messages" advertising something like... (once you clicked on it):

This is an advertising pamphlet for Porcelain Bay - funded by The Bayside Dive Shop. Words like "scenic" "crystal" and "lack of deadly invertebrates" seem sprinkled throughout. It screams "tourist spiked-jaw-trap". But hey, you didn't want to live forever... or have anyone find your body, right?

...This would not only add some tasty non-MSG (allergies I tell ya!) but help point good souls in the right direction for getting Under-da-sea (On a personal note... when I realized there were more places to visit then those provided by the top links... it was an "Ooooohh" moment).


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