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Posted: Sun Jun 09, 2013 5:08 pm |  |
Gogo plastic bullets?
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Posted: Sun Jun 09, 2013 7:35 pm |  |
actually I found the man's posts to be quite reasonable, all things considered. As Wilde said, we -need- to keep bullets as something rare and very hard to get, or we get ammo stockpiles in the hundreds or thousands, and when it only takes two or three good shots to kill a man without good armor? Not a good situation. Even with this, toward the end of Beta it still wasn't as rare to get bullets as I hopes. This is something that probably won't change, just because its necessary to keep guns from being an overwhelming source of easy PK.
As for going out in the Wilde, it is hard. It is tough. I sympathize, I have nearly been murdered several times myself, and that's with a group. As armor and weapon skills increase, it will make it easier. If doing it solo? More documentation would be awesome with that, but the moonscape is a hugely dangerous place, and will likely remain so.
Overall, the systems in place are there in order to prevent abuse or to make it a more difficult arrangement to thrive, which is part of our point. Your OP was very good, and I imagine some of the admins will look it over, and trust me, we will likely be making arrangements to change some things, like the new butchery skill or the spawn rate of creatures outside.
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irkallia
Guide

f--- you that's my fish and i'm having sex with it
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Posted: Sun Jun 09, 2013 9:19 pm |  |
A lot of these are concerns that I've whined about since Beta, guys. Y'all are being douchetard hoebags to this guy who brought up perfectly valid reasonable concerns for things that are not clear in the documentation AND offered suggestions for them. More than the whining that gets done around here normally.
To the OP: Just on the mechanics side of things, I can possibly tell you why 30 rats/lizards won't breathe, even when they should be enough weight: in the old game, one of the four Families controlled each of the Firebreathers, to keep things equal-like. Each Family imposed a "tax" on materials that went through the breathers, such that inputting 20 pounds in would only get you 10 pounds out. (The extra didn't actually go to the Family; it was virtual.) These 'taxes' were occasionally increased throughout the game's run as supplies got more and more plentiful, and people hoarded more and more - what you're looking at now is probably the high-end tax from the end of Grungetown being applied to the very beginning of Rust. Maybe Holmes has looked into this already; maybe not.
It is slightly "unfair" from an IC perspective, but what you need to understand (and this is the part that's not made clear in documentation anywhere) is that ARPI beta had a huge problem with hoarding. A lot of the game mechanics you're referencing (particularly gold and food) arose from the need to keep things reasonably scarce, because there were indies (yes, indies) with incredible hoards of loot and food, let alone clans, which amassed stores of thousands of bullets and dozens of suits of armor, hundreds of bolts of cloth/bars of plastic/metal/etc.
Also: on referencing helpfiles before picking skills - you can do this! When you're in character generation, at the skill-picking screen, you can type "help skillname" for any skill and read it before choosing. I don't know if there are any that don't have helpfiles, though. :X They should, I think, but if they don't, then that's a different problem.
Anyway, I apologize on behalf of other people being rude. It's been something of a problem, the lack of welcoming to new people. So: welcome! Some of what you talked about does suck (particularly the all-or-nothing level of death), but I have heard that there are plans to attempt to make this a little better. The staff seems pretty awesome and not so caught up in how awesome they are to take suggestions and change the game where needed, so I am hopeful. If you need help with anything, I recommend the chatroom; usually there are at least a few people in there who are happy to help out with whatever.
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irkallia
Guide

f--- you that's my fish and i'm having sex with it
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Posted: Sun Jun 09, 2013 9:23 pm |  |
Oh! And some more tl;dr from me, on NPCs:
Similar to the reasons behind keeping food and bullets rare (hoarding), NPCs were taken out of the game for the most part because twinks were slaughtering them to loot and to breathe and to up their skills with. It was one of those "this is why we can't have nice things" situations, unfortunately. I'd imagine if there was enough support from the playerbase, we could get NPCs reinstated on a trial basis, but the moment some stupid person starts killing them/fighting them to grind up skills with, they'll be gone again.
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Posted: Sun Jun 09, 2013 9:27 pm |  |
| Mannfreid wrote: |
Wow, snarky ass aren't you? I was offering my thoughts on improving the game.
And yes, I understand indie life is supposed to be hard. Out of all this, my suggestions were blown off, and I got one, SINGLE piece of usable actual advice. Bringing my carcass' to a cook. Didn't know that was actually an option, and now I do, and that in itself makes the game a bit more playable.
And yes, I know the slums have VNPC's. But to do much of anything with those, requires staff. And the slums -feel- empty. I was simply making a suggestion to make it feel more like a city, and give people reasons to actually, you know, be there. Which will allow for gang fights, shake downs, and all sorts of other rp.
Final thoughts:
More documentation. Allow people to help file skills before picking them. ESPECIALLY if you want skills like Bio and Chem to have to work together.
You can be snarky and talk shit all you want. But here's the basic undeniable fact: I am a new player, I've played 2 guys. I'm not a noob to MUDS or RPI's. I came here with a few friends to try the game. And we all said the EXACT same things. I am the only one giving the game another shot.
That being said, I'm telling you how we felt. You want to blow me off, or tell me to make my own game. Aint no skin off my back. I'm just trying to help make the game better. |
And Matt was just telling you how he felt about your post. Everyone is entitled to their opinion. Now I'm going to post my response to your initial post. Please don't respond to it and call me snarky, I might cry.
Bullets: Read wilde's post + this game isn't a real-life sim.
Food: Indie's are suppose to have it hard. Read Hastur's post on butchery. Overall, I'd say join a family as a newbie and learn the ground controls/lessen the worry about food and basic needs.
Wildlife: Why does there need a middle-ground? This is Parallel RPI, not Parallel hack-n-slash RPI. (Plus, lets not forget to mention that there is a middle-ground-- barkers, shredders and I'm sure PKing other newbies would be less difficult than trying to take down a gato). The world isn't going to be changed because a certain area is too dangerous when there are plenty of ways to avoid it and prosper in other manners.
That's about it. Cheers and welcome to the game.
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irkallia
Guide

f--- you that's my fish and i'm having sex with it
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Posted: Sun Jun 09, 2013 9:37 pm |  |
Zerero, that's not necessary. At all.
The "middle ground" is a problem. Yes, a problem. It was a problem all the way through beta, and it is a problem now. It effectively means that on anything other than EST waking hours, scavs/hunts cannot happen. Why? Because it is impossible to get more than 3-4 people together, and that many people WILL DIE if they go outside. This is blatantly stupid and unfair to off-peak players, and it would be a wonderful change to the game if it changed. I think we have an entrenched idea here that things need to be 'hardcore,' and I think that attitude is seriously detrimental to retaining newbies to the game, both in terms of the disrespect and elitism that is shown here on the forums and in the level of difficulty and lack of help in game.
I am done with this thread now. Carry on.
(this has been edited, because I was being rude too. Yay.)
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Posted: Sun Jun 09, 2013 9:51 pm |  |
We actually discussed a solution to that middle ground thing in building and as far as I know we're still going to do it.
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Posted: Sun Jun 09, 2013 10:04 pm |  |
Wow, is that how we're going to treat new players? Wow.
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Holmes
Dictator in Absentia

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Posted: Sun Jun 09, 2013 11:45 pm |  |
I deleted the rude posts. Stay on topic.
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Posted: Mon Jun 10, 2013 12:21 am |  |
I think everyone could use a good chill --
The main thing I want to point out about Parallel is I think we're intending it to last as long as we and everybody else wants it (if I am wrong, strike me dead Holmes). The sense of urgency isn't there as it was in Atonement, at least on my part, or even the first and planned incarnation of Parallel. We have time to get it right or as close to right as anybody ever comes. I'd love there to be middle ground. Maybe a different area, like gator-sewers or tunnels or something, with small scav for a small group. You know, whatever, whatever works for everybody.
As always, be kind to your fellow nerds because they are the only ones who understand why you sit in front of a computer and play with words all day.
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