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| Too heavyWednesday, April 23rd, 2008 at 5:29 am
Whoever made these chests weigh over 100 (or bulk over 100) had no consideration for small races...
(147 H 75 M): l
Crystal Bay Inn Safe
You are in Crystal Bay Inn's massive safe.
This has got to be the most massive safe you have ever seen. It
is a thief's dream! All around are antiques, precious art, gems, jewelry,
and several golden chests. The Crystal Bay Inn does very well indeed.
As crafty as Carl is, however, it wouldn't be surprising if this
treasure was in some way guarded.
Obvious exits: out.
You see two huge golden chests, a telescope (M).
(152 H 75 M): get huge
You can't carry anymore.
(152 H 75 M): rem all
You remove a blue-dyed vest, some burlap sleeves, some burlap pants, a burlap scarf, some steel-studded mittens, a lacy bonnet, some steel-studded moccasins, an alanthium corbite ring, an alanthium
corbite ring, an alanthium corbite ring, an alanthium corbite ring, an alanthium corbite ring, an alanthium corbite ring, an alanthium corbite ring, a mithril ring of protection.
(152 H 75 M): drop all
You drop: seven alanthium corbite rings, an alanthium facemask (+1), some alanthium scale mail armor (+1), a blackfire longbow (+2), a blue-dyed vest (+4), some burlap pants (+4), a burlap scarf
(+4), some burlap sleeves (+4), some cloud matter, two compasses (M), a dragonskin bag, some field rations (M), two hazy potions (M), a hotel safe key, a lacy bonnet, a mithril ring of protection
(+5), an ochre yellow feather (M), a pointy wizard's hat (+3), a small rusty key, some steel-studded mittens (+4), some steel-studded moccasins (+4), a storage room key.
(152 H 75 M): get huge
You can't carry anymore.
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| Re: Too heavyWednesday, April 23rd, 2008 at 9:14 am
The problem here is that the mud asks, "How big are gnomes? (small bulk capacity)" rather than "How big is THIS gnome? (Herb enlarged)". We'll fix bulk allowances to be based on your character's size, rather than on the standard size for your race.
When size-changing spells wear off and you can't carry what you're holding anymore, we have a problem. Do we make you drop the heaviest items in your inventory? Then somebody will cast reduce on Zerk and steal all his EQ. Perhaps slowing down walking speed would work instead.  Heaven doesn't want me and Hell is afraid I'll take over. 
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| Re: Too heavyWednesday, April 23rd, 2008 at 9:30 am
True, slow down walking speed works. Also should be applied when you're maxed out, and then unwield your weapon, or if you're maxed out, and remove all your armor. More possibilities probably...
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| Re: Too heavyWednesday, April 23rd, 2008 at 10:33 am
Don't slow them down. Bulk is bulk. If game mechanics don't allow us to make the crap drop (and possibly be damaged hehe) then just make it so they can't move without re-casting the spell on themselves or having somebody recast it. They'll learn to pay attention to it. :P
Another option is to make it drop and disappear..i.e. drop/break :P
But that opens things up for major jackassery lol "There's nothing wrong with shooting, so long as the right people get shot." --Clint Eastwood as Dirty Harry in Magnum Force
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| Re: Too heavyFriday, April 25th, 2008 at 10:08 am
I like the morrowind style. Either make their move times increase a lot (haha, 10 seconds to move) or what probly is the easiest, we should simply make it so people can't move when they're over their max weight until they drop something.
Slowing them down might be a good idea though, because I've wanted to add in different movement costs on the overland so that it'll take longer to trek through the hills, mountains, and forests than it would to walk through the grasslands or the trails. It'd add some incentives to use the trails instead of plowing the straightest course through things!!!! (slightly more immersive rather than trivial that way)
If we could add movements pts in a non crappy way I'd be open for that...but I'm not sure of a good way to do that....maybe add in stamina and when your stamina is low, your move times increase?
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