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Re: Things that make hunting more interesting. 08/09/2012 07:39 PM CDT
>Survival primaries

Well tbh I was kind of thinking about having to swim rivers and climb mountains to get there when I wrote that. And I do think that should probably be a part of some of em in cases. But I wasn't trying to imply that they all should be like that.
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Re: Things that make hunting more interesting. 08/09/2012 11:54 PM CDT
>> Yea, don't know what boxes you are opening out in dillos, but it takes me ~5 splitter boxes to get the amount of money one treasure map box contains. Assassin and Intercessor boxes might be a bit better, but I haven't heard of them containing 10+ plat a piece on average.

I meant that they should be exceptional. Finding 100 plat worth of coins and gems wouldn't be out of the ordinary. What kind of buried treasure barely has enough 'treasure' to buy a crafted blade?



IM: Dannyboy00001111

"Fool proof system do not take into account the ingenuity of fools, nor the power of numbers."
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Re: Things that make hunting more interesting. 08/10/2012 06:01 AM CDT
>>I meant that they should be exceptional. Finding 100 plat worth of coins and gems wouldn't be out of the ordinary. What kind of buried treasure barely has enough 'treasure' to buy a crafted blade?

This is kind of silly to be crying about. First of all, what box instantly locks your perception and foraging just upon its discovery, with zero skill check? None. Second, the gems and coins are incidental and not dependent upon player-created inflation, so give that a rest already. Third, the real treasure is the opportunity to find that one possible rare and exceptional item in the box. I know I keep trying to find my treasure boxes because of that potential awesome item (and I have found a few good items inside). If you don't like the current treasure map system, and you think you're getting ripped off somehow, then go ahead and sell it for the standard 1000-1200 plat kronars that they go for (which is enough to buy roughly a 12 or so volume glaes/haralun/kertig player-made weapon) to another player who will actually appreciate it.



Squanto: think they'll make it so we can swim to the islands?
Codiax: probably not but who knows
Squanto: maybe moonwalk faster on the iceroad with enough reflex, athletics & xibar up?
Codiax: lol yeah totally. have to sing ice ice baby to make it work
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Re: Things that make hunting more interesting. 08/10/2012 10:40 AM CDT
I just want to point out that in the treasure map boxes I've found about 5k worth of items. I sold two eye color changing rings for 1500 pk a piece. WHich box has that again?
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Re: Things that make hunting more interesting. 08/10/2012 12:04 PM CDT
>> This is kind of silly to be crying about. First of all, what box instantly locks your perception and foraging just upon its discovery, with zero skill check? None.

It was a suggestion - I don't hunt things that drop items.

But IMO, they're such a rarity that they shouldn't be graded on a normal scale.





IM: Dannyboy00001111

"Fool proof system do not take into account the ingenuity of fools, nor the power of numbers."
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Re: Things that make hunting more interesting. 08/10/2012 10:35 PM CDT
>>This is kind of silly to be crying about. First of all, what box instantly locks your perception and foraging just upon its discovery, with zero skill check? None.

Spending an hour or two with all skills at 0/34 clear because you're exploring around for a treasure map, in order to get a "free" instant mindlock in 2 skills, is not even remotely close to an efficient use of training time. So bringing this up is pretty silly.

But yeah, treasure maps will easily sell for 1000+ plat without requiring any work whatsoever, so anyone pretending like they are worth under 1k plats is being equally silly.

Apu
_
http://www.elanthipedia.org/wiki/User:Apu
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Re: Things that make hunting more interesting. 08/10/2012 11:14 PM CDT
>>Spending an hour or two with all skills at 0/34 clear because you're exploring around for a treasure map, in order to get a "free" instant mindlock in 2 skills, is not even remotely close to an efficient use of training time. So bringing this up is pretty silly.

Actually, it's not silly at all, if you consider the context. The comparison was a critter box vs a treasure box (what the payout of each is). You don't have to go looking for a box with 0/34 in your pools. Half the boxes I have found took about 5-15 minutes to find. Also, the point wasn't to find that box in order to lock foraging and perception. That's just an incidental bonus--which so happens to be a really nice perk, and one that a loot box just will never be able to provide. If I had to take a stab at the purpose of a treasure map, I'd wager it's to get you to break away from the tedious grind and try to do something a little fun... like go treasure hunting. If that's not your thing, sell it for a nice chunk of coin to someone who will appreciate it.



Squanto: think they'll make it so we can swim to the islands?
Codiax: probably not but who knows
Squanto: maybe moonwalk faster on the iceroad with enough reflex, athletics & xibar up?
Codiax: lol yeah totally. have to sing ice ice baby to make it work
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Re: Things that make hunting more interesting. 10/28/2013 04:21 AM CDT
. . . I read the room text.

I've _altered my RP_ based on room text!

sob

More seriously, I'd love the idea of, say, seasonal dryads with special attacks based on such. That'd be neat - if they lashed you with branches one season and entangled you in vines in another, or kicked up a swirl of leaves in yet another. I feel if the change is something minor - not, say, "is X creature available now" or "how strong is X creature?" but "does it do Y additional thing in addition to its normal routine?" that changes would be more welcome.

That said, what if a hunting ground altered based on what people did in it? If there was some minor activity you could do that modified, say, what element the local enemies preferred. Wait, no, that'd turn into grief central by the second day.

---
"Tapeabarala asu chakapar oseane Gerenshuge sinuar sedea."
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