Page 1 of 2
Adding some worth to the dapper
Posted: Sun Apr 03, 2005 6:34 am
by random44
Hello everyone
This will be my first post on the Arispotle community forum. For those who don't know me I am the #1 *self proclaimed* submitter of *wacky* ideas to the forums.
The topic I am addressing today is the dapper and its worthlessness. I have an idea to tie it into the some other nessecary aspects of the game and increase its worth.
I was thinking with the incoming implimentation of consumable things, the devs could put in some nourishment items, AKA food. This food could be purchased at a city bar. Food for healing is great, but not really needed. What I am thinking, is that the character has a "need" for this food. Kind of like a Mekatoub; when it runs out of food, it won't run.
Think of it this way: The player exerts him/herself throughout their various grinding activities. Depending on the activity, the character grows hungry. This hunger, if not quenched, will eventually affect the character's performance, doing things like making them slow, more vulnerable to attacks, loss of focus, etc. Since the "food" can only be purchased with dappers, and not player-made, suddenly the dapper becomes needed. Now people will budget their dappers, making sure they make a profit so they can buy food.
Also, to add another twist, the length of time that a character can go without food could be tied to will. I mean, balance is tied to something, will should be too. (and so should metabolism and wisdom, but I haven't thought of anything for them yet. Tune in next week

)
Anyway, there are probly flaws in this system, so try and point them out to me without being too mean

. But, I would like to hear what the community has to say about this idea.
Re: Adding some worth to the dapper
Posted: Sun Apr 03, 2005 7:46 am
by kostika
I like the idea of food. Add a few eating and drinking emotes and you've got a social scene like you wouldn't imagine.
I don't know about chars needing it though. I'm not personally fond of the idea myself. I would gues also that alot of programming would be needed to completely change how chars work in relation to food.
Having thingks like foor, drink, and regular clothes to spend money on though, that I like.
Re: Adding some worth to the dapper
Posted: Sun Apr 03, 2005 7:50 am
by hans1976
random44 wrote:Hello everyone
This will be my first post on the Arispotle community forum. For those who don't know me I am the #1 *self proclaimed* submitter of *wacky* ideas to the forums.
The topic I am addressing today is the dapper and its worthlessness. I have an idea to tie it into the some other nessecary aspects of the game and increase its worth.
I was thinking with the incoming implimentation of consumable things, the devs could put in some nourishment items, AKA food. This food could be purchased at a city bar. Food for healing is great, but not really needed. What I am thinking, is that the character has a "need" for this food. Kind of like a Mekatoub; when it runs out of food, it won't run.
Think of it this way: The player exerts him/herself throughout their various grinding activities. Depending on the activity, the character grows hungry. This hunger, if not quenched, will eventually affect the character's performance, doing things like making them slow, more vulnerable to attacks, loss of focus, etc. Since the "food" can only be purchased with dappers, and not player-made, suddenly the dapper becomes needed. Now people will budget their dappers, making sure they make a profit so they can buy food.
Also, to add another twist, the length of time that a character can go without food could be tied to will. I mean, balance is tied to something, will should be too. (and so should metabolism and wisdom, but I haven't thought of anything for them yet. Tune in next week

)
Anyway, there are probly flaws in this system, so try and point them out to me without being too mean

. But, I would like to hear what the community has to say about this idea.
Nice idea build on the assumption that a player always has plenty of dappers. I can remember, back when I was a lower lvl Tryker, I had to budget all the time to buy my armors, tp tickets was a grand no-go anyway and only when my digging went up and I joined a guild the dapper lost it's value.
But now you are a higher lvl player that has a huge constitution / metabolism, and you burn food at a high rate. Must be very irritating to visit the bars in the capital all the time and in the likely case you forgot your tp ticket starvation is more then close.
I like the idea, but only if food is either harvested or crafted. Or food is in a skilltree, and you get:
food
petfood / hominfood
mount, packer, carnivore, herbivore / Tryker, Zorai, Fyros, Matis
Weeee, more sp to waste

Re: Adding some worth to the dapper
Posted: Sun Apr 03, 2005 8:17 am
by kaetemi
i think they originally had a design where characters could grew older, except when the kami's or karavan's powers were used to keep you young. once you grew very old, your character could permanently die instead of respawning when it doesnt get heals (but the permanent death is very bad and probly will lose people if it happens)..
Re: Adding some worth to the dapper
Posted: Sun Apr 03, 2005 9:04 am
by predzz
The only way i could see this happen is when they have no use, and are just ment for fun. For example after your char drinks some beers your screen would go all blurry. Or after some sodapops a bubbly screen.
As you suggested, we would need to go to a city once we get hungry, else our statistics decrease. What if you are in the middle of a hunt, in a far, far away place and suddenly you can't use your best spells anymore? Inventory space is already rather limited. I don't want to need to fill it up with food as well.
Bonuses like with the eggs are currently useless because they are taken into account when using that specific power again. For example if you used a speedup egg, you wouldnt be able to use another speedup egg or the speedup power untill you waited about 10-15 mins for the power to work again. Thus eggs having the same effect as using the speedup power itself actually.
However, if Nevrax ever implement this anytime soon i will be rather dissapointed in them because they honestly have much more important things to work on...
Re: Adding some worth to the dapper
Posted: Sun Apr 03, 2005 9:44 am
by sprite
random44 wrote:
This will be my first post on the Arispotle community forum. For those who don't know me I am the #1 *self proclaimed* submitter of *wacky* ideas to the forums.
I didn't know that, but I do now

Re: Adding some worth to the dapper
Posted: Sun Apr 03, 2005 10:21 am
by morgan73
predzz wrote:
Bonuses like with the eggs are currently useless because they are taken into account when using that specific power again. For example if you used a speedup egg, you wouldnt be able to use another speedup egg or the speedup power untill you waited about 10-15 mins for the power to work again. Thus eggs having the same effect as using the speedup power itself actually.
Actually, that's not true. Just a little bit ago, I used 12 speed up eggs in a row. Wow that was fun.
If you use your *personal* speedup skill, then you can't use the eggs for a while, but if you only use the eggs, it's no problem.
Re: Adding some worth to the dapper
Posted: Sun Apr 03, 2005 10:27 am
by sprite
morgan73 wrote:Actually, that's not true. Just a little bit ago, I used 12 speed up eggs in a row. Wow that was fun.
If you use your *personal* speedup skill, then you can't use the eggs for a while, but if you only use the eggs, it's no problem.
Yeah I hope they fix that before they introduce the actual "potion-like consumables"

Re: Adding some worth to the dapper
Posted: Sun Apr 03, 2005 1:32 pm
by kaida
random44 wrote:The topic I am addressing today is the dapper and its worthlessness. I have an idea to tie it into the some other nessecary aspects of the game and increase its worth.
hi xanavan
i agree with frydeswinde; dappers are not completely worthless for lower lvl and/or guildless players. from my experience it appears to be reasonably balanced and the choice to spend a lot or only little isn't terribly hard to make.
outpost maintenance/defence could be (will be?) a perfect money sink for guilds who feel they drown in dappers.
personally i prefer not having to worry about money because there are so much more interesting challenges ig already.
i like the idea of a skill tree for fun/rp purposes only, i.e. food.
Re: Adding some worth to the dapper
Posted: Sun Apr 03, 2005 1:52 pm
by hans1976
sprite wrote:Yeah I hope they fix that before they introduce the actual "potion-like consumables"
/shout SKILL TREE!!11oneoneeleven
/shout SKILL TREE!!11oneoneeleven
/shout SKILL TREE!!11oneoneeleven