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Town Entrance

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Harold
daradle
Lord Arogandor
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Post by Lord Arogandor Sat May 10, 2014 8:50 am

In short time, Seekers with a Town Reputation lower then 100 will no longer be welcome in that particular town.
Entrance will be refused by the town guard when they try to enter at the gate.


Those Seekers will still be able to try sneaking in the town and in addition they will be able to bribe the Town Scribe letting them pass. That will be something new and still needs to be worked out.


We hope to add guarding the town gate will become a Seeker's job soon as well...but that still need to be worked out further as well.


We just want to spread the word so that not everybody falls of his/her chair of surprise Very Happy
Lord Arogandor
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Post by daradle Sun May 11, 2014 1:05 pm

Eep!

Will there be a way to restore reputation? If rep is less than 100 then it's going to be difficult to enter, and so you have no way of improving reputation...

Also, are there any other ways of improving the Disguising skill apart from sneaking into a town?

daradle
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Post by Lord Arogandor Sun May 11, 2014 6:00 pm

There are ways to restore your Town reputation:
- Donating breads
- Playing town games
- Events during the reset
- Donating money
- ...


As far I know at this tired moment, there are no other ways to raise that skill.


The point is that losing town reputation, usually happens when you are being naughty. The town reputation becomes more important to maintain or at least forces you to think about consequences when beating up those poor guards.
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Post by Harold Sun May 11, 2014 8:11 pm

Unrelatedly, but how about if the town can make and upgrade a structure (e.g Guard tower) that increases the strength of the town guard, and his ability of detecting folk?
Harold
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Post by Axel Ackland Mon May 12, 2014 9:49 am

Before its coded in can you do a bit of a reset on low reputations?  For the home towns of seekers at least.  i think quite a few players have low reputation from just training your skkll in disguise or combat.

Axel Ackland
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Post by daradle Mon May 12, 2014 3:39 pm

I'm more worried about getting into the Monastery to turn in quests. Following the old adage "don't crap where you eat" I used the Monastery to learn Disguise and have a good rep in Spero.

It's not as if Disguise is even that useful at the moment, and we're just going to make it harder and more costly to improve a stat that is already costly to improve. My Disguise stat is 5th highest in the world, but I've only managed to sneak into a town twice.

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Post by Lord Arogandor Mon May 12, 2014 5:27 pm

Unrelatedly, but how about if the town can make and upgrade a structure (e.g Guard tower) that increases the strength of the town guard, and his ability of detecting folk?

We for sure have the ambition to explore the options in this area!



Before its coded in can you do a bit of a reset on low reputations?  For the home towns of seekers at least.  i think quite a few players have low reputation from just training your skkll in disguise or combat.


This won't happen, I do will check to make sure everybody has at least 1 reputation, but giving reputation back is unfair to those who have maximum Town Reputation.


It's not as if Disguise is even that useful at the moment, and we're just going to make it harder and more costly to improve a stat that is already costly to improve. My Disguise stat is 5th highest in the world, but I've only managed to sneak into a town twice.

Your remark makes sence, Disguise is not a skill that is easily obtained. I can add this skill in the Town Academy.
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Post by Axel Ackland Mon May 12, 2014 7:08 pm

This won't happen, I do will check to make sure everybody has at least 1 reputation, but giving reputation back is unfair to those who have maximum Town Reputation.

Well players with high reputation already have benefits, it wouldn't take them away by boosting players with low reputation.

But anyway, it doesn't look like the town has any control over the new function of the town gate :/

Could this be an upgrade instead of an update so I could just not do it??  Very Happy

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Post by Harold Tue May 13, 2014 5:52 am

Aro wrote:
Before its coded in can you do a bit of a reset on low reputations?  For the home towns of seekers at least.  i think quite a few players have low reputation from just training your skkll in disguise or combat.


This won't happen, I do will check to make sure everybody has at least 1 reputation, but giving reputation back is unfair to those who have maximum Town Reputation.

Well, it's realy two-sided, because those who have been facing a pain to win disguise at the cost of their reputation did not know reputation would have such a role in the future! :p

And those who have been facing the same disguise pain will perhaps not like it if it now learned more easily in the academy. It is always hard to change the rules in the middle of the game... It is especially harder given this is a looooong-run game! Sad

One has to be very careful all in all.
Harold
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Post by Helfdane Tue May 13, 2014 8:31 pm

If people want a reset on their town reputations because they blew it on increasing their disguise, then they need their disguise skill reset as well. You don't get to have your cake and eat it, too.
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Post by daradle Wed May 14, 2014 2:42 pm

I don't want or need my rep to be reset. I'm more bothered about making Disguise very costly to improve, whilst also (later down the line) adding ways for towns to detect people in Disguise even easier - as if it isn't already hard enough to sneak into a town.

Putting Disguise in the academy would make the skill learnable, but does make me feel that the stamina and rep that I spent building up Disguise has just been a waste.

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Post by Lord Arogandor Wed May 14, 2014 3:48 pm

Since today Seekers with less then 100 Town Reputation can no longer simply enter the Town.
When a Seeker gets stopped at the town entrance he or she has two options to get inside the town still.

- Sneak inside the town: This option already existed before and remains the same. The only difference is that now the Seeker will be left outside after a failed sneak attempt.

- Bribe the Gate Scribe: This is a new option. The Seeker can choose to pay an amount of money to pass the gate. The more money offered the higher the chance is to be allowed in the town. Either the attempt succeed or failed, the Seeker does loose his/her money.
The chance on a successful bribing attempt increases with 0.5% for each point on your Charisma Skill.

All the Seekers with a reputation lower then 100 in a certain town gained up to 100 Town Reputation again.
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Post by Axel Ackland Wed May 14, 2014 9:29 pm

This update, I think, takes us in the wrong direction.  I mean, I thought we were moving to more player controlled functions in game.  You know, let the town decide who's infamous enough or dodged enough taxes to be locked out of town, let em see a list of taxes owed and reputation too, something.  You can't even fight the guard to get in?

I'm currently going to be locked out of Spero, the town I manage, though I am still able to easily beat any guard. Doesn't make shit for sense to me.

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Post by apoclypze Thu May 15, 2014 3:35 am

I guess I won't be buying potions or goods in Camaar anymore Smile lol

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Post by Lord Arogandor Fri May 16, 2014 5:49 am

This update doesn't take us in the wrong direction!
We are still moving into the direction where players get more control over the actions in-game.

But it takes time!


Before this update, Seekers could just keep killing the town guard over and over again without any issues or even losing stamina! This loop-hole is now closed! If you want to live and die like a villain then that is perfectly fine for us, but at least now you will have to think a little more over the possible consequences.


In time, town guards will be assisted with volunteers (players) of the town. They will be able to stand guard at the town gate, fight if needed, and being paid by the hour.
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Post by Axel Ackland Fri May 16, 2014 10:50 am

I agree with you that being able to fight the guard without any cost for stamina is quite a loop-hole.  But I do still think that to enter town while breaking the law, you should be able to fight your way through.

But anyway my upset-ness was from not having the freedom to choose what reputation seekers can enter the town with.  And also with the whole town not being able to see who owes what taxes thing I'm a little salty about, even though its not on topic, I'd like to set a limit being stopped by the town guard so you can leave town without paying taxes if its under the limit, too.

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Post by Lord Arogandor Fri May 16, 2014 1:05 pm

How would you like to you see this parameters implemented then?
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Post by anto_capone Sat May 24, 2014 2:24 am

Lord Arogandor wrote:

Before this update, Seekers could just keep killing the town guard over and over again without any issues or even losing stamina! This loop-hole is now closed!
damn, wish i thought of that. i could have made some camaar guard soup!  Smile

sound like a needed change tho.
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Post by apoclypze Sat May 24, 2014 2:37 am

Well when players can be the guard I'll be sure to volunteer for Spero. Let's see who survives Wink

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Post by Helfdane Sat May 24, 2014 2:58 am

Only Marche would stand a chance, and he's also from Spero. The next top combatants are Axel and I. And we're also Spero. I don't think Spero has a lot to worry about  Laughing
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Post by Lord Arogandor Sat May 24, 2014 4:27 am

What if Seekers could stand guard? Imaging Seekers standing guard could actually get involved in a combat with another "active" player who wants to leave the town without paying taxes. There are some issues that need to be dealt with.


- Level requirement of the guard? does in play a role in the wage offered by the town?
- Can everybody volunteer to be a town guard? Or only citizens? And what about enthusiastic newbies? Can they be guard?

- What happens with the guard if he/she gets beaten? Remains the gate unattended then?
- What role can upgrades for the Town Gate play?
- If the Guard wins, what does he/she gets?
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Post by apoclypze Sun May 25, 2014 5:30 am

I know I looked at the combat list, Spero seems like a violent bunch ;D

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Post by Harold Mon May 26, 2014 5:37 am

I already gave you my opinion on this, I will post it here too:

"What I would do would be: Having a town guard with a given starting level. Then any upgrade of the given structure would make the town guard stronger and less prone to bribery. Towns would want to do this since they don't want people to evade their taxing.

That would just be it...

Say structure starts with level 1. The guard is therefore weak (level 7 or something). For each level of upgrade, the guard could increase 2 levels, and there would be no maximum limit for a town to upgrade its guard (like the field upgrades)

What could be spent to upgrade it is up to you... You know what's lacking and in excess. What seems natural Roleplaying-speaking is stone (for the walls) and iron (for the weapons) for the upgrade.

Important as well, if doing this change, is to give the mayors three months in advance with the "old guard", while allowing them to do those upgrades in the meanwhile!

A naming suggestion for the guards could be Town Guard I; Town Guard II, and so on."

I don't think having people defending the town for now would be a good solution, until you do the revamp you want to do in the battling system: That is, having player vs. player, having groups and etc... Having pvp just on the town walls doesn't seem right.
Harold
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Post by Harold Sun Nov 23, 2014 10:57 am

There's still a loophole regarding the town guard needing to be fixed... The Camaar town guard has been crushed in the past few days many times by the same seeker. This really means it is still profitable to beat him over and over and over... For battle exp, for money.... I don't know how, but it is still being explored.
Harold
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Post by Lord Arogandor Sun Nov 23, 2014 1:14 pm

I'll try to find a solution for the town guard spam killing.
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