"Good" versus "Evil"

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Postby 12345 » Thu Jun 29, 2006 6:51 pm

I'll make an addition to that. Good mobs might let good players pass unmolested eventually.

As far as forges in the castle... The Philo Stone requires killing Uyp, Vicar, Geber and the hound for cps. The Thundery Gaunts require killing the smith, Wu, Uyp and hound. So if you're forging, you're a past offender or bought bloody cps.

A couple quests pass through the area, but its a fair bet that at _least_ half of the people that undertake it have killed in the castle at some point.

The only really genuine way to code it would be to see if you have received first kill xp for being in the castle. If no, then let you pass. After that, attack on sight. All your other arguments are completely bogus.
Kein Mehrheit Fur Die Mitleid -KMFDM
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Postby Avatar » Thu Jun 29, 2006 9:03 pm

That's a good summary Hobbes.

Overall, I don't mind the alignment system. It does add an extra dimension to the game and when more mobs / items / spells etc. are "alignment aware", it could be very nice.

There are two points that I still dislike - one is that clerics lost animate dead and supplication was supposed to be the replacement. Well, for various reasons I think clerics got the short end of some stick. The second is that alignment as-is just isn't fun. I guess I shouldn't be surprised, now that I see the basis of the alignment system is a model of the catholic morality system. (kidding!) Seriously, as a cleric you're not just managing your character alignment, you're managing corpses, the size of your corpses, the alignment of the corpses, multiple corpses per supp (for good ones) and the supps don't last very long.
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