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Valguarnera | Mon 02-Aug-04 01:47 PM |
Member since 04th Mar 2003
6904 posts
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#351, "Miscellaneous updates:"
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- Subvert has been improved overall, and accounts for more situational factors now.
- The Fortress inner will make fewer "dumb moves", such as trying to Wrath neutral riders, Flamestrike fire elementals, etc.
- Dozens of items which were sitting idly on shopkeeper shelves have been lowered in cost, lowered in level, and/or been made more effective. If you are aware of current examples which are nowhere near worth their price, email me suggestions.
- Many shopkeepers have an expanded repertoire of things they are willing to buy or barter for. Again, if you are aware of current omissions of this kind, email me suggestions.
- Several overpriced items (like 5000cp deerskin moccasins) have been reassigned more sensible costs. If you're aware of grossly mispriced items (high or low), email me suggestions.
- The Academy has a discount healer available, in a room designed to teach the Heal command.
valguarnera@carrionfields.com
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Splntrd | Mon 02-Aug-04 04:44 PM |
Member since 08th Feb 2004
1096 posts
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#352, "On the Academy Healer"
In response to Reply #0
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An awesome idea, I applaud Qaledus for putting that in there. However, two things I would like to see changed.
Having never bartered an item for a healing service, the Healer was a learning experience for me as well. However, I was disappointed in how the sign addressed the issue of bartering for healing services. It seemed to imply that somehow you had to use the barter command, as opposed to the "heal <supplication> <item>". Perhaps this can be changed so as to be less vague.
I also feel that there should be some experience reward for having bartered an item for healing, by means of encouraging barter for services, the barter system in general, and commerce. Assuming the sign stays as it is now, the difficulty of figuring out how to barter for a healing I think justifies 125, 150 points. If the sign were made clearer, 100, simply because heal is somewhat more obscure than open, get.
You guys have been doing an awesome job lately, kudos to everyone involved and raves for the changes. Splntrd
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Laearrist | Tue 03-Aug-04 01:13 AM |
Member since 04th Mar 2003
289 posts
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#353, "I would rank to hero on what I've bartered at the heale..."
In response to Reply #1
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Valguarnera | Tue 03-Aug-04 07:35 AM |
Member since 04th Mar 2003
6904 posts
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#354, "I assumed he meant a one-time reward, like most quests...."
In response to Reply #2
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Qaledus | Tue 03-Aug-04 02:48 PM |
Member since 09th May 2004
458 posts
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#355, "D'oh!"
In response to Reply #1
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>Having never bartered an item for a healing service, the >Healer was a learning experience for me as well. However, I >was disappointed in how the sign addressed the issue of >bartering for healing services. It seemed to imply that >somehow you had to use the barter command, as opposed to the >"heal <supplication> <item>". Perhaps this can be changed so >as to be less vague.
My preference bartering got in the way of the facts. We'll get that fixed.
>I also feel that there should be some experience reward for >having bartered an item for healing, by means of encouraging >barter for services, the barter system in general, and >commerce. Assuming the sign stays as it is now, the difficulty >of figuring out how to barter for a healing I think justifies >125, 150 points. If the sign were made clearer, 100, simply >because heal is somewhat more obscure than open, get.
We'll look at that, but there's already a benefit to bartering within the Academy.
I have a couple more of ideas along this line, so keep an open eye for them!
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Splntrd | Wed 04-Aug-04 02:40 AM |
Member since 08th Feb 2004
1096 posts
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#356, "Lengthy Reasoning"
In response to Reply #4
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"...already a benefit to bartering..."
True.
Here is my reasoning. As it stands, there are several points where experience points could be rewarded during a newbie's exploration of that healing alcove.
1) the point in which the newbie types "heal", and recieves the list.
In my opinion, this is an easy accomplishment, and giving exp points at this point would actually distract from the main point of the exploration, which is to learn how to use the healer to actually heal.
2) The newbie types "heal <supplication>"
Actually, a good point. However, if the newbie doesn't need healing, are they going to actually use the service and recieve the bonus? Certainly someone who already knows they can get experience points in this manner is going to buy healing whether they need it or not. But as for newbies using the service... hp/mv max are so low at those levels that resting for a minute negates the need for a healer fast, or for spending money on healing.
3) The newbie types "heal <supp> <item>"
As I stated earlier, bartering for healing services is more obscure, but perhaps this is a good reason to reward exp at point 2). It all depends on what the focus of the healer is. The purpose seems to be to introduce Newbies to healing services in general, NOT the bartering. However, learning and using this obscure and useful command seems rewardable to me.
So perhaps a compromise. A small reward for "heal <supp>", and a smaller reward for "heal <supp> <item>". These sums should be balanced against the exp gained in the rest of the alcoves. I would say that 70 exp points for one, and 30 for the other would be well-balanced. or 75, 25, if you wish to keep with the increments of 25.
Those're my thoughts on the issue, checks and balances and stuff. On second thought, give them a couple thousand just for reading the sign too...
Splntrd
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