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Messages - Eeroas

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1
Ask A Gamemaster / Monstrous Submissions
« on: May 07, 2011, 11:01:47 am »
Back in May 2010, a hold was placed on monstrous submissions "temporarily, until the team catches up on submissions".  All of the submissions from May 2010 seem to have been completed.  Any ETA on bringing them back?  We're at the one year anniversary.

Monstrous submissions require little extra effort to approve than any other approval.  If anything, they require even less effort, since they can say that they "came from some tribe in the woods" instead of "he came from this city at this time, check the Lore, and this event was happening there, check the lore, and so and so was the queen of this land, check the lore, and he learned elven from his fathers friend, and dwarven from his mothers uncle...".  This is much more complex than say "Tog came from the woods, he learned the way of the warriors and talks with grunts, like most orcs do".

What I also find strange is that highly complicated races like Dark elves, each of which must detail their test, how they passed, their reasoning for leaving the underdark, how they cope with being topside in an alien world, etc. are fine, but a goblin who was raised in a tribe in the woods is more complex.  The suspension does not extend to wemics or fish elves, which are very monstrous and complex in their own right.

This is not to knock the submission/approval staff.  They have a tough and thankless job, very thankless.  The stress levels of dealing with all these hurdles can be frustrating.  But when regular submissions begin to take almost a month to approve, monstrous submissions have been denied for more than half a year, and we have massive blow-outs like what happened with Silvanne, and about 1/4 of the new players who submit a new character just wander off during the process and never return, then decidedly there is a problem.

We need more staff!  Maybe the time is right for a recruitment drive to bolster numbers on that front.  We need to lower the bar!  When I first got here, maybe 6-7 years ago, I admit the bar was too low.  Right around 2005-2006 it was raised to an appropriate level, I think.  But every year since then, we have demanded more and more from our players just to start playing.  It has gotten to the point where three grown men in their 30s have to meet 3x a week for over 3 weeks to brainstorm, rough draft, edit, etc. trying to find the secret codewords just to get a battle-rager approved in less than a month.  This is a family server, children are supposed to be able to play here.  How is a kid going to make a submission without tons of outside help?  Will children have the maturity to be told "no no no no" every time they want to try to play a new game?  We've had a grown man in his 30s snap and rage-quit over this system.  

Take a look around at the server numbers.  It's basically the same 10-20 people at peek hours, with 0-4 on any time less than weekend quest prime time.  Now you might say that this is simply because the game is old, then how come other servers far less incredible than ours that shall remain nameless are hitting 40-50/64 consistently?  I will tell you why, because in order to play a game, it has become work.  In order to alleviate stress, we fret and agonize about nitpicking little things in the bios.  I write awesome bios, so I don't have to deal with most of thise stress.  Luckily I can get my non-monstrous, mundane characters approved in say, 2-3 weeks.  I still think we can do better than that.

I love this server.  It has built many fond memories over the course of over 7 years.  Please, we have to stop starving it of new players in the name of law and order and meticulous structure.  I know I make this post every year, and every year now the problem has gotten worse and worse.  I do not fault the current submission team, but rather I commend them for lasting as long as they have and working as hard as they do.  But in the end, it's equally unfair to them as it is to the players to have the bar set so high.  

In short, we could use two things.  1) a staff recruitment drive among our tiny numbers to help speed things along. and 2) to lower this bar so that people less perfect and well-written than myself can pass the very 1st step.  We also need to lift the ban on monstrous races, because it isn't the problem that they are so complex, but rather WE are being too nitpicky with the mundane races as it is.  If every submission takes weeks and weeks, then a goblin or orc is not the problem, the system as it is working now is the source of the trouble.

I commend the team currently working hard to keep this awesome world running.  Just you're working too hard over a basic process that gets harder and harder.  The higher you set the bar, the more work you make for yourselves, and the harder your job will be.  I'd rather have lots of approvals green-lighted quicker and see you people in game, playing, than making an unpaid career doing paperwork 20 hours a week.  I would rather meet lots of new players new to RP in the world than a tiny handful of seasoned veterans that survived the overly difficult obstacle course it takes to get here.  We need more staff, we need more players.  More players mean more veterans that become staff, so don't turn away the players.

You incredible people work too hard as it is. ;)
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2
Ask A Gamemaster / theft
« on: January 09, 2011, 07:13:06 pm »
Hi,

Puck has taken some scrolls from the Tower Academy. I burned some before being told that these were not there just for the taking. On IC advice I have PMed Elohanna's player IC and let her know what's happened offering to make amends and added an OOC apology to same effect.

I have returned everything taken (although possibly to wrong shelves.....) other than what I used :(

Sorry- didn't know that this was theft etc as open containers that didn't say don't take.... I've never played on a server where so much of the world is player owned etc and hadn't realised the established norms. Won't happen again.

I'll not be such an idiot in future.

Amadan
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3
General Discussion / A Fond Farewell
« on: January 08, 2011, 11:39:05 am »
Hi everyone,

I have to say ... it's been a great run! That said, this post is to let the community know that I have just stepped down as a GM. The decision to retire was actually some months in the making, but I stayed on a little longer to make sure my work with Center rolled out smoothly, and to finish off my last commitments to CDQ requests.

Time. If only we all could have enough! But with my university days over and my full time job becoming more full time by the day, I know in my heart that I don't have the time for the responsibilities of GMing anymore, and it is time to step aside.

My deepest thanks to the community. You are what makes GMing here worth the time we give up. So thanks, for your commitment and passion to the world, for your creativity on quests and during every day roleplay, and for all the support you give the GMs as we try our best to weave stories for you, puppeteer a dozen NPCs at once, and keep the monsters on a short enough leash that you can at least try to solve the world's problems in a non-combative fashion. Mine were always a little unruly, and apologies to whoever they took a swipe at accidentally during a quest. I do seem to recall a few strand refunds during my tenure ... ;-)

I can say with honesty, it has been my sincerest pleasure to eavesdrop on all your RP conversations, snoop through your character's backpacks and leave the occasional surprise, bash you on the head with the XP wand from time to time, and torture your characters through development quests!

Hope you enjoyed it as much as I did.

~Carillon
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4
Layonara Server / A note on future updates
« on: November 06, 2010, 12:41:47 pm »
Hello Layonara Community,

I just wanted to let you all know that I'm trying something different with the way I've done updates.  To put it briefly, I'm going to try doing smaller, more frequent updates.  Some of them may also be "stealth" updates, meaning that I may not announce them at all.  Others may be quick-fix updates, such as those I have done since 3.30 has gone online.

So what does this mean?

Well, I'm not making any guarantees, but simple changes and quick fixes will hopefully find their way into play more quickly. Also, I'm hoping to keep better pace with plot-relevant changes as well as possibly add some unexpected variability into the world. Such things may not be frequent, as it is still subject to my rather full schedule. However, this is my intent, and I wanted to let you, the community, to know what is going on, so that when you go on your "usual" and find bugbears instead of ogres, for example, you will know why.

We'll see how it goes, I guess!
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5
Layonara Server / Version 3.30 is online!
« on: October 27, 2010, 08:02:36 pm »
[SIZE=32]Version 3.30 is online![/SIZE]

 

 This version is a pretty significant update in some ways, and it also requires new HAK files.  Please note that I've restructured the “control” HAK file into two files: a “ctrl” HAK and a “res” HAK for size and management reasons. You will need to download both of these files as well as the latest TLK file in order to enter the game.


[SIZE=-1]http://nwn.layonara.com/downloads/files/layo_resv3r1.rar (HAK)
        http://nwn.layonara.com/downloads/files/layo_ctrlv3r10.rar (HAK)
        http://nwn.layonara.com/downloads/files/layonara_v24.rar (TLK)
[/SIZE]

(NOTE: the All-in-One HAK has not yet been updated)



 This update contains some initiatives that we've been working on in one sense or the other for several months, and in some cases nearly a year,, and in particular one far reaching initiative that we hope will improve several long-running ills. I'll mention more on this later, but this one in particular is the result of a collaboration between the GM Team as a whole based on feedback and comments from the community.
 

 For expediency, I want to quickly thank the entire GM Team, the Plot Team, the Project Team and the community for their various contributions, and specifically, I want to thank (in no particular order) Script Wrecked, Alatriel, Rowana, Eorendil, Pankoki, Carillon Guardian-452 and mixafix for their more direct contributions and for saving me a load of time.


And now, onto the meat:
 

 Announcing: Center, Brelin Kingdom, Mistone[INDENT][SIZE=16]Once a town of its own right prior to the Dark Ages, the region of land  once known as Center has seen a resurgence in recent years.  The resettling began with refugees fleeing the destruction and uncertainty brought by the tsunamis that struck the west coast of Mistone. While initially little more than a tent city, Center started to become a crossroads in its own right. Its location along the strategic road between Fort Wayfare and points south helped it to become more than just a transient safe shelter for the displaced. Enterprising merchants set up their tents and wagons, finding the trade and commerce worthwhile.  [/SIZE]
[SIZE=16]
[/SIZE]

[SIZE=16]As has often been the story of other towns, an inn was built to serve not only those who ended up staying for a long term but also those traveling along the road. The merchant presence likewise became a fixture, drawing not only a banking presence but also facilities for skilled tradesmen. Merchants migrated away from Fort Wayfare, though this wasn't long lamented by residents, who on the whole felt some relief at having less traffic (and fewer “undesirables” lingering around their town. In keeping with this sentiment, Fort Wayfare petitioned Spellgard to “do something about that portal” in the middle of town.  Spellgard agreed, and a team led by Connor Garvill shifted the portal's exit to Center.  With the added traffic through every means, Center began to truly thrive and become a hub of activity of all sorts.   [/SIZE]
[SIZE=16]
[/SIZE]

[SIZE=16]While still essentially a transient settlement, as it doesn't qualify as a town yet, Center has grown beyond the simpleness of its rebirth into a place worthy of note.[/SIZE]
[/INDENT] To address one of the biggest problems with v3, Layonara once more has a single starting area: Center.  Located south of Fort Wayfare and north of Port Hempstead fields, Center and its surrounding areas represent a complete low-level experience for all new characters.  Its status as an unincorporated settlement (at best) makes it open to all races, even those banned from cities and towns throughout the civilized world.  That is not to say that they're welcomed by all, but there is either tolerance or numbness in those who might be considered residents.
 

 Besides the land mass that is Center, the surrounding areas have been remapped somewhat.  Existing areas have been changed and new areas have been added.  
 

 And of course, there are benches.
 

 Along with this, there is a new entry area, which should help introduce new players to the Dragon Storm campaign.
 

 As with many things, it is better seen than described, so please, stop by and have a look.  We're eager to hear your feedback.  As well, why not submit a new character and experience it through new eyes.
 

And since it is such a big thing, it's worthy of special note that Carillon and Pankoki worked quite hard and diligently to bring the Team's vision and plans for Center to life. It is no small feat they accomplished.



 -------------------------------------------------------------------


With all that said, let's get onto the list...



 

 [SIZE=16]Center:[/SIZE]
 The Center project involves 15 new areas created in or around Center, creating a new hub for the server and completely changing the experience of a first level character entering the game world. Some examples of changes relating to the hub that will help the new character:  
  • New starting     point; characters no longer appear in Port Hempstead or Fort Vehl
  •     West housing portal destination changed from Fort Wayfare to Center
  •     Smaller “Hlint-like” area with benches, facilitating players     meeting up
  •     Safe rest campsite for hanging out
  •     Temple and healer available in the area
  •     New basic craft hall in the area, with merchants available
  •     Conveniently located barn and ox merchant
  •     Low level quests located in the city areas
  •     Message board in craft hall, directing new players to other low     level quests
  •     Low level CNR and spawns placed in areas around Center, allowing new     characters to adventure more easily and safely
  •     Convenient and central bindstone, so older players hanging out can     keep an eye out for newer players and help them reach their graves
  •     New inn with full crafting kitchen, meeting room, and large stage     for player functions and quests
  •     New CNR locations, fishing spots, spawns and creatures in new areas     surrounding Center
  •     10 new scripted quests added. (Most are low level and integrated     into Center, but a few are suitable for more experienced characters)
  •     New Prunillan temple added to West server, in Center
  •     Some merchants and quest NPCs moved from other urban areas to     Center, to facilitate player gathering and usefulness of area
  •     Barn moved to Center from Port Hempstead Fields
[SIZE=16]
[/SIZE]
 [SIZE=16]Other New stuff:[/SIZE]
  • New low-level     undead area tucked away south of Center (go looking for it)
  • New module     entry area on West, replacing The Eye of the Storm area with     something that introduces the plot better. (Note: Characters do not     walk this path in an IC sense. It is more to introduce the player to     the plot and the world's setting.  The information is IC, but the     path is not.)
  • New CNR and     adventuring areas added off of Lake Splendor (you have to look for     them though)
  • Krandor     Hospital guild hall has been added to Krandor [SIZE=10](1)[/SIZE]
  • Dwarven Army     guild has been added to Bloody Gate [SIZE=10](1)[/SIZE]
  • The Coalition     guild hall has been added to the Dapplegreen Tower [SIZE=10](1)[/SIZE]
  • Meeting Room     added to Bydell Castle as a place to learn about and discuss the     Dragon Storm Plot [SIZE=10](2)[/SIZE]
  • “Magic     Mouth” system added.  There are two instances in the Bydell Castle     Meeting Room, and others elsewhere (with more planned).  You'll know     it when you see it.
  • WLDQ Reward     for Daniella Stormhaven [SIZE=10](3)[/SIZE]
  • WLDQ Reward     for Jaelle Thornwood [SIZE=10](3,4)[/SIZE]
  • WLDQ Reward     for Lance Stargazer [SIZE=10](3,4)[/SIZE]
  • WLDQ Reward     for Alandric Vensk [SIZE=10](3)[/SIZE]
  • New poison     type available for crafting: Hallow Wraith Spider poison (causes     chance of spell failure) [SIZE=10](5)[/SIZE]
  • Knight PrC     now available (formerly Purple Dragon Knight) [SIZE=10](5)[/SIZE]
  • System to add     a subrace bias to merchants. This is an initial implementation and     may well change over time. Right now, it's only in effect in     Trelania, and if your character is one of those against whom the     merchants are biased, you'll know what I mean. (Note: This was     requested and done due to semi-recent in-game events and player     actions, so you only have yourselves to blame...and if you think I'm     talking about you, you're probably right. *winks*)
  • Added area     between Lor and Castle Mask to illustrate the distance between them     and the benevolent presence of Raelian forces.
[SIZE=16]Changed stuff:[/SIZE]
  • A few changes made to the Red     Light caverns due to CDQ outcome
  • Rearrangement of some low-end CNR     resourced due to Center and Red Lights
  • Re-tie and remodel of 250 Prantz     to Hurm
  • Re-tie of 260 Prantz to Nith
  • Add mastiff to 117 Fort Llast
  • Remodel of Leringard Arms (121     Leringard)
  • Remodel of 125 Leringard
  • Adjusted/Rebalanced Ice Marches     areas, in part due to quest outcomes
  • Mistone Alliance Scout PrC changed     to Agent of the Realm PrC [SIZE=10](5,6)[/SIZE]
  • Show a few signs of life in the     Hallowlight Forest
  • Add Master Weapon Crafter's Anvil     in Mariner's Hold advanced crafting hall
  • Add Lesser Jewelers Benches to     Creedo and Fort Vehl craft halls
  • Adjust location of trash barrel in     Port Hempstead Hall of Reconstruction
  • Remove Systrian from Hlint
  • Adjust Hlint to follow server PvP     settings rather than being a no-PvP area
  • Add/extend some server logging
  • Add reflections of scabbard/neck     armor customizing options
  • Update/add areas in Kuhl kingdom     to reflect state of campaign plot [SIZE=10](7)[/SIZE]
  • Rename Storan to Shade of Storan     to reflect WLDQ outcome
  • Remove non-functional “metalic”     enchanting bowls from the Lookout Tower
  • Remove (illegal!) scribing and     infusing stations from Prantz craft hall
  • Rename Grannoch temple NPC for     lore reasons
  • Move Temple of Shidaleria from     Lan's Port to Fort of Kings for lore reasons
  • Remove/replace all non-human NPCs     from the Lan's Port Fisherman's Tankard for lore reasons
  • Improve emergency portal in West     and Central entry areas
  •     Merchant Interiors of Fort Vehl, Leringard and Fort Llast have been     updated and made more efficient and user-friendly
  •     Inn in Fort Wayfare downsized and made cozier and more efficient
  •     New roads to Dapplegreen, Port Hempstead, and surrounding areas     created, following Layonara maps more closely
  •     Dark Peaks of the Watcher area outside Fort Wayfare updated and     connected to new cave system
  •     GM Area NPCs set to the Neutral To All faction by default
  •     Some quest areas have been updated and refreshed
  •     Lengthen the amount of time that passes before a permed character is     whisked away by the cut-scene
[SIZE=16]Fixed stuff:[/SIZE]
  • Fix area     tagging in Silkwood Spider Cave
  • Adjust     terrain in The Grand Mountains to attempt to work around tileset     weirdness
  • Adjust     terrain in the Thunder Peaks to attempt to work around tileset     weirdness
  • Place correct     Mithril Golem in the Great Rift: Asunder
  • Fixed     (hopefully!) furniture loading problems for a certain range of     houses on Dregar
  • Fix Citadel     of Toran Enchanting Holy Pool
  • Add missing     Enchanting Holy Pool to Temple of Grannoch on Mistone
  • Close     potentially confusing race condition related to striking a rock of     ore right after a nugget has been broken off
  • Fix Implosion
  • Fix “Point     of Influence” markers related to Arkolio's WLDQ reward
  • Fix     activation and other problems related to Arkolio's WLDQ reward
  • Fix Stort     Pawn Shop
  • Rename     Charles Dawson so that he is from the correct town name
  • Remove buggy     vulnerabilities from certain Plot-specific creatures
  • Remove a     status flag reporting in the combat window when casting Power Word,     Kill
  • Marent's     quest now returns bandages
  • Horses     recovered by the horse merchant should now have their names restored     as well
  • Fix spelling     of name for Cailomel guild hall area
  • Add missing     safe rest areas
  • Journal     entries updated, removing any lasting V3 name change problems and     updating outdated entries (e.g. Haven Mine ogre problem)
  • Fixed     descriptions on statues in Lor due to incorrect references
  • Tweaked     portal code for hopefully better resilience.
[SIZE=16]Notes:[/SIZE][LIST=1]
  • [SIZE=10]New     guild halls are for purchase by their respective guild leaders only.     Anyone else who purchases any of these buildings may forfeit the     purchase price of the hall[/SIZE]
  •     [SIZE=10]The Bydell Castle Meeting Room     is deity-neutral, so paladins of certain deities need not worry     about violating their oaths[/SIZE]
  • [SIZE=10]Please     work with the GM who ran your WLDQ to obtain any material/item     rewards that may accompany this reward[/SIZE]
  • [SIZE=10]These     reward include a custom “skin”, which will be applied on login.      For best results, wait until     resting is possible, rest, log out and log back in the first time     you log in after the update.[/SIZE]
  • [SIZE=10]Details     will be up on LORE shortly[/SIZE]
  • [SIZE=10]Any     current characters with Mistone Alliance Scout levels should contact     the GM team about the options for a partial rebuild.[/SIZE]
  • [SIZE=10]Representations     of the state of Kuhl Kingdom disrupt the route typically taken to     Hilm Castle and The Great Forest (and points beyond).  Taking the     “usual” route will become significantly more dangerous. As well,     there are multiple warnings to this effect in-game, both IC and OOC.      Understand that characters caught adventuring in these areas are     subject to the full consequence that the GM Team can bring to bear,     as would be fitting for the current state of the Kuhl kingdom.  In     addition, the spawns in the Kuhl areas may be overwhelming and     completely unfair.  This is by design, and no Soul Strand losses     will be reimbursed due to the “unbalanced spawn” clause for any     losses in these areas. However, since the GM Team does not wish to     hinder the fun of players by restricting travel to points that could     previously only be reached through the Kuhl kingdom (in a mechanical     sense), an alternate route has been provided.[/SIZE]
So there it is!  As I said above, we're looking forward to everyone's feedback on Center.  It represents many hours of work and collaboration, but it may not yet be as good as it can be.  Let us hear your thoughts if there is anything that you feel is needed, missing or should be changed.
 

 Go forth and enjoy!
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6
Rumour Has It / Whle the server stays up....
« on: October 11, 2010, 05:34:58 am »
The GM may be sunning himself on holiday but...
 
 The Lor story continues, clues abound in players hands, on server, and in forum...
 
 Dungeons do not lie idle, treasures await abandoned in dnagerous places, caches hidden....(for clarity I have added treasure in various locations)
 
 All you need is a PC some attitude and get in game!
 
 (Let me know if you finds anything unusual for the record)
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7
Just for Fun / What can brownies ride
« on: June 22, 2010, 04:37:18 pm »
I was chatting with Lily Hathren the other day about what brownies might ride suggesting dogs are too big and she thought maybe the cat?

Lily, try looking at Gigglerific | myLifetime.com

there's a terrific little horse theer that would suit you down to the ground.

Havent seen one for sale around layo yet though.:D
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8
General Discussion / Ideas to spark interest.
« on: May 01, 2010, 09:08:14 pm »
I know Dorg said some changes are comming in a recent thread. But I thought I would toss out some other ideas to see if we can spark some interest in the ole place. Some of these have been talked about in other threads, but I wanted to put them into this one as well. Some of these ideas are probably not even possible for the NwN version of Layo... but I wish to bring them up all the same.



1. Double XP week(end) (some % of a boost in XP) I missed the last one of these... how was the reception?


2. Increased loot or coin drops (say for a weekend)


3. Put +4 (and maybe +5) items into the loot table. Perhaps they are already.


4. New items to the loot tables. Id like to even see a sort of cycling loot table if that were possible.. say every so many months what was dropping would change. Kinda like how Disney "locks up" movies for so many years then releases them for sale again.


5. Adding a "Call Home" type ability to all. More than likley a consumable item with some cost to it.


6. Attuneable equipment....this would get those crafters back playing and crafting since that Iron Longsword they made 4 years ago isnt being handed down from player to player anymore.


7. Increase the numbers of characters we can play from 6 to.... ?


8. Adding an "LFG" (Looking For Group) feature to the game, to the forums, etc. A place we can check and see who is wanting to play and not just see that empty server or server of people out of our level range etc.



I would like to see others add what they think in the way of other ideas. But take discussion of an individual ideas to its own thread. Lets keep this just for ideas, not so much the discussion of them. My idea is to stay on topic and give the powers that be a clear view of what the player base beleives may help make this world even better!!! :)

Thanks

G-452

.
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9
Ask A Gamemaster / A concern
« on: April 30, 2010, 02:50:32 am »
First of, this is not meant to be a critique, but more to raise a concern that I have. Over the last two years I have seen the submission require more and more in terms of justifications and trainings, even for the more simple classes. While I can understand and even agree that a richer submission, gives more ground and understanding of your own characters, I can't see to shake the feeling that sometimes, some things are not necessary.

Some submissions have been approved even recently without a shred of training out in them, while others have been asked to write up how they were trained.

So I was wondering for the newer players that may come here, if a list of "most standard" class should be made to make it easier for them to prepare their submissions and speed up the process for them? As if we refer to the character submissions and approvals policies, it may be beneficial for them to know which class are intended to go with the paragraph below.


Classes  –
The mechanical classes of Layonara have several wide interpretations and some have very specific needs. Most standard character classes do not require anything in the way of justifying the choice of class over some other in the character submission. As such, a detailed justification for a particular class is an optional thing, and we will not overly scrutinize them, excepting for very obvious glaring issues (I.E. a submission where a sorcerer studies his magic rather then innately acquires it or a level one fighter is taking on whole mobs of orcs on his own, etc).


With regards.
HB

p.s. I wasn't sure which part of the forum would be best suited for this, as it is more of a concern question than suggestion.
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10
Ask A Gamemaster / Dark Elves and the Law
« on: April 22, 2010, 10:39:32 am »
I have a question regarding Dark Elves and Divine Law.  Last night a pc dark elf openly acknowledged his race and even agreed to travel with another party member to Vehl to be registered as a dark elf at the Temple.  It was presented to me that by because of the history of dark elves, the simple open presence of one on Mistone is a violation of the law.  I'm aware that some cities like Hempstead ban Dark Elves openly, but what of the surrounding countryside?  Is it legal to arrest and incarcerate a dark elf that is following the law simply because he or she is a dark elf?   I spent some time in Lore and haven't found a single thing to back this statement up.  Quite the contrary in fact.  As stated in the Law of Layonara -
Principles of the Divine  Court

  • Justice will be done in line with the dogma of Rofirein
  • Each individual has a right to a fair trial
  • Each individual is innocent until proven guilty
  • Each individual has the right to appoint a representative to speak  for him on his behalf
For my primary character, Daniel, only actions and clear plausible statements of ill intent can be judged.  To him, if another character regardless of race is being truthful and following the law to the best of their ability, there is no just cause for an arrest.  Links and thoughts that would give this matter some clarity?
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11
CNR Suggestions/Discussion / Throwing Axes
« on: December 14, 2009, 02:55:06 am »
I understand that in a fairly recent update, crafted arrows were increased from stacks of 20 to stacks of 99.

As throwing axe affectionados are already at a disadvantage, as our chosen ranged weapon requires a pound of carrying capacity per throw, it would be nice to see something similar for our projectiles.  Rather than increasing the stack size, however, perhaps reducing the recipe from
  • Nine ingots of copper
  • Two hickory staves
  • Two small molds

to
  • Four ingots of copper
  • One hickory stave
  • One small mold

... for a stack of twenty-five axes? (And similar reductions for more powerful axes, naturally.)

I mean, the alternative is for axe-throwing types to carry around darts, or a sling, or a bow... and really, carrying a bow is for sissy elves.  Dwarves throw axes!

(Also, it would be nice if the price for copper throwing axes at the merchants was cut by three-quarters or so.  As it stands, they average about four True per axe, while the bow-wielding types can have three hundred and ninety-six shots for every one of ours.)

I beseech the powers that be, in the name of dwarves everywhere - don't make us pick up a bow.  Let us stay true to our Voraxian heritage, and hit people with a full pound of metal at sixty yards! :)
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