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All Posts by philz50 - 51 found

8/25/08 1:43 PM
Viewed 907, Replies 7

This system has worked pretty well.  A lot of big loot scores have occured, with barbarians definitely benefitting the most, in my opinion.  Their hit and run raids have resulted in some major loot hauls. 

8/22/08 6:48 AM
Viewed 398, Replies 7

Originally posted by philjwill
Originally posted by philz50

As some players know, I am writing an RP history of RV.  Sometimes I create unique characteristics for "unsavory" characters.  Do you want to have lost a testicle in a fishing accident, or do you want to have been horribly scarred in a fire?  Just kidding.

 

Sounds cool, vlad, can I be the one legged no armed warrior in your history?

sad to see you banned for what seems to be a pretty stupid reason, socratus, You have my sympathy :(


 

ROFL.  You are already unique enough. 

8/20/08 6:42 AM
Viewed 398, Replies 7

The Trinovantes brought a lot to the game, both good and bad.   They deserve fair credit for both.  The bad...I'm going to leave that alone.  No sense kicking a dead horse.

They brought some action and excitement.  In a player-driven game, there is no substitute for it.  It helped out a lot.  For most of the 2 years since release, almost all action was driven by the 18th Legion.  It was a frustrating and grueling task.  There were two short stints by The Hundred basically driving the action, but other than that, it was just the 18th fueling PvP.  Then Trinovantes took the lead for a good 6 months or so, and RV benefitted greatly from that.   As a result, even Romans were able to accomplish a lot, with several Roman guilds developing much closer relations and teamwork that hasn't been seen since early release.  Without a powerful enemy, that most likely would not have happened.

The Trinovantes also pulled off some ground-breaking historical achievements that will not be forgotten.

As for the FPS stuff, I completely understand, though there is really no justification.  Deleting art files gives competitive advantages well beyond increasing FPS.  I just got a new pc last month.  Before that on my junk pc, I fought with 2-4 fps much of the time, with 8-10 being the best I could get.  It was very frustrating, especially when some cheater would kill me and say, "Get on my level noob."  I'm glad I didn't get on their level.

Best of luck in the future.

As some players know, I am writing an RP history of RV.  Sometimes I create unique characteristics for "unsavory" characters.  Do you want to have lost a testicle in a fishing accident, or do you want to have been horribly scarred in a fire?  Just kidding.

8/19/08 1:01 AM
Viewed 389, Replies 15

There's only one way to get banned for cheating, and that's by cheating.  People don't get banned because of abuse reports.  They get banned for CHEATING.  I could give a damn how "cool" a cheater is.  I would also rather have no one to fight than play against cheaters.

It's always the same with cheaters: their friends blindly defend them.  They try to justify the players' actions, rationalize, make excuses for them, or just refuse to accept it.  They blame everyone but the cheater because they are friends.  I mean, Christ...Roneth was a multiple offense cheater who had aleady been banned TWICE before and came back under new names to continue cheating.  How stupid.

Those players cheating is what ruins the game, not them getting banned.  Hey, here's a novel idea: just play the damn game and don't cheat.  Simple.

8/18/08 8:28 PM
Viewed 389, Replies 15

From KFR:

The following forum profiles have been permanently banned:

X
XXXXXXXXXXXXXXXXX


The following forum profiles have been suspended pending results of further investigations:

XXXXXXXXXXXXXXXXXXXX

Owners of the suspended accounts are encouraged to contact us in order to help us proceed with the investigations.

DO NOT attempt to use third party applications to interfere with the operations of the Roma Victor service. DO NOT connect to our servers with an altered client.

Please note that many of the suspended accounts listed above may have been guilty of no more than sharing their account details with the cheaters. This in itself is grounds for a ban so we must once again remind everyone: DO NOT share your account details with anyone. When any accounts is used to break the terms of service and/or the license agreement the owner of the account must be held liable.

Thanks,

-KFR

 

More:

People deliberately tampered with the game client in order to gain an in-game competitive advantage over other players. They hacked. They cheated. If you'd like us to ignore that kind of activity then you're participating in the wrong community and you will not be missed when you (eventually) leave.

It is unfortunate but I don't see how it's our fault. If anyone wants to get mad, point the finger or call people names, I'd suggest that the two or three people that actually cheated would be a good choice. If they're friends of yours then I'm sorry - it's never easy when a friend lets you down but noone is more disappointed to see another disruption amongst this community than we are.

-KFR

Another quote:

I'll be clear. In response to player-submitted abuse reports, we checked the server logs and confirmed that the server had automatically created special logs concerning some streams that appeared to contain anomalous data. These streams were connected to Roneth/Ronneth and Theud69 and upon further investigation we confirmed that they had been cheating.

-KFR

 

This is not really all that noteworthy.  I just wanted to quote the official word from RB before the flaming and crying begins.  What it comes down to is that people cheated.  They got caught.  They got punished.  The end.

8/13/08 7:08 AM
Viewed 1224, Replies 16

If you are a non-player, and it's not your type of game anyway, how would you know?

7/18/08 2:59 PM
Viewed 1224, Replies 16

Put up some of the July 9 - July 18 changes/updates.

7/15/08 2:25 PM
Viewed 2152, Replies 35

At release no one had the skills to make much of anything.  That is simply stating the obvious.  That sort of thing takes time, and if players don't want to buy they build the skills themselves to make their gear, or join a guild.  Every guild in RV helps with gear as long as players contribute to materials and such.  If a player chooses to remain unguilded and chooses not to build any crafting skills, they have chosen to have limited options. 

The economic model definitely has weaknesses, and should be adjusted to fit the reality of the game.  However, options are available.  If someone refuses to take them, that is on them.

7/12/08 2:00 PM
Viewed 2152, Replies 35

VERMing $200-300 is 50,000-75,000 sesterces.  That's a TON of cash.  The key is to buy items from guilds and individual players, and that money goes a long way.

There is no doubt that some of the NPC prices are WAY off.  Things like caligae, handsaws, and shovels are ones I can think of off the top of my head.  One of the reasons why the NPC prices are so high is to encourage the player-based economy.

If NPC prices were low, players wouldn't be able to compete and all the money would go right out of the game by going to RedBedlam-owned NPCs instead of being spread amongst players.

Sounds like RB is really giving everyone the shaft by encouraging PLAYER trade.

7/08/08 7:04 AM
Viewed 2152, Replies 35

RomaVictor is not complete.  It is still developing and evolving.  It is not a highly-polished game from a big developer.  Any prospective buyer needs to know that.  However, there are a lot of good things along with the bad.  Like any game, it will not be for everyone. 

And Shane, what you proposed would definitely NOT have taken a few lines of code.  The fact that you think so proves you don't know dammit about game development.  The pages and pages of changes you wanted would have required a complete redesign.  That is not due to the devs being idiots.  It is due to a player looking for a completely different game.  In addition, the community itself hated most of your ideas, so why would the devs do it your way?

And anyone who thinks I'm a fanboi doesn't know me.  I am highly critical in the RV forums, and constantly pushing for progress.  But if I didn't love the game, I simply wouldn't play it. 

7/07/08 11:38 AM
Viewed 1224, Replies 16

May sound strange coming from me, as I play a Roman, but I can't wait for hair and beard growth.  I think it will really add to the feel of combat when fighting barbarians that really look the part.  The face paint looks great.

7/07/08 11:34 AM
Viewed 2152, Replies 35

Shane, are you "Khane" on the RV forums?

Khane used to make HUGE posts detailing tons of features he wanted to see in RomaVictor.  Khane joined RV and wanted the devs to basically change the entire setup and implement a long list of mechanics and features that would essential make RomaVictor into a completely different game.

He wanted the devs to make his personal dream game.  Half the crap he wanted would have required completely wiping the game and beginning an entirely new game engine just for him, rofl.  He wanted personal replies from the lead dev on all his ideas everytime he posted, and would throw huge belligerent rants if he didn't get the personal attention he desired.

Good luck finding your dream game, Shane, if you ARE Khane. 

7/05/08 6:13 AM
Viewed 1224, Replies 16

From server changelog, May 27 - July 4:

  • Most types of private properties owned by Cocidius and Longinus are now automatically available for let. If a current lease expires then Cocidius and Longinus will make the lease availible for all players at the end of the game day.
  • Fixed a bug which has been taking 'to let' properties off the market at the end of the game day.
  • Players are limited to renting a maximum of 5 properties.
  • The landlords' /let preventrenewal command has been fully implemented and /let allowrenewal has been added. These two commands will prevent or allow a tenant to renew their lease.
  • Wound recovery times have been significantly reduced.
  • Major stat decay resulting from player death has been noticeably reduced.
  • All regular player chat in Corstopitum and Erring will be broadcast board wide if there is less than 20 players on the respective board. /speak /shout /whisper /scream retain their current range.
  • Player merchants will automatically stand down when their last item is sold or if a player converses with a player merchant with no stock.
  • The three main roundhouse classes now require less clay, mud and dung to complete
  • The mirmillo helm is now craftable and can be worn by both genders
  • Greaves are now craftable
  • Three new types of hats are now craftable
  • Adjusted protection parameters for cap_a, cap_b and cap_c
  • All project-crafted dresses and tunics are now repairable
Please note that some of these changes may not come into full effect until after the server maintenance on Monday.
  • Increased headshot dodge bonus - player characters are now more likely to successfully dodge incoming attacks to the head. Please note that headcloths, bandanas, caps, hats and helmets are still the best way to protect against head wounds.
  • Outside Corstopitum and Erring /who will only show a count of the players in the area rather than list their names.
  • Adjusted vigour drains associated with foraging and gathering
  • The bonus for Attending construction projects has been increased for Barbarians.
  • Final Attending Task has been swapped from a roundhouse_small to a handcart_a
  • Altered Elysium 'welcome' notice
  • Destroying an equipped item while the player has very little vigour will no longer attempt to drain the remaining vigourJimplemented
  • Querying any unarmed primary NPC will include the info tab being presented as an option. /info can be called anywhere anyway - this is just to raise its profile now that job listings are available.
  • The following helms and helmets are now repairable: auxhelm_a, auxhelm_b, helmet_a, helmet_b and helmet_c
  • Fullkilt_a through to fullkilt_f and trousers_a through to trousers_f are now repairable.
  • Added the first stage of rumours feature*
  • It is now no longer possible to add substandard parts to "qualified" and "master" rated jobs.
  • Overhead swings will target headgear if worn, otherwise the head. Attacks targeted at headgear will cause wear to both headgear and weapon much like striking a shield. There is a chance that headgear-targeted attacks will slip past low quality headgear and re-target the head. Attacks successfully targeted at the head itself will provide a bonus to the defender's dodge, block and parry.
  • Restricted errands so that players above a high "basic" skill level can no longer perform errands.
  • A variety of music is now played upon completion of Attending tasks.
  • Eating cooked food now has a chance of improving Fitness.
  • Increased the limit on purchases from primary merchants.
  • Decreased training wear on both pells and weapons.
  • Handcarts are now repairable
  • Fixed bug which prevented a building's owner from receiving an entry fee
  • Fixed a bug that was preventing Auxilia forming properly
  • The global /say in Corstopitum and Erring will now only be heard by people in the same room as the speaking player. You will only hear outside conversation if you are outside.

*When a new player completes an Attending task they will be given a rumour by the master.

Rumours are generated dynamically based on the skillset of a the non-Attending player closest to the player completing their Attending tasks. If no sufficiently qualified players are nearby when the Attending task is completed, the rumour will be less specific and targeted more towards newer players themselves.

Currently only a small selection of possible rumours have been implemented. Many more will follow soon.
  • Statics can no longer be transferred, set for sale or purchased in wilderness boards.
  • Master skilled players now have a chance of improving the estimated quality of a project when they add a component that requires the skill that the player has mastery of. This chance is only available without player or NPC help to the project add.
  • The combatant badge is no longer awarded for equipping daggers.
  • Players will receive a news alert when new news is added to the area they are in.
  • The global chat in Erring and Corstopitum now treats chat in project sites as outside.
  • Fixed bug to job payments which caused no payment to occur when adding job components.
  • Added remaining component feed back for each item added to a project.
  • When extracting, taking, gathering or foraging and your inventory is full but you have a handcart attached, the new item goes straight to the handcart.
  • Fixed duplication of repair tab which can occur on handcarts.
  • Added feedback for player teachers receiving skill raises for teaching.
  • Prevented attending players from setting objects public.
  • If the target player has very low vigour and is not incapped, the targeting player can transfer a small amount of vigour to help them limp off the field with the aid command tab.
  • There is now a chance of getting the "medic" badge when you aid another player.
  • New project sites now have a higher minimum quality when created.
  • Trivial changes have been made to reduce project related text feedback size.
  • Reduced equipment wear when extracting from sources and felling trees.
  • Removed login message of the day.
  • Increased chance of vigour recovery per tick.
  • Decreased vigour cost for slash and swing. Also slightly decreased vigour cost for lunge.
  • NPC defensive characteristics more accurately reflect their level. NPC's also suffer slightly more wounds from each successful attack regardless of the equipment clash involved.
  • Added a minimum value to stamina/fitness factor of vigour recovery. This is intended to help players with very low Stamina or Fitness.
  • Significantly increased chance of Fitness gains from eating cooked food.
  • Reduced chance of penetrating player's protection for NHC's and NPC's and decreased corresponding wounds.
  • Higher level players will now get Fitness gains from pells rather than skill experience.
  • Slightly increased device wear through usage in handcrafting.
  • When headgear is targeted its wear is based on a factor of weapon blunt damage rather than attack strength.
  • The pilum melee range has been reduced.
  • Damage has been increased for falxes.
  • Slash penetration chance has been increased for falcatas.
  • Blunt damage has been increased for longswords.
  • buckler_metal_a, buckler_metal_b and buckler_metal_c are now repairable.
  • rudius_a is now repairable; its parameters have been adjusted.
  • Some further combat and non-combat skill improvement rate adjustments have been made.
  • Sheets now require much less thread to craft.
  • Wounds status had now been added to the /status command (F8).
  • Movement in Elysium no longer costs any vigour
  • Player-owned NPC's can no longer yield skill improves when attacked.
  • NPC's attack skills are now more consistent with their level. Defensive skill gains from NPC attacks are now proportional to the NPC's combat level.
  • There is now a chance of receiving "consider" feedback when attacking NPC's. Consider information will give you hints as to how evenly matched you are with the NPC you are fighting.
    Note that the consider feedback will probably need some further adjustment and will always remain just a guideline as there are a great many variables involved in any given NPC combat encounter. Please let us know about your experiences with this feature in the forums and we'll continue to tweak it as necessary.
  • If an NPC combat encounter is considered too easy, no skill improvements can be gained.
  • Weapon balance is now more important when attacking NPC's.
  • Removed redundant "You have moved too far away" message when moving away from a conversation partner NPC.
  • Equipping a rudius will no longer result in a Combatant badge being awarded.
  • Entering and leaving buildings now uses friendly names.
  • Reduced the text of the project add timer to just the component name.
  • Added wound treatment feature*


*A player may treat another player's wounds if they are both inside in the same room, the treating player has a knife equipped and is holding nothing in their left hand. The patient should not be hungry or have any items equipped when being treated. The treating player will also have to ensure that they have any items needed to treat the player in their inventory. Different items will be needed for different kinds of wounds.

To perform the treatment, the treating player must target the patient's specific body part and click the left mouse button which is normally reserved for offhand attacks such as slam. It is advisable for the treating player not to have a shield equipped when performing the wound treatment lest they have the opposite desired effect.

Clicking the right mouse button remains the main attack. Think before you accidental butcher your patient.

The level of healing is reflected in the quality of your knife and your treatment-wounds skill.
 
Some crafting changes that are partially live already and will be finished by the end of the day:

New project recipes for existing projects: basket_short_a, basket_tall_a
New project recipes: axe_a, axe_b, axe_c, battleaxe_a, stool_a
New repair recipes: axe_a, axe_b, axe_c, battleaxe_a, stool_a

The stool will be required for facepainting.
 
  • Prevented Attending characters from accessing loot bags.
  • Prevented Attending characters from treating others.
  • Slightly increased tracking gain chance.
  • Decreased damage to player shields from blocked NPC attacks and slightly decreased damage to player weapons from parried NPC attacks.
  • Adjusted NPC toughness consideration feedback.
  • Added a further significant increase to the skill improvements available from defending against non-player owned NPC attacks.
  • Added drop animation to project adds.
  • Added a message when entering unlabelled wilderness boards.
  • The amount of masteries any character can have before running into difficulty raising further skills to a high level is now linked to Intuition/Sense.
  • Adjusted NPC dodge and block rates.
  • town_residential_10_c's is now considered domus rather than casa.
  • Furniture items can only be dropped inside rooms.
  • Only the owner of a furniture object will be able to have access to it when it is private.
  • Querying any player will now return a full badge list in the player description and whether the player is wounded or not.
  • Masters and Elders now have a tab with "master" or "elder" appear when a player converses with them. This is in addition to the former method of typing their name to receive the attending tasks.
  • All new starting characters will have every statistic set to 40 points regardless of attributes.
  • When an object made with a sheet component is destroyed, a rag is created in the player's inventory.
  • Added further functionality to attending player rumours*
  • Added barbarian face paint feature.

*Dependant on the combat and tracking skills of the closest near by player, an attending player will receive information regarding nhcs and hostile PCs and NPCs.

Facepainting:
In order to paint a face you'll need sufficient skill for the style selected as well as having all the required items in your inventory. Your subject must be Free and using some form of seating, such as a stool. You'll need a fairly decent teacher to bring your skills up sufficiently to apply the simplest of warpaint styles but subsequent to that, developing the facepainting skill is as simple as painting faces. As you progress through the skill, more facepaint styles will become available.

Facepaint styles are lost upon death. Currently facepaint is only cosmetic however we will shortly be introducing some combat bonuses associated with the various styles.
 
July 9 - July 18th
 
  • Fixed face painting skill raises.
  • Slightly increased wear on pells.
     
  • Fixed duplicate project tabs issue.
  • Dropping objects inside a project site will now count as outside, incurring decay and other outside conditions.
     
  • Adjusted skill gains resulting from teaching.
  • NPC's are slightly more likely to strike successfully. Defensive combat skill experience can now be gained from successfully defending against NPC attacks as well as when failing - albeit at a much lower rate.
  • Rag quality now affects the chance of gaining experience from binding wounds.
  • The Medic badge can now be awarded for binding wounds.
  • It's now possible for Roman players to strike other Roman players under Roman Martial Law.
  • Added the ability for players to stock their merchants with liquid exclusivities if the vessel they use contains a liquid.
  • Updated the toga qualifications for future craftable togas.
  • The project add tab only appears when the project site you are using is not busy from a previous add.
  • Added natural decay to private devices, private handcarts and natural decay proportionate to stock level for private stores (lower stock means higher chance of decay).
  • Firewood no longer requires confirmation when being destroyed.
  • It's now possible for Roman players to strike other Roman players under Roman Martial Law.
  • Adjusted minimum rag quality produced by destroying cloths, and cloth or sheet-based items.
  • The 'basic' skill can now be raised by running errands.
  • Reduced 'basic' skill cap for errand availability
  • Added 'mytask' waypoints for the first four elder / master attending tasks (clothing, drink, footwear, firewood).
  • Changed project job payment to go into player's cash rather than VBA.
  • Adjusted npc combat 'consider' feedback.
  • Added sticks and rocks to destroy confirmation exemption.
  • Increase chance of tracking skill raise resulting from losing trail.
  • Wolf attack sounds now accompany wolf attacks.
  • Added sounds for goats, cows and chickens when they are startled by approach.
  • Both wolves and bears will now make a sound when successfully attacked.
  • Wolves now have a sound effect associated with their death.
  • Increased upper bounds of spawned bandit levels in wilderness boards.
  • Added LLM command tabs "dispossess" and "relocate" and player statics tab "reclaim" *
 
 
*The "reclaim" tab will appear to the creator of stores and devices if the owner of the store or device has become "unknown".

The LLM command "dispossess" will allow the LLM of a board to set the owner of stores or devices to "unknown". When an LLM uses the "dispossess" command they will be awarded the "dispossessor" badge and will not be able to dispossess again until the badge has expired after 3 game days.

The LLM command "relocate" will allow the LLM of a board to relocate a store or device to another location. In order to do this process, the LLM must create a projectsite_small some where on the same board with out a project started within the site. When the LLM uses the "relocate" tab the object will be transported to the location of the project site.
 
  • Added global mail feature*
  • Added graffiti feature**
  • Removed the "you have logged off outside" message from the game mail for non-attending players.


*It is now possible to send a game mail to the players belonging to your faction (Barbarian / Roman) using 'all' as a recipient name. Messages sent to 'all' will not be read in the conventional way. Instead, a player can use the new tab 'read global' in the bath houses, grand round houses and the basilica owned by god characters. Only