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Next: CL: wah
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Since: Jun 25, 2003 Posts: 69
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(Msg. 1) Posted: Tue Jul 15, 2003 7:30 pm
Post subject: CL: new kind of coli Archived from groups: comp>sys>mac>games>adventure (more info?)
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I was wondering how the GMs would feel about creating a place one could go
to fight things like in the coli, except:
1) it was always open
2) you could choose any number of any creature (possibly limited to things
not yet discovered, but just not as limited as the coli)
3) you get no experience for anything you kill
4) have it cost maybe 20c per fight
Thoughts?
Lex >> Stay informed about: CL: new kind of coli |
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Since: Jun 28, 2003 Posts: 170
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(Msg. 2) Posted: Tue Jul 15, 2003 11:50 pm
Post subject: Re: CL: new kind of coli [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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In article <bf1of3$g3k$1@netnews.upenn.edu>, "Lex" <corra.DeleteThis@mac.com>
wrote:
> I was wondering how the GMs would feel about creating a place one could go
> to fight things like in the coli, except:
>
> 1) it was always open
The coliseum is only open sometimes because it is felt that this will
bring a larger draw. If it were open all the time, it would be dead
most of the time, and the paramutual betting wouldn't work.
> 2) you could choose any number of any creature (possibly limited to things
> not yet discovered, but just not as limited as the coli)
New creatures can be added to the coliseum by players. I can't give
details, it's a sort of quest.
(No, it doesn't require a GM's intervention, yes it's in & done and can
be/has been done by players in the past.)
> 3) you get no experience for anything you kill
We figure that's a bonus for picking a close fight. In fact, there's
been talk of offering a bonus payout to a player who selects a fight
where most of the people bet against him, but he wins.
> 4) have it cost maybe 20c per fight
Isn't the current Coliseum 25c/fight?
> Thoughts?
No offense, but it sounds like it'd be not as good as the current
coliseum.
IMO, though, the current coli could be open half as often for 2-3x as
long. What is it now, Fri-Sat nights, for 4 hrs each? I'd say it would
probably be as good or better if it were open the first Fri/Sat of each
Zodiac, all day. (That's still ~1/wk, but for 12 RL hrs at a time.)
--
You have to remove stuff from my e-mail to reply, it's not difficult.
Everything here is my personal opinion, do with it what you will.
"[T]he idea of a game with people nicer than in CL makes me wanna puke."
-Michael<!-- ~MESSAGE_AFTER~ --> >> Stay informed about: CL: new kind of coli |
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Since: Jun 25, 2003 Posts: 69
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(Msg. 3) Posted: Tue Jul 15, 2003 11:50 pm
Post subject: Re: CL: new kind of coli [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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> IMO, though, the current coli could be open half as often for 2-3x as
> long. What is it now, Fri-Sat nights, for 4 hrs each? I'd say it would
> probably be as good or better if it were open the first Fri/Sat of each
> Zodiac, all day. (That's still ~1/wk, but for 12 RL hrs at a time.)
It's 4 IC hours so only 1 OOC hour every couple days.
Basically I'd like to see a (mostly) OOC area that funstioned a little like
being able to go back in circle status to take the test again, but for ant
creature you wish to fight. AND that allowed anyone to enter, so you could
test teams of 2 or 3 or whatever. Also the risk and reward would both be
zero (similar to re-circle test). Having it in the fairgrounds sounds
appropriate, but it could also go in the playground (it's a playground-ish
idea, but OOC enough that maybe it shouldn't go there).
Anyways, just an idea to add something fun to CL that isn't the same old
stuff :)
Lex<!-- ~MESSAGE_AFTER~ --> >> Stay informed about: CL: new kind of coli |
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Since: Jun 24, 2003 Posts: 74
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(Msg. 4) Posted: Tue Jul 15, 2003 11:50 pm
Post subject: Re: CL: new kind of coli [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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In article <HelpfulGM-58DE44.13504615072003.TakeThisOut@sea-read.news.verio.net>,
Helpful GM <HelpfulGM@*NO-SPAM*PlayNaked.com> wrote:
> > 2) you could choose any number of any creature (possibly limited to things
> > not yet discovered, but just not as limited as the coli)
>
> New creatures can be added to the coliseum by players. I can't give
> details, it's a sort of quest.
I really doubt this could be counted as a spoilable quest, since the
NPCs at the Coliseum are glad to tell you all the details (except, of
course, for the debilitating catch that really fucked things up, and
makes the coliseum completely snert-vulnerable).
> > 4) have it cost maybe 20c per fight
>
> Isn't the current Coliseum 25c/fight?
15c.
> IMO, though, the current coli could be open half as often for 2-3x as
> long. What is it now, Fri-Sat nights, for 4 hrs each? I'd say it would
> probably be as good or better if it were open the first Fri/Sat of each
> Zodiac, all day. (That's still ~1/wk, but for 12 RL hrs at a time.)
At first that sounded like a great idea to me, but then I remembered the
crucial detail -- the Coli only lasts so long before people tend to get
bored with it. That time period is just slightly longer than its current
operating hours, so all is good. If it was open less often, for longer,
it would be unused during the latter 9 hours.
--
HWC for Hidden <hidden.TakeThisOut@noDASHop.com> <http://www.oralse.cx/>
"Nothing says "Shut the Fuck Up" Like a baseball bat to the head."<!-- ~MESSAGE_AFTER~ --> >> Stay informed about: CL: new kind of coli |
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Since: Jul 11, 2003 Posts: 11
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(Msg. 5) Posted: Tue Jul 15, 2003 11:59 pm
Post subject: Re: CL: new kind of coli [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Helpful GM <HelpfulGM@*NO-SPAM*PlayNaked.com> wrote in message news:<HelpfulGM-58DE44.13504615072003 DeleteThis @sea-read.news.verio.net>...
> In article <bf1of3$g3k$1@netnews.upenn.edu>, "Lex" <corra DeleteThis @mac.com>
> wrote:
>
> > 4) have it cost maybe 20c per fight
>
> Isn't the current Coliseum 25c/fight?
>
It was lowered to 15c/fight.<!-- ~MESSAGE_AFTER~ --> >> Stay informed about: CL: new kind of coli |
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Since: Jun 26, 2003 Posts: 137
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(Msg. 6) Posted: Wed Jul 16, 2003 6:46 am
Post subject: Re: CL: new kind of coli [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Helpful GM <HelpfulGM@*NO-SPAM*PlayNaked.com> wrote:
> New creatures can be added to the coliseum by players. I can't give
> details, it's a sort of quest.
>
> (No, it doesn't require a GM's intervention, yes it's in & done and can
> be/has been done by players in the past.)
The problem is many of the good creatures are damn near impossible to
get there. You know how fucking hard it is to find a frenzy? And when
you do get them there, they get bumped by things like rats and winged
fucking snakes. There needs to be a list of common critters (rats,
vermine, small snakes, ect) that they reject from the list so it doesnt
fuck with the good critters.
If you cant find 3 rats to fight, you shouldnt own a computer anyway.
> We figure that's a bonus for picking a close fight. In fact, there's
> been talk of offering a bonus payout to a player who selects a fight
> where most of the people bet against him, but he wins.
Awsome idea.
> Isn't the current Coliseum 25c/fight?
Got dropped to 15c a fight.
> IMO, though, the current coli could be open half as often for 2-3x as
> long. What is it now, Fri-Sat nights, for 4 hrs each? I'd say it would
> probably be as good or better if it were open the first Fri/Sat of each
> Zodiac, all day. (That's still ~1/wk, but for 12 RL hrs at a time.)
Its based on IC times, and the time rotates so its open at lots of
different OOC times.
There is also a new accouncment in the sidebar that its going to open
soon, and that feature fucking rocks.
I would much rather see the current coli expanded and enhanced. One
thing that should change is less downtime between fights. Right now it
takes way to long standing around waiting between rounds, it should
happen in 30 seconds. After one fight is over, the next should start in
30 seconds or so.
I would also like to see more than one "pit" (whatever you want to call
the ring), with at least one that allowed group combat of some kind.
Not sure how you would setup the interface for this, but it would rock.
Michael<!-- ~MESSAGE_AFTER~ --> >> Stay informed about: CL: new kind of coli |
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Since: Jun 28, 2003 Posts: 170
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(Msg. 7) Posted: Wed Jul 16, 2003 9:01 am
Post subject: Re: CL: new kind of coli [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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In article <1fy5vwz.14n84bdj86ueyN%mike17032@aol.com>,
mike17032.RemoveThis@aol.com (Michael) wrote:
> If you cant find 3 rats to fight, you shouldnt own a computer anyway.
Dammit, Michael -- the Usenet has nettiquette rules for just how much
crap you can put in a .sig! Quit generating such great quotes :D
> > We figure that's a bonus for picking a close fight. In fact, there's
> > been talk of offering a bonus payout to a player who selects a fight
> > where most of the people bet against him, but he wins.
>
> Awsome idea.
Wasn't mine but, on behalf of Coli-GM: THANKS! :)
> > Isn't the current Coliseum 25c/fight?
>
> Got dropped to 15c a fight.
Heh, show you how often I fight in the coliseum... <G>
> There is also a new accouncment in the sidebar that its going to open
> soon, and that feature fucking rocks.
Oh yeah -- I forgot about that. Ok, nevermind :)
> I would much rather see the current coli expanded and enhanced. One
> thing that should change is less downtime between fights. Right now it
> takes way to long standing around waiting between rounds, it should
> happen in 30 seconds. After one fight is over, the next should start in
> 30 seconds or so.
Need time to bet, don't we?
Actually, if we were SMART, there'd be a way to bet on future fights, so
you could go to the betting table and bet on the UPCOMING fight.
(Perhaps only 1 into the future, to prevent things from getting out of
hand. You can imagine the problems when someone bets a hour into the
future, then has to log off to do homework, or whatever.) Anyway, I'll
suggest to Coli-GM
> I would also like to see more than one "pit" (whatever you want to call
> the ring), with at least one that allowed group combat of some kind.
> Not sure how you would setup the interface for this, but it would rock.
"On the list." The coli actually has infrastructure to allow any
"red/green/blue-team" fight, but it's just hooks, no actual code, yet.
--
You have to remove stuff from my e-mail to reply, it's not difficult.
Everything here is my personal opinion, do with it what you will.
"[T]he idea of a game with people nicer than in CL makes me wanna puke."
-Michael<!-- ~MESSAGE_AFTER~ --> >> Stay informed about: CL: new kind of coli |
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Since: Jun 28, 2003 Posts: 170
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(Msg. 8) Posted: Wed Jul 16, 2003 9:03 am
Post subject: Re: CL: new kind of coli [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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In article <hidden-6AB3A1.17550615072003 DeleteThis @news.stanford.edu>,
Hidden <hidden DeleteThis @no-op.com> wrote:
> > New creatures can be added to the coliseum by players. I can't give
> > details, it's a sort of quest.
>
> I really doubt this could be counted as a spoilable quest, since the
> NPCs at the Coliseum are glad to tell you all the details
You'd think, but it's still not my place to talk about it. "Ask another
player, if you want to know."
Nothing personal -- it's just business.
> (except, of
> course, for the debilitating catch that really fucked things up, and
> makes the coliseum completely snert-vulnerable).
Please e-mail me with the details. Thanks! :)
> > IMO, though, the current coli could be open half as often for 2-3x as
> > long. What is it now, Fri-Sat nights, for 4 hrs each? I'd say it would
> > probably be as good or better if it were open the first Fri/Sat of each
> > Zodiac, all day. (That's still ~1/wk, but for 12 RL hrs at a time.)
> At first that sounded like a great idea to me, but then I remembered the
> crucial detail -- the Coli only lasts so long before people tend to get
> bored with it. That time period is just slightly longer than its current
> operating hours, so all is good. If it was open less often, for longer,
> it would be unused during the latter 9 hours.
Ok, nevermind, then. I was under the impression that folks wanted the
coli open lots more, but if they only want it open a little more, then
it sounds like we tuned it right-on with the "leave them wanting a
little more" thing. Hey, it happens! :)
--
You have to remove stuff from my e-mail to reply, it's not difficult.
Everything here is my personal opinion, do with it what you will.
"[T]he idea of a game with people nicer than in CL makes me wanna puke."
-Michael<!-- ~MESSAGE_AFTER~ --> >> Stay informed about: CL: new kind of coli |
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Since: Jul 01, 2003 Posts: 43
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(Msg. 9) Posted: Wed Jul 16, 2003 8:01 pm
Post subject: Re: CL: new kind of coli [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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In article <1fy5vwz.14n84bdj86ueyN%mike17032@aol.com>, Michael
<mike17032 DeleteThis @aol.com> wrote:
> The problem is many of the good creatures are damn near impossible to
> get there. You know how fucking hard it is to find a frenzy?
How fortunate that it's already on the roster, then. And if you fight
them regularly, it will stay there.
> And when you do get them there, they get bumped by things like rats
> and winged fucking snakes.
That's the popular perception, but it's just not true. The coliseum
gives priority to the things people actually fight, and its roster is
long enough that the "junk" (although your "junk" is someone else's
good fight) doesn't often bump anything popular.
In the last three months, only seven monsters have been pushed off the
coliseum list. The average level of monsters available is now nearly
twice what it was before people could add monsters to the list. I
really don't think it's filling up with low-level creatures.
Ann<!-- ~MESSAGE_AFTER~ --> >> Stay informed about: CL: new kind of coli |
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Since: Jun 25, 2003 Posts: 69
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(Msg. 10) Posted: Wed Jul 16, 2003 8:01 pm
Post subject: Re: CL: new kind of coli [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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> In the last three months, only seven monsters have been pushed off the
> coliseum list. The average level of monsters available is now nearly
> twice what it was before people could add monsters to the list. I
> really don't think it's filling up with low-level creatures.
>
> Ann
Is there a way to get a list of what's available to fight without asking to
fight every single creature? I think it would be nice to hear what's there
even when the coli isn't open, then go find it and drag it there.
Lex<!-- ~MESSAGE_AFTER~ --> >> Stay informed about: CL: new kind of coli |
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Since: Jun 28, 2003 Posts: 16
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(Msg. 11) Posted: Wed Jul 16, 2003 8:01 pm
Post subject: Re: CL: new kind of coli [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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"Lex" <corra.DeleteThis@mac.com> wrote in message
news:bf4103$2en6$1@netnews.upenn.edu...
> > In the last three months, only seven monsters have been pushed off the
> > coliseum list. The average level of monsters available is now nearly
> > twice what it was before people could add monsters to the list. I
> > really don't think it's filling up with low-level creatures.
> >
> > Ann
>
> Is there a way to get a list of what's available to fight without asking
to
> fight every single creature? I think it would be nice to hear what's
there
> even when the coli isn't open, then go find it and drag it there.
>
> Lex
>
I'm pretty sure this is already available. <pause>
Just checked, and yup, I can get a complete list of what's already there.
-Ald<!-- ~MESSAGE_AFTER~ --> >> Stay informed about: CL: new kind of coli |
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Since: Jun 24, 2003 Posts: 74
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(Msg. 12) Posted: Wed Jul 16, 2003 8:01 pm
Post subject: Re: CL: new kind of coli [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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In article <bf4103$2en6$1@netnews.upenn.edu>, "Lex" <corra RemoveThis @mac.com>
wrote:
> > In the last three months, only seven monsters have been pushed off the
> > coliseum list. The average level of monsters available is now nearly
> > twice what it was before people could add monsters to the list. I
> > really don't think it's filling up with low-level creatures.
> >
> > Ann
>
> Is there a way to get a list of what's available to fight without asking to
> fight every single creature? I think it would be nice to hear what's there
> even when the coli isn't open, then go find it and drag it there.
There's a sign right next to the fight-sign-up guy that lists the
critters available.
--
HWC for Hidden <hidden RemoveThis @noDASHop.com> <http://www.oralse.cx/>
"Nothing says "Shut the Fuck Up" Like a baseball bat to the head."<!-- ~MESSAGE_AFTER~ --> >> Stay informed about: CL: new kind of coli |
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Since: Jun 22, 2003 Posts: 40
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(Msg. 13) Posted: Wed Jul 16, 2003 8:25 pm
Post subject: Re: CL: new kind of coli [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On 7/16/03 1:08 PM, in the "great" literary work,
bf4103$2en6$1@netnews.upenn.edu, the "profound" and "prolific" Lex of
corra RemoveThis @mac.com articulated:
> Is there a way to get a list of what's available to fight without asking to
> fight every single creature? I think it would be nice to hear what's there
> even when the coli isn't open, then go find it and drag it there.
Or have a zoo that showed what was available.
--
Michael HWC for Monolith
"But I have to say that claiming that a blue action box is "real" while a
red one is "pretend" has got to be the funniest thing I've heard in a
while. Perhaps I'm just incapable of recognizing the inherent reality of a
blue action box in a computer game. Probably my own fault." - - HWC for
Sleipnir<!-- ~MESSAGE_AFTER~ --> >> Stay informed about: CL: new kind of coli |
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Since: Jun 26, 2003 Posts: 137
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(Msg. 14) Posted: Fri Jul 18, 2003 9:18 am
Post subject: Re: CL: new kind of coli [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Helpful GM <HelpfulGM@*NO-SPAM*PlayNaked.com> wrote:
> Actually, if we were SMART, there'd be a way to bet on future fights, so
> you could go to the betting table and bet on the UPCOMING fight.
> (Perhaps only 1 into the future, to prevent things from getting out of
> hand. You can imagine the problems when someone bets a hour into the
> future, then has to log off to do homework, or whatever.) Anyway, I'll
> suggest to Coli-GM
We need some time, but I dont think we need near as long as we have now.
Cutting the down time in half would still leave plenty of time ti bet I
think. Maybe give it a try? And see if anyone complains?<!-- ~MESSAGE_AFTER~ --> >> Stay informed about: CL: new kind of coli |
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Since: Jun 26, 2003 Posts: 137
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(Msg. 15) Posted: Fri Jul 18, 2003 9:18 am
Post subject: Re: CL: new kind of coli [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Ann GM <ann RemoveThis @admin.SPAMLESSclanlord.com> wrote:
> In article <1fy5vwz.14n84bdj86ueyN%mike17032@aol.com>, Michael
> <mike17032 RemoveThis @aol.com> wrote:
>
> > The problem is many of the good creatures are damn near impossible to
> > get there. You know how fucking hard it is to find a frenzy?
>
> How fortunate that it's already on the roster, then. And if you fight
> them regularly, it will stay there.
The problem comes when you are fighting things that a lot of other
fighters arnt strong enough to fight. How many fighters stand a chance
against a Scramis Eunich? That doesnt mean that those that are strong
enough shouldnt get a chance.
Michael<!-- ~MESSAGE_AFTER~ --> >> Stay informed about: CL: new kind of coli |
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