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 Post subject: Inn regeneration removed from Kol's Moot
PostPosted: Thu Oct 17, 2019 1:44 pm 
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Joined: Thu Jul 11, 2019 9:24 am
Posts: 67
Why?


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 Post subject: Re: Inn regeneration removed from Kol's Moot
PostPosted: Thu Oct 17, 2019 2:41 pm 
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Joined: Mon Dec 31, 2012 11:25 pm
Posts: 1533
SK Character: The Shining One
Because it's not a recall point.


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 Post subject: Re: Inn regeneration removed from Kol's Moot
PostPosted: Thu Oct 17, 2019 4:09 pm 
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Joined: Thu Jul 11, 2019 9:24 am
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Only recall points should have this bonus?


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 Post subject: Re: Inn regeneration removed from Kol's Moot
PostPosted: Thu Oct 17, 2019 8:42 pm 
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Joined: Tue Jan 24, 2017 7:48 pm
Posts: 314
Quite a few reasons, but ultimately the extra bonuses for inns are meant to attract players together to create specific higher trafficked areas, not encourage greater spread away from the starting kingdoms.

If the player base increased in size to to justify another starting kingdom, it's safe to say inn regeneration would be placed in an inn there as well.


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 Post subject: Re: Inn regeneration removed from Kol's Moot
PostPosted: Fri Oct 18, 2019 4:47 am 
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Joined: Thu Jun 22, 2006 8:43 am
Posts: 2323
SK Character: Airkli
Closing areas and discouraging travel to other Kingdoms hurts the pbase. Not sure why folks think otherwise. Condensing players into smaller niches isn't a long-term solution.

I could get a minimum 3-4 players to come back to the game if the Black Hand was reopened. The Empire being the only "safe space" for darkies is really, um, annoying. Necros, for example, belong in the North as evidence by things such as this:

Quote:
BY POPULAR DEMAND AND THE INSISTENCE OF THE OTHER INSTRUCTORS OF THE
ADVENTURER ACADEMY, NECROMANCY IS NO LONGER TAUGHT AT THE ACADEMY


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 Post subject: Re: Inn regeneration removed from Kol's Moot
PostPosted: Mon Oct 21, 2019 9:34 pm 
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Joined: Tue Jan 24, 2017 7:48 pm
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archaicsmurf wrote:
Closing areas and discouraging travel to other Kingdoms hurts the pbase. Not sure why folks think otherwise. Condensing players into smaller niches isn't a long-term solution.

I could get a minimum 3-4 players to come back to the game if the Black Hand was reopened. The Empire being the only "safe space" for darkies is really, um, annoying. Necros, for example, belong in the North as evidence by things such as this:

Quote:
BY POPULAR DEMAND AND THE INSISTENCE OF THE OTHER INSTRUCTORS OF THE
ADVENTURER ACADEMY, NECROMANCY IS NO LONGER TAUGHT AT THE ACADEMY


You're not getting a ton of argument from me, but that decision was made quite some time ago and this inn no longer offering a favored status is just a reflection of that decision. Removing the regeneration also levels the playing field as some players were abusing the disconnect. No area was closed, it's just now treated more in-line with it's status. As I said before...

Quote:
If the player base increased in size to to justify another starting kingdom, it's safe to say inn regeneration would be placed in an inn there as well.


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 Post subject: Re: Inn regeneration removed from Kol's Moot
PostPosted: Tue Oct 22, 2019 3:50 am 
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Quote:
some players were abusing the disconnect.


You mean resting in an inn?


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 Post subject: Re: Inn regeneration removed from Kol's Moot
PostPosted: Tue Oct 22, 2019 6:43 am 
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Joined: Mon Dec 31, 2012 11:25 pm
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SK Character: The Shining One
archaicsmurf wrote:
Quote:
BY POPULAR DEMAND AND THE INSISTENCE OF THE OTHER INSTRUCTORS OF THE
ADVENTURER ACADEMY, NECROMANCY IS NO LONGER TAUGHT AT THE ACADEMY


I mean.... #nospoilers (?) but there's necromancy taught at the academy.


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 Post subject: Re: Inn regeneration removed from Kol's Moot
PostPosted: Tue Oct 22, 2019 7:27 am 
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Joined: Mon Dec 31, 2012 11:25 pm
Posts: 1533
SK Character: The Shining One
yrangol wrote:
Only recall points should have this bonus?


Succinctly? Yes.

Literally every other spot in the entire game that has a regen script is a recall point. The other inn that was once a recall point but is no longer lost the regen script. This was a pretty clear oversight/disconnect and was being exploited.


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