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C'kayah Polaali

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Everything posted by C'kayah Polaali

  1. It took me a while to really think of how to answer this. Most of that was taken up with thinking about what the question means. But I finally have an answer: Sins? Why, none, of course.
  2. It's a few months old (the original article dates from the 1st of December last year), so it's not thaaaaaaat bad a piece of necromancy...
  3. That's not true! She participated in the capture and (brief) torture of C'kayah! So, twice! Oh yes! I nearly forgot about how she "captured" (helped save his arse) and "tortured" (tried to prevent him from more attempts at suicide) him that one night where they put him in a bed, started stripping him and tried to tie him up... Okay, well it wasn't torture though. I know he is use to that treatment! I was actually talking about Miah breaking his fingers, but...
  4. That's not true! She participated in the capture and (brief) torture of C'kayah! So, twice!
  5. Realistically, the problem isn't "how do we get gil from one person to another". We're not talking about the millions of gil that's typical with RMT. Most art sales that I've seen are in the 10-100k range. That's likely under the radar of any RMT checking. And if it does get flagged, and both people can point to RPC and say "We know each other! I have lots of gil and they don't, so I was just helping them out...", there's nothing to distinguish it from any other random act of kindness. The problem is now it's hard for artists to connect with their clients. Artists can't post "will art for gil". That's where SE's blow has landed.
  6. Holy shit that is an excellent idea. Headshot: .5 Riviera Canopy Beds Bust: 1 Riviera Canopy Beds Full Body: 1.75 Riviera Canopy Beds Color Options: 10-20 HQ Sachertortes depending on MB fluctuations etc etc etc SE will never know! Art for "Allagan currency" it has a static conversion and counts as an item, not currency. Not a bad idea. Elite Dangerous doesn't have a way to give money from one player to another, so some people transfer wealth with expensive trade items. This is the same thing, really.
  7. Hope you feel better and drink plenty of liquid! Also, snowed in? It's not too bad right now. It's supposed to pile up on Saturday, though, so we'll see how that goes.
  8. This sounds like the start of a new and disturbing fringe sexual practice...
  9. On the down side, I'm coming down sick. On the up side, I'm still in Manhattan!
  10. Well, ultimately it's not "lawman RP", it's just RP, and so all the normal considerations apply: RP is cooperative, and you can't force someone to participate if they don't want to. It's no different than any other sort of RP. As Will Rogers said, your freedom to swing your fist ends where my nose begins. As to how I'd deal with it, I'd do it with as little fanfare as possible: Gronknard the Godmodder simply gets ignored. If anyone asks ICly why Leonard Lawman isn't doing anything about Gronknard, Leonard can simply say "The poor guy's harmless. He thinks he's a world-renown adventurer and Blade-killing rogue. Ever since he ate that bad oyster..."
  11. Ultimately, as others have pointed out, you can't force anyone to acknowledge your authority. Because of that, you really have to ensure that you communicate OOCly with the folks you're RPing with - moreso than for other types of RP. As for how you deal ICly with people who refuse to acknowledge your character? Well, clearly they're deluded. Some guy brags about killing a Blades garrison without accepting consequences? "Oh, that's just poor old Bradley. He hasn't been the same since he was hit on the head last year..."
  12. I'll just chime in here and say E'vrett is fun to RP with. We did a little arc with him centering around him being hired by TN and then stealing from us. It got quite dark, and brought a lot of people together. RP with this man!
  13. Clearly, you earn gill from fishing! Sorry, couldn't resist... A few people have asked about earning gil through non-endgame crafting. It's very possible. You spend more time earning the gil, but if you're only going for a few million, I think you spend far less time than if you'd take the time to be able to master craft multi-star endgame items. Pick a crafting class. Look at the market board to see what HQ items sell for a high markup. Find something with a high demand and a high profit, that you can HQ reliably. There are some surprisingly easy to make things that will net you quite a bit of profit, especially on the consumable side of things. As an example, I'm a culinarian on Balmung. I can easily make 150-250k an hour crafting HQ recipes in the level 35-45 range. It's not anywhere close to what you can make if you can craft multi-star recipes, but it also doesn't require nearly the same time commitment.
  14. I can see bringing the sense of smell more into RP with a Miqo'te (I do this with C'kayah quite a bit - an argument could be made for the fact that he pursued his last mate largely because she smelled so damn good), but I've never seen anything suggesting that smell was the dominant sense for Miqo'te.
  15. I'd imagine if a Tia leaves their tribe and opens up a new hunting ground, they'd have the option of becoming another Nunh of their existing tribe (the whole "Tribe" -> "Sept" -> "Breeding group" structure), too, which would carry a lot more cache than creating a new tribe. C'kayah Tia journeying from his home, opening up a hunting area, then settling down to pioneer a Coeurl settlement there would be C'kayah Nunh, with all that entails. C'kayah Tia deciding "Fuck this shit" and running off with a few females would be something like Ca'kayah Nunh, which is a different thing entirely.
  16. I fall pretty strictly into the "You're a Nunh? What are you doing out adventuring?" camp, too. I've always imagined that the role of Nunh was basically to be breeding male, as well as providing care for the kids and acting as a good example to them. That's something that's often overlooked in the "most fit to pass on their legacy" issue with Nunhs, but the lore really states that Nunhs are Nunhs because the tribe is interested in producing the strongest kids. That's got a heavy implication that this is not just about genetics, but about who can produce the best Wolfs (or Coeurls, or Vipers, or what have you). Staying at home to take care of your responsibilities always seemed to be the major part of this. I know you're playing a Wolf, but Fates Skein wrote a fabulous guide for Coeurs roleplayers that includes a bunch about how Nunhs are chosen, what they do, and what the responsibilities of everyone else in the tribe are. I used this heavily when I created C'kayah (who's not a tribal Seeker, in the sense that he left to adventure, but he is heavily informed by his tribal upbringing). Even if you don't take anything directly from it, I'm sure it would be a great resource simply for the questions it prompts in your mind.
  17. Likewise. I'll watch anytime you want to draw.
  18. Sorry in advance if this gets a little esoteric... You know, I was having an argument (in the civilized "debating an issue" sense of the word) with someone, and they brought that up. We both scratched our heads, because I've heard before that SE is struggling with a code base that's both old and unfamiliar to many of them. So we did some extrapolation: We know that the neighborhoods aren't on the same servers as the rest of the server - they're instanced We know that individual houses are instanced, with very little connection to the rest of the server you're on We know that housing is a new thing for FF, so the actual code for housing doesn't fall into the "old and unfamiliar code" camp I figured that what's probably going on is they have one or more wards running on a single server, with multiplexing code at the ward entrances to handle shunting you into the proper ward. All fairly basic stuff, the only new thing they'd have to add would be the actual multiplexer, as well as the neighborhood design. Now, once you're in the ward, the only connection you have to the rest of the server is through chat and your various player groupings: party, friends list, linkshells, etc. And I'd be really surprised if these aren't all implemented through chat*. This means that there's no real hardware limitation causing the number of wards to be limited per server. Instead, they've probably got a pool of machines that limit the total number of wards they can offer. Each ward's connection to chat would be nebulous - the client would connect to the proper chat system based on your server, no problem at all. This means that all you'd really have to do to replace the current system with one where you have a pool of wards would be to change the ward-selection multiplexer to handle a variable number of wards, instead of a set number. Now, I don't know how their multiplexer works, but I'd expect this would be something you could hand to a junior developer and have done in a week. Two, with QA. That would give you one where they'd manually assign wards to servers. Adding an automated system to do this would lighten the load on their end, but considering we're only talking about a small number of wards (a few hundred, tops), they'd get more bang from their buck by simply having someone look at server stats every week or two and manually doing it. Now, granted, this is all extrapolation from a position of ignorance, but seriously: If I could figure out a way to do this with a typical MMO server architecture using a team of 3 in two weeks, how hard can it be for them? Even if you assume that their architecture is especially Rube Goldberg-esque, you're only adding an order of magnitude to this. A team of 3 operating for the length of time it takes to do a major point release (2.4 to 2.5, say). That's still a cheap and easy win. *SE is known for doing their own crazy thing, but if I were doing it, I'd have chat be an XMPP server, with all the groupings handled by XMPP contact management, linkshells as multi-user rooms, etc. Now I don't think SE use XMPP, but the basic concepts are the same for any chat system. Other games do this, which makes chat a no-brainer in them - Eve Online and Star Trek Online, for instance, are known to use XMPP.
  19. FTFY. As someone who came up through coding and still codes (I'm writing an OAuth2 IP right now), of the CLI languages, VB.NET is by far my most disliked (we shall not speak of Original VB ). However, at least the CLI languages are sane. For pure insanity, I recommend: PHP, where NULL++ = 1, but NULL-- = NULL; or "this" == true, "this" == 0, but true != 0. Also, mysql_escape_string, mysql_real_escape_string, mysql/mysqli/PDO_mysql. Those are but the least of its sins. Perl, the original "write once, read never" language Python, where whitespace is significant and evidently there's nothing wrong with that Ruby, where you get all the slowness of an interpreted language with all the insecurity of operation by convention (Rails model binder, overposting, and Active Record = 0wned) All good languages start with the letter C: C, C++, C#. One could be excused for dropping C++ from that list, because template metaprogramming is The Devil, and I'd rather a language where I can blow my foot off where I can actually see the gun and where the trigger is, as opposed to C++ where I can push a green button that says "Push Me!" and, after 20-30 Rube Goldberg operations, a gun teleports in front of my foot and shoots it for me. I like you! The thing about C++ and templates is that it's a fantastic idea if you never want to debug your code ever. Every job I've used C++ in the past, we've deliberately excluded templates (including the STL) from our work, and this includes everything from small applications to operating systems. It's much like JavaScript, where there's a lovely language in there once you cut away the crap. C++ is fantastic, so long as you don't get so caught up in using all the "features" that you lose out on the essential elegance of C. Oh, and work-related: I'm a programmer for the most profitable porn company in the history of mankind.
  20. And I will be smug about having my air conditioning and heating for when the weather's less than fantastic. Seriously, though, I wish I could walk/bike to work, but it's a 15/16 mile trip... mostly taking major freeways. I'd have to get up even earlier and I'd arrive to work/home completely worn out, I'm sure. The funny thing about commuting by bike? After a few days, you realize that it's really not that bad if you're hot, cold, or wet. My current commute is pretty short, but when I was at Microsoft, it was a 20+ mile trip. It took longer than if I would have sat on my ass in traffic, but when you factor in not going to the gym as often (along with that fabulous ass!), it was a win.
  21. Whilst I won't post my rant about commuting by bike, I will be smug about the amount of maintenance my chosen steed takes. I'd say I spend under $50 a year, most of which is in tires and inner tubes. There's also the extra benefit that my ass is fantastic!
  22. In retrospect, I'm removing this rant I wrote about my experiences commuting by bicycle and motorcycle. Back to your currently scheduled ranting and raving.
  23. Usually if a scene is heading in a dark direction (a fight, robbery, etc), I'll pause things for a brief conversation about what's okay and what's not okay. To avoid continually re-checking, I'll throw something in about saying something if anything goes too far. The best way to think of it is like a safe word: It's an established out for when things go to far. What you're talking about here, Chach, is more of a RP etiquette thing, and that gets a little more fuzzy. Sei, in your example, felt that you weren't taking hits that you should have, and you agreed. It's cut and dried. It gets a little harder to work with if it's less black and white: What if Sei said you should be taking hits that you didn't think you should be taking. That's a source for a longer conversation, I think, but there are always going to be unresolvable differences there. Especially in conflict, there are people who simply can't bear the thought of their character's losing. With conflict RP of any sort, you really, really have to trust the people you're RPing with if you do it freeform. You have to trust their (and your) commitment to the story, and trust that whatever they do they do for the benefit of the story. If you can't, that's a sign you should suggest using some sort of randomizer to resolve things. This doesn't just apply to combat, it could apply anywhere.
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