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Messages - Baron Samedi

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1
General Discussion / Re: Quest wipe.
« on: February 12, 2008, 12:01:34 pm »
   I gave up on questing due to conflicts which I found too frustrating to try and continue, so I'm all for it. \\o//

2
Happens on laggy days. Please be patient.

   Just to clarify, I don't think this was a lag problem, as no other signs of lag were present. In fact, only the stamina was erratic. I am no longer having the problem, but when I was, I would be running, fully encumbered. My stamina would drop so fast I couldn't see the numbers....then it would slow to a normal rate for a few seconds, still running, then it would jump back up, so I would GAIN stamina...then it would drop again to a lower level, and then jump from 40% to 0%. It was some sort of glitch, I think, not a lag problem.

   Just for your information.

3
Username usurpation.  So Link can have his old one back.

   I am in favor of a wipe, but this is a good suggestion.

4
General Discussion / Re: Wipe
« on: February 09, 2008, 08:46:19 am »
    I am in favor of a wipe of characters. Although I like my character and put a lot of hours into him, I think it is necessary not only for a more thorough playtesting....i.e. more players testing all aspects from the lower on up, but also to prevent the inevitable result of super characters constantly dominating the game, as in crafting and being able to amass huge wealth and slay big creatures.

   A wipe is beneficial to the game development and fairness to all players, and will encourage more players to play. It would also help crafters to make a few dollars as they develop their abilities.

   I would much rather have a game in which the balance of players is reset at each level, so we don't have level 300 crafters running around with a million tria in the game, and allow for more testing of quests.

    However, there definitely needs to be more adventuring opportunities introduced, so there is not a problem with finding creatures that can be hunted without waiting in line. There is too much of that already. A wipe would have to take into account the number of players that will be adventuring and provide plenty of options without a lot of running around searching for creatures that are free for hunting.

5
   I am having the exact same problem...I logged out with the death curse. When I logged back on, it appeared to be finished and recovering, but my stamina seems to drop very quickly for no reason. For example, I was fully encumbered and running, my stamina dropping at an alarming rate....but then I hit 40% and it instantly dropped to 0 and I was exhausted.

6
    Good idea. I like it! \\o//

   I may differ on the game time required to lose ability, but that's about it.

   As an aside, I think a small adjustment to swordmaking should be made...I think a player shoould get a lot of XP when the sword kit is combined to actually make a sword, rather than just hammering away at the anvil for a little each time. It would be more fun, and require more mining, and create more swords for other players to use...maybe even encourage a market for iron and coal.
   Such a system would almost eliminate the need to buy weapons from NPC's.

 

 

7
   Well, it seemed to me that the overall suggestions were headed toward not needing trainers if you simply perform a task for long enough.
   I agree wholeheartedly that a "miner" should be able to advance in mining skill by mining, and not by killing, and that there is a tremendous imbalance toward killing and it's rewards versus working or crafting for it.

   As a character, I have spent a lot of time killing just to gather the PP's necessary to advance, and a lot of time digging gold to pay for it. I am currently level 27 metallurgy, level 11 mining, and level 12 swordsmith, and believe me, it's expensive to advance!

   On top of all that, I have to spend an hour or so at the anvil just hammering to advance in swordmaking. I have no problem with that, however, or the cost of advancing.

   I guess my thinking was more along the lines of making sure that good craftsmen should be fairly uncommon, and the only way to do that is to make it expensive and require a lot of time and practice.

   I think that, if and when the economy develops, a craftsman will have other sources of income besides wanton slaughter, and a miner should be able to mine and develop without needing to go on a killing spree. I hope so.

  I also think that to maintain the economy without runaway inflation, you need to have a means of desposing of money from the game regularly, since it is generated regularly,and training with NPC's serves that purpose.

  I think the PP system is a pretty good one, and have no objection to it. My only objection is that I would like to see how many PP's and how much money will be required to advance a level before I start "clicking".   :)

8
   I think the training and prgoression points are fine....Great, in fact. It SHOULD be harder and more expensive to train as you advance in level. It SHOULD take longer and be more expensive to go from level 20 to 25 as it does to go from level 1 to 5.
   What are you all bitching about? You can't advance fast enough? I don't get it...

   The only change I would like to see is the potential for a player to train another, in some form or fashion. Try training yourself in karate or boxing for a year, and then challenge someone who has had a trainer for a year, and see how that works out for you. Just because you can change a light bulb or power outlet in your home doesn't mean you can train yourself to install a breaker panel in a new building.

   Without a trainer to teach you how to do things and HOW NOT to do things, you will never reach any level of proficiency. You an get a gym membership and train your body on your own, but the results will be far less than if you have a trainer there to teach you technique, what exercise program and diet to practice.....in fact, you may very well injure yourself through poor form or technique.

   As far as upper levels being expensive, it SHOULD be expensive! Anyone who has gone to college or put kids through college can tell you how expensive things can be....training in skills is the Planeshift equivalent of higher education. Why would a master swordsmith waste his time training eveyone in Hydlaa without compensation?

9
Many chars are buying gold for 400 trias each. So where is the problem to earn money in the game? Listen, ouch: You can't win the crown of Yliakum within one day. That's quite normal for RPGs. Stop crying and start working.

    That's the point. There is no way to earn money crafting (until you reach mega levels), and looting and digging gold are the best, and realistically, only way to do it.

   I think that's fine for now, but for crafting it kind of sux, that's all.

10
   I have metallurgy at level 27, and swordmaking at level 12...trust me, the training gets both expensive and extraordianrily tedious at higher levels!

   I think, though, that having crafting skills be so expensive and take such a long time to advance is a good thing. It will make players specialize in certain crafts, and keep crafters from overrunning the place later. A good, high level swordsmith should be uncommon, not found on every corner.

  I think that there needs to be a way to make crafting rewarding for player as he practices his craft, instead of just making him waste endless hours and tens of thousands of tria without any sort of compensation. A beginning or medium level swordsmith cannot sell their swords...they just don't sell, noone wants to buy them, what with all the cool swrds you can loot.

   As for the gold, I do hope to see a more progressive way of obtaining income from refining other metals, such as copper and silver...but right now, for the time and effort, gold is the only reasonable choice.

   

11
General Discussion / Do Ubernaughts poop gold?
« on: January 24, 2008, 09:54:18 am »
  I have noticed that wherever there is a gold mien, there is a herd of Ubers hanging around. There is obviously some sort of connection there, so I began wondering what it might be....

   I thought "maybe they are attracted to glittery things." Then I thought, "Well, I don't see a bunch of Ubers hanging around silver mines, or crystal mines. You'd think they would LOVE crystal mines if they liked glittery things." No, it must not be the glitter. So what is it?

   Then I thought, "in the world of Planeshift, anything is possible, maybe they EAT gold!" This seemed like a good explanation...the Ubers can sniff it out and eat it, much like wild boars sniff out and eat tubers. But then, this seemed unlikely....after all, you wouldn't see a pack of Rottweilers just standing around while a bunch of stray cats stole fromt heir food bowl, why would a herd of big, tough Ubers just stand around and let a bunch of pipsqueek humanoids steal their food? "No", I thought, "That can't be it."

   So, what then?..........Aha! Ubers must excrete gold! Whatever it is they eat, their wierd, magical digestive tract turns it into gold and they bury their droppings jsut like a cat or dog would. Now, that makes sense! Much like the worms in Dune, what they consider offal, we consider priceless! That means that the mighty Uber wouldn't mind a bunch of pests digging around his litter box, after all, they're helping clean the place up! Why bother squashing the little buggers when they are doing you a favor?

   So, is that it? Is that why the Ubers are always hanging around the gold mines, while little creatures scurry around unheeded?

12
Wish list / Re: Reactive landscape
« on: January 23, 2008, 11:28:26 am »
There is already a hard limit of steepness you can climb. A kind of "soft limit" would be nice, but will increase the server load due to more complex movement calculations.

I like shortcuts too. But I hardly use really the straightest possible direction.

   Who needs roads if you have paths? I understand the desire for scenic reasons, but I like the idea of eliminating the roads altogether and just allow paths to develop naturally. This would also lead to paths to mines and other areas of interest...the Gold mine would be a dust bowl, whereas the silver mine might have a light path to it.

  This is a fantastic idea, if it is easily done.

  I suppose you could leave the roads in place for use for carts/wagons, or whatever else may be on the way.

13
PvP,PK and Thieving / Re: Pick pocketing.
« on: January 22, 2008, 12:10:29 pm »
    My 2 tria's on this subject and how it might work....

1. A player should be able to pick pocket Rogues and such for loot. If it fails, the Rogue would be considered attacked, and would pursue the thief as such.

2. An icon similar to the "trade" icon should be available to thieves when they want to pickpocket.

3. To pick another players pocket, the thief would click the "pickpocket" icon after right clciking on the target player.

4. Depending on success rate, a marker may be left in the victim's inventory. A "clue". The player may "view" this marker by right clicking on it. A window would open on it, much like examining a weapon. Information about the thief may show on this marker, such as "What was taken", "Race of the thief", "color of hair, skin, etc", or, with a massive failure even "Name of thief". This would allow the player some recourse. The player could, if they wish, turn this marker in to the authorities...the proper NPC. The accumulation of too many markers would provide a description or identity of a thief and lead to an arrest warrent. I think this could be incorporated as an involuntary trade. The thief would get a random number of coins, based on what the target is carrying. It should be a low number, but may be tria's or circles, depending on the target.

5. If a thief has an arrest warrant, he is subject to non-lethal PvP at any time. If he is defeated, he goes to the stockade, and the player defeateing him gets a reward.

6. Once the thief serves his time in the stockade, his "markers" reset to 0 with the authorities.

14
PvP,PK and Thieving / Re: PvP gold mine
« on: January 22, 2008, 11:44:23 am »
   I think having a mine or any other important area as a PvP zone is a bad idea...not everyone wants to have to worry about getting whacked by other PC's while prusuing their crafts or trying to fulfill a quest...especially noob players who would have no chance.

   If anything.....perhaps certain areas along the roads between cities could be PvP areas to allow for highway bandits...but players could go around it if they wanted to waste the time and energy...or other players could offer services gaurding travellers in that area.

   Perhaps the Thieves Guild could allow for temporary "Permits". One could buy a permit that would last a certain amount of time...and would receive some token. They could then carry this token to an area and "plant it". A fixed zone around this token would become a PvP zone for a fixed length of time, or until the death of the character who has the permit (thus allowing for bounties). The token, once planted, could not be moved.

   Of course, if a player plants his token too close to the gold mine, he would be swiftly dealt with by the other players, I suspect, so the thief would have use some guile in where he decides his zone of banditry should be.

15
There are ruins in front of the EBD. People have tried...they're just not hardy enough.  :detective:

6. PPlease add some hardy people in the Bronze Doors area. ;D ;)
So go live there. What are you, some kind of wuss? ;)

   Soon as I can buy a house...I'm there! Who's in? :thumbup:

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