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Topics - Talad

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241
Granted or negated Wishes / Trading items P2P.
« on: January 06, 2002, 05:07:55 pm »
There must be a way of trading items between players, WITHOUT having the need of dropping money and items.

242
Wish list / Experience for roleplay
« on: January 06, 2002, 05:04:31 pm »
THIS MESSAGE IS TAKEN FROM OLD BOARD:

LyssiahStormWhisperer
    Guest
                            posted 31-10-2001 04:52 GMT        

                         This is the first of many wishes I hope to present to the GM\'s of this proposed game.

                         Far too many rpg\'s require killing as the one source of \"leveling up\" a character, outside of skills.

                         I wish this game grant experience based on roleplay. No, not the kind that an NPC gives a quest then you bring certain items
                         and the quest is complete.

                         I do understand this will require the watchful eye of the GM team to maintain characters to be on the lookout for roleplayers and
                         the ability to grant experience based on how much effort is put into roleplaying a character. However, even in the D&D guides,
                         DM\'s are given the ability to award experience based on more than hack and slash through a given quest. Sometimes, if a
                         character thinks through as task without bloodshed, he/she may find other ways of solving it. After all, we are not all barbarians.

                         I am envisioning a daily romp through the land by a GM character at random spots and random times. Perhaps a drunken man in
                         the corner of a tavern, or a muttering old crone in a library. Depending on who interacts with him/her, they can be granted
                         experience points, even for at least trying. Heck, even have the GM watch a certain area on the map and for each show of
                         roleplay, grant a blanket amount of experience in a given area, such as a church.


                         This won\'t impose on a GM\'s time. It will also enhance the use of roleplay, since one can never know if the person is being
                         watched.
    Thekkur
    PS W.T.B. Member
                            posted 31-10-2001 10:13 GMT            

                         Great idea! It could also be combined with my idea of implementing characters in-game that played a certain role in history. An
                         old man sitting in the corner of a tavern could actually be a high level wizard that has battled against a rage of trolls long before
                         the game actually started. This will mean that the PC hasn\'t been in this battle for real, but roleplays like he has. He could even
                         have a mayor role in an old book in the library.

                         GM\'s could play such characters, divide xp and maintain some order in the game too. (as for they are of extremely high level,
                         they can easily dispose of PKers and players that disbehave themselves.)

                         Thekkur
    AVATAR
    PS Official Member
                            posted 01-11-2001 03:53 GMT            

                         I personally like the idea, and it is my personal preference. I would love to be a player of that nature, as when I roleplay, I *really*
                         roleplay. I agree with you that players that roleplay in nother manner than just hack and slash should be able to be rewarded as
                         well.
    ParaSite
    Guest
                            posted 04-11-2001 22:58 GMT            

                         In Baldurs Gate, you get XP for completing quests, no matter how u complete it. The amount of XP gained is much more then u
                         get for plain killing. Most XP is gained when u solve a quest and everybody involved is happy :)
    Shadow
    Guest
                            posted 02-01-2001 00:34 GMT            

                         *Bump*
    icebolt
    PS W.T.B. Member
                            posted 02-01-2001 14:03 GMT            

                         This is very interesting... Would GMs have the ability to reward people with XP in game? That would be great.
    stickman
    Guest
                            posted 03-01-2001 04:34 GMT            

                         i dont think that would really work

                         favoratism would come into affect!

                         say lil me is from some weirdo time-zone that no GM is... how am i suppose to get XP from roleplaying? Also, who\'s to say who
                         gets how much experience from roleplaying... say im trying really hard killing monsters 24/7 trying to lvl up... then some guy
                         comes along who barely plays and barely roleplays just happens to run into a GM and gets exp for it? How could u judge who is
                         doing more work if it is done on a random basis?

                         one guy could be pooring his heart out trying to roleplay and another joe smoe could just get lucky.

                         one thing i dont understand is why u would want to do exp like this anyway. i could simply be roleplaying saying im some great
                         warrior whos neva been defeated. but its all just talk. whereas the person who actualy is lvling up is really living the tale u just
                         told. roleplaying takes like 2 seconds to BS something, DOing what u say is another matter..

                         the way u guys are looking at it is that roleplaying is like the opposite of lvling up. But thats not true, lvling up is just progressing
                         in the game. Its not like people who lvl up dont roleplay. there is always room for both. I dont see why some person who talks all
                         day long should get any exp when they could be lvling up and STILL roleplaying. Its not like u cant do both.
    Bigfoot
    Guest
                            posted 03-01-2001 06:06 GMT            

                         PlaneScape Torment is a perfect example of this... there are many situations where a player gains EXp from verbal quests, and
                         none lethal means. not to mention the odd situation where you can talk your way out of a potentialy hostile situation and gain far
                         more EXp from the peacefull outcome than from going in swords swinging (Althopugh that is to compensate for loseing the
                         chance of recieving a magical weapon or item).

                         The main thing is to make them random, diverse and none exploitable.
    Shadow
    Guest
                            posted 03-01-2001 14:59 GMT            

                         What we are talking about here is to try to make powergaming a less rewarding thing than roleplaying.
                         To use dialog options as more rewarding than killing sprees is a very good idea and also much more fun.
                         How fun is it to walk around and kill everything in sight.
    stickman
    Guest
                            posted 04-01-2001 07:51 GMT            

                         its accually really fun...

                         i see what u 2 are saying about picking non violent options, thats fine, but thats what i kinda call quests where they are set up or
                         whatever that isn\'t roleplaying...

                         the thing i dont like is people giving other people EXP.

243
Wish list / In game use of voice- bards
« on: January 06, 2002, 05:03:35 pm »
THIS MESSAGE IS TAKEN FROM OLD BOARD:

Thekkur
    PS W.T.B. Member
                            posted 23-10-2001 11:43 GMT        

                         I know, in game use of a voice-system requires a lot of bandwith, but it might be restricted to certain characters. This characters
                         could be BARDS. I think it would be sweet if bards could give shows at inns and at market places. They could make more
                         rediculous moves when getting a higher level, and combine the moves in their own way. They could tell stories (which they can
                         read in the library) and jokes. You might have the idea that nobody will stay in an inn and listen to a bard, but when he is good
                         enough, he can get audience (also by posting the hours of his show at public plaza). After the show a bard could ask for money
                         from his public. Bards could only communicate by voice with other bards, because nobody else is capable of talking in game
                         (other players can only hear them and say things back by typing). Because of their high charisma, and their ability to shout
                         quick commands to their partymembers, bards can be excellent leaders.
                         Bards have bad fighting skills, and do not (or hardly) get better at it when getting a higher level.

                         Thekkur
    Thekkur
    PS W.T.B. Member
                            posted 24-10-2001 11:39 GMT            

                         bump
    Hory
    Guest
                            posted 24-10-2001 16:49 GMT            

                         i don\'t agree to the voice thing... they could simply type jokes and who likes them would give money to them, and depending on
                         the level, they would have more commands available
    Buechler
    Guest
                            posted 25-10-2001 04:08 GMT            

                         I agree with Hory that would take up an unnessecary amount of time and bandwidth. Remember that this is a free game and that
                         the developers don\'t have unlimited bandwidth.
    Thekkur
    PS W.T.B. Member
                            posted 25-10-2001 00:33 GMT            

                         That\'s true, but it would only be bards who would have the option to communicate by voice. Because of the fact that they cannot
                         fight very well I think there will not be many people who will play one, so they are not that bandwith consuming. It wouldn\'t be a
                         matter of just typing jokes, (not very likely that you get money from players then)
                         you would be able to prepare a show, with music, tricks (the special abilities a bard can learn over time) and jokes. That would
                         be something you could post an announcement for on the public plaza. It would take some time programming the bard, but you
                         get something for it. (entertainment by fellow players, something that you don\'t see in other RPG\'s.)

                         Thekkur
    lpancallo
    PS Director
                            posted 29-10-2001 13:00 GMT            

                         There\'s a workaround to this.

                         We can use direct communication between players. If someone want to talk also with voice to other players he can establish a
                         direct connection. This will be not the same as hearing anyone talking in a street, but will solve the bandwidth problem.
    Thekkur
    PS W.T.B. Member
                            posted 29-10-2001 17:46 GMT            

                         It will also eliminate the fun of listening to a bard :(

                         Thekkur
    LyssiahStormWhisperer
    Guest
                            posted 31-10-2001 05:02 GMT            

                         What a great suggestion, I must say.

                         How about this to help workaround the bandwith problem (Under the assumption, of course, that this game will already have
                         certain sound effects anyway):

                         1. Bards will have the option of learning instruments/songs.
                         2. Depending on the mastery of skill at each level, a certain song/instrument can be heard server-wide or area-wide. These
                         songs/instrument sounds are already programmed into the game, in the same way as a magic spell is programmed, with the
                         addition of a wav/midi file. After all, some games provide their sound effects via a short wav/midi as it is.
                         3. Since the sound/song is already in the game, it won\'t drain the bandwith, won\'t require direct connection, will have the players
                         in an area \"hear\" the bard\'s entertainment, and enhance roleplayability of that proposed character.
    Catalyst88
    Guest
                            posted 31-10-2001 09:42 GMT            

                         When you reach a certain level you should also be able to compose your own songs...
    whitti
    Guest
                            posted 02-11-2001 05:27 GMT            

                         neat LyssiahStormWhisperer that is a wonderful idea! I think that staff (other than me) should check this out. Catalyst...maybe
                         this would require sending in a file to admin and he/she inserting it into the game via the next patch. Although I think Catalyst
                         your Idea is 2 complicated.

                         Whitti WTB PR member
    ParaSite
    Guest
                            posted 04-11-2001 22:39 GMT            

                         In Half-Life (a fps) they\'ve introduced voice chat lately. I dunno how they do it, but it takes hardly any bandwith. maybe...
    Thekkur
    PS W.T.B. Member
                            posted 05-11-2001 01:23 GMT            

                         That\'s true, but 32 players chatting is a lot much less than 1000 players chatting... And it\'s no fun being a bard when everybody
                         ca talk. That\'s why I thin that only enabling bards to chat is manageble.

                         Thekkur
    ifritnet
    Guest
                            posted 13-11-2001 20:42 GMT            

                         Yeah, but it\'s not fair...
    Dwinney
    Guest
                            posted 03-12-2001 05:29 GMT            

                         It IS fair, after all bards have lousy fighting skills.

244
Wish list / Simple government system
« on: January 06, 2002, 05:01:43 pm »
THIS MESSAGE IS TAKEN FROM OLD BOARD:

Thekkur
    Guest
                            posted 21-10-2001 02:46 GMT        

                         MAybe an option for a government system is that hero\'s (players with a level higher than 25) could make himself eligible for a
                         function of major. Players inhabiting the city (by means of having a house there) could at their homes select the name of the hero
                         they want to rule the city. Each hero that runs for election could write a text in the public place and post personal messages in
                         which he explains why he would be a good major.

                         After a major has been chosen he will get a salary and will have some control of the city, by choosing from variable options.
                         (amount of city guards, hight of taxes etc.)

                         This system would be very basic but would add a simple hierarchy to cities.

                         Thekkur
    Catalyst88
    Guest
                            posted 21-10-2001 10:07 GMT            

                         And then when there\'s a corrupt mayor you could lead a revolution against him ;)
    Thekkur
    Guest
                            posted 21-10-2001 10:58 GMT            

                         ofcourse, but that\'s entirely up to the players.

                         Thekkur
    Gion
    Guest
                            posted 21-10-2001 12:20 GMT            

                         And they could organise some big partys in the arena :-)
    Thekkur
    Guest
                            posted 21-10-2001 16:08 GMT            

                         ...hire hero players to battle eachother in teh arena, and thus win the crowd for you!

                         Thekkur
    TheDaiv
    Guest
                            posted 22-10-2001 12:52 GMT            

                         I like your ideas Thekkur... straight out monster killing gives you Adventure, Your idea of Mayors adds a nice Political structure to
                         the game, the Prof give you an economic edge... add it all up, you have a Socio-economic Adventure game... we need to add a
                         marriage system I think. The you have the Romantic Socio-Economic Adventure game, and PlaneShift can post adds in
                         GamePro, Dragon, Chic, The WallStreet Journel, and Time... also if they make ir so you can decorate your house, Martha
                         Stewart Living!!!! What an all purpose game!

245
Wish list / Housing really important
« on: January 06, 2002, 04:57:41 pm »
THIS MESSAGE IS TAKEN FROM OLD BOARD:

Thekkur
    Guest
                            posted 15-10-2001 01:45 GMT        

                         Housing has already been the subject of many topics, but I have to add something to that.

                         I think Housing is really important, because it is a major ability to distinct this game from others. In other MMORPG\'s, you start
                         the game, log-in, and spawn at the point in-game where you quitted. Everybody walks criss-cross around, and due to the large
                         amount of players it isn\'t very likely that you\'ll meet someone again that you\'ve been talking to.
                         The owning of a house could change this though. Every player has his neighbours, his homeground, and it is thus likely that
                         he/she meets this neighbours at markets nearby and whilest walking in the quarter he lives in. And that every time you spawn at
                         your house! Thus you could also venture forth together when you meet eachother at a market. Simply said: you\'ll make in-game
                         friends (and thus party members) a lot much easier than in other MMORPG\'s. Another special feature you can add to make
                         housing even more realistic is the option to post messages, or mail. This way you could sent a message to a companion\'s
                         house, which this companion will read as soon as he returns to his home, either by re-spawning or by just returning to it.
                         Then I have an idea to take away the stupid spawning-where-I-quitted-the-game element: when you quit whilest resting in an inn,
                         or whilest staying in another house, you will respawn in that particular place next time you log in. When you quit while you\'re
                         somewhere else,in the middle of a dungeon for example, or die, you respawn in your own house next time you log in.

                         I should say: state what you think of this idea and it might become reality.

                         Thekkur
    Vex
    Guest
                            posted 15-10-2001 05:14 GMT            

                         I think it\'s an excellent idea and I like the mail feature. Maybe we could have a doorbell and people could come to your house and
                         chat on your sofa you bought to decorate your house.
    AVATAR
    PS Official Member
                            posted 15-10-2001 05:22 GMT            

                         I personally have planned for something similar as well. I like your way of thinking Thekkur. :-)
    whitti
    Guest
                            posted 18-10-2001 18:02 GMT            

                         Nice Going...although it would be annoying to like have to go eat then come back to find your char was back at its house after
                         being in a dungeon earning xp, you should have a sleep otion and you could only log out while sleeping and when you log in
                         again your char wakes up but to prevent thousands of bodies then there could be sleeping chambers and stuff which are guarded
                         by guards whostop monsters from coming in.
    Gion
    Guest
                            posted 18-10-2001 19:27 GMT            

                         I prever the spawning-where-I-quitted-the-game element.
                         Not everyone hase a verry good internet connection ( like me atm ). So sometimes i have a verry big lag. It would be nice te be at
                         the same place in the game as where i was after disconnected during a big lag.

                         greetzz
                         Gion.
    Hory
    Guest
                            posted 18-10-2001 22:15 GMT            

                         well...... then the player could choose when he disconnects...... if he doesn\'t choose anything, then he will be placed in the same
                         place when he reconnects..... but he can choose something like \"go home and sleep (quit)\" and if he doesn\'t reconnect for 15
                         min, let\'s say, he will be placed in his house, if he reconnects sonner it will be where he was..... also... by staying home while
                         disconnected, he could get more money (work) and if he stays in the wilderness, he could gain exp.... the problem is..... how
                         can you stop a player from disconnecting in the face of danger...... so that he will be safe...?
    Buechler
    Guest
                            posted 18-10-2001 22:19 GMT            

                         I don\'t like the idea of choosing \"GO Home\". If you were literally 3miles away from your home and a dwarf was killing you it
                         wouldn\'t be fair to automatically go to your house. I think one should log out where he is. But PS should make a mid range spell
                         where one can teleport to there house, but it costs lots of mana.
    Buechler
    Guest
                            posted 18-10-2001 22:23 GMT            

                         Also to log out out I think you should have to sit for 30 seconds like Everquest. (This prevents logging out in face of danger)
                         You have 30 seconds to prepare your camp
                         You have 25 seconds to prepare your camp
                         etc. Then awhen it says you have 5 seconds to prepare your camp; and 5 seconds happen THEN Your character logs out.

                         Everquest had done this and I believe in order to insure fairness Planeshift should.
    whitti
    Guest
                            posted 19-10-2001 01:02 GMT            

                         I mean in Runescape I think the 20 seconds after combat rule is fine although there is no 30 second to prepare camp rule I think
                         my previous post is pretty dumb though
    Tanarus
    Guest
                            posted 19-10-2001 01:55 GMT            

                         Ahh! a fellow RS player.

                         It\'s ten seconds after combat in RS, and you can run until after the first 3 rounds of ocmbat
    Thekkur
    Guest
                            posted 19-10-2001 02:06 GMT            

                         Hmmm... I hear many people complaining about spawning at home, and I guess there\'ll have to be alternatives. I think a feature
                         like returning to you home must be added to the game, because only than you can stimulate a true online spirit with cooperating
                         friends, battling parties and venturing together.

                         If there are many Inn\'s, and you have the possibility to stay at friend\'s houses, it will still happen that you\'re in the deepest part of
                         a dungeon when your connection suddenly failes. About that: **** happens. It won\'t happen too often.
                         About not wanting to return to your home after disconnecting (because you had to do something more important than playing PS
                         and didn\'t have time to find an inn); I would add the possibility to set up a shelter. Add a system in which you can pitch a tent (or
                         sleep on the ground) at shelter places, places that you can also find in dungeons and the wilderness, some sort of campsite.
                         You can only log out when quitting at shelterplaces (that are widely spread across the world, a lot more than Inn\'s) else you will
                         respawn in your house next time you log in. The shelterplaces still exterminate the stupid, and highly unrealistic
                         spawning-all-over-the-place-or-all-at-one-point principle.

                         You might also add a feature that you can only pitch a tent or use your bedroll at a shelterplace when you actually HAVE one of
                         these. (bought or found)

                         Thus;
                         -When someone attacks you and you quit, when just quitting, or when you get killed, you spawn at home with full health.
                         -When you quit when PAYING for an inn room, you spawn at the inn with the feature of total healing.
                         -When you quit when being at a friends or a guildhouse, you spawn there with a certain amount of healing per hour you are
                         offline.
                         -When you quit when being at a shelterplace you will spawn there, but you will have the same healthnumber as when you
                         quitted.(no healing when at a shelterplace)

                         The shelterplaces will also be a safebay for parties that are deep inside a dungeon and that want to venture forth later on. They
                         can just find a shelterplace together and spawn all there the next time they meet.

                         spawnplaces can be things like:
                         *small stone buildings inside large caves
                         *some sort of widely spread salvation army buildings in cities
                         *barns in villages
                         *rooms with beds inside dungeons
                         *a group of benches in a park (??? :D)
                         *caves in the walls of the dungeons
                         *deserted houses
                         *ruins

                         you see, there are enough possible places that you can make shelterplaces of. There don\'t have to be too many of them, just
                         enough to be able to reach one within a few minutes of walking.

                         Thekkur
    Buechler
    Guest
                            posted 19-10-2001 02:52 GMT            

                         Yes but what about when someones getting pked or killed by a monster I still think someone should have to sit for 25 or 30 secs
                         to log out? Btw Thekker are you on the Planeshift team at all? Cause you seem knowlegde about lots of stuff.
    Thekkur
    Guest
                            posted 19-10-2001 00:39 GMT            

                         in the system I thought of you don\'t NEED 30 seconds to log out. you just need to find a shelterplace. YOU ARE NOT SAFE IN
                         SHELTERPLACES WHEN ONLINE. else you could simply run towards one and then wait until your opponent goes away.

                         This are just MY thoughts and suggestions for the game, I\'m not (yet) a members of the PS crew.

                         Thekkur
    Catalyst88
    Guest
                            posted 19-10-2001 19:22 GMT            

                         Not _yet_ a member eh? :)

                         Anyway, i agree with thekur about the shelterplaces. Although i would add to this that you couldn\'t log out if still being in combat
                         with someone/thing and not in a guarded/protected otherwise area. This eliminates the problem of people randomly spawning
                         around the place: but i would say you should have to be in the protected area to log out in the first place: since teleporting back
                         to your house after logging out or dying is also pretty unrealistic...

                         Perhaps instead of respawning inside your house you would respawn in a holy area (maybe inside the crystal?... now there\'s a
                         thought... :) ) and have a choice of returning to the earthly world via a temple that you have visited and is to your religious
                         orientation (there should always be the option of returning to your hometown\'s temple). OR you could have to option of retiring
                         your character. Any thoughts/ideas/death threats relating to that idea?

246
Granted or negated Wishes / Companions
« on: January 06, 2002, 04:51:42 pm »
THIS MESSAGE IS TAKEN FROM OLD BOARD:


Thekkur
    Guest
                            posted 12-10-2001 18:11 GMT        

                         Will you be able to have animal companions in game? I would really like to see that!

                         If there is going to be such a feature, I would recommend to make it only available to players with an animal training/handling
                         skill. This will prevent ALL players from having have the advantage of an animal, and will also make ps look more realistic. If you
                         look at certain MMORPG\'s practicly everybody has one or more animals, resulting in rediculous sights of villages growded with
                         hundreds of dogs...
                         Having some disadvantages from having an animal companion would also make it less interesting for everybody to own one. With
                         disadvantages I think of; the need to feed the animal, the need of time to make the beast obey you, the fact that animals will not
                         be allowed to enter certain inn\'s (so they will have to be left outside), the fact that you will have to carry your animal when
                         climbing a ladder.
                         Advantages from owning an animal could be that it can support you in an attack, distract an enemy and smell enemies on larger
                         distances(it can alarm you).
                         You might also state that wizards can have other companions than fighters. (fighters wouldnt have much use for a rat or
                         something likely)  

                         Thekkur

    Vex
    Guest
                            posted 12-10-2001 19:05 GMT            

                         That\'s a great idea, I would love to see that also.
    Firestorm
    PS Official Member
                            posted 12-10-2001 20:34 GMT            

                         This topic has been discussed in the past, and yes there will most likely be animal companions of some sort.

                         -Firestorm-
    Thanatos
    Guest
                            posted 13-10-2001 03:41 GMT            

                         Yuck, animals are just not my type of companions! Real companions for me means Frankensteins to go with my assassin! He
                         he he he!
    Hory
    Guest
                            posted 13-10-2001 17:11 GMT            

                         Hiring mercenaries would be good too
    Paradagnae
    Guest
                            posted 13-10-2001 23:41 GMT            

                         i would love a hawk :D
    Hory
    Guest
                            posted 14-10-2001 01:04 GMT            

                         Yeah and if you would be a really good druid you could see through his eyes or even control it

247
Wish list / Writing In game books
« on: January 06, 2002, 04:26:40 pm »
THIS MESSAGE IS TAKEN FROM OLD BOARD:


webworm
    Guest
                            posted 11-10-2001 00:25 GMT        

                         I\'ve allways wished I could do this in Everquest. It seems like a great idea.

                         A way to make money for those of us who are good writers could be to buy some paper in game and write a book. Books could
                         not be sold to merchants but players could buy them, and print them if they wished. Paper should be inexpensive and be able to
                         fit the ammount of text as a regular paper back novel.

                         Now the first problem I realized with this would be players writing a bunch of garbled text, then giving the book a cool title and
                         selling it. So a solution would be to allow the buyer to preview 2 pages of their choosing so they know what they are getting.

                         It would be fun to buy a book from someone and when you are waiting for someone just read it.

                         Hope this makes sence.
    Thekkur
    PS W.T.B. Member
                            posted 11-10-2001 01:37 GMT            

                         It would certainly be cool... you could tell about your adventures (a little exaggerated ofcourse), and
                         adventurers might visit the places you\'ve been. like some sort of a travelguide.

                         Thekkur  
    Buechler
    Guest
                            posted 11-10-2001 03:25 GMT          

                         This idea rocks!!! Players could run there own libary too if they owned a house!!!
    AVATAR
    PS Official Member
                            posted 12-10-2001 05:16 GMT            

                         Wow, I am certainly impressed. I like this idea very much as well. Keep up the great work all, you are turning out some great
                         input.
    Firestorm
    PS Official Member
                            posted 12-10-2001 06:14 GMT            

                         Definatly cool. Librarys of books, shortstories, and guides, written by players for generations :)
                         Very Kewl
                         -Firestorm- Planeshift Public Relations Manager -
    Hory
    Guest
                            posted 12-10-2001 17:49 GMT            

                         it would be cool if the players could post messages (announcments) in the public plaza or hire a npc to contact X and give him a
                         message, or leave word at the bar etc
    webworm
    Guest
                            posted 15-10-2001 04:48 GMT            

                         Hey glad you like my idea.

                         I sure hope to see this in the game.
    whitti
    PS W.T.B. Member
                            posted 19-10-2001 05:56 GMT            

                         neat my writing skills finally put to use in gaming. *the crowd starts chanting* \"GO WEBWORM...GO WEBWORM\"


                         Webworm the people love you! :P
    Dwinney
    Guest
                            posted 02-11-2001 03:41 GMT            

                         This is definitely the coolest idea ever, but I haven\'t seen it implemented in any other game before...... Neat, I\'m already thinking
                         up of some fantasy story to write about..........hope the PlaneShift staff uses this idea. ;)
    Thekkur
    PS W.T.B. Member
                            posted 02-11-2001 00:39 GMT            

                         If you have finished the story, you can also submit it to the PS crew.(info@planeshift.it) If it\'s good enough, it might even become
                         part of planeshift\'s background!

                         Thekkur
    AVATAR
    PS Official Member
                            posted 03-11-2001 06:48 GMT            

                         and you can also submit your DARN RESUME AND APPLICATION! yea, you, you know who you are. I won\'t name names, but
                         his initials are THEKKUR. :-)
    webworm
    Guest
                            posted 08-11-2001 00:22 GMT            

                         Hey, thanks for taking the time to read and admire my idea. I have sent in a application for the setting and backround team, and
                         im going to do my best to get this implimented if I am accepted.

                         Thanks again!
                         ~Webworm
    lsupi
    PS Official Member
                            posted 09-11-2001 00:21 GMT            

                         Nice idea. A bit hard in execution (one of the reason noone implement it already). I\'ll see if this is possible at all and see how this
                         will effect the game security.
    Oldman Kay
    Guest
                            posted 09-11-2001 16:57 GMT            

                         FireStorm wrote:

                         \"Definatly cool. Librarys of books, shortstories, and guides, written by players for generations :)\"

                         Yeah. That would be awesome.

                         But some come to think, how could they put say a hundred page novel into the game? And who would want to read it?

                         Well how about each book has a limited amount of pages.

                         Say around 70. Then you could have a to be continued one so people would REALLY wanna get the next one which would give
                         you more money. Basically it means in the long run you will have more admiriers(sorry bout sp) and more cash.

                         ITS GENIOUS!
    whitti
    PS W.T.B. Member
                            posted 09-11-2001 17:07 GMT            

                         yes and weekly Newspapers etc. But I think there should be any limit to how many pages. If the author is smart however...:)
    corsairk1
    Guest
                            posted 11-11-2001 18:23 GMT            

                         Nice idea, but I think there should be a librarian or book store owner there to review the book and he can decide whether to sell it
                         / put it in library for the writer. Although, the writer could go around with crap copies of books, but I doubt people would buy books
                         off the street.
    webworm
    Guest
                            posted 12-12-2001 04:45 GMT            

                         Reviving my stunningly beautiful idea with its grace and power. It shall live on sending hope through our hearts.

                         lol

                         ~Webworm
                         Planeshift W.T.B. Member
                         Setting & Backround
    King Larry
    Guest
                            posted 12-12-2001 15:53 GMT            

                         I think that if you are a smith you might do a weapon/armour guide...
    Shadow
    Guest
                            posted 30-12-2001 00:16 GMT            

                         Making pamflets, starting cults and having fun.
                         We need books. (ingame)
    Bigfoot
    Guest
                            posted 01-01-2001 02:18 GMT            

                         For those of you that have played Ultima Online... You could do that in that game. You could even use the scribe skill to make
                         instant copies ^_^... although teh pages where limited to about 12 and anyone could rewrite what you wrote. We used to have a
                         couple of books locked down in our guild castle that was used as ingame message boards for members ^^. I also wrote a small
                         story in a book once and then droped it in teh back streets of britain in UO... hopefully some one picked it up and gave it a read
                         ^_^.
    Corsairk8
    PS W.T.B. Member
                            posted 01-01-2001 03:30 GMT            

                         I would find that very interesting, but it would be better to have a recommendation or voting system where popular books would be
                         put in a dedicated area of the public library. This is to avoid people writing books which are useless and making profit from it. It
                         does seem like a very promising idea and I am sure that the team will try to include it in the game if possible.

248
Wish list / No crafting godly items
« on: January 06, 2002, 04:21:43 pm »
THIS MESSAGE IS TAKEN FROM OLD BOARD:


webworm
    Guest
                            posted 11-10-2001 00:16 GMT        

                         In runescape people can get their crafting skill so hight that they can make the best items in the game. Bad idea, everyone has
                         runite. In planesift you should be able to make some pretty nice items but nothing that is so good the highest lvl in the game
                         would drool over it.

                         There needs to be a limit, everquest is a good example of how this can be done.
    Firestorm
    PS Official Member
                            posted 11-10-2001 01:54 GMT            

                         I suggest the sacrifice of exp to create weapons, and the amount is based on the regular sale value of the weapon. This can also
                         be used for potion creation, and object creation like a MUD. Who wouldnt like to see high level wisards decorating their houses
                         with objects like chairs.

                         -Firestorm- Planeshift Public Relations Manager -
    Thekkur
    PS W.T.B. Member
                            posted 11-10-2001 16:06 GMT            

                         good idea. although I think not everybody must be capable of creating weapons and potions. If the game will contain use
                         professions, you might consider to only let (black)smiths have the option to create weapons, or players with a blacksmith skill.
                         The same with potions; only wizards  and players with potion skills should have the option to create potions at cost of xp.

                         I assume everybody will have the option to buy weapons and skills?

                         Thekkur

                         Thekkur
    Catalyst88
    Guest
                            posted 11-10-2001 19:16 GMT            

                         Buy skills? That should only go so far... maybe just to get a little way into a profession... and i agree that potions and medicines
                         and stuff shouldn\'t be as readily available as in other games: you should really have to find and make them yourself (with the
                         appropriate skills of course) or buy them, making for a more realistic world.
    Hory
    Guest
                            posted 11-10-2001 21:12 GMT            

                         i suggest that there should be very powerful weapons but very few..... and when a player has one such rare item... a bounty could
                         be placed automatically on him so that everyone will hunt him so it won\'t be that good to have it, cause people could ally against
                         you to take your weapon
    Firestorm
    PS Official Member
                            posted 12-10-2001 00:07 GMT            

                         Automatically :P
                         What realistic reason is their to hunt down somone for their weapon, and furthermore why would the server point out who had
                         good weapons, realistically :)

                         -Firestorm
    AVATAR
    PS Official Member
                            posted 12-10-2001 05:09 GMT            

                         One thing we COULD do, is server tag the weapons. We create a finite amount of weapon X and tag it. Server searches for
                         variable tag and finds it. That player in possesion of weapon X will then be tagged to encounter more enemies, bandits, etc.
                         Just a possiblility.
    Catalyst88
    Guest
                            posted 12-10-2001 09:38 GMT            

                         Or have weapons with a short descripption and a past, then you can have legitimate reasons for goblins hunting down a sword
                         stolen fromthem centuries ago by the great BlahBlah... can you see where i\'m coming from?
    Thekkur
    PS W.T.B. Member
                            posted 12-10-2001 00:19 GMT            

                         sounds great! that will also take care of the stupid fact that all the players who have an all-mighty-weapon in other RPG\'s simply
                         rule the game, and actually don\'t have anything on their hands. (no monster is a challenge when you got a +18 broadsword)
                         clever thoughts!  

                         Thekkur
    Hory
    Guest
                            posted 12-10-2001 17:45 GMT            

                         Firestorm, it doesn\'t have to be like this... it could simply be that a player sees the one with a great weapon and tells other 10
                         players to help him get it from that guy... And there could be rangers that could track a player if they are good enough...
    Catalyst88
    Guest
                            posted 12-10-2001 21:05 GMT            

                         I still reckon truely unique weapons/items are a good idea :)
    Washi
    Guest
                            posted 02-12-2001 04:23 GMT            

                         I was reading some old posts and i saw this and i iked Firestorms first idea

                         Basicly to make powerful items you should be a certain level blacksmith to make the item and you give some of yourself to make
                         the item strong (experience) then if you are an alchemist (enchanter) you could use some of your force (also experience) to
                         make the item gain power.

                         You could be a great blacksmith, but still make items which not many people want to buy, or be a part of a team the makes
                         good items, but takes longer to make them, and works harder to do it.

                         Just ideas...

                         Also the problem in RS was that one person was able to make all the items, and there was no competition, everyone else gave
                         up, because they couldnt get the materials they needed to increase levels, due to one person taking them all. Hopefully that can
                         be monitored here, and Planeshift wont start to die like Runescape did.
    Mark von Wagner
    Guest
                            posted 02-12-2001 06:32 GMT            

                         The problem in Runescape was not that there was only one person who could make all the items, but that there was no demand
                         for low-level items. Since *anyone* could wear top-level armor, there was no reason to wear anything less.

                         Realistically, your choice of armor and weapons should involve some tradeoffs. For example, the highest-level armor should be
                         quite heavy -- if you aren\'t strong enough to wear it, but do so anyway, you get severe penalties to your speed and agility. You
                         might not take much damage from any given blow, but you\'ll get hit a lot, and have trouble running from a fight.
    Washi
    Guest
                            posted 02-12-2001 07:22 GMT            

                         I started in RS during the second week it was open to the public and the main problem with items was that only one person
                         could make them, but then yes anyone could wear all but the best plate, even at level 3, which was stupid, yes items in
                         Planeshift will have requirements, but my guess is that some of the best would be extremely light, but would require alot of stats.

                         Non magical, normal equipment would not require bonding, and until an item is bonded it would not provide any of its magical
                         powers

                         An idea that just poped into my head.

                         Any special item, magical etc, should have to be bonded to its user by that i mean the user must pay a certain ammoung of xp
                         to be able to wear, the magical equipment, in that way, overly powerful items will never be used by low power characters, and
                         people willl have to earn the upgrades in their equipment.

                         That actual idea comes from games like Shadowrun, and Earthdawn, but all people not just mages would be bonding equipment,
                         you could spend a heap of experience and bond your keys to your home, and make them become a part of you each time you
                         open/close the door they unlock, that would cost a lot of xp, and magical power to do though

                         Catch ya next time i post
    ratdudett
    Guest
                            posted 07-12-2001 05:44 GMT            

                         the couple of posts that i read i liked :) i don\'t know if it was mentioned here but i don\'t think that u should be able to buy lvls for
                         real money... in some games u can get extra bonuses if u pay them money... this is ofcourse a WONDERFUL way to get money
                         but it kinda ruins the game for everyone else
    Kendaro
    Guest
                            posted 07-12-2001 07:10 GMT            

                         if people were \'taged\' when having rare weapons or armor, and others join together to take that armor or weapon from them. you
                         end up with a waisted armor or weapon. if people are aloowed to loot other players after they kill them, then you bring in a grief
                         aspect to the game. for this reason, people dont go out with their rare items. also then you promote needless killing just to keep
                         people away from their gear. this is a sittuation that can go far int the wrong direction and turn it into a quake fest.

                         sure there should be incredible weapons or armors but have them as a reward for completing an epic quest. this way everyone
                         has a chance to get them, but only if they stick with a very hard and time consuming quest. also set the quest for only the best
                         of the best can go for it. that you need to be a certain lvl to even be given the quest. call it a test of worthyness(sp). you have to
                         obtain and finish the test before you can quest for the epic piece.

249
Wish list / Stuff carried by NPCs
« on: January 06, 2002, 04:20:33 pm »
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Nywell
    Guest
                            posted 09-10-2001 21:33 GMT        

                         I\'m not sure if this has been up in here but I didn\'t find any posts about this...

                         I realy hope that there would be even little realism in npc\'s dropping stuff (like armour, money etc...). I mean... Doesn\'t it sound
                         silly that wolves would drop money? Or armour? What would wolf do with money?
                         Animals shouldn\'t drop any money, armour, weapons or stuff like that. :)
    Thekkur
    Guest
                            posted 10-10-2001 12:56 GMT            

                         What can I say about that? I definetely agree with you Nywell!
                             

                         Thekkur
    k3nshin
    Guest
                            posted 10-10-2001 03:54 GMT            

                         heh i always questions myself with that :)
                         like in dagger fall a bat would drop 1 gp i\'d be like (WTF would a bat do with 1 gp??)
                         nice thinkin... but most monsters that hold gold and have nothing to do with it make up 75% of the monsters.. think more of the
                         monsters droping gold as the reward for killing him, not that he was just holding it
    icebolt
    PS W.T.B. Member
                            posted 10-10-2001 13:04 GMT            

                         Monsters and NPCs will always drop corresponding items
    Catalyst88
    Guest
                            posted 10-10-2001 19:23 GMT            

                         I agree with you lot :)

                         The fact that most of the monsters won\'t drop money or items means that you should have to take up professions so that you put
                         to use what they DO drop, for example leather from bat hide or things like that. I think this would make a much more rounded
                         and realistic world :)
    AVATAR
    PS Official Member
                            posted 12-10-2001 05:18 GMT            

                         Encore, Encore! Heh Heh, :-)
    Kendaro
    Guest
                            posted 13-11-2001 07:15 GMT            

                         what about setting up NPCs with like ransoms for certain monster organs? say have one NPC asking players to bring him the
                         livers from a large basalisk. he uses them in a medicin or something of that nature. you then go out and hunt these basalisks
                         and he pays you for every liver you provide. there would have to be many of these type rewards though. as to not have one
                         creature over hunted.
    Firestorm
    PS Official Member
                            posted 13-11-2001 14:02 GMT            

                         Maybe we could work around this idea, in that you dont gain any loot on the spot when killing a monster(unless it is a monster
                         that would realistically hold gold). Then when you return to town you are payed for your efforts to rid the world of evil.

                         -Just a thought- tell me what you think

                         -Firestorm- Planeshift Public Relations Manager -
    hiana
    Guest
                            posted 13-11-2001 15:15 GMT            

                         knowledge in surgery/zoologi is needed to carve out specifics/organs from animals you slay
    Kendaro
    Guest
                            posted 13-11-2001 22:01 GMT            

                         thats kind of the idea i was aiming at Firestorm. thing there is that you still need to bring in something as proof that you killed it.
                         clump of fur, scale, claw, or maybe a tooth of the beasts.

250
Granted or negated Wishes / Different skins
« on: January 06, 2002, 04:19:28 pm »
THIS MESSAGE IS TAKEN FROM OLD BOARD:


Thekkur
    Guest
                            posted 08-10-2001 10:40 GMT        

                         Ow please let there be many different skins per race in this game! One major source of irritation in other MMORPG\'s is that there
                         are seldom more than 1 or two skins available for a certain race... everybody looks the same then, and this looks really crappy.
                         Maybe it is possible to add some variables like haircolor, cothing color(divided in top/bottom), beard/nobeard and even skincolor. I
                         know it takes up a lot of bandwith, but I prefer different characters above more players! (I mean, 200 people in game is also a lot.)

                         Thekkur
    lpancallo
    PS Director
                            posted 09-10-2001 20:01 GMT            

                         Yes, this is a planned feature. Having the ability to change at least hair color, beard color and eyes color is our first target.

                         Face traits and cloths will follow even if I am not yet sure of those.
    k3nshin
    Guest
                            posted 10-10-2001 04:00 GMT            

                         ummm... Eyes? i doubt with the graphics no would could see the eyes unless the skins are 1000x1000 ...
    Thekkur
    Guest
                            posted 10-10-2001 11:06 GMT            

                         maybe the characters have HUGE eyes?  
                         I don\'t mind playing a beholder...

                         Thekkur
    AVATAR
    PS Official Member
                            posted 12-10-2001 05:20 GMT            

                         Also, another planned item is the fact you may play as average, slight, or robust character sizes, giving variations in that way as
                         well.
    Thekkur
    Guest
                            posted 12-10-2001 12:22 GMT            

                         cool... and that will depend on your character class? It seems a little weird if a fighter is thin and muscle-less and a rogue is as
                         big as a house!  

                         Thekkur

251
Wish list / Rewards system for completed quests
« on: January 06, 2002, 04:02:26 pm »
THIS MESSAGE IS TAKEN FROM OLD BOARD:

HeliX
    PS W.T.B. Member
                            posted 27-09-2001 18:47 GMT        

                         Yeah, i was thinking of some new ideas for the game. What about a rewards system for completed quests. If you are a guild
                         leader, you can assign different quests to your members, and if they complete the quest, the Guild leader would givethem some
                         sort of reward, maybe a level up, or a item/money reward.

                         I have more were that came from!
                         Eric Brinkley a.k.a. Takrin/HeliX
    HeliX
    PS W.T.B. Member
                            posted 27-09-2001 18:55 GMT            

                         Sorry, there is another idea i have- Maybe if Planeshift has enough Guilds, there could be a massive Guild war, were Guilds can
                         ally with eachother (i.e. Mage and Warrior guilds ally together) so that if there is some guild that thinks they are invincible, then
                         they allies can challenge them to a war.

                         Eric Brinkley- Applying for a job as a Background/setting worker.

                         P.S. There might be a downside to this, there could be a mix of allies commited to the terror of otheres (i.e. Terrorists)
    Kendaro
    Guest
                            posted 13-11-2001 06:11 GMT            

                         i agree quests must have a reward. it would be nice to see the guilds having some type of support from the higher ups so that
                         they can be given a special item that they can put up for reward to be quested for from within their guild members. also i like the
                         idea of guild aliances(sp). i can see that happening on its own though. also with the talks of how PKers will be treated i can see
                         one or two guilds joining forces to take down a band of PKers.

                         one thing though. i would hope there is a guild system, a chat system i mean. something where you could use a function
                         something like a tell. but instead of like in a tell only going to one person, the guild tell would go to all guild members online. also
                         another option for guild councles(sp). where guild leaders that are allied can chat privatly to each other.

                         to do this there would have to be some type of system to log all guild members together. this would be for the guild chat. then
                         there would have to be a log for guilds that are allied. that would allow the guild allie chat between the leaders.

                         with the allied chat there all members participating would have to be allies with each other. what i mean by that is say for
                         example. guild Pride was allied with guild Champ and guild Striker. guild Champ is not allied with Striker but is with Omen. this
                         chat would only be possible between Pride and Champ. Striker and Omen since not allied with each other and not with both
                         Champ and Pride would be left out of the loop. i dont know if that would be possible but would be nice to see done.
    Kendaro
    Guest
                            posted 13-11-2001 08:36 GMT            

                         well though it would be a nice feature in game, it might be too much hassel. i guess it would probably be best for allies to
                         communicate outside of game. but like i said, sure would be nice to see it in game. would be great help in a war type situation
                         when guild leaders try to dictate tactics to each other to coordinate the fight.
    Kerrick
    Guest
                            posted 13-11-2001 19:45 GMT            

                         What I\'ve seen in other MUDs (text MUDs, granted...) was Guild Channels. If you were in a Guild (and ONLY if you were in that
                         Guild), you could talk on that channel to other Guild members. It wouldn\'t be hard to do... there\'s a game I play now, a GMUD,
                         that has several different types of communication.
                         You can\'t do Guild chat, but you can group with other players, and then use GroupTell (like Tell, but you send to the entire group
                         at once). And of course, Tell msgs are a different color than normal chat messages so as to differentiate them. The game also
                         has channels in game where you can talk to other players (really handy for coordinating group efforts or asking for help). It was
                         really annoying in RS trying to coordinate 5 or 6 people hunting PKers because unless you were in a chat room, you could only
                         talk to one of them at a time, and we ended up relaying msgs back and forth and wasting a lot of time.
                         But to get back on the subject, Guild support would rock. I didn\'t really care about clans in RS at first, because I was a loner,
                         until a friend of mine and I started our own. Proper guild support, with guilds able to have/make their own strongholds, have
                         wars/ally with each other, and do things for their members would add so much to the game. That guy at the table over in the
                         corner, instead of belonging to some group that calls itself The Dark Order, belongs to a powerful Guild that controls a good-sized
                         area in the slums of Yliakum, while the woman over by the bar belongs to the Order of Light, which is a dire enemy of TDO.
                         Making Guilds \"a part of the game\" would add depth and character to it, and it would also encourage *gasp* ROLE-PLAYING,
                         one of the things that RS sorely lacks. Role-playing would make the game more interesting for all, and would give the guilds a
                         point, rather than just having a bunch of groups with no real purpose other than to PK people and gain treasure and power (which
                         is what most of the clans in RS do).
    Catalyst88
    Guest
                            posted 14-11-2001 09:50 GMT            

                         I think you\'ve hit on the purpose of PS there: to role-play not to run around mindlessly killing things so you can say you\'re \"the
                         best\" :)
    Kendaro
    Guest
                            posted 14-11-2001 10:18 GMT            

                         i played a MMORPG and it had those chat channels as well as a few others. there was the say channel that is heard by anyone
                         near you. the group say that was heard only by those, and all those, in your group. there was guild say that was heard by
                         anyone and everyone in your guild that was online at that time. then there were three zone channels. there was a shout so you
                         could warn people in an area of incoming danger. there was the auction channel where you could send a msg to the zone you
                         were in that you had something for sale. then there was the OOC channel. this was so you could talk to the zone out of
                         character. each one had a different color so you could tell them apart. well almost all did. the OOC and auction channels were
                         both colored dark green. the guild say was colored yellow green. the shout was colored red. the grouop say was colored blue.
                         the say channel was simply white. you could go into your client folder and adjust the colors to what ever you wanted though. the
                         colors i mention were the default ones.
    corsairk1
    Guest
                            posted 18-11-2001 12:01 GMT            

                         I was thinking more of a hierachial quest system, such that there would be one or more Gods (like a Dungeon Master or Game
                         Leader), who when wanted something done would contact a town or some towns, who would then contact registered guilds.
                         Those guilds can then assign quests to their members, and pending the completion of those they will receive rewards and pass it
                         down. That way, town leaders would be rewarded for having good guilds, and guilds would be rewarded for having good members.
                         Thats just an idea though. :)

                         CorsairK8
                         Engine Contributor
    Oldman Kay
    Guest
                            posted 18-11-2001 16:02 GMT            

                         Well basically all these ideas rock.

                         Nothing more to say. :)
    sanejm
    Guest
                            posted 18-11-2001 17:43 GMT            

                         what about guild sporting events, like battle tourements, ctf, etc. and the winning guild gets a prize from the tourement sponsor.
                         the prize could be anything from cash or expensive artifacts with magical propertys that affect the whole guild, to 1 very rare and
                         powerful weapon or several semi-rare items that can be distributed to the entire clan/guild based on rank.

252
Wish list / Politics, wealth
« on: January 06, 2002, 04:00:45 pm »
THIS MESSAGE IS TAKEN FROM OLD BOARD:


oru_chan
    Guest
                            posted 26-09-2001 09:57 GMT        

                         Politics:
                         It\'s be great to have government being run similar to current real world government which would allow for PCs to be able to run for
                         election. Of course they would need to obtain the votes (assuming the game starts with a democratic government) which would
                         require a lot of player interaction (in order to gain PC votes). NPC votes might be dependent on your fame and prestige so
                         entering the game and running straight for election will probably get you nowhere - you may need to go out and do some great
                         things first. If a player gets elected and says he/she will run a democratic government but somehow (if possible) then sets up a
                         dictatorship to ensure he stays in power forever then he may risk civil war or maybe the NPC population may diminish and
                         relocate to another town (more on that below). The loss/gain of NPC population (and most likely PC population) can be a powerful
                         thing as these are the people who are paying the taxes. Such a system means government is most effective when you have a
                         happy population irrespective of the type of government (i.e. democratic, monarchy, fascist, etc).

                         Money:
                         In many RPGs, after you\'ve played for quite a while, you end up with a tonne of money and nothing to spend it on. It would be
                         great to be able to buy shops, taverns, etc to create more wealth. Eventually you\'d be able to able to build a castle/stronghold
                         somewhere which would be the start of a new town. This automatically sets up a monachy government which follows the same
                         principal as outlined above. If you can keep the population safe and happy then your population will grow. Population growth of
                         course creates new problems/opportunities which need to be overcome. Eventually you would levy taxes, create a militia, etc.
                         This would give players a long term objective and the world would gradually take it\'s own shape rather than that given by the world
                         designers.

                         Anyway, just some ideas and I\'d be interested to hear what others think.
    AVATAR
    PS Official Member
                            posted 28-09-2001 05:32 GMT            

                         What you described follows more along the genres of a simulation game, with controlling a government, etc. Planeshift is going
                         to be a Role Playing Game. We are possibly going to deal with features such as you stated, but limiting to tavern and housing.
                         (most likely).
    coru_chan
    Guest
                            posted 28-09-2001 10:12 GMT            

                         Oops - sorry; I better explain a little more. One person wouldn\'t control the whole government but rather a single person can run
                         for a single position. Maybe the theives guild wants to lossen up the laws so when they get caught thieving the punishment is
                         negligable. In order to do that they run for election and (over time) get 5 people in to the top 8 positions; they now have majority
                         vote and may start proposing law changes. Eventually this sort of law degradation attracts more thieves to the town as they can
                         get away with their activities. Local citizens, who are now getting sick of getting ripped off, decide that they don\'t like this town
                         and decide to move elsewhere. As you can imagine the town is now degrading into a pit of the low morality citizens. The thieves
                         guild might like this especially as they run the whole show. What started as a democracy has now degraded into a kind of
                         oligarchy (Rule by a small group wielding virtually unlimited power for evil or selfish goals). As you can see each person must
                         play a small part but the over all \"personality\" of the town has totally changed.
    HeliX
    PS W.T.B. Member
                            posted 28-09-2001 19:10 GMT            

                         that is a genious idea, never seen that in an RPG!
    AVATAR
    PS Official Member
                            posted 28-09-2001 22:23 GMT            

                         The reason it has not been used: It is unplausible and can be very difficult. One thing we may possibly be doing is allowing
                         certain players (ie: our staff, players that we wish to reward, etc.) to take the positions of government, and either appoint them
                         ourselves, or to allow the players to vote for our candidates we select. However, a general with the other players would not
                         function possibly, as it is risky.
                         Also, as you described it in your first post, you seem to have gotten carried away, which lead me to the belief that you meant
                         larger control than you did. Apologies there.
                         ~Avatar~
    Wic
    Guest
                            posted 07-10-2001 22:43 GMT            

                         Geez, what kind of barbie world game this will be? Lineage has this kind of system. There\'s some castle which can be
                         conquered if you have a guild. The guild leader becomes the king/queen if he manages to capture it, and can for example raise or
                         lower the taxes. Also he/she can control the castle guards what you have to kill if you want to conquer the castle. The guards will
                         respawn after the castle has been conquered (I think), or then you can buy new ones. I don\'t know the system so well, but
                         seemingly it seems to work.
    Thekkur
    Guest
                            posted 08-10-2001 09:27 GMT            

                         it has to be said that in lineage there are no citizen\'s at all, except for some horks that wanderaround and have no AI at all.
                         Besifdes, capturing a castle is something totally different from governing a city. (being the ruler of a castle if your charisma is
                         high enough -do you use charisma?)

                         and after all, lineage isn\'t an FP RPG.

                         Thekkur
    Wic
    Guest
                            posted 09-10-2001 01:40 GMT            

                         yeah, I know Lineage sucks. It has charisma attribute, but I don\'t think you can use it in the whole game.

                         And what\'s this citizen thing? what are those? NPC\'s or PC\'s?
    Thekkur
    Guest
                            posted 09-10-2001 04:53 GMT            

                         PC\'s :player characters. characters in the game controlled by a human being. usually PC\'s are adventurers.
                         NPC\'s:non-player characters. characters in the game that are not directly controlled by a player, (-especially not in a pc rpg, in
                         real-life rpg\'s the gamemaster/dungeonmaster controls the NPC) but that can interact normally with PC\'s. an example of an NPC
                         is an evil ruler.
                         characters: there is no particular word for them, but the beings usually indicated as \'characters\' or \'0 level characters\' are all the
                         other living beings you can encounter in an RPG. Merchandisers, low-int monsters, animals and citizen all belong to this
                         catagory.

                         a citizen is an inhabitant of a city. :D
                         villagers are inhabitants of a village, foresters live in a forest etc.

                         Thekkur
    coru_chan
    Guest
                            posted 09-10-2001 06:43 GMT            

                         I notice that PKing is a hot topic and here\'s one reason why I make the suggestion about the governing bodies that I do.
                         Basically the ruling body would be able to set the laws regarding killing of \"citizens\" (both PCs and NPCs). Then players which
                         wish to PK will naturally migrate to cities which allow PKing and those that don\'t will stay clear. Let\'s go back to my previous
                         scenario of where the thieves guild now runs the city of XXXXXX. The city is rough; killing and theft have become a way of life.
                         Player Y has played for a while and is a high ranking Paladin. He decides he would like to try and rule a city but politics are not
                         his strong point; how else do you get to rule a city? By attacking it and destroying the governing body. Paladin Y now has to
                         recruit an army to overrun this city and do it quietly if he wishes to gain a surprise advantage. This sort of scenario now requires
                         much team work and heavy interaction by all involved players and I\'m a firm believer that player interaction greatly increases and
                         RPG. Want to run around just killing stuff? Play Diablo. Anyway, this is one way in which PKing can be catered to all people.
                         Col
    Wic
    Guest
                            posted 09-10-2001 12:21 GMT            

                         so citizen can be PC or NPC?
                         And yes, I know the difference between PC and NPC
    whitti
    Guest
                            posted 18-11-2001 17:02 GMT            

                         I\'m reviving this post its old and interesting and half un answered
    corsairk1
    Guest
                            posted 18-11-2001 20:25 GMT            

                         In my opinion, maintaining a world with a complex system of government isnt easy. There are bound to be problems and I think it
                         is unrealistic to expect to make this game a complete simulation of a real world political system.

                         It would be interesting to see and perhaps if the team could get together when the engine is a bit more finished and try it out to
                         see how it goes then that would be cool...

                         CorsairK8
                         Engine Contrib.
    Ancient One
    Guest
                            posted 18-11-2001 22:44 GMT            

                         Erm, I know this is old but actually
                         PC= Character controlled by Human.
                         NPC= Everything else even monsters, wildlife and all that stuff.

                         Well this is if you play games like Fallout, Arcanum, Silver, Septerra Core etc. If you play D&D games then its probably different.
                         Oh yeah and Characters= people in the game, persona\'s etc.

253
Granted or negated Wishes / Skills
« on: January 06, 2002, 03:56:07 pm »
THIS MESSAGE IS TAKEN FROM OLD BOARD:

lpancallo
    PS Director
                            posted 18-09-2001 21:28 GMT        

                         Which skills you want to have during character creation?

                         Please tell us your opinion!
    Catalyst88
    Guest
                            posted 19-09-2001 20:14 GMT            

                         Could you pleasre explain what you mean in a bit more detail? :)
    lpancallo
    PS Director
                            posted 19-09-2001 22:51 GMT            

                         Sorry for being to short in my answer!

                         Actually in PlaneShift we have skills like:
                         One-handed weapons
                         Two-handed weapons
                         ....
                         Magic
                         ....
                         Hide in Shadow
                         Open Locks
                         ....
                         etc....

                         Every char can learn some of them to improve his combat, magic, stealth, etc...

                         Which proficiencies (skills) you would like to have in the game?

                         Bye,
                         Luca.
    Catalyst88
    Guest
                            posted 20-09-2001 19:31 GMT            

                         Ah, i see what you mean now :)

                         One-handed weapons and two-handed weapons as well as bows - the one and two-handed idea is different from most online
                         RPGS but there is the possibility of being too generic, depends how specific you want them to be (i personally prefer different
                         types of weapon, like Axes, Swords, etc.)

                         The magical skills shouldn\'t just be lumped together into one skill called \"Magic\". This is far too generic, like having a skill called
                         \"Weapons\". It should be split into different types of magic, such as \"Healing\", \"Protective Magic\" - this need a bit of thought i
                         think, depending on how complex the magic system is the boundaries may end up lying in different places.

                         Other skill should include stealth skills - i think skills should depend on race as well, for example the \"Swimming\" skill should be
                         more easily accessible to the amphibeous race (i forget what their name is...), whereas humans could have a very wide variety of
                         skills but not be able to specialise as much as other races.

                         Just a few thoughts
                         - Mike \"Catalyst88\" Streatfield
    Kismic
    Guest
                            posted 23-09-2001 20:19 GMT            

                         Ever played ROM type MUDs? I think you should use an improved system of it, its very addictive even though its text based.
    Catalyst88
    Guest
                            posted 23-09-2001 22:48 GMT            

                         Could you possibly expand on what you mean by a \"ROM type mod\"? :)
    AVATAR
    PS Official Member
                            posted 28-09-2001 22:27 GMT            

                         A note regarding your comments on the magic system:

                         The magic system is very complex, and does not revolve around one single primary skill, such as magic. We have a large
                         structure developed, and I am sure it will be enjoyed.
    Catalyst88
    Guest
                            posted 28-09-2001 22:33 GMT            

                         Fantastic :)
    Thekkur
    PS W.T.B. Member
                            posted 02-10-2001 20:35 GMT            

                         a use rope proficiency would become really handy... I always like throwing a grappling hook! I expect there to be the normal
                         proficiencies such as climbing, running, fast movement etc ofcourse! :)

                         Thekkur
    Catalyst88
    Guest
                            posted 02-10-2001 20:49 GMT            

                         That would come under physical characteristics, which, btw, i think should be separated from the \"skills/proficiencies\" (or
                         whatever you want to call them :)
    Thekkur
    PS W.T.B. Member
                            posted 03-10-2001 10:34 GMT            

                         hmmm... two-handed weapon use and hide in shadows are clearly proficiencies at my opinion... magic is a class isn\'t it?
                         But allright, maybe I\'m too much a AD&D player. hehehe

                         Thekkur
    icebolt
    PS W.T.B. Member
                            posted 03-10-2001 13:52 GMT            

                         We don\'t use classes in Planeshift.
    Thekkur
    PS W.T.B. Member
                            posted 03-10-2001 16:58 GMT            

                         okay. :)

                         Thekkur
    Catalyst88
    Guest
                            posted 03-10-2001 19:11 GMT            

                         The way i see it, \"magic\" would be a proficiency (possibly developed in preference to any others - possibly at the expense of
                         them, after all, we don\'t want \"super-warriors\" to roam the land who are the best at everything do we?). But magic would also
                         depend on certain characteristics of the player, for example \"Intelligence\" or somesuch (these possibly developed at the expense
                         of others too... hmm actually that\'s a point, what sort of methods of capping skills/characteristics are there gonna be?)
    markus
    Guest
                            posted 03-10-2001 19:49 GMT            

                         I think there should be more skills for warrior style players, as in my experiance most warrior chars are alwayy boring to play with
                         as they tend to only be able to hit stuff. Maybe you could introduce things like parrying, fencing and dodging to make warriors
                         more fun.
                         just a thought :)
    Catalyst88
    Guest
                            posted 03-10-2001 20:52 GMT            

                         Maybe special disciplines, like some are better defensively, some more attacking, different types of hit - some go in for
                         poisoning/light hits but many, some prefer to stand back and make lunging attacks once the enemy\'s defense has been broken
                         down, etc.? :)
    markus
    Guest
                            posted 06-10-2001 14:56 GMT            

                         sounds good
    Wic
    Guest
                            posted 07-10-2001 13:28 GMT            

                         no classes? good, was about a time someone came up with it. As my friend in other boards told that he just hates when a
                         warrior can\'t use a staff, nor a mage can\'t use a sword. What in earth prevents a mage for lifing a sword? Maybe strenght, but
                         that should be the only reason.

                         I agree that parrying and dodging is a must. AD&D has only AC which means the strenght of the armor. So basically you just
                         stand there when an enemy whacks you, hoping that your armor can take it.

                         For skills, I would add all the skills what AD&D has (like lockpicking, pickpocketing, and detecting traps), plus all what the game
                         requires. Like building. And parrying and movement.

                         Then I have got an another idea. When a warrior wears a heavy plate mail, his movement and parrying would decrease, althought
                         AC would increase. But if he wears a light armor, his movement and parrying wouldn\'t change, but his AC would be lower than
                         when wearing a plate mail.
    Catalyst88
    Guest
                            posted 07-10-2001 14:33 GMT            

                         I don\'t think PS was going for classes anyway, but i do agree with you. That\'s why i think a set of basic attributes (read: strength,
                         etc.), possibly based on the race that you adopt (NOT the same as classes :) and a set of learnt skills (NOT the same as
                         attributes :) is the best way to go about it.
    Kendaro
    Guest
                            posted 13-11-2001 06:50 GMT            

                         a few fighting type skills i look to see is not limited to one or two handed weapons. i would like to see the ability to also duel
                         wield. use two, one handers at the same time. also i see need for an ability to hit with the hilt of the weapon. this to cause a stun
                         effect or to push an attacker back for a second or two. a dodge, parry, block, and repost ability is also needed. another thing is
                         hand to hand. since there was mention of martial arts, hand to hand is nearly a must. this would have to be an ability that would
                         use both hands and inclued kicks as well. having an ability or actualy an edge in the ability to mend armors and weapons would
                         also be something a fighter should have. also lastly i think fighters need an ability to heal themselves a bit. only slightly.
                         something like bandaging or mending wounds.

                         the only problem i can think of is that everyone would have those skills. i think they should only be allowed to those that join a
                         warrior or fighter occupation. those that join a caster occupation shouldnt learn these skills. instead they would learn skill that
                         would aid in their casting abilities.

                         for caster abilities i see a foccuss skill needed. would take longer to cast the spell but the spell would be more effective. a
                         quickcast ability would allow for a fast shot or two maybe making it less effective but allowing several to be cast one after
                         another. you cant realy give casters too many skills though cause their spells are so diversified. though one thing i would like to
                         add to casters is a crafting ability. it would allow themn to enchant, so to speak, item such as their own garmits so that they
                         would have magical properties. to aid them in protecting themselves since they cant wear the heavy armors of fighters.

                         i have to say though i am a bit confussed about the fact there are no classes but yet you mention there are no can do it all types
                         either. i wish i could get that explained a bit more clearly. if there isnt a difference in the skill choices available then my ideas just
                         flew out the window. how exactly will players be diferent from one another other than by race? with no actual classes to seperate
                         them what will?
    Mara_Jade
    Guest
                            posted 13-11-2001 07:06 GMT            

                         I\'m in for the two-handed weapon use. It would be really neat, if you could combine different sets of weapons :-)

                         ```Mara Jade???
    Kendaro
    Guest
                            posted 13-11-2001 08:39 GMT            

                         forgot to mention weapon skills. like a special slash or special attack that is granted every so many rounds. one that will boost
                         the fighter\'s abilities or allow them to do more damage in that attack. this attack would grow stronger as the character advances
                         in lvl.

254
Granted or negated Wishes / Hunting as a group
« on: January 06, 2002, 03:54:34 pm »
THIS MESSAGE IS TAKEN FROM OLD BOARD:

Raze
    Guest
                            posted 14-09-2001 17:38 GMT        

                         I would like it so that people can hunt in a group so that people can get to kill the harder monsters with help from others.
    Firestorm
    PS Official Member
                            posted 14-09-2001 22:37 GMT            

                         Rest assured Planeshift will definatly have this feature. Glad to hear many questions from planeshift fans.

                         -Michael Gevaryahu- Planeshift Public Relations Manager
    Buechler
    Guest
                            posted 11-10-2001 22:14 GMT            

                         Does this mean that say 2 humans can attack the same orc or bat at one time?? Cause if so that would be cool. And on flip side
                         multiple monsters should be able to gang up on players.


                         These features would truly make Planeshift great. And on Everquest the exp all goes to the person who dealt the most damage.
                         But if the players are in a group, the exp is shared equally.
    k3nshin
    Guest
                            posted 11-10-2001 23:15 GMT            

                         is most of the world gonna be forests with big big trees and lot of monster groups?
    Thekkur
    Guest
                            posted 11-10-2001 23:58 GMT            

                         don\'t expect that... Trees need a lot of data, or they will look seriously crappy. A lotta data means a lot a bandwidth, and that\'s
                         what a free server hasn\'t. More likely there will be vast dungeons to explore. If you look at the geographic setting of planeshift,
                         you will see that most of the game-area will be underground. Or that\'s what I make up from the stories.

                         I think there will be underground caverns in which groups of monsters can ambush player, but i\'m not quite sure of that...
                         (actually, I\'m just making it up, hoping to see it back in-game...  )

                         Thekkur
    Buechler
    Guest
                            posted 12-10-2001 03:44 GMT            

                         I also hope there some lands to explore where its not in a cave or dungeon. Such as grassland or forest,etc. (Because I love
                         battles especially between players where they chase each other over grassland) Maybe grassland areas cold be an optional
                         patch not automatically auto patched in Planeshift.
    AVATAR
    PS Official Member
                            posted 12-10-2001 04:58 GMT            

                         Planeshift takes place, as is read in the docs (which I need to update as well, oops), in an underground city and its surroundings,
                         after a cataclysmic event that altered and broke the world. The surface is scarred, and many wonder about the truth of this
                         orange sphere, this \"sun\" that they have been told of in legend. However, the crystal provides enough heat and light to allow
                         grasslands and farmland to thrive on the upper levels. Also, there could possibly be caves that have an energy-flow inside them,
                         creating a small meadow deep within the Labyrinths. Does this answer your question?
    Thekkur
    Guest
                            posted 12-10-2001 14:24 GMT            

                         AWESOME!!! That also eliminates the huge grasslands without any plans or housings that you see in other MMOG\'s... Running
                         around for hours without seeing anybody simply sux.  

                         Thekkur

255
Wish list / Real Jobs
« on: January 06, 2002, 03:53:08 pm »
OmEgAx2
    Guest
                            posted 02-09-2001 10:15 GMT        

                         mabey you should get jobs in the game other than farming. Like a Miner, Smith, Cook, Merchant, Hunter, Crafter, Fisher,
                         etc...etc..etc...
    lpancallo
    PS Director
                            posted 02-09-2001 17:03 GMT            

                         Do you think that this can be playable jobs? For sure the majority of players will prefer to do the \"adventurer\" instead of smith, cook, crafter, etc... Anyway we have a job system in the making. The jobs can be done on-line, but will be a great thing when player is off-line.

If the player return to his/her shop or activity, and then disconnects, the shop can function normally and provide a certain amount of money.


    Catalyst88
    Guest
                            posted 02-09-2001 17:23 GMT            

                         I think you\'d be surprised by the amount of people who\'d like to roleplay blacksmiths, carpenters, etc. Although many will choose
                         to go adventuring, other jobs offer a more interesting and diverse world, and also maybe something else to do if you don\'t fancy
                         going off killing stuff - a break from adveturing if you will :)
    corgan
    Guest
                            posted 04-09-2001 09:26 GMT            

                         Only some jobs could work. For example a player could adventure heaps and build a collection of a lot of weapons rather than
                         running around to sell them they could open up a shop. Or perhaps you could own a shop that is run by a bot and you have to
                         refresh its stocks by finding weapons.
    Hory
    Guest
                            posted 07-10-2001 23:31 GMT            

                         I too strongly suggest implementing those jobs... It can be a way of making money, of specialization and making the players
                         different between themselves.....
                         It also gives the game some purposes. You don\'t only go around searching for enemies, you can for example try to reach an
                         abandoned mine....... there could be ghosts in it of course, so when you get to the rocks that you have to mine, you\'re going to
                         be very glad and you\'ll have a great pleasure mining around until the next ghosts appears and you gotta run, but you\'ll know you
                         have what to bring to your blacksmith friend so he can smith you a special thing. Cooking could be great too ..... you could trade
                         with a fisherman so that he gives you 10 fish, you cook them,and you give 5 to him back....... And fishing doesn\'t have to be
                         easy..... the good fishing places could be surronded by all types of creatures.....
                         And the merchant, well that\'s not really a job cause everyone will probably trade, you\'ll be a good merchant if you\'ll have a lot of
                         thing to trade so that people will seek you when they need something..... Believe me, the \"jobs\" are really important
    Thekkur
    Guest
                            posted 08-10-2001 09:19 GMT            

                         hmm... real jobs would be cool, but there are limitations ofcourse. For example, if you are a carpenter, I think it would be
                         practicly impossible to let you design chair\'s in-game and sell them to NPC\'s that come in your shop. And if you\'re a fisherman,
                         you might go out and fish, but you would then only be able to sell it, not to clean the fish, salten it, and store it.

                         I would rather call \'jobs\' professions.
                         I suggest that your profession is merely a proficiency in-game. Like when yo? have grown up in a family of fisheman, you can
                         most likely fish, and was actually going to become a fisherman, until you wandered of to go adventuring. However, you can fish,
                         and this might be extremely helpfull when alone in a forest without any food. The same applies for hunters, and miners would be
                         able to find more gems when wandering through a dungeon.

                         I think professions like carpenter, or wooden shoe maker wouldn\'t be of any use though, and will also be almost impossible to
                         realise.

                         Thekkur
    k3nshin
    Guest
                            posted 09-10-2001 06:53 GMT            

                         why not have a age system?
                         Child
                         Teen
                         Adult
                         Have it like when your young u get born it to a certain type of family (blacksmiths..etc) and u have a mother and father who teach
                         u? that would be very cool
    TheDaiv
    Guest
                            posted 22-10-2001 00:33 GMT            

                         I like the prof idea... setting yourself up to an exclusive job sounds a bit boring however, my idea, have an option to use some
                         stats each lvl to build up your prof lvl... that way min-maxers can ignore the prof, but full rp\'ers can have a fuller char. I am SOOO
                         sick of the fact that the majority of on-line games are simply chat rooms that you kill things in... rhe prof could prevent PlaneShift
                         from going that way... also it would rock if you can open a store, get a bot to run it as in prev response, and your adventuring
                         would help stock the store.
                         Also the prof/store bit would add a ne spectrum to quests ie...
                         BobMarley, my lvl 12 Warrior/Carptener must journey to the lowest layer of the Labryinth to extract the left toenail of the Demon
                         lord Jojo, which Keebler, the blacksmith will turn into a super chisel, I can create the Ebony Duckhead bookstands that Wawa, A
                         lvl 21 wizard, needs to give Lord Jerky on his daughters aniversary...
                         Think of the possibilities!!!
    Catalyst88
    Guest
                            posted 22-10-2001 21:19 GMT            

                         You may find proffessions boring, but in my mind they\'re more interesting than going adventuring... and although i like to do that
                         too profs are one way to greatly increase the scope of the world\'s history and storyline in general...
    coru_chan
    Guest
                            posted 23-10-2001 08:14 GMT            

                         Why have a game where you role play a job? I do that at least 40 hours a week already; the whole reason for playing PS is to
                         ignore real life for a while. ;)
    TheDaiv
    Guest
                            posted 23-10-2001 10:49 GMT            

                         Its not that I think the idea of jobs are boring... it\'s that exclusivly doing a job seems boring. I mean, true, a lvl 20 Blacksmith can
                         make really cool nails, but only bieng able to look forward to the next shipment of iron, then making somthin, then waiting again
                         does not seem as fun as a Lvl 20 Warrior who is a part time Blacksmith, and uses the loot he finds to make exciting new items.
                         This would add a really cool part to the quest element of the game... especially for several part quests... bring 1 dragon scale, 2
                         pts albino orc blood, 3 ingots of dwarf iron, and a pound of Red gold, mix them together and wala! One Waffle Iron of Doom
                         Also, I think you should gain xp for building things... like you just did this grand quest, got your items, depending on Blacksmith
                         skill, either make item or make mess, and if you suceed in making item, you get loads of xp.
                         Muchas Funnas!
    Thekkur
    Guest
                            posted 23-10-2001 11:29 GMT            

                         I think I posted such an idea in an earlier thread about professions. If you will be able to sell the things you made, you can have a
                         real prof. You can for example use your guildhouse to sell the things(if you\'re truly not an adventurer. Guild houses should have a
                         sign outside, with the name of the guild on it. If you start a blacksmithing guild and hang out the sign, everybody in the city
                         knows that they can buy their weapons at your place.) If you ARE an adventurer, you could sell things at inn\'s, taverns, the
                         guardhouse (the npc guards need wepons too, don\'t they?) and at markets.

                         Thekkur
    Paradagnae
    Guest
                            posted 23-10-2001 23:15 GMT            

                         i would love to be some sord of musician.. and then ppl pay you to play ;-)

                         or some kind of salesman... [one who travels around with his gear] maybe companioned by some nice girl ;-) [any volunteers]
                         and maybe with some ppl to protect him against thieves
    Kendaro
    Guest
                            posted 13-11-2001 08:00 GMT            

                         thing about these professions is they cant be too teadious(sp). like for example in so many games smithing was a pain in the
                         kiester. you had to buy the ore and make the ore into brick, take the brick and make it into a sheet, take the sheet and fold it,
                         take the folded sheet and then forge it to a blade. you then had to start again with ore to make a block, then forge the block into
                         a hilt. then you would combine the blade and the hilt together for a sword. then you risked a chance of failing the final combine
                         and you lost all that work.

                         there just has to be a better system than that. like for example if you failed, instead of loosing everything, you would be left with
                         scrap metal that you could use again. enough srap together and you can make a sheet once more. also it would be nice if you
                         only had to do the lesser tasks when at low lvl. once your smithing skill grew to the point where you would no longer profit in skill
                         from making the lesser materials, you could pay a NPC smith for them. say once you get to a lvl in a trade, you are given access
                         to a trade NPC that aids in the smaller duties. maby that NPC would just have those items for sale. cheaper than anywhere else.
                         since after all you would be a skilled smith and it is your profession, you would be granted wholesale.

                         another idea i liked was that of running a shop. it would be interesting if you could earn yourself a good amount of money. rent a
                         shop and hire a NPC to sell your wears. this would stop those anoying auctions. your shop would only sell what you have
                         created or have put up for sale. you would interact with your vender and when he/she has sold an item they will pay you minus
                         their wage. this would be something you would have to constantly interact with so to keep prices competative as well as keep
                         your inventory stocked. these rented shops would be able to be used by all the professions. they could sell your smithing,
                         fletching, tailoring, or what ever other trade item there is.

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