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Messages - Ulfer

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31
Guilds Forum / Re: [GUILD] Bloodstone Brethren
« on: July 03, 2008, 11:12:07 pm »
New guilds are usually greeted like this, with a lots of hints, tips and advice. As a guild leader you have to be able to withstand some criticism on this forum but just because everyone tells you how they'd do it in your place doesn't mean you have to listen to them all. :P Take that which you think would improve your guild and apply it, kindly ignore the rest.

I've seen plenty of positive comments here, not all negative. Of course we never like to hear what we can do different or better. Still, taking it to PMs kills the discussion and refrains you from getting multiple opinions on something. In my opinion, this is exactly what the guild threads are for ... advice on improvement and announcing changes within the guild structure on the first post.

I see, yes, I agree but the comments made are very vague and to me that's frustrating... what can I do or say? I'm all for advice and improvement but the areas have to be addressed and a generic statement doesn't really help matters. I have had to guess what the comments are about thus far :)

32
Mac OSX Specific Issues / Re: Getting the updater working.
« on: July 01, 2008, 11:38:45 pm »
Hmm... I've always used the psupdater through the Mac terminal - right click, "Show package contents" then "Contents" then "Mac OSX" then "ps_updater_static." It appeared to work fine for me this way in terms of a response... no idea if this helps? Thought i'd mention it anyway. The psupdater GUI never loaded up for me, ever.

33
Guilds Forum / Re: [GUILD] Bloodstone Brethren
« on: July 01, 2008, 12:32:04 am »
Quote
For those who feel that the clan’s philosophies don’t quite match up with your own, there are no hard feelings...

Are you sure of that, Ulfer? I don't think so. :thumbdown:


Sakatun, the goals and aims are clear to see and you were told prior to joining Bloodstone Brethren... you left the Guild on your own accord, which I now feel was the right thing to do. If you wish to discuss it further then by all means... I'm actually intrigued as to why you've made that 'comment.' I've done nothing to go against what I had typed and I expect every member to do the same... there are no hard feelings at all.

A Clan where the members are altruistic and thinks not what others can do for them but what they can do for others benefits everyone in the long-run. We will therefore expect all players to undertake their responsibilities towards each other and to the clan.

At the time, it was the method of which you responded that bothered me, and the events that lead up to the point of you leaving... the issue in question took place when I took some much needed time away from PS. I was actually quite disappointed more than anything, to discover what had happened from members upon logging on... it's a shame to lose you, but we're not for you, as you've implied and demonstrated.

I'm wondering as to why it took you nearly two months to discover this? You expressed no concerns or problems to myself or any other member to my knowledge... and accepted a true membership title with no complaint, having gone through your time as Oath Taker. You know as well as I do the real reason as to why you left...

In future, please, all issues are to be stated clearly and sent via a PM... this is supposed to be a promotional thread topic - I've put alot of effort into this thread and I'd prefer not to look at it and see nothing but negative comments of which I feel the Guild and/or I personally don't deserve. Thank you.

34
I see, I should use the bugtracker more but often unsure when and if to use it, I mean, I'd consider a bug a re-occuring issue due to factors in the game and not due to something I can fix myself through the forum help or my own intuition. So, I end up not posting up incase I end up adding something that is, in fact, not a real bug at all - but a problem due to my own computer. By the time I've asked around, pursued it further and then found out... it's a bug! It's already been posted.  :P

I'm very impressed with the speed of the new release.

Anyway, Laanx answered my prayers and corrected the problem ;) Good Luck in ironing out the rest of those bugs!

35
Hello, I've just got the latest version and was happy to find the server up! Anyway, I logged in forgetting to alter the .cfg file to correct some texture problems and so the psclient crashed in a loading screen. I 'Force Quit' the client... did the necessary corrections and rebooted the game, however, it tells me I am already logged in and to wait 30 seconds... I waited 10 minutes, no change, I restarted my Mac and still, it tells me I'm logged in...  ???

Thank you in advance.

EDIT: I've just logged in an alternative character from another registered account and using the /who Ulfer command in the systems tab, it actually does tell me that I'm online - but I'm not, there is no client open using that account.

EDIT2: Excellent, my character can be loaded into Yliakum  :thumbup: the server restart must have reset the account, such a quick response - cheers!

36
In-Game Roleplay Events / Re: [A post for RPers to find Rpers]
« on: June 27, 2008, 11:38:20 am »
Forum ID: Ulfer.

In game character(s): Ulfer Knalgan.

Time Zone: GMT.

Hours in game: Various times during the day.

Frequent Hang Outs: Anywhere and everywhere.

Religious Orientation: Laanx.

Guild(s): Bloodstone Brethren.

One Paragraph Description: A crimson cloak, bearing the insignia of Bloodstone, sways loosely upon the endowed wealth of plate and chain-mail. A pair of finely crafted Battle Axes criss-cross the Dwarfs back, each liberally adorned with runic symbols. A thick leather belt made from serpent gobble hide is strapped tightly to the Dwarfs waist, securing a pickaxe firmly to one side and a tefusang skinned flask to the other.

Regally carried, the stout Dwarf's august demeanor is dampened by his grating, textured voice. With unfamiliar company he exhibits a cold frown, rarely cracking a smile through his stone visage. Silver hair is braided in a kept manner that indicates slavering labour is behind his pin-perfect hygiene. Not one strand is left awry, tossed upward, or spiraling about. Image is everything.

He is a Dwarf of utmost zeal - is unyielding when his mind is readily decided and rarely is ever indecisive. His quick judgments and engrossing vehemence are perhaps his greatest blunders, constantly putting him in arguments with others. He prefers to take charge. He may be silently ready to put his empty dish away, but the moment another body reminds him to discard it he will become intransigent.

Beyond the grim surface, he can be a jovial Dwarf, but usually this results from shallow pleasures - whether through food, liquor, or the excitement of battle.

37
PvP,PK and Thieving / Re: Combat realism
« on: June 24, 2008, 01:03:33 pm »
so basically, an Archmage is supposed to die because he dueled a fighter?  Anyone remember Merlin, or gandalf, or Raislin for that matter.  Powerful mages are supposed to be able to turn any onery dwarf into a crispy critter in moments.  No spell i know of can kill in a single blow either.  Kinda makes me think of all the work Metallurgists went to to be able to smelt plat, only to have the lions share go to the miners.  SO, a fighter can kill one in a single second, maybe 2, and what, a mage can't be allowed to do the same, in twice the time?  Factor in the cost of becoming said 'uber' mage, theres only like about 15 players that high imo.  Could be wrong, there could be more.

As for the ways being similar, lol, not even close, Brown Way's flying stones is about 4 times as strong as max DW Taste of Death, while CW is twice as stong at least as DW.  While it is all imblalanced, i don't see how reducing it's effectiveness would make it a better experience for PS players, since many wish to be mages, and well, what you sujest seems to give the advantage to fighters, which, sorry to say, just swing bits of metal at a beast, while being a mage takes true studies :P

I think actually doubling the max value for magic would make it more balanced, make it take much longer to gain high ranks, since a mage, basically studies his whole life if he/she's anything serious about it, while making the combat skills slightly faster in gain, since it's pretty much all practice, with theory reserved for tactics mostly.

That's my two trias on this.

I said "perhaps" Taste of Death... fighters cannot hit mages at will from half a map away... mages kill anything that even gets anywhere near them AND even if a fighter managed to, the spell caster sprints away anyway... with weapons you have to actual time your strikes while with magic, you repeatedly tap a short cut key til the target dies... there is no chance of "blocking" (anti-magic?) and certainly not "dodging." I do not think you can compare Gandalf or any mage for that matter and relate it to PS, I mean, there is balancing issues which what the discussion is primarily about... but I understand what you're saying, I do - magic is supposed to be powerful, yes, but it should not give such a huge advantage in relation to a fighters combat in the games system, imo -
but anyway this is a wish-list and so, not a complaint of any kind :) I just feel I had to give my views based on the responses above, which are all welcome.

I only suggested to reduce the higher levels effect (the point of which magic becomes dramatically powerful.) I also do not agree in raising magic another 50-100 levels, that's not actually solving anything... another six of months and this level will be reached and the spells are even more powerful and then this topic or one similar will find itself back into the board, and the problem will be even worse, unsolved.

38
Complaint Department / Re: My first complaint ever
« on: June 22, 2008, 12:35:56 pm »
Through no fault of anyones NPCs become impervious and have, in the past, been in this state for up to a week. I think people want to get the most out of training (well, I do) while they can but I totally agree what you're saying Prolix, this should be the case - but it largely isn't. I prefer to train on Ulber/Maulbernauts - something with very high hp so it takes a long time to wear down thus giving much training and PP but these options are also popular with many other players.. so I sometimes find myself in the arena clacker pit.

39
Complaint Department / Re: My first complaint ever
« on: June 22, 2008, 10:16:24 am »
My suggestion is if you like role play then role play. I hope the more people who role play the less nonsense we will have in game. Though I have to agree with you on one point, today's players are much less helpful and friendly then they were years back.



Errrm arn't we the players...........:P unless all of you just sit on the forums :P

The point being your a players, so you don't have to  mean to new comers, and those that do, well their the minority ;)

In all fairness it's not just the "non RPers" that give the problems... it's some of the RPers" as well... I mean, for instance... I walk into a tavern to RP a little after leveling up and such, it's a nice break while getting to know more people though no more than 10 minutes in doing so I get threatened and insulted IC for no provocation. The bickering goes on for some time, more people get involved and I hate the hour long rants which has been known to stretch over a week so I propose a duel to settle things, whether outside the city gates or depending on the situation, a fist fight... but oh no, there are those "RPers" (some not been in the game 5 minutes, an alt oe otherwise) that NEVER play the actual game, brag up their characters as some sort of Warrior Hero or something - of which I could swing a ragged battle axe and kill them outright. I mean,"RPers" claim to be what PS is all about... keeping it believable and feasible? I mean, c'mon... anyway, nothing gets resolved, there's constant bickering and gradually annoyance over the constant, draining and time consuming dialogue because the "RPer" doesnt like leveling or duelling but prefers to RP something that they're not. I don't want to "RP a fight" with you ok? lol I've took a long time developing a character and not prepared to be defeated or threatened by someone who is no stronger than a rat, and have them god-mod a fight and win, or not, then complain and complain ooc. I'm kind of sick of reading about how "non RPers" are the problem... it works two ways ;) you expect people to RP? then you play the game! simple! they should be parallel to each other... PS is a game, not purely a chat program... and yes there are people who may say "noob" and "l337" or whatever but PS is a game for all ages and it's more likely than not, a much younger player than yourself...

I suggest if you want to try and get more people to RP, then do so logically and within feasible reason to your character. I have been in and witnessed the most bizarre RPs, decapitations on the streets, demon possessions, and even cults of new Gods... settings? It makes me think, why bother wasting my time RPing with people who act this way? then I see people flaming other people trying to get into RP, trying their best, but apparently not good enough for such and suches standards... you should look at the bigger picture, sure... people don't RP, some don't do it as well as others, but some do and think they can write a book on it... but there are those that are very good, helpful, and very generous but all I am saying is that everyone has a part to play.

As for the power-leveling, I have to admit... I'm guilty of doing this, sitting among clackers to level armor etc but the levels become difficult to advance and costly so this is needed to stay on par with the rest of the PvPers... PvP is something I also enjoy and unfortunatly, I was shown these 'shortcuts' when I first started playing and my philosophy is - if they are doing it, why can't I? but since I have cut down doing such and made my training more believable by, uhm, staying in fullydefensive in a clacker fight... same result but looks better? *shrugs* if there's a shortcut or a corner to cut out, people are going to take it... if you don't, you're going to get left behind ;)

Yes its an RPg,
yes there are game mechanics,
yes you should only level certain skills and up to point that corresponds to the role you are playing,
yes everyone seems to want to be either 'the best' or RP's skills that are available mechanically
yes people tend to max every skill (group) thus having a character description that doesnt fit the skills they mechanically have obtained
yes its a beta, just wait for the wipe :)

SO, after a long winded waffling post.. I agree with Quq... lol

40
PvP,PK and Thieving / Re: Combat realism
« on: June 21, 2008, 06:17:52 pm »
Yes, anti-magic is truly something that a fighter would absolutely have to train in. For mages this could come at the expense of their magic abilities. The more powerful you are, the more subsceptible to magic you become.

Ulfer, I understand now waht you meant - toning down that particular spell. If it truly is so powerful, then  it really needs to be tweaked at least in the range of its effect.

Also Crystal Ways Arrow (Not seen Energy Arrow so much at that level) and perhaps Dark Ways Taste of Death... both of which are more or less equal to Brown Ways, Flying Stones. My character has maximum stats and these spells make Ulfer drop dead in less than 5 seconds, that's 800hp - gone... ant-magic? I wonder what kind of effect this will have... but anyway, my main "point" was to do with weapon combat, not spell casting...

41
PvP,PK and Thieving / Re: Combat realism
« on: June 21, 2008, 09:36:52 am »
Yeah, my character is level 40 in magic and really, only now is magic becoming of any real use and I understand it must take a very very very long time to achieve the levels I'm talking about but should players be allowed to be that strong anyway? a gradual improvement would be welcome... I was told only at level 65+ does magic start to get great for this is when the attacks greatly increase. Magic balancing is hard for it's not only due to the attack rate and such but the different spells strength e.g meteor, it takes twice as long to kill a rat with this realm 3 spell that it does with arrow... larger level realm gaps? It's a complicated issue... which is why I only briefly mentioned it. I take it the no responses over the weapon/armor points mean everyone thinks it's a good idea? :P

42
PvP,PK and Thieving / Re: Combat realism
« on: June 21, 2008, 01:25:08 am »
Also, just touching upon magic... level 150 summon stones or arrow is just god-like and drops anyone dead in less than 5 seconds, it would be great if the magic was looked at and weakened considerably... sorry (likely mentioned before)

What?! I didn't even know this existed, which is nice to hear, but duuude! Magic has been extremely weak in the past, almost to the point that it was completely useless to train it, other than see a few effects on screen. What you're saying is to go back to that state and I do not agree with that in any way.

I'm not saying weaken magic to the point of it being useless but c'mon... have you witnessed or been on the receiving end of a level 150 summon stone attack? you're dead in seconds, seriously, it's outrageously powerful... and you can run away while casting.... stones are thrown at a rate of .50 of a second and not to mention the range is about half of say, bdroad1!

I only propose in bringing down the max magic to 100 and man, lower the attacks... and perhaps not being able to run would make more sense when casting spells and would also allow vulnerability and give the weapon fighter a chance to fight back. I didn't mention it before but it only occurred to me now, I'm throwing ideas around... not everyone is going to like them, I guess...

Don't get me wrong though, I really enjoy playing PS and these points were made to hopefully improve an enjoyable game into something even better? In my opinion  :-X

43
PvP,PK and Thieving / Combat realism
« on: June 20, 2008, 10:09:45 pm »
It's been on my mind for some time and if it's been posted already, well, I didn't see it... anyway...

Claymores, they're "a heavy, two-edged sword, often as tall as a man" and so I think this should be implemented in the game mechanics and combat system. I mean, it looks rather silly to see a delicate, graceful enki run around with two giant claymores that in all reality could never be possible, nevermind being able to swing them both one handed. Also, a dwarf with two claymores just looks hilarious  :D a Dwarf should not be able to wield a claymore. The weapon stats would need to change to balance the damage output against weapons used in two hands... speed: 4.00 damage: 6.00? I don't know, off the top of my head...

Battle axes also do not seem large enough in my opinion when you have a small battle axe variation. I believe these weapons should also be two handed to give purpose to the small battle axe, which in stats, is totally inferior... speed 3.20 damage 4.00? again, just whatever popped into my head.

Also, I propose having a kind of "weapon finesse" skill or "ambidextrous" skill or something, so it affects fighting with two weapons. I mean, not everyone can use both hands and in weapon fighting this could hinder strike damage or something so training the skill could balance this negative effect, thus putting more influence on duels.

I also think maximum weapon qualities should be reduced to 200 so that duels are not determined by who hits first, more than likely wins in an instant hp sapping double strike... they last longer and give some realism in armor. Players with quality 300 weapons, 100 weapons skill against vs 100 Heavy Armor cuts through it like butter and it's plated armor - weapon damage types such as slash should have a lower damage modifier and perhaps impact or bludgeon? should do more damage to plate than slash and so on. Also not only having maximum weapon qualities reduced to 200 because of combat but also because of crafting... a quality 300 weapon can last the entire gaming life of your character, if you wanted it to... and so with a lower quality and a faster quality depletion rate it will make crafting a worthwhile skill and trade to pursue and actually make weapon repair a more useful skill to train. I know you'd have to re-look at crafting skills and processes and such... and non of this would be easy, but this is my wishlist  :P

Also, just touching upon magic... level 150 summon stones or arrow is just god-like and drops anyone dead in less than 5 seconds, it would be great if the magic was looked at and weakened considerably... sorry (likely mentioned before)

Sorry if some of it was worded badly but I'm tired and just kind of typed what I was thinking in my head at this very moment in time...

EDIT: Doh, wrong board  :-\ more fitting in the child board.

44
Guilds Forum / Re: [GUILD] Bloodstone Brethren
« on: June 13, 2008, 11:33:28 pm »
FAQ

Q: Tell us a little about Bloodstone Brethren. What prompted you to found the clan, and how has it grown since?

Ulfer [IC]: A little bit? Are ya in a rush to be gettin somewhere 'o what eh lad? A Dwarf ne'ar rush through any tale, especially one 'o Bloodstone Brethren. Now 'ave a seat 'n listen up, ye might learn somethin'...

Ulfer [OOC]:
Bloodstone Brethren was formed in March 2008 in game, we are a Dwarf-only clan which focuses on the PvP and RP aspects of the game. The clan was originally founded for Dwarf players, but over the months has narrowed its focus to cater to Dwarf enthusiasts who enjoy PvP and/or RP. Some may wonder what the difference is between Dwarf players and Dwarf enthusiast. Well, a Dwarf player is by definition someone who plays a Dwarf "Got a beard and a pulse? Great, you're in!" That's not what we're about. Dwarf enthusiasts on the other hand are people who always pick Dwarfs as their main characters, rarely, if ever, play other races. Generally Dwarfs are stubborn, loyal, and mature. That's what we're about.

Q: What sort of role system do you have within your clan?


Ulfer [IC]: *Stares blankly at the tankard-less table in front of him and grudgingly answers*

Ulfer [OOC]: We have one Sovereign (Guild Leader - Me!) who sets the direction for the clan and ensures that the goals stated are met. Elders, depends on the size of the clan, are named to work closely with Oath Takers and provide counsel to the Sovereign. Other experienced members are promoted to the role of Guardian (Group Leader) which train with duelers in fighting, and move the Bloodstone fighting force around during large scale events. Those are leadership positions, special titles given to those deemed suitable by the Sovereign.

We also have other function-specific positions to help run the clan, these include, Blacksmiths, Clerics, Lore Masters, Warriors, and Metallurgists. Lastly, we have a points system based on the recognition of accomplishments such as becoming a full member, hitting maximum level, or achieving set tasks.

Q: Can you discuss your application process?

Ulfer [IC]: I suppose, but it be customary to buy a drink after every question. By my count yer about two drinks behind, three if ya be countn' this quesiton. Since ye obviously unaware of this long-standin Dwarf tavern tradition, I'll answer, but ye better have a frothy tankard ready 'fore ya ask yer next one!

Ulfer [OOC]: Our application is not too lengthy though prospective members are seriously considered.

Anyways, if the Dwarf is seen, in game, to be a good mature person, with some RP knowledge, then the person in question is invited into the clan to begin their trial period. Oath Taker is then given access to some of our membership forums.

The trial period concludes for all Oath Takers at the end of their week at which time our Guild holds a vote on prospective members. The Sovereign and the Elders can vote "AYE," "NAY" or "WHO?" vote is the same thing as saying "I never got to know this applicant." This vote is based on in-game activity and general attitude and behavior. Get more WHO votes then AYE votes and you're out with no chance to re-apply (basically less than 50% AYE votes means expulsion) So, it pays to be active during your trial period. Now, if you get one NAY vote, then you're out with no chance to re-apply... you'd probably also have your beard shaved... just kidding.

Q: No doubt the qualities you value in applicants also reflect the qualities of the clan as a whole. What are they?


Ulfer [IC]: *Takes a long series of gulps from the tankard presented before him and wipes the foam from his mustache"

Good, ye be rememberin the long-standing Dwarf tavern tradition. See? Yer learnin somethin' after all!

Ulfer [OOC]:
We value Dwarf roleplaying, maturity, teamwork and  PvP. An applicant's values should be in line with our own as we're not likely to change them anytime soon. If you show characteristics that lend themselves to the above values then we probably want you as a member.

Q: What's your stance on training? Do you require members to conform to certain uniforms or skills?

Ulfer [IC]: Why, the same thing you'd expect from any proper Dwarf unit 'o course! Expect us to be tough, stubborn, fearless and grudge-filled.

Ulfer [OOC]: All Members wear the Mercenary Helm, only the leadership titles have earned the right to wear the horns of the Battle Helm or members who have accomplished every task asked of them. The horns signify strength within the clan, resembling true Dwarfs of Bloodstone, so must only be worn by those who can demonstrate its importance through skill and title. As for armor, it is not so much an issue - clad in whatever you wish, however, some titles require training in certain armors to ensure the most efficient and best course is reached in terms of combat.

As for training in general, the tasks deemed for certain titles is for guidance only, it's voluntary, as mentioned, to ensure you are getting the most out of your chosen role within the clan. Fortunately we don't have to force our members to pick certain skills or titles. Our members want to be successful in whatever we do and I've found that every single member of our clan always ends up picking the best combinations for what  our clan goals are without any pressure from the Sovereign.

Q: What's your stance on "Alternate Characters?"


Ulfer [IC]: Alternate Characters? What in the name of Laanx are you blabbering about!? If you hear voices in that head 'o yours that's your business! I'll stick to the company of others, thanks...

Ulfer [OOC]: Hmm... Alt Characters are a No. Playing Alt Characters along side your Dwarf character is a no, and definite, no, to multiple account mining - if you join Bloodstone Brethren it is as a committed Dwarf and training other characters, as far as I am concerned, it's not only cheating, but a waste of tria, time, and resources (and of course against PS rules.) However, alt characters are allowed for questing to obtain rewards you've previously lost, or perhaps a quest was bugged? Also, alt characters can be used as "mules" to carry certain equipment. I'd prefer if this was limited as much as possible.

45
Guilds Forum / Re: [GUILD] The Bloodstone Brethren
« on: June 09, 2008, 05:55:27 pm »
This has been dealt with accordingly and the person in question has been warned for such actions, and not lightly either. I do not condone any such action in Hydlaa, or anywhere, however, in his defense he is new to the Guild, and is a Warrior among us and when the beer is flowing anything could happen ;) though yes, the issue is a delicate one and more RP is needed to distinguish between sheer drunken behavior or malice. I have already set up duelling sessions to curb some of the aggression of  our fighters :) It is not the way of The Brethren to engage in combat and/or looking for trouble but having said that, do not be surprised if you find weapons drawn on you if one feels insulted or feel it necessary...

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