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Topics - Suno_Regin

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1
The Hydlaa Plaza / Forum Private Messages: Your History
« on: September 10, 2014, 10:15:10 pm »
It's (almost) an emotional experience to go through my private messages and read my history/footprint on people. I'm curious to know if some of you guys out there are sharing this feeling from retracing some of the messages that people have directed solely toward you.

My very first PM is of an angry tone and sent by Izzabella, discussing a matter where I humiliated some of her guildmates from the Outlaws in public as a reaction to earlier behavior of theirs. Obviously, she didn't like me. Heck, I wouldn't have liked me. As I keep reading through my PMs and traveling further into the future, I see more PMs from her telling me that she "values my opinion" and was generally saying she missed me. This struck a chord in me: I built relations with people in this community that I had forgotten I'd even built, both good and bad, and many of those grew. I've been having horrible memory lapses lately, and these are really opening up huge chunks of time spent simply conversing with others who are no longer around, but that I wish I could talk to again, just because those relationships were there at one point.

Anyway, to make it a thread... am I the only one who can trace history in such a way? My PMs actually tell a story, and it's really fascinating to me.

2
Complaint Department / Racial Factions
« on: January 28, 2014, 10:14:57 pm »
I find the idea of racial factions to be a bit ridiculous. Just because I've quested in Ojaveda, suddenly Enkidukai see me as their messiah; I find it must more realistic to believe that the organizations of which these Enkidukai are a part may see me as special, but saying that an entire race sees you as some great person because of what you've done for a few of their kind borders on the extreme. It's as if the racial factions neglect that individuals of that given race have any sort of differing viewpoints or personalities. Could these types of factions be reevaluated for implementation?

3
Wish list / Turn-Based Combat and Quicktime Events
« on: January 28, 2014, 08:18:35 pm »
Note: Please read all the way through before commenting (take notes as you read if you have to). This idea needs thorough reading before productive criticisms can be given, unless the comments are unrelated to the actual suggestions and more related to the state of the game and what can be done to improve it. Thanks.

This is something that I'm migrating to the forums from Gossip chat because we were all, at the time, very overwhelmed with the various other topics being discussed at once. I feel this is important enough to make a post about because it's something that needs to happen in order to inspire a forward-thinking mentality, at the very least. I'm not saying that the system mentioned in the title would be the end-all system for PS's future, but it's something that PS could do very well, and most importantly, it will attract players of the 2014 era.

Now let me explain a little bit about this. There are three paths that can come from the ideas soon to be mentioned: pure turn based, pure quicktime, or a hybrid. Should the game adopt a pure turn-based system, what will happen is as follows. (Note: each idea requires a combat overhaul; combat is the selling point of most MMOs and needs to be addressed.) Turn-based combat will allow for a system much like that of common RP fights; a player and a mob (or a player and a player) will each take a "turn" executing a limited number of actions based on a treshold that dictates how many actions you can take per turn, much like Dungeons and Dragons. Move, attack, cast, etc.--whatever can possibly be done by the player--will be executed in a certain time before switching to the next combatant's turn.

Why would we go with turn-based combat, or any of these systems? It's simple. PlaneShift does not have the technology to support the combat systems of 2014 games. PlaneShift was on par with everything else 7 years ago, but today, we face the dilemma of being unable to attract new players due to what they find today compared to other games on the market. Turn-based games and quicktime events are still being used today in many popular RPGs, and these also allow for a more personal interaction with your character's actions as opposed to merely pressing a button and watching his or her hand hammer down until something dies. Turn-based combat will allow for an easily executed, scripted number of actions to be performed by the NPC (similar to what we have now, but more in depth) once certain requirements are met. If a boss NPC has a doomsday attack that he will not perform until he is threatened, he may execute that by spending a number of turns "charging," and that would be the make-or-break point for the player (or group of players) to take down this boss before it's too late.

Moving on, a pure quicktime event system would work as follows: combat is driven purely by the NPC or opposing player, not moderated by turns. What this means is that there are many, many choices available for the player to make. I envision this as entering a combat mode (similar to how turn-based combat would have to work) where your character's model will be surrounded by three or more "paths"; depending on the path the player chooses, the complexity of his or her actions will vary. There may be a simple path available when fighting a rat for slashing it through the eye, which would require you to press the W, A, and D keys on your keyboard at a slow rate; as a result, you would not collect the eye. Another path may have your character punching and kicking the rat until it wears down, which would require a quick combination of W, A, D, E, F; if you failed to finish in time or pressed a wrong key, the rat would attack you, requiring that you press another quick and spontaneous sequence that determines whether you take damage (or perhaps how much damage you take, depending). This type of system would appeal to those with quick reflexes and skill, as well as those who wish to personalize their character's kinds of responses and fighting styles. You could choose from an array of different "styles" created by the developers that determine the many, many paths available for quicktime combat, meaning that one style you choose will offer 7 different paths than another style that offers 7 unique ones to itself, thus allowing magic users of a certain Way to play just as differently as someone trained in sword fighting or a mix of both.

As for the hybrid of these two systems, quicktime events would have to be determined based on equal skill. There is a turn-by-turn basis, but only to be executed in the way of one person attacking and one person defending. Each person would get a list of options for avoiding a certain attack based on the pre-determined path that the attacker has chosen for his or her next attack, and the defender would then choose from a list of available defenses against that certain attack and "compete" with the attacker. Whoever presses their buttons quickly and accurately enough succeeds, and then the combatants switch roles, much like RP fighting. The first person to successfully execute everything wins by default, determining the skill. Training would allow you more time to execute things effectively, and possibly reduce the number of button presses necessary; even the most skilled player, at this point, could defeat an unskilled one if the unskilled one's levels were vastly higher.

The result of all of these systems would be that combat is more engaging. Combat will require a special kind of skill and incorporate individuality into the ways in which you can engage others. Roleplay will be able to mesh with combat because it will be your character in the mix, doing what your character is able to do, as opposed to watching your model hammer something repeatedly until it dies (and whatever little footwork and timing tricks are already present in combat).

These are not end-all systems, as I said before. These are things that we as a community must discuss due to the outdatedness of PlaneShift. We will not attract new players unless we have a system that is appealing for the 2014 era of MMO player. We may be able to sit here and say that things are fine, or that we should just worry about the PP vs. tria debate, but ultimately, we are the only ones playing this game, half of that because we experienced at least some of it back when it was still relevant. CrystalSpace does not offer the technology available for in-depth combat while using the current system, but it could certainly execute turn-based combat and quicktime successfully with very little effort outside of animations. These are also combat styles more familiar to RPG players, which is the leading producer of roleplayers in an MMO setting, as well.

As a community, I ask that we all give these systems and others some serious thought; we cannot go on like this, especially with our current population, and expect the game to succeed even when it is finished. We can say that it's pre-alpha, but all we're succeeding in doing is building onto the current system that was only relevant 7-or-more years ago and not today; the system needs some sort of overhaul to make it more interesting, not just simply more fair or rewarding, to attract the niche players who enjoy these kinds of systems much like the niche players who enjoy roleplay at all.

Thanks for reading to the end, if you have. I'd like to see what others have to say now that this has been formulated into a coherent idea.

4
General Discussion / The Rhetorical Effect of the Typo
« on: January 12, 2014, 08:12:05 pm »
Now that I've written a title for this post, I honestly don't know how much more I can say without spelling out the obvious. To the PlaneShift team, new players will not stay with this game when they see the kinds of typos that are present. Just a few minutes ago, I experienced a loading screen message that I'd never seen before, which asked for "artist, writers, (something else) can join us in making this world." It's jarring even when I quote it, because the way I quoted it is the exact same context in which it's used; the sentence is a run-on, and in context, it comes after a colon to break down the kinds of people the team is looking for.

This typo could be avoided by proofreading for 5 seconds. I know that nobody is being paid for this project, I've been here a long time, and not everybody is a native English speaker; however, I've taken some steps to learning German, and I would never let a sentence like that pass if I were writing in another language. The game's quests, NPC dialogues, character creation, and skill descriptions are riddled with typos such as the one I mentioned above. I would gladly volunteer to find each and every one of these and correct them myself if I can be guaranteed their removal. Unfortunately, for all the time I've been here, some of these have never changed, and new players can easily pick up on that upon a little research into the game's age. It may seem small, but in advertising a game, typos make or break the credibility of the developers. Can someone on the team look into these? If it's preferable that I make a bug report for each and every one of these that I come across, I will. They've lasted too long to be natural.

5
General Discussion / Retconned Deaths & Ancient Characters
« on: December 13, 2013, 06:53:22 pm »
I think I've brought this up in the past, but for the sake of renewed discussion, I'd like to post about it again.

A lot of us have characters that have died. No, not just died, but permanently died. Over the course of PS's history, these characters' names have been lost and long forgotten; and also over the course of PS's history, the lore has changed traumatically for those of us that have stuck around long enough to see this happen. We have had to adapt to where the "old settings" never happened. Could we not, then, do the same as individuals?

I propose that, for those of us who have had characters that we loved from long ago, we bring these characters back into the new world of updated settings and backdrop--the new citizens/player characters of Yliakum. I've done this before in isolated ways, but never have I myself actually taken up playing a character from long ago; I've only had the idea mulling around in my head.

I think it would be neat to see those characters with unfinished plots, ideals, etc., or just those who were always fun to interact with, make a return. And these certainly don't have to be well-known characters, but just those whom we've been afraid of playing due to those "perma-dead" moments, either from our own actions or those of others. At this point in the game, the cause of death would simply never have happened; it's been a long time.

I don't know, though. How much interest is there in doing such a mass-revival?

6
The Hydlaa Plaza / Lurking
« on: November 28, 2013, 10:37:39 pm »
For lack of a better thread title--I think I'm done lurking. I've been missing the game lately, and I read pretty frequently some awesome-sounding plots that y'all have dished out in the last few months. My big concern is that, since I started logging in again in the last 3 days, I've only seen a consistent 28 players online. I know it's a new release and there are always issues downloading the new client and getting started again, but can I expect more than this in the near future? I still remember the days of 200.

Suno

7
Roleplaying (Communitive Storywriting) / The Bowels
« on: January 30, 2012, 07:38:12 pm »
Prologue: The Birth of a Hero

"Push, my love, push... you're almost there."

The darkness around them churned, howled - though nothing was truly there. The realm of death was alive with the echoing sounds of birth, as if every contraction made the ground upon which they stood tremble.

That, at least, was how they felt, for they knew they were doing the goddess's work.

Bargrim petted his wife's hair, his hand placed gently on her stomach, where his soon-to-be child was fighting his way to the prospers of life in death. Just as they. He bided his time, waiting for the goddess to deliver their son, knowing he would be healthy, and strong - and would serve well in the war... a war that had been over many cycles ago.

Cries shrieked through the void around them, first from the mother, then the son. Without further haste, Bargrim took his axe and split the woman's skull in two, releasing her to the confines of death once more.

Within the long, twisting labyrinths of that realm, Bargrim licked the blood from his wife and son and raised the child high above the limitless darkness surrounding them - then threw the child as hard as he could. The goddess would see that he served her well in both life and death, just as they served her now.

"My life I give to You, Dakkru - become stronger by me and empower our people. Empower my son, Fjor, for he will have no mother or father. We live only with You, to forever bring our offspring back to mystical Yliakum and do Your bidding." Dropping his axe into the void, the diaboli stood on the edge of the bridge where his only son was born. He unsheathed the knife on his belt and without second thought he slit his own throat, his lifeless body plummeting into nothingness.

8
General Discussion / Death in the Death Realm
« on: January 05, 2012, 03:38:12 pm »
I can't remember if a question like this has been asked before, but since things change all the time, I'm curious of the up-to-date notion of someone dying while they're already in the Death Realm. Would they simply appear in another portion of the realm, or would this be a true death? Or, could one devoted to Dakkru do this repeatedly to avoid true death while already dead? Thanks.

9
In-Game Roleplay Events / The Coming of the Masked God
« on: December 28, 2011, 04:32:15 pm »
An enkidukai on his way to Hydlaa came up short at the final path. Barring his way, a tall, muscular figure stood. This figure, dark in every way, was indistinguishable due to its very familiar mask. The same mask depicted as having been worn by Laanx.

"Do you worship me, child?" the figure asked, its voice oddly booming yet soothing to the ears.

"W-what are you?!" replied the Enkidukai, more scared than anything of this being. He was a messenger, and nothing more, never having seen the atrocities that magic can spawn. If that was indeed where this figure came from.

"I am the Masked God. I am here where the other gods are not, to invite you into worshiping me, and receiving my boon." It paused, then spoke, "Now I ask again: do you worship me?"

Pivoting back the other way, the enkidukai turn and ran, only to be struck by lightning. His shrill screams carried across the wind, and his body, to this day, lies charred and motionless in the middle of the path. The Masked God, however, was nowhere to be seen.

10
General Discussion / Bringing Back the Old
« on: December 23, 2011, 10:33:35 pm »
I'm sure a lot of people have seen the "oldbies need to come back to the game!" threads, but... well, this is a bit different. Sort of.

I've been thinking... a lot of roleplay from way-back-when has been lost in the annals of nothingness. I was wondering if any older players would be willing to bring back their old characters (whether they were formerly killed, died, took a "long journey somewhere else," or anything that would have rendered them impossible to make a comeback in Yliakum/the game). I myself have been curious about how the new leveling system will play out, but I wanna come back with a character (or maybe a few) that I was unable to continue roleplaying with due to this reason or that.

There's something else too, though. Because a lot of these characters are lost in history, so are their roleplay scenarios. Therefore, I'd wish that any characters brought back never act as if those roleplay events happened. Meaning any ideas from before can be recycled in the new community and environment for a newer population to enjoy. A large part of what people miss from back then was, in fact, the events that took place, and new settings or not, they can easily be melded to fit what's here today. So anyone who wishes, I'd like to hear from you and we can see about getting a "new old playerbase" going with characters that we've let collect dust in the burial wells.

11
General Discussion / Well, what happened?
« on: June 20, 2011, 05:11:57 am »
For those of us who missed the supposed dev meeting yesterday, can anyone give any details as to what was discussed and what was decided?

12
Roleplaying (Communitive Storywriting) / Lichborne
« on: June 10, 2011, 06:14:59 pm »
Part 1

"Why is something so simple coming so close, and yet always evading my grasp?!" the Xacha shouted as he slammed his fists on the table before him, the room shuddering from his magical rage. His muscles returned to their original, slim-built state, and his breathing stabilized as he noticed what a fool he was acting. His emotions never got the better of him, and because of this, he knew that he was growing weaker with each passing day. His hair, what was left of it, was thin and black, a little bit falling out with each turn of the clock. What was once a receding hairline became the canvas for his remaining hair to be combed over, the man trying to hide what was happening to him. Of course, losing his hair wasn't his only problem. Being of only twenty-three cycles, the young man looked much older than he appeared, Dakkru's curse afflicting him in ways few had ever witnessed. While others became physically frail for a short time, merely a warning as to what fate awaits those who pass to Her realm, his body reacted as if it was dying, excreting any foreign substances such as food, liquid, and even his own fingernails that he'd chewed off in a panic. His body considered everything to be contaminated, so much so that the substance being forced from the roots of his hair was causing it to fall out, and he couldn't stand for more than a few minutes before succumbing to an uncontrollable bladder or emptying his bowels in other sickly ways. What was left of what could have been considered a handsome young man was now a quarantine site, waiting for death. True death. No... not yet. Not ever.

"I've tried everything... every herb and root concoction, every reputable mage in Yliakum... what's next?" As he spoke, thin hairs fell to the table before him, and more importantly, on top of the strength glyph he had lying there beside many others. Most of them were of the Red Way, but two Azure, one not having been touched, and the other dim with overuse, which was used to help him sleep during his frustration, or at least calm his nerves. "If this goes on... no... that witch!!" Grabbing his remaining hair, which practically flaked into his hands, Orvine doubled over in agony and sobbed, soon after throwing up onto the floor after narrowly turning his body away from the table to keep from ruining his collection of glyphs.

This time, things were different. Stumbling into his chair, not even wiping his mouth or noticing the foulness of his breath, images flooded into his mind. Images of the Dark Crystal, of depictions of Dakkru, of... what? What was that? A creature? No, a man... a Kran, more like it. But no Kran Orvine had ever seen. Kra had a black robe covering kras body from head to toe, with a thick fog erupting from kras hands that looked... skeletal? Awakening from his stupor, Orvine stood from his chair and lightly shook his head. No Kran had the bone structure for skeletal hands, even if they were some evil thing of legend. Though most saw Dakkru as some sort of balance in the chain, some connection between life and death, the man saw only evil. What Dakkru did to him was only a start.

Growing up, most of his childhood friends died in horrific accidents, some causes obvious, others never to be discovered. Bodies were found hacked to pieces, unrecoverable by the Death Realm and Dakkru's "sweet" embrace. Some were so charred that they could barely be recognized as bodies, merely piles of ashes forming the silhouettes of those he held dear. As time passed, and stranger things kept happening, his parents suddenly disowned him without forewarning, banishing him from their home and forcing him to wander village-to-village and level-to-level until reaching Hydlaa. Hydlaa, a place where mystery was never left unsolved under the watchful eyes of Laanx. His new friends would never leave him behind, never fall prey to unforeseeable circumstance... they'd be his forever, where the old names in his life abandoned him, even his own parents.

One day, running through the streets with the other neighborhood children, Jasper, the child with the blonde fur of a proud Enkidukai merchant family, started acting strange. Unlike Orvine, who lived on benches and near stairwells and anywhere he could find comfortable, Jasper grew up in a stable household and always had people to surround himself with.

"Hey Orvine! Y'know something I like to do when I'm lonely?" the young Enkidukai asked.

"What?"

"Well, I've been feeding this rat in the sewers--"

"Why the hell would you do that?" Orvine asked, foul language not escaping his vocabulary.

"and while I was there, a bunch of people found me and started chasing after me." Jasper made sure to wait this time before going on, but Orvine was tapping his foot and waiting for where the fun came in. "They were in the middle of some kind of ritual."

"Ritual?"

"Yeah. I wasn't sure what it was at first, but when I went back the next day, to that same place, there was nothing... but blood!" Jasper threw his arms in the air at the last part, making his voice dramatic enough to actually scare Orvine.

Coming to his senses, the Xachan child grunted and shook his head. "You're stupid. Why do you get all the money and the girls, anyway? And what does this have to do with being lonely?"

"Oh, I was going to suggest feeding rats and having them keep you company," Jasper explained, "since, you know... you're a street-urchin and all, but then I remembered what happened and thought I should tell somebody. You don't know anyone else to tell, so it's not like those creepy people are gonna come and find me from you blabbering to everyone."

"Right... well, when are you gonna invite me to pay them a visit?"

"Who, the rats?"

"The creepers, moron," Orvine said a little too loud. The other children on the street stared at him for a second, then he yelled, "I tripped over some creepers yesterday and he keeps saying they were flowers. What kind of flower is that durable?!" He knew he sounded awkward, and his face flushed... what a stupid cover story. Of course if an entire neighborhood of kids goes down into the sewers, someone's gonna catch on. He turned back to Jasper, who was grinning ear-to-ear at him. "Shut up."

"Don't worry, everyone expects stuff like that from a street-urchin. C'mon, time's wasting. They might be sacrificing some more people!"

Escaping the crowd of children at play, Jasper and Orvine weaved their way through the houses, out of sight of the city guards, and behind Kada-el's, only knowing where the place was even located because Jasper's parents enjoyed expensive wines. Through a hole practically carved in the pavement, was a ladder leading down to the sewers of Hydlaa.

"How'd you come across this?" Orvine asked, fidgeting with the ladder to see if it wouldn't toss him off if he puts his weight down on it to descend.

"My parents got drunk and started throwing away all their money to hear some idiot play the pan flute, so I just kinda wandered away and was told by their escorts not to go too far from Kada-el's, and... this was just in the way while I started running circles around the building."

"You could've found me. I haven't heard anyone play an instrument before."

"That's because you live in the streets. You have to pay to hear them, that's why they play. Now c'mon."

Grunting, Orvine climbed down the ladder, scared to death that something was going to happen to him. His hand touched a cobweb, and he froze for a second, thinking someone grabbed him and was about to stick a knife in his eye. This thought became a reality as the spider weaving that web landed just above his eyebrow. He screamed and fell back from the ladder, shifting it backwards and knocking Jasper right off the top as he began his descent, falling on the ground before Orvine as Orvine's weight piled on top of him flailing and crying. Jasper shoved him off, kicking him in the groin and grinning as Orvine focused on the new pain in his sensitive area instead of the fear created from his nervous hysteria.

"The hell's... wrong with you?!" Orvine finished his last words in a grunt, still reeling from the pain.

"I nearly broke my arm, idiot! Thanks for knocking down the ladder!" As Jasper said this, Orvine's attention went behind them to the ladder that was now laying parallel on the ground, no longer an exit back to the surface.

Standing, Orvine grunted again with his legs quivering beneath him. "We can put it back up later! It can't be that heavy." He looked at it closely, at its solid marble design, and shrugged. Not heavy at all. The little voice inside his head kept telling him he was going to be trapped in the sewers forever, but who listens to that thing, anyway? All he knew was that he got mixed up with a stupid kid and his stupid idea, and stupid... wait, what was that noise? Was that a woman screaming? Great...

13
General Discussion / Arr. Ahoy there, mateys!
« on: June 07, 2011, 05:53:37 pm »
I can't count how many posts I must have made like this before. But as I always log into the PS forums out of pure habit and can't bring myself to stop, the urge to play again pulls ever so slightly. I can't say for sure how much I want to come back or if it's a small feeling to subside in the next day, but... what sorts of plots are we seeing nowadays? What's the average online statistic throughout each day? And... well, what place might there be for a villain-ish character? :P

14
Wish list / Anti-Magic Scaling
« on: July 09, 2010, 10:18:08 am »
One idea that's been floating in my head is the concept of anti-magic scaling. This would be where for every few levels you gain in any way, your anti-magic skill also increases. It seems like it would make sense, since your knowledge of the Ways would also influence your knowledge of their weaknesses and ways to negate them into little to no damage. To make it simple, it wouldn't "tilt the scale" based on whichever Way you've trained, so that if you have 100 DW, you'd only know how to negate DW spells, but since inherently casting magic is all the same concept, you would have small knowledge on how to negate all of the Ways, and this would increase the more you train and the more diverse your magical abilities are. If you're a master of every single Way, then there isn't much training left to do in anti-magic, but if you've trained where you want to be with specifically DW or RW, let's say, then you could still go for individual training in just anti-magic for defensive purposes, but otherwise, these defenses would scale with how strong your offensive skills in magic already are.

15
General Discussion / Get off the Roleplay Server
« on: July 08, 2010, 06:03:50 pm »
So I was told to get off the RP server because I was training Azure Way beside Levrus while two people later moved in and started roleplaying there. I'm actually happy to see people roleplaying outside of the cities, and having such an iron grip on roleplaying rules, but... I found that to be a little rude. Is it not accepted now to train your skills to match your roleplay?

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