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Topics - Marqsaynt

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1
In-Game Roleplay Events / The Red Spectacle Wall of Fate
« on: December 08, 2009, 05:28:38 pm »
[A place to post bounty hunter and mercenary contracts for The Red Spectacle “Union” members. While the in-game, RPed location may change depending on circumstances, this will be the forums location for all proposed “job” postings.

Posting Example:

Wanted Dead or Alive!
Mickey “The Mouse” Mouse

For Crimes Against Mouse-kind
---
Often found hanging around The Magic Kingdom, bragging about
how much better he is than other rodents because he wears pants.
REWARD 20,000 Tria

/end example

Feel free to be as creative as you want but, keep in mind you at least need a description and a reward amount. ]


Current Location: A short wall, behind Kada El’s Tavern, separating the entrance to the sewers from the rest of the city...

2
Guilds Forum / [GUILD] The Red Spectacle
« on: December 04, 2009, 11:02:26 pm »
[Still a work in progress and the ranking explanation part seems a bit redundant. I will most likely be editing this post as the finer details get even further ironed out.]


The Red Spectacle

A Gladiatorial School/Professional Dueling League/Union of Bounty Hunters, Assassins, and Mercenaries… and so much more.


Public History and Goals
Formed to supply skilled warriors for The Arena games, exhibitions, and the education of individuals in battle technique, The Red Spectacle is the vision of Soontur Talonspyre, a gladiator by trade and a trainer by heart. Disillusioned with living, sweating, and bleeding to line someone else’s pockets, Talonspyre took the small amount of tria he had earned in battle (and the financial backing of a mysterious benefactor) and set about establishing his own school, an organization run by gladiators, for gladiators, to preserve the sanctity of the games.


The School
Open and free to anyone willing to dedicate themselves to the training. For the period of enrollment, all individuals are expected to place prior guild affiliations on hiatus.* Depending on the talent and expertise of the individual, training may take anywhere from days to months but, it is guaranteed by the time you leave, you will know how to fight well and with honor. Offensive and defensive magic is forbidden and can result in a dishonorable expulsion from the school.
Upon completion of training, a student will be promoted to the rank of Tyro. Fully trained, they are only obligated to compete in one sanctioned gladiatorial match, then are free to leave and reassume any prior affiliations if they so choose. Those that stay will be promoted to the rank of Gladiator and fully initiated into the competitive and exciting league of ranked battles with fame, glory, and undying stardom awaiting the best of the bravest.
Anyone promoted to Gladiator is has earned the right to wear The Crimson Circle, an emblematic closed circle edged in black, often worn as a tattoo that upon permanent death is struck through. It is the symbol of all Red Spectacle gladiators and an object of ceremonial importance.

“Exhibitions” are also available upon request at a rate of 20,000 tria per event. These are duels fought by individuals of the “Fated” class who have dedicated their lives to the glory of Dakkru. These are marginally legal private events designed for blood sacrifice to Dakkru by means of duel. All individuals involved are aware of the potential consequences. Any character that survives 7 battles is considered fated by Dakkru to live and is offered Gladiator status. This is a very rare occurrence considering the “one and done” nature of these battle to the death duels.
[ooc note: This is also the perfect opportunity for duelist players to create momentary alts for some dueling fun \o/]

*Under extenuating circumstances a student may appeal to the Lanista for leave with it understood they will continue their training at a later date. This is only offered under the direst of situations and is rarely ever used.     

The League
The realm of the most skilled gladiators in Yliakum. Comprised of three separate tiers it offers a place for gladiators of every skill level and something for even the most jaded spectator. The gladiators are offered a flat rate as follows:

Division 1: (winner) 10,000 tria per bout, (loser) 5,000 tria per bout.
Division 2: (winner) 5,000 tria per bout, (loser) 2,000 tria per bout.
Division 3: (winner) 2,000 tria per bout, (loser) 500 tria per bout.

Each division will have its own rankings; preferably match days will consist of at least one bout from each division. Sanctioned bouts are best of three, non-lethal affairs with the winner being the first to win two rounds. Rankings are based purely on win, losses, and how many rounds necessary for victory or defeat.

A two round win = 3 points, a 3 round win = 2 points, a 3 round loss = -1 point, a 2 round loss = -3 points.

Occasionally non-ranked matches may be arranged with notable fighters that are not affiliated with The Red Spectacle. These matches are of an exhibition nature only and will not be included in official rankings.

Gambling is very much encouraged and any bet placed with a certified individual pays 1:1. All a person has to do is pick the winner and the round in which they complete their victory; either second or third.

The Union of Bounty Hunters, Assassins, and Mercenaries
Run by “The Benefactor,” The Red Spectacle is a cover organization for a league of bounty hunters, soldiers of fortune, and professional assassins. While not required, often these “professional problem solvers” are drawn from the pool of the most skilled and well trained gladiators. The league exists as a proving ground for future “professionals” and a means of ensuring the power that only cold hard tria can provide.
Both government and personal contracts can and will be dealt with regardless of legality. However, as risk escalates so does the rate… There is no charity in this business. Given the broad spectrum of jobs available, it is quite possible to find valiant war heroes who lend their expertise only to “worthy” causes sitting next to less idealistic individuals willing to take virtually any contract… if the price is right. There is no “good” or “bad,” professionalism and skill are the only standards in which a member of this elite group is judged.

Contracts are assigned only to one individual at a time. Failure is not an option, if one should fall another professional shall be assigned and if necessary the “Benefactor” may personally take on the contract. Only success is rewarded. Considering the organization and safety The Red Spectacle provides to its members, 10% of the reward from all contracts is expected to be “donated” to the common good of the organization. Any professional holding out on the union will promptly have a personal bounty placed on their head equal to or greater than the amount withheld from their fellow specialists. This bounty does not exclude them from participating in contracts but only an idiot wouldn’t watch their back…


Structure:

1. The Benefactor --> Lanista --> Master Teacher --> Professional --> Gladiator -- Tradesmen--> Tyro--> Fated --> Circle of Legends.


Covert ruler of all, The Benefactor is the main albeit shadowy figure that runs The Red Spectacle.

Second in command is the Lanista, the general leader of The Red Spectacle School. As visionary founder this position is currently held by Soontur Talonspyre.

Master Trainers are the ones in charge of the operation of the school; they are the most knowledgeable individuals in charge of day to day training and student progression. This does not exclude them from possible participation in “The Union.”

Just under the Master Trainers and equivalent in status to the Professional class is the Gladiator, and Tradesman. All individuals at these ranks are equal though their roles vary.

Equal but separate, the Professional is an expert in their particular field of interest. These are the bounty hunters, mercenaries, etc., that have never been or are no longer particularly affiliated with the gladiatorial games.  “The Union” is their primary interest and means of contribution. A Professional falls under the watchful eye of only The Benefactor, considering they are not involved with the school or league. 

Gladiators are the athletes of the realm, the skilled warriors dueling for rank, pride, and undying fame. Any individual with this title is included in the official ranked League standings. This does not exclude them from possible participation in “The Union.”

Tradesmen
are the craftsmen, promoters, bookies, and sports writers, of the organization. Widely respected for the expertise, they are not excluded from possible participation in “The Union.”

The Tyro ranking is the first step on the way to gladiatorial glory and indicates the newest and most promising member of the school. This is also the rank held prior to a person’s first battle and consequently the rank held before a person decides to stay with the school, or take their acquired knowledge to other pursuits.

One marked as Fated is a student who through either choice or circumstance is destined to battle to the true death to appease the Goddess Dakkru. The school will provide weapons, armor, food, and shelter until the fated one is called upon to sacrifice themselves for the satisfaction of Dakkru and the preservation of the realm’s religious balance.

The Circle of Legends is a memorial rank where the dead and retired live on forever in story and admiration.


Numerical Rankings in Order:


1. Circle of Legends – The rite of every ranked Gladiator who is stricken with the true death while in battle or those permanently retired from the gladiatorial games. It is where the past is remembered and the future inspired. (AKA the rank of “dead” characters and those who are taking time off from the game ;))

2. Fated – One marked for the ultimate sacrifice to the Goddess Dakkru. With pomp and ceremony, this is the rank of the fighters to the death. Only on the rarest occasion does a Fated ever promote to the class of Gladiator.

3. Tyro – The students of the school, those acquiring expertise under the watchful eye of the Master Trainers and Lanista.One who has completed their training but has yet to fight in a sanctioned gladiatorial battle.

4. Tradesmen – In charge of the acquisition, stock management, maintaining, and/or crafting of weapons, maintenance of gambling, and/or the further promotional expansion of the organization. Essentially the brain trust of the guild.

5. Gladiator – The legends themselves, men want to be them, women want to be with them. They are the ones who have dedicated themselves to the sport of gladiatorial combat. It is from this pool of brave souls that the next generation of Master Trainers will be drawn from.

6. Professional- A varied collection of high priced and experienced “problem solvers” who make their living with sword and guile.

7. Master Trainer- The teachers in The Red Spectacle. Typically drawn from the best, brightest, and most experienced gladiators, these are the guardians of the future of the sport. Often still active games participants, they are the apex of gladiatorial skill and professionalism.

8. Lanista- The figure head of the school, the face of the fiscal, promotional, and educational aspects. A supervisor there to focus the vision of the school, handle the more mundane aspects of organization… and maybe make a few tria in the process.

9. The Benefactor…

[OOC Note: The Red Spectacle is a highly RP oriented guild. While it is encouraged to have stats that reflect your characters ability, there can still be a place for purely RP assassins and "gladiators" with lower stats and high dueling skill levels. While maxed stats are not a prerequisite, RP ability, or at least the desire to roleplay is. This is largely a guild/organization for well rounded characters looking to broaden their roleplay horizons and possibilities. People with max stats but no desire to roleplay need not apply.]   

3
General Discussion / You Might Be An Oldbie If...
« on: November 08, 2009, 08:05:05 pm »
Why should the poor newbies get to hog the spotlight? (Original "Noob" Version) --> http://www.hydlaaplaza.com/smf/index.php?topic=36195.0


1. You might be an Oldbie if you remember when Brado didn't know the difference between a mug and an energy glyph.

2. You might be an Oldbie if you still threaten to fight people with silverweaves.

3. You might be an Oldbie if you have a hotkey for "soon(tm)."

And...

4. You are definitely an Oldbie if you find the "Wipe y/n" thread hilarious. :innocent: 

4
General Discussion / Magic Is Not Overpowered...
« on: August 11, 2009, 08:31:58 pm »
(Extra commentary courtesy of The Jaded PS Oldbie™)

This guy is insane… I think I’ll read just for a laugh.

Magic is not overpowered. To my own surprise this is the conclusion I came to after (re)considering the magic system in PlaneShift.  Shot for shot a highest level weapon strike still does more damage than a maxed offensive spell.  This seems logical since (much like I imagine ranged fighting will work) the main benefit of using magic is tactical. The ability to fire off a spell while staying out of reach is part of what makes offensive spells attractive.

Well, you’ve convinced me. The magic system is perfect, let’s declare it version 1.0 and pop open the champagne.

But obviously there is something misbalanced in the system, spell casting characters are able to dominate in duels simply by jamming rapid fire on a hot key, (short)cutting down even the most skilled of  weapon based fighters. If magic isn’t too strong then what is to blame? To put it simply, magic is just too easy to use. You lock on a character and regardless of what your target does or how they attempt to dodge the attack you hit them and hit them hard. Potentially there is the possibility for the weapon user to run out of range of the spell but, how will a swordfighter ever be able to win if they can’t get within a football field length of their opponent?

Really, magic has some issues? Tell me something I don’t know. You have some ideas or are you just complaining? Kids these days…


It takes more (at least the way players actually fight) than just locking onto a target and clicking a /attack shortcut repetitively to hit someone in a duel; there is timing, distance, and positioning to consider. Why shouldn’t magic take a little skill as well? The easiest way I see to add this would be as simple as a tiny dot; a reticule of some sort that gives the player the ability to point where the spell is going. This would also mean it would be more difficult to hit something/someone that is further away, it would be possible for a magic caster to actually miss, and an opponent may actually be able to dodge an attack if they move quickly enough. From what I can tell these are all aspects that add to realism. Of course this means no more standing with your back to your opponent (so you don’t lag while spamming spells), waiting for a challenge to be accepted, then jamming on a shortcut for ten seconds while you wait for victory… but, we all have to make sacrifices. ;)

Okay, discuss, debate, and hopefully generate some awesome ideas.

Grr, I’ll reply but not because you want me to, just to point out how wrong you are… once I figure out what exactly it is that you are so blatantly wrong about. You’re going down junior.

5
Server Status / EZpusa Stats Page?
« on: January 17, 2009, 04:45:15 pm »
Is there a stats page for the new server anywhere? Something that shows the number of players on at any time and whether the server is even up? Something along the lines of http://laanx.fragnetics.com/.

6
Running Windows Vista Home Premium. Downloaded the latest drivers from Intel, fixed the largest problems with the graphics but, still have some strange things going on.

1. In the updater and the options in game, anything that requires a check bubble is un-selectable, and the sliders aren't really "clickable" but, can scroll with the mouse. Buttons work fine.

2. Every inventory icon is just a white box! If there is no icon assigned to an item it's not white but the normal empty icon with an inventory amount number in the corner.

Thanks!

Edit: Oh, and this doesn't have anything to do with the recent update, I just got a new computer about a month ago and it's had the same graphics issues from the beginning. Thanks again. :)





System Specs:

Mobile Intel 965 Express Chipset Family graphics card (integrated)

Intel Pentium Dual Core (1.73GHz)

Windows Home Premium, 32 Bit

2GB Ram


7
General Discussion / Anti-NPC Luring Change and the Effect on Dueling
« on: October 16, 2007, 05:06:11 pm »
First off, I am hoping this can be a constructive topic, no flaming, or "teh devs are trying to kill dueling!!111" comments please. I know this has been a hot topic in the past but, I am more interested in ideas on how both of these features (PvP dueling and Anti-Luring) can be improved and other rational comments and not hearing someone venting their frustrations about the new systems; there is a reason this thread is not in the complaint department section. ;)

So here goes, a few thoughts and ideas...

To begin with, and I know this has been mentioned by a few other people but, it makes a lot of sense to me that if NPCs are not reacting ideally when players try to attack them from distance, then perhaps altering the way NPCs react instead of how people attack them would be arguably a better option.... unless you are worried about people luring other players too. :P Similarly, it seems that just making the "anti-luring" thing work only against NPCs would also be a very viable option. After all, by definition of the system it was only intended to change how people fight NPCs anyway, not PvP.

One thing I was glad to see though is that this distance attack change didn't seem to have any effect on magic. This is great since it would make little sense having to cast a long distance spell from right up close to your opponent but, it did make me wonder about something. If a person can still attack with something like energy arrow from far away, doesn't that mean they can just "lure" NPCs away using magic?

Speaking of magic, with the way the anti-luring change effects regular weapon attacks, it seems to me that in a duel anyone that has pretty decent magic abilities is easily going to beat up on someone fighting with standard weapons. I know a lot of work has gone into balancing magic and it's effectiveness but, this just seems to me to be an almost unfair advantage and unnecessarily frustrating for someone that doesn't RP a mage character.

I know there are a lot of people out there that like to make the argument that any type of timing based dueling is not truly RP worthy since it doesn't base everything purely on IG character stats. There are two big problems I see with this argument though.

1. You don't learn to duel all by yourself or standing in front of an NPC. The timing based aspect has always brought players together to interact, train, and in many cases have loose master/apprentice relationships. In my mind the highest form of any truly RP game is having "real" people's characters interacting in a completely IC way. Since so much time is spent practicing with others or training under a "master" I would argue that these are in fact IC things learned... just because they don't show up as an OOC: "Dueling Skill: level 54" stat, doesn't make this any less true.

2. If dueling were made to be purely based on measurable character stats, then in many ways I can see the IG PS community being left open to pretty much the whims of any "leet" Power Leveler that has spent countless hours maxing his stats and knows he can pretty much push people around all he wants because he's the strongest. This seems to me to hinder RP, not add to it or even make it more realistic. After all, what is more realistic, standing in front of an NPC for hours on end that keeps dying and magically reappearing, or learning from another thinking person they're collected knowledge and fighting styles?

If I recall right, the whole dash 'n' slash fighting method sort of came about unintentionally, however, in my mind it is definitely one of those "happy accidents." With a bit more nurturing and tweaking this fighting system could not only be incredibly fun but, could also enhance RP in a way that no game has ever managed to achieve. :)

There have been a few comments form the PS "higher-ups" that not only gives me hope for dueling but gives me the impression that changes to the fighting system are far from over (after all, it's only an alpha stage game!).

"Friends, we are still listening to you. One thing I remember about the old days was the great roleplays and the great dueling matches etc. One thing i can say about that is we have just drawn a lot of talent from the player community into the dev community this will equalize in short order as those individual's content slowly makes it into the game. For duelists I can assure you that Xillix never forgets you, no matter how much you might thinks so . . .be patient we have things in mind for you."

A Quote from Xillix from this thread ---> http://hydlaa.com/smf/index.php?topic=30117.msg345168#msg345168

And also-

"All combats started in PvP mode are considered non-lethal, so when you defeat your opponent he collapses to the ground and he cannot move for 30 seconds. In those 30 seconds you have the chance to deliver the final blow in case you really want to kill him. This feature will allow players to experiment duels and different combat techniques, to test weapons and to really roleplay mentors or trainers."

Quote from Talad during his most recent interview ---> http://news.mmosite.com/interview/content/2007-10-07/20071007223114402,3.shtml

Well, call it speculation if you want but it seems to me that if all a person needs to do during a duel is stand still right in front of their target and hit one key, then there really isn't much call for dueling "mentors" or trainers, or really to even experiment with techniques since the only real choice one would have to make is, which attack stance to use?

So, call me an optimist but, I get the feeling that dueling is far from dead... just maybe in a lull as some features get straightened out. Anyway, I'm hoping this thread will generate some great ideas and maybe start a level-headed dialog on people's different philosophies on how dueling could be implemented in  PS.

I know it was loooong but, thanks for reading.  :)     

 



8
General Discussion / New Chat Bubbles = R.I.P. HAGS?
« on: October 10, 2007, 10:35:22 pm »
I remember the old HAGS (Hide and Go Seek) games that The Explorer's guild and others used to host. i.e. ---> http://hydlaa.com/smf/index.php?topic=23429.msg259634#msg259634 And it occurred to me the other day that with chat, /tells, etc. all now pointing to your character's location like a giant neon sign that these old HAGS games have probably gone the way of the dodo.

Sure it's been, as far as I know, around a year since any of these games have been hosted but it still feels like the end of an era to me and one I'll remember fondly.  :'(

Oh well, that's enough of the reminiscing... time to look forward to the next update. Bring on the new era! (and non-lethal duels, and banks, and...)  :)

9
General Discussion / To drink, or not to drink..?
« on: August 30, 2007, 08:23:17 pm »
About a year ago the topic of drinks was brought up on the forums but as I recall there wasn’t exactly an official response given settings wise. With drinks like “dermorian longbeard” and “twisted emerald” now part of the world of Yliakum I was wondering what kind of drinks are alright to RP and what types are out of bounds.

For a very long time Marqsaynt has RPed drinking whiskey and I have seen many others RP drinking rum, ulber milk, tea, and many, many other even more creative drinks. :) What, if any of these are valid in the current PS world? Thanks and hopefully we can put this matter to rest, even if only for the time being. :P

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