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Messages - David_HD

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1
Wish list /
« on: December 10, 2002, 01:49:03 pm »
Maybe set limits on how much money you can borrow based on your level, as opposed to just all or nothing? Like starting out you could borrow enough for a little bit better sword or something, which may prove useful to you, but would be pretty much worthless to anyone who has been around a while. Only after the player has invested enough effort in the character could they borrow sizeable sums of money, and perhaps only if they have a good credit rating?

2
Wish list /
« on: December 09, 2002, 08:29:18 pm »
Quote
Originally posted by Jessyn

what ARE the drawbacks of PvP lending?

Jessyn


Well, to begin with, there can\'t be much of it until the game has been around a little while...

3
Wish list /
« on: December 09, 2002, 04:27:13 pm »
Quote
Originally posted by Aduin
The real good way to avoid this abuse, is the idea to implement some kind of time restriction, so your charecter has to have been arround for 2-3 or more weeks before you can take out a loan.

I agree, to a point. If the only criteria is time, then it would be possible to create a character on a second computer and just have it sit around for that amount of time. The only solutions are either having the player invest work in bettering the character before they can get a loan by setting a minimum level, or doing it on a player-player basis. Both of these have their drawbacks, but neither is really easily circumventable.

4
Wish list /
« on: December 09, 2002, 04:22:24 pm »
Um... If I were to change my MAC address, there\'s no way you could tell that I\'m still the same person...
Banning,  in my case, 169.233.*.* would cut all of the dorms at UCSC off the game. I certainly don\'t want to be denied access because some idiot at my school tried to mule....

Quote
Originally posted by Link
Sure, you can change your ip, or it changes automatically, but the first and most of the time, second set of numbers don\'t change, Unless you change ISPs or use Proxies (very bad for games) then you can easily ban someone from a game by banning those first two sets of numbers if your ip was 68.256.45.245 and you can get it changed it would most likely change to something like 68.256.45.279 the first two sets would stay the same so they could just ban 68.256.* and most likely take care of you, Or they can call your ISP and get your personal info and call Mom and tell her what your doing and also notify your ISP of what you are doing. Works when you have script kiddies attacking your IRC network with DoS clones anyways. I don\'t know if evading bans is against any laws but if they complain to the ISP enough they will suspend your service.

5
Wish list /
« on: December 06, 2002, 03:51:41 am »
Quote
Originally posted by Aduin
And then, if a certain ip has two or more of these banned charecters, their ip should just be banned from the game, so they can\'t play period. This is complicated, and there is still the room for a person to do it once, but it should help to cut that down a bit.

I have no trouble changing my ip; in fact it\'ll change on its own periodically. Doing it by ip would be silly. :P
Your idea of requiring collateral is much better. If in order for a player to borrow money they have to have made at least that much money, it would be silly to create a character just to give their money to another character, as it would probably be simpler to just make that amount of money with the primary character, particularly when the character is of relatively high level.

6
Wish list /
« on: November 23, 2002, 07:38:50 am »
If players can\'t respond when stolen from, (ie PVP combat, though maybe you just knock them out and drag them to the authorities), theives shouldn\'t be able to steal from players.

7
Wish list /
« on: November 21, 2002, 03:23:19 am »
Quote
Originally posted by Kiern
...and if you did not have high skills in those things you\'d end up looking stupid :P (ex. falling over while trying to do a handstand)

Or perhaps, rather, in the pertinent skill, ie acrobatics, diplomacy, etc. Though of course you shouldn\'t need much diplomacy to wave properly :P But probably to actually look really good when you bow, and, more importantly, to know when to bow, though I\'m not sure how that would be expressed in game.  What would be really cool is if most skills had some moderately trivial actions associated with them, and just some general ones, and you could bind keys to perforing them. It\'d be a bit more work and a bit more data, but if you\'re using a skeletal animation system it shouldn\'t be too much. The hardest part would probably be coordinating handshakes between two characters...

On the other hand, if actions weren\'t skill based, it might be good to allow player scripting of actions. That way a bard could actually make up a new dance if he wanted, or whatever. Again, with a skeletal animation system it\'s not that much additional data, and I think it could be presented in a way that a sufficient number of people would be interested in making some. Though I suppose we have to worry about obscene gestures, then...

8
Wish list /
« on: November 12, 2002, 06:11:11 pm »
Quote
Originally posted by Relentless
What is the point of a theif character that can\'t steal?


Well, in the original Final Fantasy... oh, wait, that character WAS pretty worthless :P (\"Look at me, I can run away a little faster!\")

9
Wish list /
« on: November 12, 2002, 06:09:37 pm »
I\'d personally love \"Sim Economy\"... for one thing, it\'d make many issues deal with themselves, and for another it\'d add a whole new level of realism. Shop owners could set up inventory lists and say \"Buy n units of item x from this person for this price every week,\" and then that person would have a guarunteed sale of it, if they could make it... or they could go around hunting down bargins each week. The latter type of business owner would make more money, probably, but may be less fun to play for most people. Most serious business owners would probably have some sort of mix of the two. Then, on top of that, you\'d have to pay NPC wages and upkeep on the building (and possibly a lease, depending) and all in all it\'d take a bit to keep a business running. That way, they wouldn\'t be scattered far and wide, because they\'d lose money, and there would be (moderately) interesting things for business owners to do to improve their business. Perhaps you should also be able to open something more like a pawn shop, where people come with whatever, and you set a price and buy it from them and then sell that item. You\'d more likely find more interesting items at that type of shop, but you\'d go to the others for more standard items.
In any case, the proprietor of a store would also be able to talk to customers whenever they are there, which the more serious roleplayers would find interesting, particularly if the store was moderately busy.

10
Wish list /
« on: November 12, 2002, 12:09:04 am »
While I don\'t think this idea is makes a lot of sense as initially expressed, perhaps there could be magic items that do allow you to do that. (Maybe one for each skill that lets you move points into it temporarily). They would certainly be very rare, but it seem like it could be interesting.

11
Wish list /
« on: October 31, 2002, 02:56:51 pm »
At the very least, I think, we should have guild colors and personal colors. That really shouldn\'t take up much space at all (maybe 8-24 bytes per character, tops) and shouldn\'t be difficult to implement, and those colors can be worked into all of your garments, and it\'d add a lot of individuality to the game at little cost. A guild crest on top of that would be cooler still. If we are going to have guild crests, though, I think they should definately be run by the dev team when the guild is created. Perhaps the crests could be embroidered/etched onto your clothing/armor in your colors (no guild colors)?

12
Wish list /
« on: October 31, 2002, 02:43:50 pm »
Player built quests... that\'s an interesting one... Certain classes of really simple ones could be relatively easy to implemement, basically a \"Get me this item, and I\'ll reward you with this.\" The biggest problem I can see is that you couldn\'t reasonably have the game give out rewards (ie experience) for the completion of such quests, as otherwise it would probably be abused... (\"Go get me a healing potion.\")  One possability is to give experience from the quest maker to the other, but that might be too big a deterant from creating quests. Multipliers come to mind, but again that could be exploited.

13
Wish list /
« on: October 24, 2002, 12:25:29 am »
I think it\'d be better if they just had moderate operating costs, so that having a shop in the middle of nowhere would actually cost you money to keep it open, but if your shop is getting patronage, then you\'ll make money off it still.

14
Wish list /
« on: October 19, 2002, 06:47:25 am »
Yeah, here too, though if I recall correctly there wasn\'t all that much activity for a little bit before it, though it certainly wasn\'t anything we hadn\'t seen before. Sometimes we get flowing, and other times we don\'t. *shrug* Probably the start of school and such has been contributing, too. I know it has in my case.

15
Granted or negated Wishes /
« on: October 04, 2002, 07:27:29 pm »
That might be workable, actually. The question is whether it is desirable. I actually think it very well might be. *shrug* When you talk you pick your language, and only people who know the language can understand you. We could even work it like in FF10, which, though it was amazingly inacurate from a linguistics point of view, still gave a very good impression of the feel of listening to a language you only half understand. And even if people start to figure out the mappings, well, if you sit down and seriously pick at a sentance you heard in a language you only kind of know, you can get more information out of it. I think it has the potential to be really cool.

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