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Messages - khoridor

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1
Wish list / Re: Please balance skills progression
« on: December 29, 2011, 03:15:50 am »
Balance is currently taken care of. That's all good. It's the most needed thing in the game (after bug fixes of courses, since they can flaw everything and waste the time of balancing devs).

There is also pruning being done. All good also. And an opportunity to consider getting rid of some skills as well. For example, only 1 Armour skill. For example, no more Repair skills, as repairing and making things should come together. Easier to balance, and more advantages.

Then, Crafting and Combat will still be unbalanced. One reason: training costs; money is way too important in the game.
- The way it is, trainers get uber-rich while players waste millions of tria so they can make their own 1000 tria weapon; also players can't concentrate on crafting as they need to spend half their time looting/mining/questing for Xp and money.
- The way I see it, you should either make money and buy your weapons, or don't make money and make your own weapons.

Suggestion: Pay a trainer a small fee and he will train you without paying more up to a certain level. Pay a master trainer one higher fee (or do a quest, or whatever) and he will train you up to a higher level. In short, you suscribe for a large number of levels.

Also, pay a smith to use his tools, i.e. unlock access for a period of time, and proceed as it happens nowadays. Or, he pays you some wages, and provides you with objects to make; you can't sell them but you train with them and don't need to invest in materials.

That wouldn't solve all problems - Combat XP would still buy you Cooking skills - but it's a start.

2
More than just creating "random" terrains to fill the space with deserts (i.e., unpopulated regions, which doesn't specifically mean sand deserts), we could exchange ideas on how to design such a terrain, and how to use it for (future) game enjoyment.

For example, just putting sand textures on a map doesn't bring that much excitement. A sand desert is only interesting when it is dangerous per se, because of slower movement, heat exhaustion, dehydration, risks of quicksands, getting lost, sand storms, etc.

I also remind people once in a while that fantasy settings liberate us from the obvious Earth imitations (from the basic sand/desert association to the more extreme sand/pyramids one). Obviously, the rules of global climatology need not apply to a magic-charged hollow stalactite. We could have a desert of impenetrable cristal, of toxic dust, of fossilised bones or of stinking goo all the same. The good thing is, deserts don't have to be large to be hazards, and even less so fantasy deserts.

3
The Hydlaa Plaza / Re: Who would survive an OMG, Zombie Attack!!!
« on: October 26, 2010, 05:43:33 am »
I lift weights so, :P
Lifting zombies wouldn't save you.

4
Wish list / Re: Different targeting for NPCs
« on: October 25, 2010, 06:35:56 am »
What I find to be an issue with NPCs (and other things) is the number of windows you have to open and close, and especially the description windows.

A first improvement would be to use the same window for all PCs/NPCs descriptions, one replacing the previous one. Instead of a large obstrusive window in the middle of the screen, a smaller one in a corner could do well. Then, possible actions would be accessed from this window, through small icons on an edge for example. It shouldn't remove any possibility since you can only target 1 creature at a time anyway.

The advantage is that when you go from one character to another, you have nothing to close before doing so. Also, You get the description right away with 1 click, along with the rest of the menu we get now.

Expanding from that, an action on the NPC wouldn't add another window, but replace the description/menu one. For example, a click on Trade pops up the trade window and hides the desc/menu. From there, a Done button closes the trade window and shows the desc/menu back, while the Close Window icon closes the trade window, doesn't show the menu back, and maybe even untargets the NPC.

For object descriptions, since there aren't any action available from there (no button need to be pressed), the window would disappear automatically when the mouse gets out of it, that is, if the current pop up under the mouse is still used.

5
Wish list / Re: Indicators above NPCs who have quest information
« on: October 24, 2010, 02:37:01 pm »
I agree that it wouldn't break immersion more than the name tags, but also that it would make quests somewhat too easy.
A balance has to be found.
Personally, I'd rather use divination spells.

I remember a NPC I had a very hard time to find, while I was actually turning around her. There were a few players being amused around me, but dwarves don't see that high...  :whistling:

6
Complaint Department / Re: Planeshift is getting to hard to play.
« on: October 24, 2010, 11:02:08 am »
Another idea would be automatically logging what a NPC tells you in the quest notes (or perhaps a new quest window area specifically for this). So when you click a quest, you see everything the NPCs said on that quest.
I actually do that manually, by editing the chat log and the quest log. It sure would help if done automatically, but that's an ok workaround for now, for me.

7
The Hydlaa Plaza / Re: map of online communities
« on: October 24, 2010, 10:19:49 am »
What the hell is QQ and why is it taking up so much space?
It's a Chinese messenger, and it's because China has the largest number of Internet users in the world.

8
The Hydlaa Plaza / Re: Who would survive an OMG, Zombie Attack!!!
« on: October 24, 2010, 10:01:58 am »
I vote for a Kran.
Any kran.
Zombies don't care for Krans.

9
Complaint Department / Re: Planeshift is getting to hard to play.
« on: October 24, 2010, 09:00:50 am »
Ask people who ARE in game... make a new ingame friend. Learn new secrets and shortcuts...
Yet MirceaKitsune's point was that you shouldn't have to. And we can find many reasons for that.

It is indeed wise to ask people for directions, better ways, secrets and whatnot, in a proper conversation, but not so to force people into OOC technical chat because some tools are not intuitive enough. For example, why the need to rely on the fortunate presence of an experienced crafter (or the help channel) to tell you "open your inventory and put the xxx book in your mind slot" when a system message could remind you that?

For quests, it's also fine to ask people where to find a NPC, but it doesn't make much sense if a NPC sends you to another one without telling you roughly where to find her; I would call that a simple omission or inconsistency in the dialog. Easy to correct, if only by adding proper question/answer pairs in said dialog.

10
Wish list / Re: Fight for Freedom!!
« on: October 11, 2010, 09:04:45 pm »
This could be a way for a criminal to escape or attempt to avoid jail. Attack the guard, get killed and escape to the DR.
Isn't it easier to "suicide" to escape?
(That's what Richard Burton used to do in Farmer's River World.)

11
Wish list / Re: Fight for Freedom!!
« on: October 10, 2010, 02:34:17 pm »
The only reason to need game mechanic options for players to arrest other players is because the bad guy  isn't willing to RP the situation.
That statement may just show that you think RP is the way you handle things.
There is not such thing as a "good RPer". Pre-agreeing everything is not the only way to RP. It's not even the best way, if you ask me. This is why mechanics that can make all OOC chit-chat unnecessary are a good thing; while you still keep the option of doing it your way.

12
Wish list / Re: Fight for Freedom!!
« on: October 10, 2010, 02:57:32 am »
It is a form of godmodding, surely, and that's because it's a rather simple mechanism put in place before real and complex features are there. It tries to compensate the lawlessness abuses and, as could be expected, overcompensates. So, to me, it's not about mechanics that don't make sense towards roleplay, it's just roleplaying in an unfinished game. In short, it can't be fair until it's done.

For criminals to be able to play and have fun while in jail, that requires a proper jail map, which is not a short term task.

For players involvement however, a feature that could be added before the proper implementation of law enforcement, and still could integrate with it, is to flag criminals automatically on a guards' signal, like a Mark of Infamy spell, and to put them constantly hittable by anyone, until they get killed, or maybe even longer: until they get jailed. Then anybody could raise a posse...

That would be better if ways of capturing people were available, like spells or special weapons. Or give a Jail Teleportation Rod to players through quests and factions points, a rod that works only on players that wear this mark of infamy. The rods could also be limited to work inside city limits; a different rod per city.
With more features added, you could then have players arresting players in cities, for duty, and bounty hunters chasing them outside, for material rewards.

13
Wish list / Re: remove the last name in use limitation it is unrealistic
« on: October 09, 2010, 12:57:05 am »
To have proper families and clans, for example.

14
Wish list / Re: remove the last name in use limitation it is unrealistic
« on: October 08, 2010, 10:46:36 pm »
If there is an RP reason for two characters to have the same last name then the GMs can do this, if all parties agree to the name change.
Then it could be allowed automatically for alts.

15
General Discussion / Re: Hi
« on: October 08, 2010, 10:26:57 pm »
That's because not enough people walk around wearing a PlaneShift t-shirt.

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