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Messages - lurkmost

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1
Wish list / Re: Reactive landscape
« on: April 14, 2008, 06:27:11 pm »
I imagine things like changing the vegetation and terrain slightly, as well as putting down paths wouldn't have to be a daily update.
Infact, a monthly update would be just fine.

I think monitoring quite a few activities to change the world accordingly wouldn't be impossible. When certain skills come in, I imagine it would be very interesting for other changes to be observed.
For instance, simply make forests smaller once people start cutting them down for wood, perhaps a change in hillscape when people dig and mine (though that would seem harder to change).
Hopefully fish will already move around in schools. I would also hope that people would be able to plant herbs.

Back to paths though...
I imagine that if one path is heavily traveled then there could be various stages of modification.
Eventually the path would become paved (to a point, I imagine that how far it is paved would depend on how close cities are as well as continued trafic).
I could even see some hills being lowered, and paths being cut through the landscape.
Eventually bridges would be a must.
More interestingly, I think small monuments and ornimental items that reflect the archetecture of the area could start showing up in heavily populated areas.
Perhaps some monuments can name the first player(s) who had traveled along the general path.

This is of course a low priority project, but I would find this small touch an awesome addition to scenery.

2
Wish list / Re: Numerous Character Description Ideas
« on: April 14, 2008, 06:10:46 pm »
I think I like this idea.
If done right, the player would be able to name "points of interest" in the description field.

These "points of interest" would be closed tabs or buttons that open up a more descriptive part of the character.

So, either after or within the normal description, a player could name a tab "staff", or something.
 Clicking staff in the description would allow that player to give a detailed description of that staff.
This is something that gives the player a bit more detail on the way they would like to describe their character without bogging down other players with storybook quality details by just looking at them.

So, a player could write a short description, and also craft a long description in anyway they would like.

3
Wish list / Re: making a fire
« on: October 01, 2007, 09:42:27 pm »
WIth the right fire mechanics going, lightning strikes could be an excellent means of starting a wildfire event.
WIth a fire making skill, do you think that people could make slowtorches and kindle boxes so that people could make a quick fire more easily?

More importantly, the use of fire in hunting.
Given a bit of AI tweaks, herding animals could be spooked by fires and could be persuaded to move away from them.
This could be used to both protect people, but it could also be used by a well organized group of hunters to trap down any prey that might have the tendency to run away. (Future mobs will do that, right?)

4
General Discussion / Re: Player Descriptions
« on: October 01, 2007, 09:29:23 pm »
I guess I'm just used to playing muds where long descriptions aren't a problem.

It didn't seem that long until I started typing it out in game.
I would really appreciate the ability to just cut and paste text in this game, and vice/versa. It would be especially helpfull for quests.
(So, I take it that having a long list of unfinished quests is common.)

I felt that if a player didn't want to read past the first part, then their character wouldn't feel the need to examine him enough to notice all the details.
(I could get even more descriptive. I know that I have a problem with being long winded)

As I said, the only problem for me is that it would take a while to write all that down in the game desc editor.
Right now I only have the first part written down.

I really do feel that the rest is important to get a feel for the character, yet leaves almost nothing that would be required to act out in rp.
I might shave it off sometime, but does it really take that long for you people to read?
At the very least, if I start writing rp accounts and stories I'll be able to mention the left out fluff.

5
General Discussion / Re: Player Descriptions
« on: October 01, 2007, 01:23:41 am »
Well, here's the current description I think I'll go with for a while.

------------------------------------------------------------------------------------------

Opeitus Solorin is a Ylian. His long brown hair, laced with white, hangs in many braids.
At the end of many braids hang many different jewels and minerals, all roughly cut.
His age is hard to tell, for his face is scarred and weathered from long travels
and old injuries.
He moves with a harsh slow limp, aided by a decorative walking staff. This indicates
the tired stride that comes to the old.
Yet he stops to stare with wonder and contemplation at random with the curiosity that usually only comes with youth.
But then again, he squints with aged eyes, one of which is glazed over and milky white with a prominent red
mark running through it. This, his right eye, seems to move slower than his left, making it hard to judge just
what he is intending to study.
Painted on the right side of his face are a series of simple white dots, and spiraling patterns that
travel down his neck and presumably under his clothes.
The left side of his face has a few of these, but it is mostly decorated by old disfigurements due to heavy burns,
and newer scars atop his melted flesh.

Inspecting his attire is an effort in taxonomy.
It's also an effort in shear willpower, as this bent man seems to be protected by an aegis of the worst odors imaginable.
He is covered in a heavy cloak made from many small animal skins woven and sewn together.
Throughout the cloak can be seen bits of insect carapaces, plant material, and clacker legs that seem to
be arranged in an ornamental fashion. Many different rocks are tied on at random intervals, hanging where ever
they please.
Hanging from his back is a simple, but menacing axe. It seems to have seen its share of use in both battle,
and perhaps woodcutting.
Over his left shoulder is a satchel made of some netting. Through it can be seen many odd books, and scrolls.
Clumps of mold and moss, and a bottle of some foul smelling slime are scattered carelessly among delicate
seeming parchments.
There are also more rocks.

When he moves his cloak back, various tools and instruments can be seen attached to his belt.
An old worn rock pick, dull spikes and rods, a small wooden mallet, and a delicately carved wooden branch that
forks in two. On the right of his belt is a collection of glass vials, some contain soil samples and others
contain delicate plants and mosses. There are also some more familiar medical salves.

Hanging from his belt are even more random rocks.
One might come to the conclusion that he doesn't limp from a bad leg, but that he rather struggles with the
weight of his collection of minerals, and well worn tools.
No matter the nature of his slow stride, or the painful squint that follows his every movement, his body surges
with the muscle needed to carry these many eccentricities.

Still, he moves with the help of a strangely carved walking staff.
Examining it one can see that it's smooth handle is carved in exotic runes.
Some resemble glyphs, but they are most likely a product of mundane totemic art.
The rest of the staff is decorated in a more bizzare fashion.
Carved in the wood rests a long pillar of heads, one representing each sapient race of Yliakum.
Each representative appears androgynous, and the races do not seem to be organized
in any significant way.
Though the bottom head is that of a Kran, upside down, with the point of it's head touching the earth.
The Kran head is carved in a clear bluish crystal, this would seem to indicate a position of honor as the others are
all carved into the would.

-------------------------------------------

Well there you go, now would anyone else like to play show and tell?

6
General Discussion / Re: Vegetarianism Within PS, Pros and Cons
« on: October 01, 2007, 12:03:47 am »
That's no more cannibalistic than humans eating mammals.

...

I wonder if you can eat a glyph?

If so, I wanna be a magitarian... Futharkarian? Glypherian? Transcendental Sentowaveform Omnisorb?

7
General Discussion / Re: Vegetarianism Within PS, Pros and Cons
« on: September 30, 2007, 03:28:05 pm »
I believe you're on the ball.
Speaking of balls...has anyone made some anti-hairball potions for them yet?
At the very least, Enki should be able to harness that marvelous hairball gland into an attack that blinds their enemies/prey.

8
General Discussion / Re: Vegetarianism Within PS, Pros and Cons
« on: September 30, 2007, 02:35:38 pm »
If we have cheese in PS, then we can have tofu. So long as there are also beans.
Aside from the bacteria involved in cheeses, the process of making tofu is very similar.
It's just bean curd in it's simplest state.

As for vegetarianism, and the vegan lifestyle in PS...
As I understand it, the known inhabited world is a very delicate enclosed system.
Meat in most domesticated forms would need to be watched carefully, as it takes quite a bit of room and rescources to raise cattle.
I also don't imagine it would be very hard to over fish more easily gathered seafood.

However, we do have many monsters and insect species to go after. These would be the most easily gathered meats, but due to general dificulty involved in gathering meat that would be more appetizing,
you would either have low cost junk meat or high cost prime monster meat in smaller quantities.

The world might seem big for a player, but the entire ecosystem as a whole is pretty damned tiny,
so a more vegan approach would be more logical, as it costs less rescources to maintain and has a smaller effect on the environment.
These arguments are made to support veganism in real life, and given the structure of this world they seem all the more logical.
In fact, given the lack of medical knowledge when it comes to certain kinds of disease, I'm suprised that people actually throw their dead in the pit when they might serve as a practical resource.
(But then, I'm a bit crazy anyway)

In anycase, I think that Enki should have the first choice when it comes to meats as they probably don't have the proper digestive organs for most plants.
Other races would have to make due with seaweed, beans, mushrooms, small domesticated birds and thier eggs, and the little bit of meat that comes from monster hunting.
I wonder if some species of giant insect could be succefully domesticated?
Something like the clackers, or even giant bees/wasps for honey? Some kind of ant, or roachlike creature that could live off of useless waste?
I'm sure some of these types of animals could offer useful carapaces for armor/clothes/decoration.

One of the things I'm getting at is that a more vegaterian centric lifestyle (at least one that avoids meat as we know it in the real world) could be much more interesting to see as supporting this fantasy world. Since the people would have to deal with these problems in unique ways.

If I remember correctly, there is already some hint that most of the societies already practice a low meat diet for some of the reasons I listed above.
For instance, the main beast of burden is used for labor and sheared for it's coat but they are never slaughtered because it would take too many resources to breed them for such purposes.

After typing all of this, I've decided that I want giant domesticated bees dammit!
You get honey, meat, wax, carapaces, and I'm assuming that with giant pollinators, they would have to have some kind of giant plant...
Could we please have some huge flowering herbal plant species rather than generic trees?
Hell, banana trees are just giant flowers.

This may end up beeing one of the lingering goals of Opeitus...

9
Fan Art / Re: Is there room for a sand monster in PlaneShift?
« on: September 29, 2007, 09:08:24 pm »
I like these ideas and the work alot.
But I'd like to suggest something, if I may.
The "Dry" or "landbased" sand monsters are fine, but I'd like to see some more ideas for aquatic sand beasts.
Look up some sea creatures, there's plenty of existing sea creatures that live on the bottom on earth that would be absolutely terrifying to run into.
Sand worms give me the creeps.

(I'm asking this because the idea of playing the water breathing race and exploring interests me, as I think those could be the most interesting areas/ecologies).

10
General Discussion / Re: Opinions on Medicine.
« on: September 29, 2007, 08:22:32 pm »
The idea of diseases that are unique for each race is intriguing.
I imagine that Enki could have problems with mange, as well as fleas.
Also, if you decide to rp a doctor, could you please make a potion that relieves the stress of coughing up a hairball? I had an Enki fried with that problem.
One of you better take on pediatry because some of those races with padded feet (or hooves?) would get blisters and splints.
Also, I have this awful bunion, and I think I might have developed gout.
Speaking of gout, do you think that Kran would have a difficult problem with it ( being crystals and all)?
Dwarves would definately need beard care products. Shampoo and softening oils, and some descritely packaged bottles of hair growth potions.

Would a hair care specialist deal with horns as well as dwarf beards, or do you think that maybe a manicurist would be better suited?

Okay, enough of that silly crap lets get into some interesting ideas.
We are living in a magical world (though there are some laws in place so it won't get too crazy), and there are plenty of exotic creatures from many paths of evolution.
For example, we have the Kran. Crystals grow, change shape, and more importantly they exchange and change information, and spread that information about. They can be considered a form of life. Add in magic, and you can get the Kran.

So, could there be sentient bacteria or viruses? They are certainly have fast evolving and broad categories of species.
More importantly, do you think that a sentient virus or bacteria could tap into the energy of the glyphs?
I know that if I was a deity, and I wanted to make a versatile race to worship me and conquer infidels I'd turn my head toward to these types of life forms as a template.

If certain glyph energies such as creature magic could be controlled exactly enough, this could make for some interesting spells.
I assume that some of the spells would already utilitate them for poison like effects.
If they can be so manipulated by magic, I wonder how far they could leave an imprint on magic itself?
Could an out of control spell experiment actually make magical bacteria, or viruses?
Hmmm. Maybe magical Viruses account for enchantments, such as raising defense, and that's what enables such spells to stick with your character so well.
Interesting things could happen when these types of enchantments backfire.

I find the idea of magical sicknesses interesting, and would actually like to see them implemented in some gameplay manor (much later on of course).

As you can see, when I get into character and start learning magic,later on, you'll see some interesting ideas start to pop up.
(Of course I'll try to keep the ideas applied to a medieval base, which will make me sound even crazier.)

Now, something else for you rp doctors-
Here's a few of my character's medical issues that a doctor/barber might be able to relieve.
I got a nasty cough from all that mining, and some strange rashes from traveling through the sewers.
I also need to find a good monocle, I'm terribly nearsighted, but I can barely see out of one of my eyes anyway.
I may be developing a cyst that will make me hunchbacked, you think any of you have the proper surgical knowledge to take care of that?
I've got a twisted leg that makes walking difficult. I'd find a walking stick, but too my knowledge polearms haven't been added in yet.

11
General Discussion / Re: Pronouncing your name....
« on: September 29, 2007, 07:53:07 pm »
Opeitus Solorin

Oh-pay-it-us   Soh-lor-in

I tried for a bit of a greek name, since he follows a loosely hermetic philosophy with some of aristotle's ideas of substances.

12
General Discussion / Re: Player Descriptions
« on: September 16, 2007, 01:33:29 pm »
Well, thanks for the replies. I have an idea for my description, and will post it whenever I get around to it.
In the meantime, I'm interested in seeing more descriptions of other people, just for curiosity's sake.
Sure I look at people in game, but it would be pretty hard to hunt down every player just to look at them.

Hmmm.
My guy's probably going to be a bit socially awkward, so he might just start doing that.

So, if you find a disfigured Ylian with a bit of a limp and lazy eye staring at you awkwardly and chewing on a pebble, that will probably be me.

13
General Discussion / Player Descriptions
« on: September 08, 2007, 06:38:01 am »
I assume that this is a good place to request this.

First, I would like to know the kind of things people think are appropriate to put in your description.
(I'm itching to start roleplaying, but I allways wait till I have my character idea ready, and now I want to write my own description)
I'd like to see a list of player descriptions that people really like.
I'd specifically like to see ones that fit the setting/don't "break character".

The reason I want to see this is I'd like to know the kind of structure and information that's most commonly used here.
Of course, that doesn't mean I won't "break" some of the standards if I feel it necessary.

Thank you in advance.

14
PvP,PK and Thieving / Notoriety system...(?)
« on: August 13, 2007, 03:02:52 pm »
I didn't know how to describe these ideas in the topic.
First, I'd like to suggest a "non lethal" dueling method, where the loser is just knocked unconcious. I'm sure I've seen this method of pk
suggested here before, so I'm just casting in my vote.

But in addition, here's my idea for a "lethal" pk system.
One of the major concerns with pk is griefing, and a yes/no system for "pure" (lethal) pk is kind of combersome.
The devs also don't want people fighting eachother in the streets, is just wouldn't look right in the major "protected" cities.
(one day I might like to discuss/argue just how much control players can have in the laws of the land, but that's another topic)

So, you either limit pk, or just ignore the whole process because you have better things to do.
But, like it or not, a lot of players enjoy pk, even those who don't participate in it themselves. I'm one of those strange people who likes the feel of danger, but will only attack in self defence (and find nice ways to run away). So, I'd like the option to "turn on" that danger, whether or not I want to be a predator.

So, back to the point. Griefers, and atmosphere.
Let me make a small remark on atmosphere. I hate good and evil. I hate people vs monsters. I love moral ambiguity, anti heroes, and
regular jerks who aren't "bad guys" but just regular people.
I can accept the races living in peace as a whole, but there's got to be the shady characters in the shadows.
I don't mean mobs, I mean players.
Don't get me wrong, I can play evil without blood, like I said I'm not a Twitch Killer. What I'm getting at is that players should be held
accountable for their evil actions, prison shouldn't be the end all answer to these problems, some people should be able to fight back.
Now, I'll end the rant and get to my point.

How would a character get involved in these shady processes? How do you earn an "unsavory" and illegal proffesion?
Simple, you do quests.

I propose a certain "notoriety" system. You get some kind of arbitrary rank that reflects your legal status.
To raise noteriety you complete quests, or even kill a person.
Here's where the trick comes in, you can only attack a person within a certain range of your own notoriety level.
The problem is explaining why you can only attack certain noterieties, I suppose it could be a common law respected by all criminals.
Mabey there's an "underworld" mafia like society that makes the rules.
I'd also suggest that these quests would change. Perhaps the "contacts" have to keep moving in order to keep away from the law.
The nature of these quests should be pretty straight forward. Kill a target mob (or player with a certain notoriety), steal from a mob/pk player, poaching endangered animals, and delivering packages.

Okay, so we have a way for some players to "earn" the ability to attack eachother.

Now, here's a twist, pk players can sometimes be attacked by regular players.
Let's say certain players join the town/city guard.
Now, the quests a pk player does to earn notoriety involve certain conditions. For instanct, a poaching quest can't have any witnesses.
The same with an assasination. You can't get caught stealing.
IF you fail one of these conditions you get a warrant placed on you.
Guards and player guards can attack a player who has a warrant placed on them. These acts can have a pretty short statute of limitations, but when that's up you could have a bounty placed on you (if you have a rather high notoriety). Any player could collect a bounty.
I'm thinking that being taken in by a guard only results in a loss of gold (bail), and perhaps a curse that limits stats/movement/ and other random effects.

This seems harsh on pkers at first glance, and maybe it is. But I'm thinking that it might be simpler than I think and could prevent most forms of griefing, and weed out the players without the skill or will to truly play on the darker side of things.

Plus, I might like playing as a guard who has to do more that fight hordes of mobs. You might make them extremely clever and intelligent, but it still doesn't match up to protecting the town from a truly dangerous foe.
I'd like to be able to hunt down the deviants, as well as be hunted.
(I know, it sounds like I'm contradicting myself, I suppose I can only say that the thrill of the hunt can be much more fun than the reward of the kill.

Just to clarify, Players of a very HIGH Notoriety could attack and kill Guards. This act could come with interesting reprecusions, perhaps it could trigger an influx of monsters/invaders, as the defences are weakened. Like singular monsters coming in town.
But this could also be bad for the victor, as he could gain an imidiate bounty.

One more thing, perhap Notorious players could only attack others if they somehow identify them.
Seeing them commit a "Notorious" act, or even looking at some big criminal dociay.

Ah well, pick apart this long rambling post. Use it, abuse it, and change it how you want. Just see if you can pick out any good ideas.


15
There's an interesting thought, I hadn't considered the weight factor...
I'm thinking that a higher running skill would actually help keep endurance when you're loaded with ore.
Jumping could at the very least also add the distance of a "running jump", and combined with strength could indead help your height when burdened (within reason).

But the really interesting thing I think of when you mention weight, is how it will effect swimming.
This could be it's own topic. I would definately like to be able to use weight as "ballast", to swim/sink down faster, and drop it to rise suddenly.

Well, while I'm jumping through ideas, I wonder if we could ever see special combat manuvers that depend on certain skills (think backstab), like a charge for running, a jumping strike, and something else while swimming.

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