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Messages - Mask

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1
Wish list / Re: Avoiding the superman syndrome by stat rank capping
« on: January 03, 2012, 01:53:17 pm »
As pointed out before, a fantasy game is not reality. In reality, people can't carry more then twice their own weight comfortably, nor do they use giant lizards to commute to work in the morning. Apart from being a fantasy game, this is a game in development. That implies that there are holes in the rules, settings and overall balance that you can not only fit your own hometown in, but your whole state - and you still would find plenty of space to store all the paperwork you need to do and know in Germany to pay your taxes.  ;)


I guess it was just a matter of time until somebody asks for a reset or character wipe just to level the field again. And that will not happen, nor would it make sense (unless there is a major overhaul of many things that would make a re-level important for people to play the characters they want - and I doubt even then).

Instead of whacking each other over the head with polemics and irony, I think it would be a better use of our time to actually log on and roleplay - unless you join the Dev-Team or Skunkworks, most of these debates will be little more than quarries later on. Let's better make them good quarries. I want this project to go somewhere good. ^^

Also, because I can't help it: overcoming all boundaries of the own, limited body and mind leads to the development of technology. And strange ideas like singularities and transhumanism. And even stranger lines of thinking that involve implanted sunglasses and extendable blades at the fingertips. So yes, in any fantasy being perfect in (nearly) all/a lot of things is entirely possible and a common trope. Ascending to godhood voids warranty.

2
In-Game Roleplay Events / Re: Becoming the Masque[Comments]
« on: January 01, 2012, 05:01:50 pm »
Murders/Kidnappings and such things do lose a lot of their drama potential if they are used often enough. And for me, PS has fallen long over that event horizon.

3
Single Author Stories / Re: Burning up
« on: January 01, 2012, 04:16:37 pm »
Think of untouched meadows
serene shadows
Tlokes singing in the night
Mother of trees
Taking away all your fright
Close your eyes and sleep well, my child


She remembered the lullaby quite clearly, the old enkidukai's voice hovering through a cheap tent's twilight, mixing with the snoring of her siblings. She wrapped the lullaby around herself as a impenetrable cocoon.
She would kill him.
She would kill him, and he would never come back.



Shackles clicked shut, yet he was still asleep. Maybe things would have been different if he had been awake, but it didn't make a difference right now. No.
No, this was her victory. It would be sweeter if he was awake, but he would be soon enough. She looked back one final time, the reached inside her, weaving the currents into the one pattern she knew. When the weaving reached the glyph, it accepted the structure as part of its own, adding the last and final component to the spell, igniting the pattern.
Fwoooooooooooooooosh!
Blue flames raced over the alcohol-soaked rugs, the dye burning orange, yellow, green for a moment before the fabric itself caught fire, turning black and withering away.
He woke, his eyed widened and he raged against the shackles, unable to shout or call for help.
She smiled coldly at him and walked away, tiptoeing past those that still slept peacefully in the hallways and the living room. They had a little too much to drink last night.
Maybe the spice in their dinner had been ... modified. Nobody would ever find out, only wonder how the fire had been started in the first place. Then of course they would find the hideout and its small kitchen and conclude the logical thing: that a rival had burned them to the ground. She locked the door behind her and strolled out into a cold morning.

4
General Discussion / Re: Introducing Magic Resistance !!
« on: January 01, 2012, 07:53:15 am »
 \\o//

Thanks a lot!

With the skill removed, high Way skills or Items and high Willpower are the only way to create a magic-resistant character who is still somewhat able to cast low-realm or supportive, non-harming spells?

5
Wish list / Re: Armor & Magic
« on: December 29, 2011, 02:56:11 pm »
I'v said it before and I will say it again: as long as there is no official, proper source for this kind of information you can point me at, all we can do is argue about speculations and opinions on how it should be. While it might be interesting for developers to know how the players think some things should be does not mean that they are that way; hence my reluctance to actually post something here in general.

6
Wish list / Re: Armor & Magic
« on: December 29, 2011, 01:46:32 pm »
i use heavy armor in skyrim i don't see the problem

Skyrim has a different setting than PlaneShift.


It's a bit of a far cry to ask that mages not be able to wear HA.  That being said, this goes back to my age-old outcry against the HA users.  There's no downside to wearing plate
If it's made from metal, you're clad in something that is most likely rather heavy. Maybe not as heavy as today's armors (those plates are heavy!), but still heavy.

Quote
If a mage wants to wear HA, and he or she is properly trained in the art, than I have no problem seeing them wear it, as far as realismgoes.  However, said mage should be forced to deal with the exact same physical impediments that HA poses to any wearers.  Namely, very little endurance, limited mobility, and greatly slowed attacks.  It's full plate, people.

If you bring realism into this ...
Full plate armor covering the whole body was usually custom-made, form-fitted body armor. That is why it was so expensive. There were attempts to make the plate armor cheaper and mass-produce them, but the quality got worse of course. I would also like to point out to not confuse full plate armor with jousting armor. For example the Maximilian armor only weighted about 45pounds (20kg) with the weight distributed all over the body. A modern MTV - which is just a vest, not a full body armor, weight about 30pounds(15kg) with the weight distributed over the torso.

Even if it is convenient for balancing reasons to say that mages shouldn't wear armor and full plate is clanky and heavy (but offering perfect protection against swords) in a fantasy game doesn't mean it does actually make sense.

7
Mask, I don't understand why we need all those factors for the spell interruption. To me the most important factor is damage received. Sometimes keeping things simple helps.

Unless expanding at the combat and magic system has been abandoned, you will need to do this all over again at least once in the future, which is why I suggested a more abstract approach. Bottom-up approaches only lead so far and can generate a lot of work because of their tendency to create methods/code that becomes irrelevant later on.

Why should damage received be the most important part of spell failure? Or as was pointed out:
I would suggest that gross damage rather than net damage might be the appropriate test. Just because your armor absorbed some of the damage doesn't mean the momentum of the hit was any the less. Same thing with dodge, getting out of position ought to have wonderful side effects on the spell.

Over here is a discussion concerning the connection between armor and magic - another influence people think of as important. And there are diverging opinions about that as well. I for one disagree at some points with bilbous here and won't even try to make a proper argument on the other thread because I do not have an appropriate overview of the settings, goals and the current status of this issue.

For a quick fix, the damage received is important and relatively easy. The issue of balancing is not solved entirely, however.

8
In-Game Roleplay Events / Re: Masquerade Ball Guestbook
« on: December 29, 2011, 09:38:03 am »
Signed with a swift hand:
V. Amar

9
In the current form, I am against it. Without taking into consideration how exactly concentration works, this is a good attempt but little more.

At the moment spell casting is already interrupted. The interruption happens if the amount of damages dealt in a blow is equal or greater than 30% of max HP of the victim. We can tweak this value.

If taken into consideration that mages can wear heavy armor (and even should be able to, unless there is a general objection against battlemages), 30% of HP in a single hit might be too much (but that depends on how the HP growth, Heavy Armor Skill of the Defender and the Weapon Skill and maximal Damage value of the Attacker behave as functions) to interrupt a caster in heavy armor and too less for casters with no to little armor as Boni said before.

Quote
Please note that the poll is about stopping spell casting with ANY AMOUNT of damage, even 1 hp. Does a 1 hp make a difference if you have 1000HP in your concentration?

Which is why I voted no.

How I would do it  (and why it would not work)
  • Take into consideration how magic works in terms of settings: different ways, schools, spelltypes, glyphs, rituals, magical areas, spellcasting
  • Take into consideration how spellcasting can be implemented in terms of engine
  • Take into consideration how physical combat and combat moves work in terms of engine
  • Take into consideration what combinations of skills, stats and equipment is possible or should be possible in accordance with point 1 and 2 on both the attackers and the defenders side
  • Create a model with a lot of variables on how the interruption should work

Possible variables:
  • Defender: Equipment used Armor skill, Way skill, Combat Stance, Combat Moves, special Skills, racial threads, applied effects, HP, Stamina, Concentration, kind of damage sustained
  • Attacker: Equipment used, Weapon Skill, Combat Stance, Combat moves, special skills, racial threads, applied effects
  • Environment: Area effects

Design imperatives: It always should be possible to counterattack, negate or negatively influence actions of the opponent with a good likelyhood given both combatants are within the same skill range, have the same access to items, sources of tria and pp and trainers. Compromises between offensive-defensive abilities should be possible to cover various character concepts like Battlemages, Monks etc.

Currently, the balance of items, stats and the likelyhood of getting a spell interrupted is unstable. I know that testing involves osicallating around the perfect solution at times, but I would like to suggest to use a good descriptive model before going from one imbalanced state into another. :)

10
Fan Art / Re: Art...sort of
« on: December 16, 2011, 04:57:55 am »
* Mask runs for the Stone Labyrinths - fast!

11
Granted or negated Wishes / Re: Make Planeshift easier to play?
« on: December 16, 2011, 04:55:04 am »
It would be more on good faith.. that's sad if veteran players would do that.

Why would? Arguably, it would be muling if you use another of your characters  to push your new one - and you only do the tutorial once per account (unless you delete all characters).

Not all new players use to forums, so a presence list would be superflous. And unless mechanics are done and balanced, this game will not get any easier in the beginning.

12
Fan Art / Re: Art...sort of
« on: December 11, 2011, 04:40:43 pm »
* Mask drags in some large bundles of cloth.

Me? Oh...  :devil:

Still wonder how Voron would look in something dermorian suit/dress/whatever. Hmm.

13
Fan Art / Re: Art...sort of
« on: December 11, 2011, 04:15:07 pm »
Aye, Mariana deserves something that more suits her fur. Car in a dress. Yesplease.  \\o//

14
PlaneShift News and Rules / Re: Race histories and background!
« on: November 02, 2011, 02:43:14 pm »
How far can we go with the race stories?

15
Fan Art / Re: Art...sort of
« on: September 28, 2011, 08:07:01 am »
 \\o//

Teshia, do you have a say in what your Caraick's fashion choices? <_<

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