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Messages - DaveG

Pages: 1 ... 133 134 [135]
2011
Technical Help: IN GAME bugs (after loading world) /
« on: May 15, 2005, 07:33:21 pm »
Way back when I installed MB, and just recently with CB, the first action upon logging on was to fall through the ground to oblivion.

Just the other day I logged on and spawned on the grass, in the middle of nowhere, with the plaza off in the distance, and promptly collapsed dead.  Just another thing to make PS so fun...  :P

2012
Wish list /
« on: May 15, 2005, 07:10:16 pm »
A rolling load would be wonderful.
Of course, they\'d have to fix the virtual memory leaks first... :P
We\'ll probably have to wait until after the alpha for this.

2013
Wish list /
« on: May 14, 2005, 09:20:26 pm »
Quote

if u are say that method in inferor tell that to the game designers and see what they have to say because that is insulting to them


This game is here for the purpose of testing it and making it better.  This is constructive criticism.  I don\'t imagine they would be insulted by such a thing.

2014
Wish list /
« on: May 14, 2005, 09:15:19 pm »
We must avoid the generic levels based system at all costs.  It\'s the lazy way to go.

Stats should evolve independently based on individual use.


Quote

As for the use it or lose it thing: I don\'t see any connection between opposing stats or skills. In fact, I don\'t see anything \"opposing\" with them at all. The onnly thing that might be a problem is STR vs. AGI, because it might be detrimental to agility if you\'re packed with muscles. However, I still don\'t think it will be noticable.


The magic skills are the big ones.  Some of the various other skills have some \"opposites\" too, like offensive stats vs defensive stats, but the main ones wouldn\'t need much of this.

What we want is the character advancement to be determined by the style of the player.  I agree, the time method has issues.  It forces the player to be an addict to get the highest stats.  I would say that a total dependence on time would be decremental to gameplay.  (I might consider gameplay time instead of world time, but I don\'t know.)  That\'s why I suggested the counter-balancing points thing.  You\'d be gaining small amounts of experience in every skill you\'re using, at all times.  The counterpoints would be used to neutralize the advancements other than your focus.  Additionally, with the weapon skills we don\'t want everyone to be experts in all skills.  We want to force characters to pick a role.  This is most easily done by requiring skills to be maintained, one way or another.

2015
Technical Help: IN GAME bugs (after loading world) /
« on: May 13, 2005, 06:53:35 pm »
Yeah, I\'ve been getting that too.  At this one spoot deep in the sewers especially.  (pile \'o rats next to a rouge)  I think they\'re spawning on the edge of some kind of invisible boiundary, or something.

The rouge has this problem too.  Sometimes, you actually have to stand inside him to attack.  He can\'t even fight back.  This has gotten annoying.

If any GM\'s are listening, and can do so, there are a couple of spawn areas that need to be reset.

2016
Wish list /
« on: May 13, 2005, 06:30:02 pm »
I would say that every sword should have area damage.  (more or less depending on length and weight)  It\'s just that with the existing targeting based system this would be hard to implement.  You might be able to damage something next to your target, but without the ability to just swing the sword un-aimed in the general direction of the enemies this wouldn\'t be that useful.  I\'d say this is a good idea that might be a long way off...

2017
Wish list /
« on: May 13, 2005, 06:16:59 pm »
Oh, I agree completely that during the testing proccess we still need the active feedback.  That\'s the sort of thing that should hold off until we\'re sure the system is working flawlessly.

The \"use it or loose it\" system shouldn\'t be that hard to implement, really.  (Yes though, of course there are more pressiing issues before that...)  All you\'d really need to do would be to attach negative experience points for opposing skills to the skill you advance.  It\'d go something like this:

Get 1 point sword -> get -0.01 for bow
Get 1 point Blue way -> get -0.1 for Red
(though we should we the minimum stat to 0)

Also, the fighting stances you use could influence stats more:

Use bloody stance allot -> more strength and weapon stats -> lose a bit of armor stats
Use defensive stance allot -> more endurance and armor stats -> lose a bit of what ever weapon stat you\'re using

As of right now, I belive the stance can give you more or less points if you\'re in the procces of training.  What I\'m suggesting is for it to give your stats preference to whatever style you use.

A more advanced method would be to attach a multiplier to the advancement of each stat, and to increase or decrease it depending on the situations already mentioned.

2018
Wish list / Stats system need to be changed
« on: May 12, 2005, 11:52:35 pm »
I know there are posts about the balance issues associated with the pp & tria needed for the skills.  (aka: surplus of pp, and flat broke)  This post is not about that.

1)  In my opinion, the pure level based skill system is not the way to go if you want \"realism\".  While I like the idea of needing a master to train you in a new skill, at a certain point you are capable of practicing on your own.  Using the sword should increase the sword stat; defending more should increase armor stats; running more should increase endurance stats; etc.  And, vice versa as well: If you don\'t use the sword as much as you used to, your sword stat should go DOWN.  Stats should go as in real life.  Use it or lose it.

2)  Training sessions should be more involved.  I should not be able to just buy a point or two in a stat.  You should need to find a master, and actually train.  You should switch into a mode where you can use the skill under the direct the instruction of the NPC (or frankly, a master player) and have to complete some sort of simple training task.  This would also have the added benefit of being a tutorial for newbies.

3)  Stats should be interrelated.  If I am a master swordsman, I should be able to pick up dagger use faster than the average person.  Similarly, I should be able to more easily learn magic ways allied with ones I already know.  It should also be distinctly harder to learn opposing ways.

4) Unlearned stats should be hidden.  If my character has never heard about a certain ability, he/she should not have a zero listed for it; it shouldn\'t even be there at all.  Essentially, this is just a matter of turning the filter on permanently.

5)  Stats should affect the character\'s look.  If I have high strength, I should have extra muscles.  Greater magic abilities could add an afterglow after their use.  Etc.  (It\'s obviously a long way off to implement this sort of dynamic character modeling.)

6)  Progression towards stat levels should be hidden.  I don\'t need constant reports that I\'m gaining points towards something.  It should just be assumed that I will get practice in whatever skills are associated with what I\'m currently doing.


If I missed a post on any of these subjects, feel free to give me a link to it.  (I\'m new here and haven\'t exactly read the whole forum...)

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