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Messages - MustangMR

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31
Wish list / Re: Death Realm Return Point
« on: May 15, 2008, 10:42:12 am »
Exactly.  But if the spawn points were random, that would kind of throw a glitch in the theory since it wouldn't be predictable and hard to build a shrine around it.  If the points are known, then a shrine would work.  I'm not sure how the religions would figure into the mix, though they probably should.  My thought was really what the first person went through and the shock of the people around when he first materialized after they had maybe morned his death.  As it became known that people were making it back to the same point in a very weakened condition, then the shrine may have kicked in, or at least some kind of safe house where people could recover.

32
Wish list / Death Realm Return Point
« on: May 14, 2008, 08:36:15 pm »
This may have been thought of before, but I didn't see it on a quick scan of the forum...

As I was sitting in the middle of the road recovering from Dakkar's curse, it struck me kind of odd that a person who just went through the trauma of dying and surviving the death realm would be sitting right in the middle of the road.  Wouldn't that be considered a sacred point by the people of the city and maybe make a small shrine around that point?  Someplace where weakened characters could recoup their strength, a place that may be relaxing and designed to help people cope with returning to the living?

Just an idea for way on down the road when other more important things are done.  Yes, I know, people go through that point a lot kind of minimizing the effect, but just imagine what the first person who went through there must have felt like, and the impact it might have had on people around the city when the first person returned from the grave.  That had to have shaken people up and made that spot kind of sacred.

33
General Discussion / Re: Economy Poll
« on: May 14, 2008, 05:07:59 pm »
Wow, lot of ideas in there, MrG, but a common question seemed to show up in there... What is the point of crafting?  To enjoy the satisfaction of having achieved the ability to craft that ultimate weapon oneself?  Or to drive an economy?  If it's the former, then yeah, everything MrG stated really needs to happen long term.  Things need to break permanently.

34
Well, it's a tough poll, Xillix.  We don't want to flood the writers with tons of material that isn't really necessary.  And I'm not sure beyond what is basic and everyone knows already they should talk about.   The writers are already writing the quests, the lore and history of the world, they would be the best people to know which NPC's should say what.

I think maybe the best way to answer this would be to describe how the perfect NPC would be created, so kind of building up an NPC to deal with questions might go something like this:

1. Develop the quests for an NPC, and supporting dialogs.  One thing that I've been somewhat frustrated with is that they don't seem to know much about their own quests, so at a minimum, every NPC should be able to answer questions related to their quests (which is why we, the players, need to send the writers our top 10 questions as we get them).
2. They all should know something about the stores and vendors in their general area.
3. After that, build a family for each NPC with a story board for each of them.  Ask the question, who would know who in game, and if they know each other, then answer questions about them.  Every NPC should know some other NPC's in game, and in the size of the cities in game, many of them should be related in some way.
4. After that, build up their feeling towards topics.   Religion, Economy, Politics... the big three we aren't supposed to talk about, but everyone does.
5. Then add in fun things, random sayings, etc... as much as time will allow.

I just laid it out in a way that you could develop as much as time allowed.  Don't know if that's a better answer, but the only way I can really think to address it, and maybe it'll trigger some better answers.

35
General Discussion / Re: Economy Poll
« on: May 14, 2008, 03:22:52 pm »
*sighs* Multi-purpose-I-can-do-everything-myself characters are not really a.) realistic. b.) helping a multi-player-environment to be experienced as such.

A: "Greetings Sire, would you like to have a look at my fine collection of crafted weaponry? I am buying those from the smiths to sell them for really good prices."
B: "No thanks, I craft weapons on my own."
A: "Oh, you might be interested in some raw materials maybe? Miners deliver ores and coal and such, those I sell to the crafters. I'm a merchant, you know?"
B: "Thanks for the offer, but I'm mining my materials by myself when needed."
A: "Then you might be interested in some foods or drinks offered by the Ladies over yonder? Must be quite straining to do so many things yourself."
B shakes his head "I'm hunting my food when I'm hungry. That's what I craft the weapons for... I am also selling my weapons."
A: "Seems like you don't need anything, hmm?"
B ponders "Oh.. yes, there is something I'd like to buy. Maybe you can tell me .. who's selling some magic stuffs? I'm greatly interested in bringing my magic skills to perfection....."


That's all well and good, but consider that people do need to eat, so therefor every person should really be able to cook, even warriors and miners.  And really, how hard is it to dig?  Since it's just a matter of finding the right spot.  Those don't really seem like very challenging skills to believe that any person couldn't learn them all.  I'm an engineer/programmer, but I can also woodwork, play guitar/piano, play sports competitively, and dabble in all sorts of other tradeskill type projects in real life.  Would I take them all to master level?  No, but it's not unrealistic to think a warrior might be able to do a few things other than fight.  Now, a warrior/sorcerer, that may be asking a bit much.

This issue is best dealt with by classes, which PS has decided against.  I don't see how you can restrict people from being jack-of-all tradesmen without some game mechanics.  Sooner or later, people will just work on everything because there is only so much you can program for them to do.  Classes would restrict the warrior-sorcerer potential.  If classes are a no-no, then you might consider restricting the number of statistics that a person put their points into.  Maybe allow only 15 statistics to increase (just an arbitrary number as an example), and after that, all the others become untrainable.  Not saying that's a good idea; it does seem to be out of PS's goals, but it would help the economy by forcing a dependency on others for certain items.

I think as PS grows and has more tradeskills and more things to drive the economy, this will take care of itself.  You will have power levelers who do everything no matter what you do, because the other answers to all your questions in your little dialog could just as easily be, "No, sorry, I have another character who does all that" and still be within the bounds of role playing.

36
General Discussion / Re: Economy Poll
« on: May 14, 2008, 07:10:17 am »
I voted other because I don't know enough.  If there is a feeling that platinum is destroying the economy, my question is... what else is there?  An economy needs many items to work.  I think if there is a problem here it's that there is not enough goods to sustain a healthy economy.  Expand the choices more, provide competing crafting materials, give some more things for people to spend their money on and diversify the choices.  I don't think there's enough in game right now to be concerned with the economy.  It's not going to function very well at this point in time.

37
@arerano,

Thank you for that post.  I am going to look into some of that as well for my son.  In particular, the eyegazing control systems look real promising. 

38
My son sounds much like your relative, though maybe a bit more motor skill impaired.  He would be unable to use a touchscreen and has to manipulate items with a scanning program and a head mounted switch.  He uses a Dynavox for some communication, but he doesn't quite have the skills to use it.  My overall impression of the Dynavox system is that it's an expensive laptop with a lousy OS (it's custom), but, it does have some very nice features.  It is rugadized, so it can take a beating.  It has a ton of icons for programming pre-programmed phrases.  It has a touchscreen and scanning interfaces.  It has infra-red controller built in that he can use to control the TV and other similar devices.  It also has a word prediction system built in that will help minimize the amount of typing a person has to do, and can then speak the phrases.  It is pretty powerful, but it's just so dang expensive being that the market is so small.  Here is a link:

http://www.dynavoxtech.com/

They have other devices as well.  I have also seen new technology coming out soon that will allow direct scanning of the spinal cord externally (i.e. no implants) that will allow a person to control a device by thought.  This is getting close to reality, and we may see this in practice in the next five years.

39
1. The latest theories on the crystals source of power.
2. How about the weather? 
3. Local economy
4. Rumors

40
General Discussion / Re: Conflict?
« on: May 12, 2008, 03:17:07 pm »
You are not commenting the quote. please do so or dont at all.

Yes, I did.  If you don't understand the answers, don't ask the questions.  (Sorry for going off-topic one last time).

41
General Discussion / Re: Conflict?
« on: May 12, 2008, 11:40:22 am »
store valuable items in a bank?
Valuable items are to be used, not storing. Why do you even want an item you can't use because it is too valuable and it is good only for storing  ::| ?

Check the banker sometime.  He already has tabs for items, they just aren't implemented yet.  Just about every game has some kind of off character storage.  I assume that in real life you don't carry around all your belongings?  There are a lot of reasons for storage.  Store extra ore and tradeskill materials for those times when you want to make something for a friend... that's the main reason I use it in other games. 

Don't guild halls already give you storage?  I don't know.  Just heard some indicate that they had stuff in them for other people.

42
General Discussion / Re: Conflict?
« on: May 12, 2008, 09:36:54 am »
Now respawning always in the pison would to me be more like torture than trying to navigate Dakkrus realm for the first time. I like the  loss of weapons and armour/personal effects, This would cause a much greater need to 'reform' and/or escape 'legally' without the use of /die command.

This would become obsolete with the addition of bank storage.  Just put the good stuff in the bank and then use some scrub items to go on a killing spree and then just die to get out without losing anything you care about other than maybe faction, but I would assume if you did that, you wouldn't care about faction.

Another possible solution?  Put the jail in the death realm.  When released from prison normally, they have no curse, otherwise they have to escape through the death realm, and guards could be placed at various locations to make that extremely challenging.

43
Guides and Tutorials / Re: A New Crafting Guide
« on: May 11, 2008, 06:20:28 pm »
Oops. :)  Yes, I figured that out a while ago, but it doesn't tell me a lot of stuff either.  I've settled down a bit since I posted that too.  ::) 

I only have the book though because someone was nice enough to give me one.  I have still to figure out how to get it in game, and I've done a couple of the blacksmiths quests.  I know it's a quest, but I seem to be stuck in a chicken and egg situation.  Without the book, I wouldn't have been able to increase my metalurgy, but he wants me to do stuff that requires higher skill in metalurgy than I seem to be able to get on my own.  Only way I see to increase metalurgy is by working with stock, and only way to work with stock is to have the book.

Anyway, I'm sure there is an in-game solution and I have just missed it.  Everyone else seems to have done it, though I did find it strange that the person who gave me the book said they had two.  I never asked, but they might have gotten two the same way I will, one by gift and one by quest, implying there may be a chicken-egg problem?

44
Well, some more ideas.  The glyphs in game, as I understand them, would be small stones with symbols on them.  The symbols would represent words of power infused into them by... I guess Talad if I'm reading everything right.  Color doesn't really mean anything other than a means of identifying the category of words the symbol on them represents.  Those symbols would require interpretation, and meaning, and if they were to somehow represent a gods language, one symbol could have many meanings and usages with varying powers in each one.  You would have to be taught the meaning of the glyphs, how to pronounce the words correctly, etc...

Then, add to it that a person's ability to manipulate their own thoughts is a learned skill.  Meditation can be a tougher skill to learn than sword fighting.  All the emotional baggage that people carry can corrupt the purity of their thoughts and make even the simplest directed thought impossible.  Add that in, and all these teachers around the area are really spiritual advisers as much as anything else.  To channel the energy of the glyphs, you have to pull it all together, pure thoughts to channel, speak the words correctly, perhaps even hold them correctly.  So I still see value in the trainers around the world and the system in place. 

Now, this is all my interpretation.  I could role play it like this, but it doesn't mean it's what the games authors (i.e., the lolgods), intended.  Till it becomes lore, it's hard to say how to roleplay it right.  I do not understand the purification process described and how that fits in, unless you consider purifying them to be part of the understanding of the symbol.  After that though, the combining of them would be based on the players knowledge of the words/symbols on them and how to form more powerful sentences with them.  That seems within terms of what could be expected of the glyph magic system in game and in character.  I think the process of researching could be a bit more involved, but no biggie. 

As for other players telling each other the recipes, well, perhaps there should be more consequences, like backfires, to keep powerful mages from sharing too powerful spells with young acolytes.  Otherwise, you can't really stop that, and I would put forward other players, if you really want PS to be about role playing, should be able to train up other characters if their skill is higher.  They can charge what they want, and the trainers in the world are just a sort of check on making sure people don't abuse the player base.

What bothers me the most though... why are they all standing around on street corners all day long?  Shouldn't they be off in a cave or a study somewhere focusing their thoughts? :)

45
General Discussion / Re: Market Formats
« on: May 11, 2008, 12:04:22 am »
In WOW, you get the details by mousing over an item.  They have a very nice system of inspecting and comparing items.  Not saying copy it, but it is nice.  Course, you can't lay anything on the ground in that game either.

I wouldn't think a vendor window would be that hard though.  Just add a window that a person could drag stuff into that is their vendor stuff.  If there's an item in it, when someone right clicks on a person they get a trade icon, which opens the same window every vendor has now, just with the stuff the person put in the bags listed.  Would be pretty easy, but it would take time vs. other things that need doing.

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