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Messages - Gaheris

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16
Guilds Forum / Re: [Organization] The Dark Empire
« on: February 21, 2016, 02:11:59 pm »
Just read the whole history of the Dark Empire. A rich history of a beautiful guild.
Jilerel is really doing a great job.
As asked before, what is really the goal of the Dark Empire? Besides serving the Emperor/Empress?

17
General Discussion / Group experiences - 2 februari 2016
« on: February 02, 2016, 05:26:06 pm »
Tonight all small group of 4 players, worked together in Oja road 1.

We fought against Maulberlords and by mistake sometimes so other nauts.

Players attended: Aniroho, Carahaij, Feas and Gaheris
Tank: Carahaij
Close DPS: Feas, Gaheris
Healing and magic dmg: Aniroho

We did quite well, aggro management is still something to learn. Gaheris took over aggro to easily from time to time.
Also drawing the mobs to right spots if a good thing to learn. So you don't attract other mobs.

What we missed/experiences most missing as a group.
1. Buffs on groups members were not shown. Gaheris as a lvl 2 CW, could not see when to buff the CW spells on group members
2. HP/Mana bars on group members are 'slow'. Server response is causing a delay, making it hard for healer (Aniroho) to cast healing in time.
3. We missed group buffs. It would be awesome to have a group only aoe version of Rock Armor or similar spell.

If you like to attend to other groupings, contact me here on the forum or ingame, so we can make it more mmo too, besides rpg. (mmorpg)

Bilores, thank you for the interest in our experience, from the gossip channel.

18
Wish list / Re: Recycling Loot
« on: January 31, 2016, 03:17:13 pm »
I think it's a excellent idea.
I agree there are items in the game, that make it a little hard, so as many stated start with easy items.
Non-enchanted items, like swords, leather armor.
A blacksmith who can make swords, surely can dismantle it. (Heck it can break things,  that i'm not capable of creating). I don't think it should be a special / new skill, nor a NPC where to do it.
It's just reverse-crafting. Of course with losing some of the original amount and based on your skill, with loss of the quality.


19
Wish list / Re: Encourage Groups in PS
« on: January 31, 2016, 01:54:41 pm »
Based on the above written text, i had a very good chat with Eonwind.
He asked me to put the above text into a list of tasks, which resulted in this list:

Tasks:
DEVS:
1. Create some sort of aggro management system, which includes other action than only damage. (from Eonwind: Already in place)
   http://planeshift.top-ix.it/pswiki/index.php?title=NPC_Scripting
   http://planeshift.top-ix.it/pswiki/index.php?title=Behaviors_and_Reactions
   But might need finetuning
2. Put distance on healing spell with a target.
3. Make group members easy selectable (from group windows and/or shortcut keys).
4. Share experience point to all group members within range of the kill.
5. Create/change mobs to work more intensively together, so some require groups to kill.
6. Create high lvl bosses with high regen of hp, which require a large group to kill.
7. Increase loot reward from certain group-based mobs.
8.  Calculate effects from high density of players/spells on one spot and the responsiveness of the clients. (grouped with a high lvl blue mage, made my computer freeze)
9. Make command to change loot method for group (all-leader, current roll)

Player Base:
- Group together, even while changes aren't made yet.
- From grouping experience, bring in more tasks/requirements for successfull grouping.
- Help with quests/storyline for bringing in new mobs/bosses.
- Help with defining roles in groups. Spells that are usefull in groups, create a grouping guide for new/returning players.
- Since there is aggro management already in game, test it, and generate input for DEVs to finetune it.

Above task list has been discussed in IRC, resulting in the following steps.
1. Let players test the current aggro management system and read the links about the current system.
2. To be discussed further on, really something to consider. But considering the effects/balance in the game.
3. Very difficult in current engine. Workaround would be scripting, since you want to select the tank most. /target player and /assist player would work for 90% of the cases.
4. This should already be the situation and every group member should receive the same experience, maybe except healers which should be tested. I've tested it with Lerras in the Arena, and my share of experience was marginal to Lerras (who actually did the most of the killing indeed), so it seems it's damage based.
5, 6, 7: Already work in progress.
8. Hard to change, but hopefully the new Unreal engine will help. Players can turn of some effects as a workaround.
9. Not fully discussed. Talked about the current /loot commands, but it does not answer the question for groups.

As you can (and hopefully have) read, there's a lot going on and still a lot to do.
Since a group has a minimum of 2 players, i can't do this alone and i need people to help me with this.
The most you have to do is just play, but you also write down results from tests, and suggestions/wishes to you think could improve your group play.

Thank you for reading!

20
Wish list / Re: Encourage Groups in PS
« on: January 31, 2016, 01:40:54 pm »
Group Encouragement, part II:

Classes / Roles:
PlaneShift does not have classes like many other MMORPG's. Classes often give limitations, in armor you can wear, skills you can achieve and magic you can use.
PlaneShift does not give this limitations, so you can actually learn anything. However it takes much time and patience to actually learn everything.
So while not having the limitations, thinking in the way of a class, can help you with your character, with path in skills to concentrate on. It can also help you in playing a certain role in group combat. The more experiences players, the 'jack of all trades' can play any role, and by that fill in the gaps a group has in order to sucessfully perform in group combat.

Based on my experience with RPG and mostly MMORPG's i roughly come to the following roles:
1. Tank (The one taking the hits)
2. Close combat DPS (people standing close to the mob, hitting it for as much dmg they can)
3. Range combat DPS (people keeping distance, hitting it for as much dmg they can)
4. Healers
5. Support classes
6. Puller

To give a idea, i'll put in some examples for each role.

1. Often a melee class, much skills in defence. High HP and AC (Armor Class). This role is about receiving hits, you can do damage, but it's not your primairy concern. Others can do that better. It's your role to keep that high lvl boss on you. Meaning your more then a dumb meat shield. The word Aggro (Aggression) control pops up.
Every action from every group members draws some attention from that high lvl boss. It's your role to keep it on you, instead that it's running to those healers, who are easily killed. The damage you can do it only a small part of the aggro control, since others can do that better. So you use taunt skills, you bash it with your shield, kick it with your legs, you do anything you can to keep the focus on the mobs on you. Of course while taking as few and low hits as possible, so the healers can keep up healing you. Famous stats are Endurance, Stamina, Agility, Dexterity. From those we recognice Endurance and Agility in PS.

2. Anyone weilding a sword, axe, club or whatever created damage. You stand close to the mob, maybe even behind it to use special skill (backstab, rogues). Standing behind the mobs, also gives a good view on if the tank succeeds in keeping the aggro. In other games you are called a rogue, thief, paladin, shadowknight, ranger, warrior, fighter. You have to have some skills in defence, armor, hp, because often those big high lvl bosses have a area damage effect on them. So you need to handle that. But you focus on delivering damage. Strenght is important, but in other games also Dexterity which helps with your hitrate. You have to balance between doing as much damage as you can without taking of the aggro from the tank, because by doing that, you'll die... fast..

3. Wizard, Magacians, Enchanters, but also Archers/Rangers, Axe Trowers. Anyone who can do damage from some distance. The big boss area damage effect won't reach you. So you'll actually are able to focus more on delivering dmg then the close combat dps, who need to take care of some hp and defensive skills. So the balance you need to preserve between delivering dmg and not taking aggro is even thinner.

4. The life-savers. You heal, you have different spells for that. Single target heals, group heals. You can resurrect from the death, buff others with great life boots. In some games healers/priests are always weak, while in other games, the priest apart from other magic classes can wear heavy armor and have decent hp/ac. Because they are such a favourite target. Beware, healing the tank and others can also draw attention from the mobs / high lvl big boss. So you have to choose if you only heal the tank, or also the others players who might have taking aggro over for a small time, or who can't handle the Area damage. Because if you die, everyting is lost.

5. Support Class. Often forgotten, but most important. Think about classes like Shaman, Druids and such. You aren't that Master healer. But you can help a little. You can buff everyone or maybe even better, you can debuff mobs / the boss. Image what Master Wizard would do in damage, if you could lower the mobs resistance to their way / spell.

6. Puller. Often a combined task with another role, same counts for support class. But i've playing games where in raids (large group with like 40 players), a good puller could make the difference between a success and a raid whipe (40 death bodies). A good puller can split large groups of mobs, and just bring one of only a few mobs to the group/raid. Divide et Impere! I once played a game, with a class called monk. And those were the best puller, because they had a skill called feign death, where a mobs considered the person death. That skill made it possible to split mobs.

Back to PlaneShift, how does this all fit into PlaneShift.
Also PlaneShift groups need to devide roles. The roles of Support Class and Puller can somewhat be forgotten. Since everyone can learn anything, these roles can be a combined role with any other role by a player.
So basically it comes down to a tank, a healer and two types of dps (damage per second) classes. Close and ranged.

What does we need in PlaneShift to play those roles.
General: Some kind of aggro management system, where every action (not only damage) gives you some points on the mobs aggro list.
1. Tank: Need something to control the aggro of the mobs. Something like a taunt skill and maybe a second skill that also builds up aggro, maybe a bash (with shield) or kick skill. Something that gives damage (and is also usable in solo play), but also gives some damage. (So DPS roles should not use it in group play)
2. Healer: Healing spells that can be casted from larger distance. The current Life Infusion spell, easy to grab almost anyone requires you to almost stand next to the target. In a group fight this could become a bit chaotic and lethal to the healers if the big boss mob has a area damage spell.
3. DPS classes: Nothing special at this very moment. Let's start with basics first. Later things like the backstabbing skill and such can become very usefull.

From this point on, we need a group of players, that are willing to play as a group and see what's missing.
In this text i speak alot about fight a big bad boss mob. But it could also be a large group of mobs, working together too. Or a combination of both. A big bad boss with his minions. That would make tactics become even more important. Blue Way spells like putting mobs to sleep or Dark way spells like Fear would be very usefull.
With implementing big bad boss mobs, those mobs should be immune to certain spells. Being able to put Fear on a big bad mob, would ruin fun. Maybe we'll need more AoE spells or even melee skills (Wind Spin hits all mobs around you!). Also debuff spells would be usefull. There would be more ways to kill a tough enemy. Bring enough firepower, or debuff him so we'll hit him harder.

As threadstarter, after bringing in to mind at the Meet the Dev on 24 Januari 2016 and the constructive talk with PS Dev afterward, this is my initiative how to implement group play / encourangement. It's not how it should be done, it a starting point.
What i need is a group of players who like to see more group play, just as i do. Please contact me here, or in the game. We need to try and sort out things, to give the devs more detailed insight in what is needed. I also need Devs/GM's to understand that playing together is a major part in a mmorpg and to give clear reply in what is possible and what's not. And in what timeframe and how players (who aren't programmers) can help to speed up the progress.

From the above, it more then a simple press of the button or even writing some C++ code and expect it to work. It's testing, testing, adjusting, etc.
And when things become clearer, we have to implement changes roleplaying style. So that means quests that need to be written, NPC's who can give them, but also learn us possible new skills. I'm up for it, who's with me?

21
Wish list / Re: Encourage Groups in PS
« on: January 20, 2016, 01:04:11 pm »
Thank you Bonifarzia for your quick reply. And indeed you were also in they other Thread. Good to see, the people of those days are still around.

I fully agree with you, that playing together is the most fun part. And i also share your point about the large group base you need, if group involvement would be necessary. However that's not my wish. I would still like to see that people can play solo. But added to that, also a reason for people to group together. And to encourage grouping, since it's a form a roleplaying, that there would be a bonus. Like in tria drops, experience/pp).

22
Wish list / Re: Encourage Groups in PS
« on: January 20, 2016, 12:58:04 pm »
... Or a tank. I remember Talad's response on the Tank role, that it would not suit in the idea of PS...

I wonder, how having well-defined combat role couldn't suit the "idea of PS"... Is this conversation could be found in last MtD log? If there is one...

I haven't been able to find any logs of recent MtD's. It was a MtD in december i think.

23
Wish list / Encourage Groups in PS
« on: January 20, 2016, 04:42:26 am »
Good day all,

Finally found my way to the forum, so here my first post. On request after mentioning the same subject several times during a MeetTheDev meeting.
I've searches the forum for threads with similar content. I found a very old death thread, that comes close to my idea/wish.
You can read it here: http://www.hydlaaplaza.com/smf/index.php?topic=41704.msg474368#msg474368

First of all, i like PS alot. The game is huge, the crafting, the roleplaying gives this game more dept that most other MMORPG's i ever played.
But i miss something in this game, leading to this wish. Roleplaying seems to be the only reason for players to come/group together.

I would like to see more PvE combat with groups. In order to encourage that, i think some things should be changes/added.
As the other thread is also mentioning, is that players become a jack of all trades. There is no specialisation, no class.
I know from the MtD event, that PS would not like a class. But within the world of PS, where you can become everything, you could work yourself first to a specific class/role, but learning others. That would lower the learning curve for new players alot and add to my wish.
Have players gain more from group fighting. Let players have roles. Like a healer. (Please make healing spells have more distance, be able to be casted from a distance). Or a tank. I remember Talad's response on the Tank role, that it would not suit in the idea of PS. But we have heavy armor, we have differences in the Heavy Armor skill, the Agility and Endurance stat. We can now enchant armor (and put a defence modifier on it). Let guilds work together special tank armor for their events/parties. (And encourage high-end crafting to be important for a guild). And as the other thread stated, something called mob control / aggression control would be needed. Being a tank involved more than being a meat shield. You can to keep the big monster on you, so it won't attack the other (easier to kill) members of a group.

I don't really mind, how to encourage grouping. The above are just some examples.
The basic wish is, grouping together is a form of roleplaying, is great fun.
Ask yourself, what are the great moments you had in the game? And ask yourself, were you alone at that time or with other players?

Thank you for reading.

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