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Messages - Lydon

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1
Technical Help: IN GAME bugs (after loading world) /
« on: January 08, 2005, 05:27:43 pm »
Same issue here... I was at 62% exp when I went linkdead. After logging back in, the exp was reset to 0%. Bleh...

2
Technical Help: IN GAME bugs (after loading world) /
« on: January 07, 2005, 08:01:17 pm »
Like any beta, this one is going to have its issues?

To fix the ?no text after update? bug:

- Reinstall PS.

- Go to the PS directory and make a copy of glwin32.dll; put it in a safe place (outside of the PS directory)

- Run the updater ? Once finished, it will tell you to restart the updater.

- Close out of the updater, then copy your safe version of glwin32.dll back into the PS directory. (Be sure not to cut-n-paste? you?ll need the safe version again.)

- Run the updater (again).

- Once the updater has completed, copy your safe version of glwin32.dll back into the PS directory again.

- You?re good to go.

3
Single Author Stories / Beginnings
« on: January 10, 2004, 01:47:05 am »
With a long, slow exhale Lydon sent a cloud of condensation wafting through the night air - only to watch as it dissipated into nothingness a few feet from him. A faint smirk crossed the Diaboli's lips and, under normal circumstances, he would've likely made a comment about the symbolic value inherent in such a display. These circumstances, however, were far from normal.

Pushing away from the wall that he had been leaning against for much of the last two hours, the robed figure left the protection of the overhanging roof, turning his attention to the night sky and the incessant rain that originated there. Even through the dreariness of the darkened, low hanging clouds and the cold rain, a faint brightening could be seen in the eastern sky - signaling the infancy of a new day. It was almost time.

Thus far the journey had been an uneventful one; which, contrary to what most of his acquaintances believed, was precisely how Lydon preferred them to be. He may be a powerful man, but he was also a practical one. Besides, this particular trip was far too important to jeopardize by dealing with the various persona non grata that inhabit the roads and merchant trails leading to and from this wretched city. Indeed, there were more than enough hired swords closing the distance to this particular location at this very moment. All of them earning a kings ransom in an effort to prevent or delay that which was about to happen. The closest one, according to Lydon's best guess, was still a few miles out of the city, much too far away to interfere with the events planned for the imminent sunrise.

As if sensing the thoughts of the cloaked Diaboli on the ground below, the dark rain clouds increased their weeping, sending sheet after sheet of rain down upon the evil creature that stood defiantly in the open, looking up to the heavens.

It was of little use. The plan had been formulated quite some time ago and Lydon was determined to see it through. So, ignoring the heavy downpour of rain, the now drenched figure turned his darkened gaze to the shadows of a nearby alleyway. As if on cue, two large figures emerged. Mountains of men, these two ex-soldiers had been paid to escort Lydon on his journey and had done so thus far without a single spoken word. This was just as well, since the mage seriously doubted the abilitiy of the thugs to carry on a worthwhile conversation. Loneliness was nothing new to this particular Diaboli. In fact, he had become so used to it that he treated it much like a physical impulse - ignoring it, in much the same way that he ignored the biting cold of the rain or the soreness in his feet. Such was the life of one who is truly devoted to the arcane arts.

Without a word, Lydon turned and began walking, trusting the two thugs to fall into step behind him. The time was fast approaching and he would soon be busy weaving the threads of his newest arcane creation.

Making their way down a handful of darkened streets, the trio eventually came to a small cemetery. There were fewer than twenty souls laid to rest here, but this particular burial ground was very, very important. Slowing to a stop, Lydon lifted his right hand ever so slightly; signaling his escorts to remain outside of the graveyard. Then, with a slight twinge of anticipation, the mage made his way towards one of the gravestones and kneeled before it.

A single deep breath, a slight tilt of his head - that's all it took for Lydon to switch into "autopilot". He was an experienced mage and, like most accomplished magi, he had his own relaxation ritual that he preformed prior to beginning a spell - an ingrained routine that helped him channel his magical energies. Mouthing a silent phrase, Lydon closed his eyes and began the process of calling forth the mystical powers that he had worked so hard to hone over the years. The incantation flowed from brain to mouth where it was breathed into existence, and with quiet efficiency the Diaboli began to weave his spell.

Suddenly, one of the escorts cried out in pain. So fine tuned was Lydon's magical abilities that he was able to cast a glance at the interruption without ceasing his spell. The thug was grasping at his throat, from which the obvious form of a crossbow bolt could be seen poking through the flesh. The ex-soldier had been shot from behind at medium range and was now paying for his inattention with his life. With crimson liquid streaming freely down his neck and onto his desperately clenching hands, the thug dropped to his knees before falling face first into the mud.

The second escort had already turned and was scanning the area for his companion's assailant, sword drawn and at the ready. A split second later another crossbow bolt streaked through the damp, early morning air. However, the attacker\'s aim wasn't as true this time, and the bolt whistled harmlessly past Lydon's shoulder - impacting one of the gravestones.

Through all of this Lydon had continued his spell and with a final utterance he completed the incantation, lifting his hand and pointing at the gravestone in front of him. A mere second later the gravestone was illuminated by a faint bluish-green light. No fireballs, no earthquakes, no ear-shattering thunder - the mundane masses always expected those types of things when magic was involved. Lydon, however, knew that the most powerful spells were those that did their work quietly and without fanfare, such as this one.

Sensing that the target was about to slip away, the attacker let out a scream of rage and came charging towards the graveyard. Happy to finally have a target, Lydon's escort charged forward, through the pouring rain, to meet the would-be assailant. Their swords met one another with a resounding metallic clink, followed by another, then another. Unfortunately, the attacker now doing battle with Lydon's escort had not been traveling alone. A third bolt from a crossbow raced out of the nearby shadows and slammed into the escort's thigh, eliciting a painful yell from the massive man.

Lydon continued to kneel before the gravestone, waiting... waiting... waiting... Finally, in an oddly anti-climactic fashion, the first ray of sunlight broke through the clouds above and magically found its way to the gravestone, and the man kneeling before it. The bluish-green light leaped out to encompass the mage and just like that, it was over. Both mage and gravestone were gone, leaving the wounded escort to fight and die, outnumbered, on the muddy grounds next to his already fallen comrade.

Lydon awoke to a painfully bright light. A few blinks were needed to allow his eyes to adjust to his new surroundings. Once they did, however, he was fairly surprised at what he saw. Nothing unexpected, of course, but it was one thing to read and plan for such an event, it was something else entirely to actually accomplish it. So, with a quiet sigh, the mage climbed to his feet and began walking. The journey was truly just beginning, for there was much more to be done... next stop: Yliakum.

4
PvP,PK and Thieving / An Argument for PK
« on: January 03, 2004, 05:43:30 pm »
OK, so the dev?s have stated that the game will have very limited PK (arenas and certain areas of the wilderness, from what I can gather in the forums). Whether it?s a moot point or not, I am going to offer up an argument in favor of ?full PK? within the game. Feel free to flame, but at least read the entire post first.

As I have stated in another post, I believe that having a \"real\" PK element in PS is a way of adding a new dimension to the game. Some argue that PK and role-playing don?t mix; I believe otherwise.

I am not a big fan of PK, but I do believe it adds a new level to the game. Role-playing games are based upon interaction with other folks. That interaction becomes much more immersive if there is an element of suspense, drama or danger.

The key to having full PK in the game is to make the consequences of killing another player very, very dire. This can be accomplished a number of ways. The first, and most obvious, is to have (powerful) npc guards within the various cities and towns. If one player kills another, the offending player is automatically placed on an ?outlaw? list. From that point forward, if the player killer is spotted within the city limits, the npc guards will respond and either kill the player or subdue/incapacitate him (for some method of incarceration, which I?ll get to in a moment). This effectively shuts off the player killer?s interaction with the city and the people who live there. It also prevents him/her from purchasing items/weapons/food from within the city.

Another method of preventing random and gratuitous player killing (and this one can be used in conjunction with the first method) is to have the npc-run criminal justice system place bounties on the heads of player-killers. Yes, we?re killing players that have been caught player killing. It might seem like a vicious circle, but a ?good guy? killing a ?bad guy? would not incur any negative penalties and would, in fact, be doing the community a favor (and gaining a reward in the process).

Another method of preventing thoughtless player killing is to arrest the development of the offending player. For instance, killing another player automatically prevents you from increasing any of your skills for a certain amount of time (a week or two?).

Of course, since players have multiple lives, the guilt of a player killer could last a single life, five lives, etc, depending on what the dev?s decide. Or, another way of maintaining guilt, is to have the offending player remain guilty x number of lives, where x equals the number of innocent players he has killed.

By implementing a system similar to the one detailed above, you help to prevent needless and thoughtless pk?ing and you open up a slew of new possibilities:

A number of jobs/professions become available. You could have players working as city guards and bounty hunters. Non-violent players could hire other players to act as guards when travelling from one city to another. Additionally, if some form of criminal justice system is in place, you could have players working as judges or even executioners.

A new level of interaction within the guilds would be created. There are a number of ?evil? guilds already in existence. As it stands right now, they won?t be able to do many evil deeds. Going up to someone and saying ?Hey, want to go fight in the arena?? isn?t exactly what I picture an assassin saying.

You could create more of a feel of factions and unique cities within the game. If you?re outlawed from one particular city, it might not necessarily carry over to every other city (dev?s discretion, of course). Or, there could be one or two towns that are truly outlaw towns ? havens for criminals, thieves and murderers where there are no laws (but there may be a thriving black market).

Players that are on the governing council would have the ability to pardon criminals, etc.

If the game is geared towards role-playing, it?ll likely have aspects that make it more appealing to actual role-players as opposed to folks just looking for hack-n-slash games. As a result, the pk ability isn?t likely to get out of hand. Sure, there might be the occasional person who tries to kill everyone else, but the npc guards, the player bounty-hunters, the isolation from the rest of the game, the consequences of not being able to advance your skills, and a number of other consequences will likely weed out the ?pure pk?ers? and let us role-players enjoy the game.

As I said, I understand that full PK isn?t likely to be implemented, but I wanted to voice the preceding? I?ll certainly be in the game, regardless.

5
PvP,PK and Thieving /
« on: January 03, 2004, 05:23:31 pm »
Quote
Originally posted by AendarCallenlasse
The reason there is no open PK is because PS is not that kind of game.  It is a roleplaying game and they are focusing a lot on the roleplaying aspect.  No matter how you look at it, or how you personally feel, PKing will not promote Roleplaying.


Well, now that\'s simply not true. In fact, I\'d be willing to say that having a \"real\" PK element in the game is much easier to do if the game itself is geared towards role-playing.

Prior to coming to the graphical side of things, I used to play role-playing MUD\'s and MUSH\'s and the best were the ones that gave you complete freedom to do whatever your character would do in any given situation.

I am not a big fan of PK, but I do believe it adds a new level to the game. Role-playing games are based upon interaction with other folks. That interaction becomes much more immersive if there is an element of suspense, drama or danger. There will never be any \"villains\" or \"bad guys\" if you can only kill people in arenas. As a result, there will never be any truly \"evil\" guilds or organizations.

The key to having full PK in the game is to make the consequences of killing another player very, very dire. I\'ll post my entire argument in a new thread, titled \"An argument for PK\". However, the key is ICA=ICQ... In-Character Actions = In-Character Consequences.

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