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Messages - Primordial

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1
PlaneShift News and Rules / Re: New PlaneShift update
« on: May 25, 2013, 05:38:06 am »
Nice to see the AI coming along. But what exactly does 'improvement' entail?
Any specifics?

2
General Discussion / Re: Hypnotism in the Settings of Yliakum
« on: May 10, 2012, 12:20:49 pm »
you are a carbon based lifeform. kran are still made of flesh, they still have organs and they still go through all the life processes that you or I do. The only difference is that the base element in the organic compounds from which their bodies are constructed is silicon instead of carbon. They are no more a rock nor less an animal than you or I.

Yes, I'm well aware of being carbon based.
And yet, if you are taking them in the same manner as normal flesh, and the operating of that, as opposed to silicon, then there should naturally be no difference between Kran and anything else. So they shouldn't be able to stand underwater for ages, magic should be able to affect them in the same way, etc.

But it doesn't.
So they are different.

3
General Discussion / Re: Hypnotism in the Settings of Yliakum
« on: May 10, 2012, 10:39:07 am »
kran are silicon based lifeforms, not rocks.

but why wold you claim enki are easily affected with magnetism? did I miss something? Do felines have hunks of iron in their heads?

Magnetism in the meta-psychological sense of the word - as in mesmerisation. Animal Magnetism.  Hypnotism falls under the general category.

I would expect silicon to be less attuned to picking up the same signals or respond to the same suggestions than another flesh based life form, though it would probably be a case of understanding Kran psychology and adapting.

(Yes, I  have a tendency to think far too much into things like this, but then I research this type of thing as a hobby...)

4
General Discussion / Re: Hypnotism in the Settings of Yliakum
« on: May 09, 2012, 12:00:22 pm »
an Enki, for instance, would probably be far easier to affect with magnetism than, say, a Kran.

O.o???

Compare how easy it is to focus a cat, with focusing a rock.

5
General Discussion / Re: Hypnotism in the Settings of Yliakum
« on: May 09, 2012, 10:15:40 am »
Well, assuming every sentient being in Yliakum has a subconscious capable of reacting to these stimuli, I don't see why not. Problem arises when nobody else understands the mechanics of what you're doing.
You may have to consider the potential differences of target choice: an Enki, for instance, would probably be far easier to affect with magnetism than, say, a Kran.

6
General Discussion / Re: You Might Be An Oldbie If...
« on: May 09, 2012, 08:51:00 am »
I remember that Karyuu inspired and taught me, more or less, how to draw.

7
General Discussion / Re: New creatures
« on: May 04, 2012, 09:52:04 am »
Goujah looks interesting. Feed the Kormi to it.

8
It's never that the world is too big - it's simply that it does not feel full. So you have no reason to stop between the cities, or explore anywhere - you get everything in the cities. The spaces between at the moment are just large green landmasses which can look pretty. Which is a shame.

9
General Discussion / Re: Introducing NPCs day/night cycles
« on: April 25, 2012, 05:27:20 am »
they use both
Good stuff.
Movin' on up.

10
General Discussion / Re: Monster hunt project
« on: April 24, 2012, 11:51:50 am »
I'm against making everything newbie proof.
If the ulbernauts on oja road are difficult, let it be difficult. Difficulty is not a bad thing, despite the tendency for moden games to lead you by the hand and pet you on the head at every turn... As far as scenery is concerned, I'm fairly certain it makes sense for an Ulbernaut to be aggressive. If someone dies because they didn't know to avoid it, then they know next time. So really the question should be 'does it make logical sense for it to be there?' As there are other Ulbernauts in similar environments I don't see why not.

Don't coddle people.

I suspect, however, this will become a fairly moot point after the mobs have roaming capabilities.
I was always confused, however, as to why the fanatics were sitting around at the sewer entrance - were they waiting to try and run into the plaza or something?

As for aggression, I suppose it depends on setting or behavior mechanics. Maybe you could have a chance to switch between the two. A gobble roaming around might be just going for a stroll or it might be hunting.

11
General Discussion / Re: Introducing NPCs day/night cycles
« on: April 24, 2012, 11:36:37 am »
Interesting.
Do/will all npcs and ai entities move along pre-defined way-point based paths, or will there be space for dynamism there, like a nav-mesh?

12
PlaneShift News and Rules / Re: PlaneShift 0.5.9 release!!
« on: April 14, 2012, 05:02:45 am »
Looking promising. It'll be interesting to see what comes next.

13
General Discussion / Re: Losing players?
« on: March 29, 2012, 03:44:03 pm »
Dynamic world occurrences. This is never going to compete with the likes of WoW, but as it stands now, it's just as static, with 95% less content.
The planeshift setting could be made very much more enjoyable, and exciting, by introducing dynamic, random, events in.

Also - challenge, reasons to group. I've said before that there is no point to hunting if the mobs just stand there, for the most part, and wait for you to hit them. I heard that they were switched off of aggression, because they were 'too hard'. Cry more. Danger is good.

Danger and dynamic content is fantastic.

Hence, I think, that when the AI tribes update finally gets put in place, then things will start to pick up again - because that creates interesting scenarios.

At the moment there are no interesting new scenarios.

Imagination and community roleplay is all well and good, but if the world is static then you run into a fairly static number of things you're able to feed off of. If you can create emergent gameplay then you can feed imagination. Look at Dwarf Fortress and the number of insane stories that game comes up with, based on entirely on the shenanigans of a bunch of crazed ASCII symbols. Admittedly it doesn't work quite the same way in an MMO, but it's a good example of how the two intertwine.

One cannot simply fall back on the community, when other games offer more to feed their communities.
Games like Ryzom, for instance, have interesting little quirks - for instance, their animals migrate and go places. They interact with each other - predators will hunt other animals, etc.
In the tribes system you have various AI needs - people will naturally prefer one tribe over another. This will create interesting player interaction, based entirely around game mechanics, if you take it far enough.
Tell me that the community would not feed off of things like this.

What we have is too static. You cannot rely on GM events all the time. Feed the community, and the rest follows naturally. Humans attach narratives to everything and anything. 

14
General Discussion / Re: Bringing Back the Old
« on: December 27, 2011, 11:54:40 am »
there should probably just be a character wipe. I mean it is technically an Alpha, right? So people should expect this periodically with changes... The 'new levelling system' is a pretty damn big change.

15
PlaneShift News and Rules / Re: In Game Rules Improvements!!
« on: December 22, 2011, 10:42:34 am »
These are very interesting changes. It's good to see big attempts to address balance and mechanics problems like this. At some point I'll have to get back in game - with the recent large changes I'm very interested.

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