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Messages - Vankseal Serozan

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1
Complaint Department / Re: Physical Stamina Depletion
« on: November 15, 2013, 10:47:25 am »
Ok, I have not read all the comments to this post so this may have already been posted. PS has a paced combat system in my honest opinion. Unlike the old medieval battles where fighters would swing blades only when they had a chance of hitting their enemy, characters in PS swing constantly causing their stamina to drain quickly. This can be avoided by repetitively stopping and starting combat. All-out fights may only last a few minutes as previously stated but you have to keep in mind PS is not set up for all out fights. It is much more of a stop and go kind of combat system. Medieval battles lasted for hours, this is due to some good strategy of the fighters. In order to maintain constant fighting the troops would have to cycle through positions not unlike a flock of birds. Some fight in the front taking on the worst of the fight while others rest in the back. I think this could be incorporated in some PS group fights if needed to allow people to carry on their combat but it may be difficult to find other players online that have similar training. To be honest, I think the stamina penalties for wearing certain gear are needed but they certainly need balancing. 

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Wish list / Re: Plate Armor making process and parts
« on: October 10, 2012, 01:37:22 pm »
OK, with 3 years of playing ps for experience, this is what I think about crafting and balancing HA. I love the way HA looks in game and would love to see craftable just so I can use it again and have my old look back without suffering performance penalties. Yes, HA was OP but I believe the reason for that was mostly because all armor skills did not max at the same levels. I know they would not be balanced if we made HA craftable but I am afriad of extreme measures being taken to "balance" all the armor types that will only give rise to a new OP armor type that takes HA's place. I have found that after investing the time, tria, and pp to train all armor skills to the same lvl that even LA is rediculous. I can fight maulbers toe to toe and take no damage in agressive stance while duel wheilding weapons if I use the realm 1 spell rock armor. MA is even more powerfull and has anyone looked at shields? Shields make your block rate extremely high, to high if you ask me, personaly I think they should increase your deffense a lot and increase your blocking rate a little instead of insane blocking rate they have now. When buffed I used to be able to deck a player wearing HA at lvl 200 with two hits from my RBA's in bloody stance, give the same guy a high lvl in shield handling and a shield and I can't touch him but since then buffs have been nerfed. I think the deffense system needs to be reworked and I agree that Bonifarzia has a great idea and I really hope to see it happen. HA is just a surface indicator that needs to be looked into in order to see what the real hidden problem is. Having spoken with Bonifarzia about this before I think she has dug deeper and found the problem. Personaly I find LA and MA just as OP as HA was before only when useing MA or LA I don't have to equip a shield when I want to be immune to physical damage, I just pop a really low lvl (realm 1) deffensive buff and laugh at any attackers.

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Granted or negated Wishes / Re: Firearms in PS
« on: May 04, 2012, 02:11:20 pm »
Actually the idea that a bullet can knock someone to the ground is mostly myth.  Basic physics dictates that the amount of momentum the bullet can carry must be equal to the momentum pushed back onto the person firing the gun.  Therefore any bullet powerful enough to knock someone over would also knock over the person firing it.

If you don't believe me, the mythbusters mythbusted it.


Some of what I said is personal experience and some is what my friend told me so I can't be sure of it throwing the target (btw idk how heavy of loads this guy used, I was told he bruised his whole shoulder and side up once with one shot when he was playing around with heavy loads in his muzzle loader and he was a big guy.). My personal experience of using modern firearms is that even with a metal but plat I don't fall over when the target does but that is most likely due to were it been hit and the damage done, not the total amount of energy transfered. I forgot that these are old weapons we are talking about that do not have the modern recoil absorption systems like the guns today that can reduce the recoil of a 50 cal into an easily manageable kick and that baby can throw things XD. 

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Granted or negated Wishes / Re: Firearms in PS
« on: May 04, 2012, 10:00:26 am »
@ Rigwyn:  "Just because you COULD dose not necessarily mean you SHOULD." I believe most of us agree on this and are are waiting for a dev to shed some light. I understand what you are saying and agree that it could mess up the fantasy and I am leaning towards agreeing with you after giving it a lot of thought.

@ Knightspark9; I appreciate the enthusiasm you have toward the topic but I have to say a lot of your posts are mostly restating ideas from your previous posts. We can all read them and I hope anyone that is posting has already read all the posts made by others so they are not rehashing the same stuff.

As to the damage bows can deal compared to the damage old firearms can deal I would have to say the bow is going to out damage the firearm. I have used bows before in my life but not old firearms however I have spoken with a good friend whose brother did a lot with them. Why would a bow do more damage? Bows can be reloaded and fired within 5-7 seconds, if you're good you will still hit your mark often. Also you would be able to add a variety of poissons to the tip of your arrows to increase the damage dealt. The damage dealt from a arrow is a combination of piercing and cutting irl in game its just piercing where as the damage from a round ball fired from a gun would be more blunt and carry more energy. I was told that if you make your bullets from the right material they will transfer all their energy to the target possibly throwing the target a ways and nocking it down. With this in mind perhaps it would be best to make guns nock a target back or throw them to the ground so the effect is different from other ranged weapons (if we want them in game).     


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Granted or negated Wishes / Re: Firearms in PS
« on: April 30, 2012, 11:32:07 am »
I see what you mean with the details, I just wanted people to see I had looked into it a bit so I didn't have a repeat of the 2005 post.

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Granted or negated Wishes / Re: Firearms in PS
« on: April 30, 2012, 11:10:48 am »
I neither said I new best nor did I hear anyone else say they new best. I have tried to make it very clear that most everything I have said is only my opinion and as such it is going to be wrong and bias in some areas, also I said I have no idea what is already planned and never made any claim to know much about the history of PS. Sorry if I came across in a know all end all way.

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Granted or negated Wishes / Re: Firearms in PS
« on: April 30, 2012, 10:21:49 am »
                                                     (Sorry for the rant, it was inappropriate)

Ok, I understand what you are all saying about the magic making the development of gunpowder pretty pointless to the races of yliakum. However, the magic currently in game to me seems just about as good as a gun that misses 30-40% of the time. Why? Well, instead of giving a magic spell a range of damage it can do, like a weapon, and maybe treating it like physical damage when certain spells are used (fe, flying stones) or have it totally miss/blocked by the target, monsters have been assigned resistances to certain magic ways. I have no problem with adding resistances, however when mobs resist 80%+ of 3 different ways with magic costing as much as it does and you do not get half as good resistance as a monster does when you are maxed and he is only supposed to be adept I think there is something wrong. I have mastered redway, it wasn't easy but I got a good reward for training it. After resistances were assigned to monsters I tried to go hunting, just to find out that the only monster that I could kill with redway that gave me enough progression points were consumers (darkway is just as bad.). Personally I think it was just a cheap, easy, crud nerf as the resistances on most mobs do not make sense at all (consumers are supposed to spend a lot of time underground but are resistant to cw?). If not firearms, PLEASE give me some better bows and arrows to use. Sorry if this is off topic. 

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Granted or negated Wishes / Re: Firearms in PS
« on: April 29, 2012, 04:48:25 pm »
@ tman: In order to be appealing to a broad range of players that have varying interests developers usually include a variety of things in a game but some games are narrow and try to only appeal a smaller group. Magic, is normally for the more intellectual. Melee for the people that love their grit and sometimes a mechanic type element in the game for the mad scientist or people with a more explosive personality. However, planeshift is not a normal game and I don't think it shares the normal goals of most games. I don't know enough about the settings to give any more reasons than have already been given. I was really hoping to get a comment or two from a settings dev to shed some light on the mater. As far as improving ranged goes I agree, I did notice while looking at dates that the longbow was used against the Scots in the late 12th century putting the longbow well within the time PS fits in. Also the longbow could penetrate a knight's heavy armor and was very effective from 100-200 (not certain) yards, taking this into account the bows in PS now really need improving.     

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Granted or negated Wishes / Re: Firearms in PS
« on: April 28, 2012, 10:31:40 pm »
@ Knightspark9, Sorry if I said something without thinking it through very well. I have a cold so I'm having a hard time thinking stuff through thoroughly. I forgot to mention that Harnquist shows he does not like magic and does not trust it in one of his quests. And yes, some races are better at magic than others when it comes to magic. Example, the Lemur make far better mages then the Kran. I would agree that magic is over used but that is more of a balancing problem I believe.

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Granted or negated Wishes / Re: Firearms in PS
« on: April 28, 2012, 08:25:49 pm »
@ Phatomboy86, you could use a cannon and mage combo also I think it might be just as good to launch rocks or bombs from a sling (the range would not be as good though I'm guessing).

@ Rigwyn, Very good point.
 
@ Caraick, I have to agree that magic fills the role of gunpowder pretty well.

@ tman, Great ideas, I believe they would fit very well in game.

I have to agree with you that magic fills in the role of gunpowder very well. If one can cause an explosion with a spell then I do not see any real need for gunpowder in game. The winch area runs off of the Blue and Azure way if I am not mistaken giving the impression that even the technology is mixed with the magic instead of standing alone.
Some people may mistrust magic, but Talad gave the people glyphs to help them. I have not seen any examples of people mistrusting magic in the settings that I can remember.
   

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Granted or negated Wishes / Firearms in PS
« on: April 28, 2012, 01:26:58 pm »
Hello fellow players. I would like to share some research I did and see what other players and maybe a dev or two have to say about it. I know firearms in planeshift sounds like a stretch but please, read what I have written and give an honest constructive opinion if are compelled to reply.

  I know this has been mentioned before back in 2005 but I would like to do a more thorough job at explaining and giving some support for it. I would like to start with a brief look at history. PS’s weaponry that I was able to find dated to either in or close to the 1500th century. Large powder weapons were in use during the 1300th century however they required at least 2 men to use and needed a hefty rest because they weighed so much. In 1600th century the English began using a matchlock musket in their battles that were easier to use but still slow to reload.
 
  Assuming PS follows a similar time line having firearms seems to be a smaller stretch than I first thought. Now if we take into consideration the dwarves’ talents of weapon making and construction combined with their knowledge of extremely strong alloys the idea of them making basic firearms sounds very possible to me. However you still need a propellant to launch your projectile. I have never read anything about gun powder in yliakum however explosions are not unknown, for example the quests from Levrus and Ferryd. If not gun powder perhaps something else can be used in its place.

  As far as how they would work it would seem you would need a load command that takes 20-40 (based on irl) seconds to complete and an quick fire once you click on one of the stance icons or do a /attack command. The time of the reload, the range of the projectile, the damage of the projectile and the area of effect (assuming you use shot) could all be varied by the amount of propellant and the size of the projectile/s and the material they are made of.

  In all honesty I think if wanted we could justify having them in game and we could also justify not having them in game. I do not know what plans have been made so I am just presenting this and eagerly waiting for your replies, sorry I couldn’t make it any shorter. 
 

12
Hello all, yes I agree that races should have special traits that are unique to them. However I believe the idea of a character creation menu is to allow you to make a char that you want to play, not to have one thrown at you that you have to make work. Personally I think racial traits should be a mixture of advantages and disadvantages. Like kra have natural MA but they are not supposed to be great mages. Klyros can fly but they can't wear HA. I think if these ideas are built on and developed for other races it would make things more interesting and give a big enough reason to carefully consider the race you chose for the role you want to play. To be honest a soft lvl cap might be more realistic but I prefer a solid one personally. Over all nice post Jawir  :thumbup:

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Complaint Department / Re: Responsiviness of Dev/GM team
« on: April 04, 2012, 07:53:39 am »
I don't know how long you have played the game Pakarro but you sound like a noob, devs are always telling use to let them know what we think about new features. So far I have not seen any complaints get any changes making it look like they just want a lot of compliments. Looking at the game and how it has progressed I would say most of the devs have never tried to lvl up a char so they have no idea what its like to play the game. Maybe if they did lvl up a char instead of just spawning one with maxed stats and skills they would see why we are not pleased with sertain changes. We are always being told we can help shape the world of yliakum but new content and projects under way are hidden or atleast realy hard to find any information on. Making if very hard to sugest anything that might fit well or anything that could be changed before it is put in game that will avoid problems later. I have played ps for about 3 years now and agree with most of what Jacula says.

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General Discussion / Re: Introducing NPCs day/night cycles
« on: April 02, 2012, 10:01:59 pm »
I must say moving npc's are a good idea and they add to the realism. But at the same time we need to be careful that we don't make the game so real that it becomes unbearable. I think we could use a improved quest tracker that tells us if the npc is available and a the rough location so we are not running all over creation looking for someone thats not even there.

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General Discussion / Re: Losing players?
« on: April 02, 2012, 07:11:23 pm »
Honestly I think if new players were actualy given a full set of armor and two weapons or a weapon and shield combo of their choice along with a glyph or two of their choice and higher starting stats so they are not stuck killing rats for hours or trying to mine for long periods just to get a few ore (because the skills max lvl has been raised to 200 and all the mobs/jobs made tougher) you would see less players quiting withing the first few hours of gameplay. I agree Vakachehk on the idea of polishing up the questing system and some other things that need fine tuning. I think it should be made more clear in the character creation and on the ps website how sertain things will effect the character. I have seen players joing the game and have to start with nothing because they chose skills that were not even implemented yet.

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