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Messages - tman

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1
General Discussion / Re: An OOCly Economical Discussion
« on: January 25, 2015, 07:28:07 pm »
The way I see it, the biggest problem with the in-game economy right now is this:

  • Crafters are constantly producing goods in massive amounts, in order to train.
  • There very little demand for player made goods.  Usually people buy one good set of armor and weapons, and that's it for a long time.
  • Because there are so many more goods produced than players can use, players sell their goods to NPC merchants, who are an infinite source of tria.
  • Tria used to leave the economy through training.  That's no longer the case.  There are almost no tria "sinks" to take money out of the economy.  (Pterosaur travel, stat training, buying ingredients from NPCs, purchasing mounts, etc. make a tiny dent compared to the amount of money flooding in from selling crafted goods to NPCs).
  • With so much tria flooding into the economy and nothing taking it out, tria becomes pretty much worthless.  Prices of goods rise arbitrarily.

In order to fix the economy, in my opinion, two major changes need to occur:
  • Demand for player made goods needs to rise, causing people to actually want to trade.  Goods like food and potions need to be more useful, so people actually want them.  Gear should probably wear out faster, to give an incentive to people to actually buy fresh gear every once in a while.  Maybe introduce a way for smiths to improve the quality of looted weapons, to make them viable relative to 300q crafted gear.  Stuff like that.  In addition, NPC-bought goods shouldn't be so effective, or should be more expensive.  Nobody is going to pay 1000 tria for a high quality player-made mana potion when you can buy 5 50q mana potions for that price and get way more bang for your buck.
  • There need to be tria sinks taking money out of the economy.  The pterosaur is a great example, but there need to be more, and on a greater scale.  Methods of doing this could be a topic all on its own, but a few ideas off the top of my head are charging monthly rent for player and guild houses, renting rooms at a tavern before you log out granting you a "well rested" bonus to XP and practice gains next time you log in, renting or selling high quality crafting tools which help you make higher quality products, allowing players to leave an offering to Dakkru before exiting the Death Realm which reduces the duration of the Curse tenfold, etc. The point is, when there are more things to spend tria on, it becomes more valuable, and therefore people are willing to work or trade for it.

2
Wish list / Re: AW & Illusions
« on: November 19, 2014, 05:41:52 pm »
A disguise spell would be really cool.  Say you cast it, and you appear as a random race/gender, or even a creature.  Ideally you could cast it on a target and only they would see you differently, but if that's not feasable it could work mechanically similar to the polymorph spell, so you appear as something else (without changing any of your stats).  ICly, you could think of it as creating a continuous sphere around you, and everyone inside is affected by your disguise spell.

You could also disguise yourself as a type of creature to prevent that type from attacking you (since they see you as one of their own). 

Obviously this can be RPed as well, but if the mechanics can support it I could see it being a lot of fun.

3
General Discussion / Re: What Do Enchanted Gems Taste Like?
« on: October 26, 2014, 07:09:00 pm »
Good and bad are judgments.

Yeah, but so is everything when you're talking about food taste.  Unless you're saying "this meat tastes meaty" which is a tautology.

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Sweet would mean sugary, which would be meaningless to a kran.

Actually no.  People experience "sweet" taste because of special neurons on the tongue which respond to certain "sweet-tasting" chemicals.  Sugar is just one.  There are many many more (which is part of why there are so many diet sodas.  They use different sweet-tasting chemicals to replace the sugar, making a zero calorie sweet beverage.)

It's possible Kran have sweet and savory receptors on their tongue, but they respond to different things.  Gems might activate "sweet" receptors, metals might activate savory receptors, etc.

Of course there's no way to know this unless someone in Settings tells us.

4
General Discussion / Re: What Do Enchanted Gems Taste Like?
« on: October 25, 2014, 04:47:58 pm »
This thing about needing a settings person to tell you what a goddamn gem should taste like is a bit too conservative for me.

Well the thing is, Kran probably don't often eat "people food" and when they do they probably have a much different experience than the carbon races.  So saying something like "Sapphires taste like blueberries" doesn't mean anything since carbon races can't know what sapphires taste like and Kran don't know what blueberries taste like.

So, beyond "good" and "bad" or maybe "sweet" vs "savory" (if Kran can experience those sensations) you can't really draw comparisons between the two kinds of food.

5
Wish list / Re: Bubbles showing typing activity and AFK
« on: October 23, 2014, 05:21:20 am »
I think it's a great idea.  The little bubble may break immersion, but it seems less immersion breaking than awkward situations arising from two people talking at once, or out of order.

My advice would be:
  • Allow players to turn off seeing the icons (for people who think it'll break their immersion too much)
  • Perhaps allow players to turn off allowing others to see when they are typing
  • Only show the typing symbol when the person is typing in main tab

6
General Discussion / Re: What Do Enchanted Gems Taste Like?
« on: October 22, 2014, 09:56:14 am »
Questionability of crumbling diamond to powder in a mortar aside...

Actually diamonds, while the hardest material ever encountered, are very brittle.  Much like glass, you could shatter one with a relatively light hit of a hammer.  The damage it would do to your mortar and pestle, however...

With regards to the rest of the conversation, perception of taste is governed entirely by the nervous system.  If we assume the Kran sensory neurons and taste centers of the brain are similar to real life humans, then Mishka's answers all make sense.  But there are literally infinite other possibilities.

7
Complaint Department / Re: Can't understand your intentions
« on: October 22, 2014, 09:03:43 am »
The only thing is that with the new system, you will max anything you do eventually if you keep doing it.

"Eventually"

I've been playing since April of 2011, and my highest skill is 150.  I only have 4 skills over 100 (and alchemy and herbal shouldn't really count as two, since you level up herbal by doing alchemy).  I don't know the numbers on the practice points required for each level, but I imagine going from 150-200 takes roughly as long as going from 0-150.

I get what you're saying though.  A character that's been around for a very long time will become a "master" at everything they do, just by having done it enough times.  Which is why for IC reasons I only practice skills that relate to my characters desired profession and goals.  It can be a pain though, as an alchemist whose never done any mining or metallurgy, for example.

8
Complaint Department / Re: Can't understand your intentions
« on: October 21, 2014, 06:34:54 pm »
Just because you have a max'd character doesn't mean you can't roleplay a weaker one.
Yeah that's true, but I'm not talking necessarily about roleplay.  If you can max out skills quickly, every mage will have all the spells in the game.  Every warrior will have have maxed out skill with their armor and their main weapon.  It kind of defeats the whole point of leveling up if everyone reaches the same point in the end anyway.

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What about the skills that don't make you Mary Sue though? Cooking, smithing, alchemy, etc. Still very grindy nonetheless.

I consider it just as Mary-Sue-ey if your master blacksmith is also a world class level chef, master potion maker, leatherworker, etc.  The whole point of an MMO is that different players focus on different roles.  If one character can do everything, there's no point in teamwork, cooperation, or trade.


I can agree with you that at the beginning, it shouldn't be such a grind to come to a level of competency with a skill.  But a single character shouldn't be a master of more than 2 or maybe 3 things total.

9
Complaint Department / Re: Can't understand your intentions
« on: October 20, 2014, 06:18:02 pm »
I understand the intention might be to make capped skills rare, but that's disappointing for people who want to finish their characters...

I personally don't think a character should ever be "finished."  Nobody's perfect, and the Mary Sue phenomena really kills immersion in most MMOs.  Taking a long time forces people to pick one or two things to be great in, at the sacrifice of others.  If it's easy to max skills, then a lot of people are going to max all their skills and the diversity of characters disappears.

With regards to the rest of the issues, I can understand where you're coming from.  I've always thought that the focus should be on helping new players become regular players.  The beginning stages of this game were hell (which I didn't mind all that much, Morrowind is my favorite single player game ever) but I can see how that can drive people away.  Information should be easily accessible in-game for those who seek it out.  The library is great, but it can be hard to filter out the random world backstory content from the "I'm new and this will help me with the game" content.

tl;dr:  I like that it takes a lot of effort to become god-like in this game, but progression at lower levels could be faster and information for new players shouldn't be hard to find.

Edit:  I am strongly in favor of alternative ways of leveling up.  Especially, periodic quests that reward you for using your skills by giving practice points toward skill level instead of just experience.  Crafters can be requested to make products, combat users can be requested to kill specific enemies, etc.  Since trainers no longer do anything in-game, the former trainers can now be skill quest-givers.  You could even make them choose between skills (ie getting a sword quest from trainer A prevents you from also getting an axe quest from trainer B).

10
Wish list / Re: Player to Player Focused Economy
« on: September 21, 2014, 03:11:25 am »
I get the idea but the method is far too extreme.  Having NPCs refuse to buy player made items takes a lot of the incentive out of certain crafts.

Why?  Because, in PS people do crafting for two reasons: to get better at it, and/or to make a profit.  But the problem is, the number of items you need to craft to level up is FAR more than the number of items the player base is ready or able to use.  Trust me on this.  I have an alchemist character who has stacks and stacks of potions in storage which I have tried selling, but nobody's buying.  I had another character who tried blacksmithing, but for the early levels there were no customers because nobody wants to buy low to medium quality weapons when other players are churning out 300q weapons all the time.  There just aren't enough players around to want to buy all the crafted goods.  Also for weapons and armor, most people only need one and they're set for a long time.  So demand is very low because everyone who needs good gear already has some.

And if you can't sell your goods to NPCs, and players don't want them, you're stuck with a crapload of useless junk.  What's the point of even practicing your trade at all then?  You're not getting money from selling your product, which means you can't afford to pay other characters for raw materials.  Alchemists and leather workers won't be able to pay hunters for animal parts and hides, so they'll have to either gather those themselves or give up their craft.  Smiths will have to mine their own ores since they won't be able to afford to pay miners.

So, you can see how this actually leads to less interaction between characters, because it makes it the intermediate crafting trades (going from raw material to product) essentially receive no or little pay. 

The one thing I agree with, though, is NPC prices may need adjusting to encourage player trading.  For example, part of the reason nobody is buying player made potions is because NPCs sell greater health/mana potions so cheap.  Why buy high quality potions for 1000 tria when you can buy 50q from NPCs for 200 tria and they work pretty much just as well?  The prices should be adjusted so that it is indicative of how effective the potion actually is.  Right now a 50q greater mana potion restores more than a high quality regular mana potion, even though the latter is 3-4 times more "valuable" according to NPC prices.   If the price was proportional to the amount of mana restored, buying potions from players would be a much more worthwhile.

11
The Hydlaa Plaza / Re: Forum Private Messages: Your History
« on: September 11, 2014, 08:30:31 pm »
Damn it guys, I have a paper I have to write by tomorrow and I've just wasted the last hour reading our old debates about metaphysical gods, determinism, our very limited understanding of quantum mechanics...

12
The Hydlaa Plaza / Re: Forum Private Messages: Your History
« on: September 11, 2014, 07:44:36 pm »
It was about whether the changes made by breeders count as "evolution" because there's no "natural selection" occurring, I honestly don't remember the details because my inbox doesn't save sent mail.

Anyway we all got threatened by lilura that if we argued about it on a public forum we'd be banned, so we probably shouldn't get into it...  :-X

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The Hydlaa Plaza / Re: Forum Private Messages: Your History
« on: September 11, 2014, 01:07:47 am »
All I have is a long winded debate with Illy over whether dog breeding counts as evolution or not.

14
In-Game Roleplay Events / Re: On events
« on: August 29, 2014, 11:33:39 am »
Events don't necessarily have to have a reward, do they?

15
General Discussion / Re: disk in the mail
« on: August 26, 2014, 02:17:06 am »
How about an installer that installs all the different binaries along with a single copy of the art in one installation directory?  I remember Cube 2 (an open source FPS) did exactly this.  The user can always go back and delete the binaries they don't need, but it was never a problem for me because the size of the binaries is so small compared to the art.

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