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Messages - StitchedChin

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1
You should be able to, though the Taskbar will be gone in fullscreen.  Use ALT+TAB to flip between your other open programs.  Is that what you meant?

2
General Discussion / Re: PVP As RP
« on: May 15, 2009, 03:03:10 pm »
Hmm, I'm trying to figure out when player vs. player is not combative, must be brain washed when seeing "vs." between two objects.  Or maybe you are talking about pick pocketing, singing contests, dance offs, board games at Brado's, bake offs, etc.?  What kind of other mechanics support player vs. player in PS?

That's a cool idea Mouli, teams of duelers would be fun, too.  I wouldn't think you'd have to leave your guild, in fact, it would help your guild's standing and make more competition as some guilds have rivalries.  Until they turn on the catch, pass, kick, tackle features in PS, combat seems to be the best we have so far, or maybe my imagination is just lame and tired.



3
General Discussion / Re: PVP As RP
« on: May 14, 2009, 06:50:50 pm »
Some good dialog here it seems.  Wait, what were the questions again?!

How can pvp be roleplay?
Isn't it always role play.  Every action has a consequence, so if you attack new players and kill them for fun, than that is your character, no matter what you think your character really is.  On the other side, if two players engage in PvP and they are staying more in raw character form, then they should take it slow if they want to get a great dramatic effect.  Take a couple swings at each other, charge and then maybe stand some feet apart and spout back and forth for fun.  The problem with PvP and role play is one is in real time and the other is in slow motion and interrupts the other.  Getting the two closer in time frame would add some fun.  I also think it would be great if we had 5 seconds to type something in before we officially die, instead of the "You Can't Do that Right Now" message.  That way I could say, "Well fought... ack, I die...".

What effect does Pvp have on roleplay?
Sort of what I said above, if someone keeps killing people in PvP, it will eventually lead to a greater in game conflict, which could be seen as role playing.  Eventually some "good" group would come along and try to save all the new players from being killed by the evil killers, and maybe even eventually put them in jail.  But, it would be up to the players and GMs to make it seem more realistic.


How does planeshift RP on Laanx effect pvp positively and negatively?
Hmmm, not sure about this one.  Good RP effects PvP positively I suppose.  But the RP that makes up mechanics that aren't even in the game (like casting fireballs or shooting a gun), is just a RP that could be done in the chat room.  If one role player is making up mechanics and the other is trying to stick with Yliakum settings, then how is that fair or fun for anyone to try to keep up with.  If the RP can be carried out in PvP, then seems more exciting to me and takes the game to a higher standard.

What part should pvp play in roleplay?
I always say actions speak louder than words, so PvP and the role play should go hand in hand.  If I type I stab you with my dagger and you die, but I can't do that in PvP, then to me it just doesn't seem I am role playing my character correctly.  Course this gets into power levelers and how it is tough to keep up with others and skills with a keyboard and mouse, etc, etc. but that gets into a bigger mess.  Until the two can be played together, I don't see PS getting over a hurdle and increasing participation.

If I can't work a mouse and keyboard and someone else can, and those are the mechanics for a great fighter, then I'm thinking maybe I need to try another profession like crafting.  Now is that fair or not, I don't know, maybe because it is a game it should be able to make everyone equal, but then that leaves a lot of extra programming and AI to work on.  That kinda brings me to what I usually try to say, and that is freedom should be in the game.  Being able to do other things besides be the greatest fighter, and be able to find some skill that is really useful, will make a broader base of players happier.  And with freedom, if someone wants to kill another in front of a guard, then so be it, face the consequences, but there has to be consequences.  Like UTM says, until those Laws are in game, it is tough to let it all reign free because order will need to be restored eventually as chaos will surely break out.  Right now, I bet almost everyone should be in jail for something we've done, but until that tough, deep, deep programming is in game, all I can think of is let the community sort it out.

4
General Discussion / Re: Who is "the PlaneShift player"?
« on: April 30, 2009, 03:37:50 pm »
Who is the Planeshift player... I'm going with someone that does not want to be restricted in anyway.  They can be whatever they want to be, jack of all trades, a specialist, a hero, a villain, a merchant, a foul mouthed dwarf that gets on everyone's nerves, a legend of the tavern scene, etc.  And they'll be a mix of a power-leveler that can stay in character and will always jump into a role-play when presented.  Using mechanics to make their role-play more than just text.  I'm imagining this when the game has the multitude of skills available to everyone and working.  It'd be an interesting sight to see thousands of citizens hustling and bustling around the world doing all the things that we read about before signing up to play PS.  But until then, the PS player uses what they have available and sticks around because they enjoy the community.

5
I say the loan is unnecessary.  It causes the very risk that would put them out of business.  They do not need that much starting capital to begin doing this and a guild house to store the ore is not cost effective.  You do not want to store the ore for a long time anyway, a quick turnover is the safest and most profitable way to do business.  Paying a couple million trias for a house to store ore is not a good way to go.  Guards would probably work best to start out and then they'd have enough trias in about a month to expand from there, if successful of course.

If they did do the loan, working on some quick numbers, best case, it'd take 10,640 ores (0 slags, full 188 trias profit with their own smelter) to make 2 million trias.  If they could buy an average of 500 ores a day, it'd take ~22 days to pay back the loan.  That doesn't seem impossible to me.  Since it sounds like they don't have their own smelter, it'd take ~44 days if they split the 188 down the middle with the smelter, slags won't be too much of a problem, 1-3% delay, 5-15 ores a day.  I'd check with Trasok and Gardr, maybe they'd share some information on how many platinum ingots they buy per day, I'm sure it must be well over 500.  If it is closer to 2,000, then 500 should be possible to compensate for the loyal miners and miners that can smelt their own.

So is it legal?  I'd say so, why not?  They have just as much right to buy ore and offer an angle compared to any other smelter out there.  I don't really see the difference between them offering 1100 per ore and some other smelter.  And smelters are outbidding Gardr now anyway, so they are just another buyer entering the market.

Will it create conflicts?  Absolutely, a bunch of them, and that may be why it won't work unless the stronger smelters and guilds are okay with it.  If the loan is done, it'll be easy for competition to put their loan in default by offering free smelting, so diplomacy and cooperation will be a must.

As a smelter, I wouldn't mind them being around.  I don't think there is enough work for probably 90% of the smelters out there however since it would take about an hour to smelt a full days worth of ore, but if I happened to be around and was offered 100 trias per ore to smelt 500 platinum ores, I think making a quick 50k wouldn't be such a bad thing.  It'd be interesting to see if that is how it would work or if it would just turn into a chaotic mess of a market.  The pure miners would definitely win out on this one, though.

6
General Discussion / Re: Race Poll
« on: April 22, 2009, 02:58:20 pm »
Only Klyros Females if there is suppose to be some distinguishing difference between the Males and Females...  Otherwise we'll just have to keep saying, oh sorry, I didn't realize you were a woman...  Nolthrir Male seems like a close second since the women got a rework.

7
General Discussion / Re: Mechanics for Roleplaying?
« on: April 22, 2009, 02:28:36 pm »
I say you already have mechanics in PS that just need to be improved to improve Roleplaying, Factions.  I got hooked on these things early on, thinking that if I was nice to everyone and the most helpful dwarf, my factions would really show off the character I was trying to be.  I thought the consequences of my actions would improve my character more than just killing Ulbernauts and paying someone to increase my stats and skills.  If actions are computed and adjust factions, then that may support roleplay on a more consistent level.  I think I read what UTM said correctly, but I agree that the current PPs system isn't the greatest and could be done away with.  Maybe factions as a substitute could be something to look into.  Consequences for your actions I think are very important when it comes to roleplaying, so having some way to support that would be pretty fun.  Some examples of what I mean would be:

1)  Should it be possible to be maxed in Dark Way and Crystal Way, or if you train Crystal Way should your faction for Dark Way go down or vice versa?

2)  If I kill someone in PvP, should my Good, Guard and Law Faction go down if the person I killed had a Good and Lawful Faction alignment?

3)  If I trade and constantly sell and buy for decent prices that makes my customers happy, shouldn't my Merchant Way faction increase?

This of course is probably more complicated than these simple points, but roleplaying can always be done in a chat room, making roleplaying more popular and fun in a game is always going to be more difficult, but when accomplished will have a very nice niche in the gaming world.

8
General Discussion / Re: Godmodding GMs!
« on: February 16, 2009, 03:04:03 am »
Quote
So now I have a different question: is it godmodding if a GM tells you how to RP something so it is accurate with the IC context you're in as well as the game settings?
That doesn't sound like godmodding to me.  The problem as I always see it here is just mechanics, so things will always need to be explained a bit in order for the situation to be as realistic as possible.  So maybe to use as an example, the tie up situation with the "magical whip" that can't be cut, but that seems a bit like  godmodding to me.  The GM character has full use of a certain set of mechanics and the players have none.  So, to maybe more accurately start the RP from the beginning, things should be explained to the characters a bit because with the mechanics limited, it is tough to figure out what they are getting themselves into.  An example may be:

GM Char:  "the female dwarf pulls out a magical whip and flings it at player X, attempting to tie them up."
GM Char:  [/roll 100 sided dice, you'll need a 90+ to save vs. it]
Worst case:
Player X:  [I'm a magical ninja that has a 100% save vs. magical whips thrown by female dwarfs]
GM reads the players description and looks at factions and stats
GM Char:  [No you aren't, you are crafter who likes slow walks by the lake and collecting flowers, roll the dice]
Better case:
Player X:  [I'm maxed in all stats and have trained in many weapons and armor, can I get a better save roll than 90?!]
GM Char:  [okay 85+, I'm very powerful and would not have attacked you if I didn't think I could take you out]
Player X:  /roll 100
Player X rolls a 75
GM Char:  /me successfully ties up Player X
Player X:  "Crap"

To me, if mechanics were 110% done, then the whole whip RP would be done visually, with saves and rolls, etc. and if the character failed then they would know the dwarf was more skilled and powerful, instead of just being told as it happened, if that makes any sense.  :)

I know this is a pain and probably a crude example, but I think some fairness is what most players look for.  Not to say GM events aren't fair, but just when new things are thrown at them that they didn't know were around.  The Vileneck event for example, everyone all of a sudden wanted to steal a guard's staff that made them industructable and able to turn invisible and teleport.  But, then they are told they are impossible to steal and use.   As far as raids, everywhere this should be possible and warned about frequently, but yes, them teleporting right next to someone and cutting them down in seconds, doesn't seem too fair.  Building up the scene though with noises, screams, etc., seems to be more realistic.  And powerful mages showing up at top of the platinum mine to cut everyone down, while fun, would definitely seem to me to be godmodding because the sole purpose of their arrival has no background and Muglick just sits there and doesn't "guard" the area.

9
General Discussion / Re: Godmodding GMs!
« on: February 13, 2009, 11:14:32 pm »
Ah okay, I think I understand the question now.  I'm fine with GM and Dev characters being the most powerful in the game, using huge levels of the current skill sets or using the GM codes to try to mimic the possible future settings.  Examples would be a bit easier to figure out and discuss, but I know things like morphing, levitation, teleportation, etc. are going to be in game, so GMs using those seems cool to me.  This line gets a bit blurred for players that don't know the full possibility of settings though, so right now it seems GMs can do whatever they want.  Laws of whatever universe this is still need to be obeyed, even for gods...

10
General Discussion / Re: Godmodding GMs!
« on: February 13, 2009, 03:18:44 pm »
Great points Lhaa, and actually a lot of what I was going to touch on.  Players like to feel they have some control during the event, able to change the story with the skills they feel their characters have or have actually worked on, factions, skills, stats, etc.  A few examples I've seen in events is veteran players just go along with whatever they think the GMs want them to do, knowing there is only one "solution" to the event, so why fight it, just go along with it, even if it goes against the way they control their character normally.

I think the point about the ropes is if someone has an idea that the GMs didn't think about and they want to challenge the storyline, they can't because then that will mess up the way the GMs want the event to go.  This is of course the challenge, learning how to improvise, diverge and make the story up as it goes along, trying to take into account the diversity of the characters who make up Yliakum.  Players don't want to be just classified as citizens and pawns.  Some want to be evil, some want to be drunks, outlaws, suave, noble, etc, and events do not allow for that freedom.  I think using the factions, skills, stats, descriptions of characters could help keep things more realistic during events.

And why is it so bad if we fail at an event?  If it goes horribly wrong?  If that keeps happening, the players we'll have something to work on next time, and it could  open up new ideas for the next event.  Like the Vileneck event would have been pretty fun if the evil aligned characters could have sided with him and helped him, and I know some were trying but they were killed just as quickly as the do-gooders and seemed to have been ignored.  What if someone warned him that the coins were the cause of his downfall and he actually stopped taking them early on?  I think the storylines should be more open ended and the use of god-modding to keep them inline should be used more for improvisations.  Storylines could go on for months and I know most say we can do this now on our own, but with the mechanics the GMs have at their disposal, it would make it much more interesting and fun with their involvement, especially since skill sets dominate the power of a character, so newer players would feel left out unless they got a temporary boost from the GMs, similar to being able to fly for a short while.

11
Server Status / Re: If Leveling....
« on: January 21, 2009, 05:50:32 pm »
Personally, I was hoping leveling would be easier on the EZPC Server as well as rarer items showing up more, too.  If everything is exactly the same as Laanx, then I'd just start another character on there instead of doing the work on a server that doesn't seem "alive".  Also limits should be taking off so people could level as high as they wanted, make it a PLers Utopia.

Divide the PPs needed by trainers by 10 and multiply the practice points and experience gained when executing the skill by 10.  Oh, and make every NPC a trainer of every skill...  that'd speed things up ;D.  And it is far from perfect, but the code would need to be rewritten for some of my ideas and it is a subjective subject anyhow, so I'll pipe down...

12
PlaneShift Mods / Super Small Info Window
« on: January 10, 2009, 02:22:22 am »
I made a really small one.  I run into issues when I make the window scalable, so if anyone knows why, I'm all ears.  Started with Caarrie's mod of the window which added the trias, weight, etc.  Still learning, fun stuff.



XML file
http://www.mediafire.com/?gtibmyimumm

13
Complaint Department / Re: DEATH!!!
« on: December 29, 2008, 02:08:15 pm »
Yep, the brightness in game will not brighten on maps that do not allow for it.  If you can brighten your monitor settings, try that, otherwise try straight from your video card.  If you have Nvidia, there should be a control panel from them that lets you adjust the brightness or gamma for your whole PC.  If you are on Windows, you can get to it by Control Panel --> Display --> [Tab] Settings --> Advanced.  For Linux, I've installed the drivers from Nvidia's website to get the control panel, but not sure how to do it in another way.  ATI should have something similar with the drivers installed.  On a laptop, I have seen some adjustments for their basic video driver under the Display Settings, too.

Once you get through the Death Realm once, it is much easier the next 250 times.  And yep, the DR has some good reasons to go down there, so it isn't always a big punishment, can be fun.

14
Complaint Department / Re: Dwarven Clans
« on: December 11, 2008, 07:06:52 pm »
I wish Dwarven women were a more popular character to play, but they are scarce.  Xillix posted the registrations of the races by gender on page 3:
http://hydlaa.com/smf/index.php?topic=33915.30

I think I know of less than a handful these days.  I'd think they are pretty strong, supportive and protective.  They'd be able to whoop up on any Male Dermorian, but then again who can't... pah, ha, just kidding.  I'd imagine they'd fight along side any of their husbands or brothers, and get their hands dirty building, creating, managing, and digging just like the men.  Not sure of any friendly, dwarven nickname, but Sister has been used.  And usually if they bring you beer, if they bring 5, 3 for her, 2 for you.  If they just got a better mesh than those diaper butt pants and could maybe sit, maybe they'd be a little more popular to play.   :D


15
Complaint Department / Re: Dwarven Clans
« on: December 11, 2008, 03:59:23 pm »
What's a klingon?
Somewhere a Trekkie has a heartache...

Personally, I think settings and descriptions of races should be as general as possible, especially for a game with a changing population.  Just because you are a Stonebreaker doesn't mean you have to be stubborn, only good at mining, untrusting of anyone taller than you, etc.  I also don't agree with concrete limits to a race as well, there are always some that can stand out from the crowd.  You can't roleplay a dwarf that is 3 meters tall, but you should be able to accomplish whatever you work at, whether it is magic, painting, archery, climbing, etc.  Trying to stereotype fictional characters, just seems like a losing battle.

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