PlaneShift
Gameplay => Wish list => Topic started by: ramlambmoo on February 15, 2005, 06:31:45 am
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Well lately ive been thinking alot about the evil players in PS, and about how there isnt really much for them to do at the moment, seeing as you have to ask someone wether they want to fight or not, and you cant steal people\'s kills anymore. Im not talking about greifers, just people who have evil characters. Anyway i came up with a rather novel way to ambush people who dont want to fight you. On the road to the other town, after you\'ve been past the place on the path where the next area loads, and you take the left fork of the road, theres a certain spot where the current section of that area ends and the next part starts. This is just before the 180 degree turn around which leads out into the open hilly fields. In this particular area people standing in one section cant see people in the other section. You wouldnt usually notice this, unless there were alot of people in that area at the time, which there usually isnt. Anyway i also found out that monsters cant follow you over the lines of sections, and so they just wait there if you cross that line. With this in mind, i planned a little bit of fun....
I went to the place in the hills where there are stacks of trepors, and ran past them all and cast a magic arrow on each of them, so they started chasing me. I then led them back to the bend in the road, and the area where the two sections meet. Once you cross over the line, the monsters dissapear from sight and stop following you. This means for people coming the other way, the path is all clear until you cross the invisible boundary on the path, at which time the monsters appear out of thin air and start attacking you :P
I managed to drag 2 tefusangs out as well as a rogue, making a small army of 2 trepors, 2 tefusangs and a rogue standing on the invisible line waiting for people. Much to my (evil) delight people would come up the path, cross the line and be greeted by a hoard of monsters attacking them. Any attempt to fight back is rendered useless by the fact there are 4 other monsters attacking you at the same time... Quite a few people got killed, only a small number figured out that they were faster than the monsters and ran past them and on to safety. Until of course some player with his long sword and level 20 sword points came along and killed them all in one go. It would be cool if when a monster killed someone it stole a little bit of money off them, and then whoever kills that monster gets the money. It would make theiving and robbing people possible- but you still have to travel all that way and lure the monsters out, then kill them yourself to get the money. Plus if your monster ambushed a good player he/she would kill them and get the money themselves, foiling your plan. So it isnt like a level 100 player can attack anyone he wants- you\'d have to have alot of patience and skill to do it. You\'d probablly have to be organised too, with 1 player luring the monsters, and another killing the monster after they killed the person to get the money. This form of theiving would open up new possibilities with guilds and mercanaries offering to escort people to other towns in exchange for money and items. It would give all the evil / good guilds something to concentrate their evilness and holiness on, rather than just talking about it.
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This brings me to an idea:
Later on, there could be NPC-Mercenaries who can be hired alone or in groups by a single PC or a guild. Then you lead them to a place and tell them to guard it, so they will attack everyone who doesn\'t belong to the PC\'s or an allied guild and who gets too close to them. In this way, guilds could hire guards for their guild houses. Commanding mercenaries to guard a place should only be possible on ground your character or guild owns.
Evil PCs or guilds could hire the mercs to rob others, where there actually isn\'t taken anything from the slain PCs, but the one who hired the mercs gets a small amount of money. Commanding mercs to rob people should only be possible on ground that you and your guild don\'t own. But there should also be a price: the mercs want to be paid, and the PC who hired them can\'t reject challenges until he died the first time after the mercs are killed or driven away (this should start at least after the mercs robbed their first victim. Characters killing such an evil individual should get a reward.
If something like this is implemented later, I would suggest a skill or ability value to determine how much the mercenaries will cost, how many can be hired and what fighting skills they have.
@ramlambmoo:
Funny idea, but if this is done too often, it get\'s an annoyment.
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@ramlambmoo:
Funny idea, but if this is done too often, it get\'s an annoyment.
Yes, but any PK / robbing if done too much would get annoying. Plus this would be alot harder to control, since you cant tell the monsters what to do- it would add a huge element of unpredictability to any would be theive\'s plans.
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Good idea, if PS is to be realistic there must be penalties for losing in combat and rewards for the victor.
But in addition to the money thing, perhaps players could also win (or lose) the adversaries main weapon or another item of their choosing. This could apply to rouges and other human NPC\'s as well as other players, but not to \"monsters\"since monsters have no use for weapons (or tria for that matter).
Maybe in the case of monsters you could use str or hp\'s instead of tria and items.
Ex: you attack an axe welding rogue with your sword
you win: you get his axe
you lose: you lose your sword
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Evil characters should just shout alot. (not that im saying that im evil) the monster thing seems mean and uncalled for.
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Exploiting bugs in the game to get hordes of unsuspecting people killed is griefing, not \"being evil\". It is also against the rules, and if a GM sees you doing it, you\'ll get a kick or ban. :)
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Exploiting bugs in the game to get hordes of unsuspecting people killed is griefing, not \"being evil\". It is also against the rules, and if a GM sees you doing it, you\'ll get a kick or ban.
Hey, they just followed me- i cant tell monsters to attack people. They attack me just as much, just i run away from them. Of course its \'evil\'. The fact remains that people can run away from the monsters and i cant do anything about it. Its just creating random havoc on the path. Theres a fine line between being a \'griefer\' and being \'evil\'. You could argue that anything that disrupts other people is being a \'griefer\', (unless it just verbal), but then PS would become pretty one dimensional, with everyone being a good character.
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Then you didn\'t read/understand my post. Exploiting bugs and glitches in the game to do something you call evil is not allowed.
I know you can\'t help if monsters follow you, but you did this on purpose:
Anyway i also found out that monsters cant follow you over the lines of sections, and so they just wait there if you cross that line. With this in mind, i planned a little bit of fun....
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Then you didn\'t read/understand my post. Exploiting bugs and glitches in the game to do something you call evil is not allowed.
Yes, but its not a glitch in the game. The fact that monsters follow you is something that the devs put in there. The whole you cant see over the border thing just shocks the players, it dosnt make them die any faster. I could have made them stay around a cornor if that glitch wasnt there, i just didnt.
I know you can\'t help if monsters follow you, but you did this on purpose:
There is no rule against being evil, only rules against using glitches in the game to do so. If you want me to, next time i do it ill just hide them around the cornor. That way no glitch is involved, even for shock value. Is that still against the rules?
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Monsters following you is not a glitch. I never said it was. Invisible boundaries and monsters not following past certain points on a map ARE glitches.
Your last post sounds very confusing; you either did or you didn\'t, not both. :)
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The point of the exercise was the monsters following me, not the glitch with the areas and the invisible monsters. That was just the icing on the cake. The point was i could do the same thing by hiding the monsters around a cornor instead of using the glitch, and so that wouldnt be against the rules, and so it wouldnt be griefing. The case that i did would have been, but meh, it wasnt amazingly successful anyway so i would view \'griefing\' as a compliment, since it wasnt anywhere near successful enough. It was more \'annoyancing\'.
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Yeah, I did this and got told that it\'s not allowed.
Just face it, there\'s no way at all that you can ever roleplay chaotic evil in PlaneShift (or in alot of mmorpgs imo). It will never be supported without allowing some kind of \'griefing\'. Lawful evil you can rp easily, neutral evil is difficult but you are able to. :)
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I think chaotic evil will be easier when the codebase is evolved to the point where more potentially evil things are implemented. Murdering npcs and being able to loot their shops and possessions is something that could be added fairly easily. Just how tough is that Guard Captain really ?
Sneaking around Hydlaa at night with casks of oil before setting the city on fire and watching it all burn to the ground, wonderful, but not feasible just yet.
Plagues and poisoning, torture, banditry, raising demonic or undead hordes to ravage farmlands and helpless villages before salting their fields, kidnapping and ransom demands, assassinations, unleashing fiery doom on random passerby\'s, blocking rivers and flooding towns and causing famine downstream, all will hopefully become possible in the fullness of time.
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you have to remember though...
while that gaurd captain might not be TOO tough...
the 500 or so lawful good players in hydlaa at that particular moment arent just going to watch as you burn it to the ground....its sad but true...good thing im chaotic good...so you can pay me off :D
only 499 left
regards
-Tarach
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Yeah, I did this and got told that it\'s not allowed.
Just face it, there\'s no way at all that you can ever roleplay chaotic evil in PlaneShift (or in alot of mmorpgs imo). It will never be supported without allowing some kind of \'griefing\'. Lawful evil you can rp easily, neutral evil is difficult but you are able to.
Lol Lawful evil is an oxymoron!!!! Its a real shame that the games going to lose this dimension, and become the sort of everyones a good saintly hero type player who strives for world peace.... Evil players add a huge amount of depth to a game. Obviously you dont want it to get out of hand, so that people arnt having fun and greifers are running amok, but the sense of achievment in killing and stopping an evil, real opponent is a thousand times greater than killing an \'evil\' monster. I only have one evil character out of my four, and i would enjoy the experience alot more with my other three if i had evil opponents to fight against, rather than these \"lawful evil\" players.. (lol i cant help but laugh everytime i see that phrase)
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Originally posted by ramlambmoo
The point of the exercise was the monsters following me, not the glitch with the areas and the invisible monsters. That was just the icing on the cake. The point was i could do the same thing by hiding the monsters around a cornor instead of using the glitch, and so that wouldnt be against the rules, and so it wouldnt be griefing. The case that i did would have been, but meh, it wasnt amazingly successful anyway so i would view \'griefing\' as a compliment, since it wasnt anywhere near successful enough. It was more \'annoyancing\'.
The fact is that you did use a glitch, thus it\'s griefing. I perfectly understand that if you didn\'t use a glitch, it would just be evil. But, again, you did. Understand now? :P
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Why do you laugh at lawful evil?? Lawful evil just means that the person uses the law to their advantage. Like finding a loophole in something and exploiting it. They also might have a sense of honor which would also make them lawful :P
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I always thought that lawful evil meant that you were very strict in following the tenets of evil. Poisoning wells, scamming widows out of their inheritance, and kicking dogs.
Just kidding about the dogs.
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Let?s try to outline the tenets of evil. It?s hard to avoid the western Christian ideals of good vs. evil, but lets try.
Evil characters would:
1. Kill other players.
2. Steal from other players.
3. Covet (steal) other players significant others.
4. Worship evil bias gods.
Well, the evil news is that all of these are not currently possible and all but the last will never be. The good news is that things are not much better for the lawful good characters. Good characters just go around helping people succeed. Helping people find the rats and the ore. If there were any old ladies they would help them cross the road.
So what is left for the evil character, maybe worshiping Loki the ancient god of mischief. Along those lines what ramlambmoo did was just mischief, not grieving. Sorry Moggie, I think doing it over and over again would be grieving, but once or twice is just mischief. Most players can just run around the monsters of today (hey how about some fast monsters). Dying once is just a hassle but can?t be considered misery.
Allowing evil behavior is something that will be very hard to do. Evil weapons and armor certainly. I hope to see backstabbing and maybe Evil trades like poison making. But true polar moral behavior might be beyond the capabilities of the modern MMORPG.
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The fact is that you did use a glitch, thus it\'s griefing. I perfectly understand that if you didn\'t use a glitch, it would just be evil. But, again, you did. Understand now?
But the glitch wasnt what was killing the players. Let me give an example. If i say, hid a whole lot of monster around the cornor, then used a glitch to fly above the choas and watch it, then that dosnt make it griefing just because a glitch is involved. To be griefing the glitch would have to somehow make it possible when it wouldnt be possible if you didnt use the glitch. The glitch wasnt fundamental to the mayhem working, just a nice addition. Subtle difference, but that was the point i was trying to make before.
So what is left for the evil character, maybe worshiping Loki the ancient god of mischief. Along those lines what ramlambmoo did was just mischief, not grieving. Sorry Moggie, I think doing it over and over again would be grieving, but once or twice is just mischief. Most players can just run around the monsters of today (hey how about some fast monsters). Dying once is just a hassle but can?t be considered misery.
Allowing evil behavior is something that will be very hard to do. Evil weapons and armor certainly. I hope to see backstabbing and maybe Evil trades like poison making. But true polar moral behavior might be beyond the capabilities of the modern MMORPG.
Agreed. Its very hard to make an evironment where you can be evil in character without pissing people off out of character. Certaintly a balance will need to be struck, but just because this sort of thing would be bad if implemented poorly isnt a reason not to try things out and see how they go. Thats why its beta. I mean no-one cares at the moment if they die, etc because the database is getting wiped anyway and its just testing. Better to try things now then it is to back away, and leave everyone wondering later on why these sorts of ideas wern\'t implemented.
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Maybe if lots of full PVP zones will be added, in areas where you can\'t avoid them while travelling, then it would make things much better for the evil characters. I\'m not sure how many of these are planned, but afaik they\'ll be around sometime.