PlaneShift

Gameplay => General Discussion => Topic started by: shorty13 on November 05, 2005, 04:32:12 pm

Title: Do you like the DR better now?
Post by: shorty13 on November 05, 2005, 04:32:12 pm
I think it is much better.  Making it harder was a great idea.  Now it takes a bit more time and precision to get out.  I also like how a new town type thing is growing with the library and all.  It is realy cool IMHO
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Post by: Drey on November 05, 2005, 06:49:22 pm
i love it! lots or pretty.
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Post by: backeroo on November 05, 2005, 07:00:00 pm
Absolutely. Even if you figured out the few tricks you need to get through, it\'s still a good walk to get out. This should make people more carefull, and may keep them from using the DR as a \"shortcut\" to their spawn-place.
Besides that, the new rooms are beautifull.

regards

  backeroo
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Post by: LigH on November 05, 2005, 07:26:02 pm
/me bows deep to the floor towards Cherppow, master of architecture!
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Post by: Gluonite on November 05, 2005, 07:34:07 pm
I still think that being completely blind in parts is ridiculous. I would keep it dark of course, but blind is blind and not at all interesting. Boo to blindness in the DR.
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Post by: LigH on November 05, 2005, 07:59:06 pm
That\'s the reason I\'m playing PlaneShift with a GPU tweaker applying a gamma correction level of 2.0 - 2.5!
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Post by: sesmi on November 05, 2005, 08:09:30 pm
I think the exit is a little too easy to find. It only takes perhaps a half hour to figure out where to go. I think you should be stuck down there for days. The OOC spawners need to be punished.
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Post by: Thoronador on November 05, 2005, 08:24:18 pm
Oh, we have a new Death Realm?
I didn\'t go there for weeks (as I don\'t like the DR in general). Maybe I will take a \"sightseeing tour\" of the Death Realm soon. ;)
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Post by: sesmi on November 05, 2005, 08:26:50 pm
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Originally posted by Thoronador
Oh, we have a new Death Realm?
I didn\'t go there for weeks (as I don\'t like the DR in general). Maybe I will take a \"sightseeing tour\" of the Death Realm soon. ;)
not really a good idea the way out is about is obvious as a needle in a haystack.
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Post by: Kiirani on November 05, 2005, 08:41:39 pm
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Originally posted by sesmi
I think the exit is a little too easy to find. It only takes perhaps a half hour to figure out where to go. I think you should be stuck down there for days. The OOC spawners need to be punished.



Lots of people will be stuck down there for weeks.. I love it!
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Post by: sesmi on November 05, 2005, 08:51:22 pm
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Originally posted by Kiirani
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Originally posted by sesmi
I think the exit is a little too easy to find. It only takes perhaps a half hour to figure out where to go. I think you should be stuck down there for days. The OOC spawners need to be punished.



Lots of people will be stuck down there for weeks.. I love it!


I\'ve got some ideas, a castle of the damned and perhaps a plane of illusion.
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Post by: zanzibar on November 05, 2005, 09:03:14 pm
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Originally posted by sesmi
I think the exit is a little too easy to find. It only takes perhaps a half hour to figure out where to go. I think you should be stuck down there for days. The OOC spawners need to be punished.



That\'s a really stupid thing to say.  What a worthless idea.

I\'m sorry, but a part of the game is fighting, hunting, defending, exploring, etc.  We don\'t all just use planeshift as a instant messenger with pretty graphics.  And apart of that does include dieing.  Either you attack a rat for the first time and die, or you fall of something while exploring, or you fall in battle while defending a friend, or any number of other entirely RP-based events.  Making the death realm incredibly difficult to get through hurts RPers.  People who are \"camping spawns\" will not be affected because they don\'t die from their activities.

I\'m very happy though that the death realm is longer, and it could even stand to be a bit longer and more complex.  I think that this addition alone will cut down on almost all frivolous duelling, or at least move it out of Hydlaa.  But making it take days to get out?  No.  That\'s stupid.  Doing that would make it unfun.  People who are new to the game might get frustrated and quit.  The only reason for following your suggestion would be to be mean and nasty and vindictive to people who don\'t spend all their time chatting by harniquist or in the taverns.


But hey, perhaps you should define OOC spawners?  I assumed you meant people camping in the arena.  But that doesn\'t make any sense, because those individuals die extremely rarely.  So who exactly are you refering to?  Who is it that you wish to punish in such a ridiculous way?

And remember, I do love the bigger death realm.  I do think that it should be bigger and more complex.  But it should NEVER become unpleasant.  It should be a puzzle, but it should be fun and tasteful.  I really think the work they devs have done is gorgeous, it\'s very pretty and a wonderful environment.
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Post by: arcain on November 05, 2005, 09:04:58 pm
i liked the dr alot!..but i still think the should be something else to pay when you die..because once you know your way out then its really easy...maby they could have like a grim reaper there and you have to buy your way through the portal...or you had to do something for him like collect souls or something...
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Post by: sesmi on November 05, 2005, 09:07:22 pm
Quote
Originally posted by zanzibar
Quote
Originally posted by sesmi
I think the exit is a little too easy to find. It only takes perhaps a half hour to figure out where to go. I think you should be stuck down there for days. The OOC spawners need to be punished.



That\'s a really stupid thing to say.  What a worthless idea.

I\'m sorry, but a part of the game is fighting, hunting, defending, exploring, etc.  We don\'t all just use planeshift as a instant messenger with pretty graphics.  And apart of that does include dieing.  Either you attack a rat for the first time and die, or you fall of something while exploring, or you fall in battle while defending a friend, or any number of other entirely RP-based events.  Making the death realm incredibly difficult to get through hurts RPers.  People who are \"camping spawns\" will not be affected because they don\'t die from their activities.

I\'m very happy though that the death realm is longer, and it could even stand to be a bit longer and more complex.  I think that this addition alone will cut down on almost all frivolous duelling, or at least move it out of Hydlaa.  But making it take days to get out?  No.  That\'s stupid.  Doing that would make it unfun.  People who are new to the game might get frustrated and quit.  The only reason for following your suggestion would be to be mean and nasty and vindictive to people who don\'t spend all their time chatting by harniquist or in the taverns.


But hey, perhaps you should define OOC spawners?  I assumed you meant people camping in the arena.  But that doesn\'t make any sense, because those individuals die extremely rarely.  So who exactly are you refering to?  Who is it that you wish to punish in such a ridiculous way?

And remember, I do love the bigger death realm.  I do think that it should be bigger and more complex.  But it should NEVER become unpleasant.  It should be a puzzle, but it should be fun and tasteful.  I really think the work they devs have done is gorgeous, it\'s very pretty and a wonderful environment.


What I meant was people who commit suicide to go places. If i sounded like I meant spawn campers i\'m sorry.
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Post by: zorbels on November 05, 2005, 09:08:21 pm
I love it!!! SO much fun and worth dieing!!! I love the textures and new rooms. I had a ball trying to figure out how to get out.....

/me bows to the ps team

[edit] I just wanted to add that the DR being different has added some excitment to the role play of Yliakum, my friends and I are enjoying it greatly. :D
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Post by: Easton on November 05, 2005, 09:37:02 pm
i think the way out of the death realm, regardless of specific details, should be something that is essentially impossible to explain through a /tell. this way, it prevents people from learning the way once, and then every other time, knowing the exact way out.  then if their friend cannot get out and asks for help, the friend has to struggle to figure it out him/herself.

in regards to newcomers: i think newcomers should be willing to have a challenge. too many times have i heard people say that the training is too hard, or too expensive, or that there should be an in-game map...
if doing everything was easy, people wouldn\'t stick around PS for so long. if this game is to be even somewhat realistic, people need to learn to pay for what they get. you have to earn your way in life, and it should be that way within Planeshift.

It seems everything i just said could be applied to pretty much any part of PS. My apologies if it is considered off-topic, but i know it applies to the DR.

Go Devs!

Easton Ghent
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Post by: Bereror on November 05, 2005, 09:51:16 pm
Dear Advisors!

Please do not give instructions on the help channel, how to get out of the Death Realm. This will take away all the fun.

If people get stuck, help them how to get back to the beginning. But don\'t give instructions like \"go straight, then turn right, jump up ... \".
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Post by: Nikodemus on November 05, 2005, 10:00:50 pm
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Originally posted by Bereror
Dear Advisors!

Please do not give instructions on the help channel, how to get out of the Death Realm. This will take away all the fun.

If people get stuck, help them how to get back to the beginning. But don\'t give instructions like \"go straight, then turn right, jump up ... \".

That is sad.
Really
It reminds me of how many people have no idea what is roleplaying about.
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Post by: Lolitra, Celorrim Purrty Twins on November 05, 2005, 10:03:44 pm
it is great, grow, GROW GROW the DR... make it a huge maze.. a place to baffle and to test those who would fall into it... and, please - Deamons and angels... oh it would be a place to want to stay out of, but fun to fall into now and then.
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Post by: WizardsRule on November 05, 2005, 10:32:06 pm
Personaaly, I am impressed with the new deathrealm.  However, I also agree that it should be extended and made challenging.  Not necessarily a days journey, but atleast an hour or two (saying that you already know the way).
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Post by: backeroo on November 05, 2005, 10:42:30 pm
I think to desing the DR is a very delicate thing to do. It should be a punishment, but it shouldn\'t be endless. And most of all, everybody, even with no training or resources at all, has to be able to get out. Otherwise, Characters could be stuck there for ever. So, fighting Monsters to get out is not good. Paying Money to get out is also not good, as everyone could have bad luck to die without any Money.

My Points for a good DR are :

- It should discourage suicide-spawning ( getting yourself killed to travel fast to another place).
- There shouldn\'t be a possibilty to gain level or earn Money inside the DR, but maybe possibilities to gain knowledge.
- It should still be fun to work you\'re way out.

This is just my personal Opinion, but i think, all of these Points have been achieved by the new DR. There is still enough room to make it even better ( like multiple ways out ), but the major Points have been covered IMHO.

regards

  backeroo
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Post by: Cyl on November 05, 2005, 10:45:30 pm
What I would love to see would be some kind of Sphinx blocking the exit(s) and letting you guess riddles, ...

\"What walks on four legs at morning, at two legs at day and at three legs at evening?\"

\"Uhhh, a parrot?\"

\"Oh you so much belong to where you currently are!\"
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Post by: Sensotaka on November 05, 2005, 11:12:58 pm
In a word...AWESOME !!!

The graphics crew really outdid themselves...and overall IMO it is a fantastic expansion. I can\'t wait for more development.

Some issues brought up do have merrit though:

1. Though the DR should by it\'s very nature be dark and gloomy, it should never be black. A player should always be able to see enough to pick up clues to use for his situation. Blindness is as previously stated, not fun. If a section is destined to be black, then a light source should be available in the area to take and use for illumination (as in a lit torch on the wall?).

2. The exit portal? Too easy, too hard, too prone to /tell\'s...a simple answer, MOVE IT. Make a few different portals and activate only one of them randomly for a specified time, then randomise again and so on. Not only will that make it a little more difficult without becoming insanely hard, but it will prevent /tell style shortcuts. (another thing about the portals, it would be nice to have your re-entry point randomised too. Thus the fast way back (/unstickx2) abuse would also deminish.

3. Need to have more DR specific creatures (both good and evil) and DR use only weapons to disincorporate them in required (can\'t say kill for the undead can we...lol).

SensoTaka Kishu          
\"...I would rather die with honor than live with shame...\"  
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Post by: shorty13 on November 05, 2005, 11:18:36 pm
Quote
Originally posted by Cyl
What I would love to see would be some kind of Sphinx blocking the exit(s) and letting you guess riddles, ...

\"What walks on four legs at morning, at two legs at day and at three legs at evening?\"

\"Uhhh, a parrot?\"

\"Oh you so much belong to where you currently are!\"


I actually think this is a great idea.  It could ask you 1 random riddle from a database of like 100 and if you get it right, you can go through, but if not, the floor beneath you opens up and you fall back to the beginning or something so you have to make your way back to the end and get it right.
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Post by: r.guppy on November 05, 2005, 11:22:37 pm
As a Mac player i was dreading the DR, as Macs have never had much fun down there, as from the archway to ladder is total Darkness. Still same.
 But maid it to ladder and seen library so far so good, can see ok.  :))

 Added, re-light and turning up brightness was a wast of time still could not see.
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Post by: Radiant Memphis on November 05, 2005, 11:46:04 pm
A solution to darkness problems on Mac is as simple as just temperarily turning up the brightness. I was haveing problems too, untill I did, then found my way out no problem. Other than that I really like the newer DR, I had so much fun exploring it, I kinda wished it was bigger.  :D
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Post by: Nikodemus on November 05, 2005, 11:53:46 pm
Quote
Originally posted by shorty13
Quote
Originally posted by Cyl
What I would love to see would be some kind of Sphinx blocking the exit(s) and letting you guess riddles, ...

\"What walks on four legs at morning, at two legs at day and at three legs at evening?\"

\"Uhhh, a parrot?\"

\"Oh you so much belong to where you currently are!\"


I actually think this is a great idea.  It could ask you 1 random riddle from a database of like 100 and if you get it right, you can go through, but if not, the floor beneath you opens up and you fall back to the beginning or something so you have to make your way back to the end and get it right.

And how would that be done? If in the same way as you talk with NPC\'s, then it the worst idea ever :P

Imagine how hard it is to ask NPC for some specific simple apple and not only be understood by this NPC, but also get that silly fruit.
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Post by: zanzibar on November 06, 2005, 01:03:37 am
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Originally posted by WizardsRule
Personaaly, I am impressed with the new deathrealm.  However, I also agree that it should be extended and made challenging.  Not necessarily a days journey, but atleast an hour or two (saying that you already know the way).




You\'d be making the death realm bigger than the land of the living....


As far as darkness goes, this is why we need lanterns, torches, magic staffs with glowing bulbs at one ends, globes with fire flies in them, etc.
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Post by: r.guppy on November 06, 2005, 01:12:48 am
Maid it out looks great thanks all, all lit well except bit already mentioned.

  :))
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Post by: Gentar on November 07, 2005, 03:36:55 am
OMG!!!!!!!!!!! finally!!! the reason I play this game!!!!

The world is the reason I play planeshift, and this new addition is absolutely amazing!!!!
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Post by: Cyl on November 07, 2005, 01:43:52 pm
The new death realm is totally awesome, ...

especially jumping onto the walkway around the citadel and watching the same people going round, falling down and coming up again.
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Post by: Draklar on November 07, 2005, 01:54:44 pm
Quote
Originally posted by Nikodemus
Quote
Originally posted by shorty13
Quote
Originally posted by Cyl
What I would love to see would be some kind of Sphinx blocking the exit(s) and letting you guess riddles, ...

\"What walks on four legs at morning, at two legs at day and at three legs at evening?\"

\"Uhhh, a parrot?\"

\"Oh you so much belong to where you currently are!\"


I actually think this is a great idea.  It could ask you 1 random riddle from a database of like 100 and if you get it right, you can go through, but if not, the floor beneath you opens up and you fall back to the beginning or something so you have to make your way back to the end and get it right.

And how would that be done? If in the same way as you talk with NPC\'s, then it the worst idea ever :P

Imagine how hard it is to ask NPC for some specific simple apple and not only be understood by this NPC, but also get that silly fruit.
Answering the riddle by saying \"human\" is much easier than looking for a way to ask NPC for something.
Title: DR
Post by: mac173 on November 07, 2005, 02:57:55 pm
A few thoughts on the new DR.

The graphics and look are outstanding. I was just wandering around and staring at the place for half an hour.

The lighting must be consistant. If a light sourse is needed, it must be proviced IN the DR. A new player is proviced with no equipment, so a new player will have no means to buy or aquire a light sourse.

Fighting your way out is a bad idea. This makes the DR just another zone, and one that is unusually punishing to new players.

Riddles are another bad idea. Not everyone is good at riddles, and it is not a requirement for either RP, or to get thru life. In fact, if EVERYONE must be able to solve riddles, this will undermine Role Playing, as not every PC is all that intelligent.

The best idea I have seen so far is the one where you would respawn at a RANDOM location. This prevents someone using DR as a transporter, but does not make death a prohibitive event.

On the subject of death penalty.....   RPG games have consistantly moved away from Death penaltys for a simple reason. Excessive death penaltys drive new players away from the game. The many changes proposed by others on this thread will simply make many new players frustrated, and they will give up too soon. I propose a solution for new players. Leave the DR exit as it is for now (although I have not found it yet!) but make the DR progressively more difficult to exit as a character becomes higher in level. This way, newbies are not punished for being newbies and making typical newbie mistakes, but higher level chars cannot abuse the DR.
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Post by: Nikodemus on November 07, 2005, 04:15:35 pm
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Originally posted by Draklar
Answering the riddle by saying \"human\" is much easier than looking for a way to ask NPC for something.

Asked on Earth, answer to that riddle is simple - \"human\". But what would it be in PS world? Which race, maybe all?

Further, a differnt riddle may appear. You are shown two weapons and have to answer which is longer.
Answer is:
1. \"They are same as long\"
2. \"They are equally long\"
3. \"None of these swords is longer than the other\"
There are many more possible answers
You know how NPCs react on that.

Another thing is, someone may talk in not exactly correct english or use custom dialect. We will understand the meaning, but will the NPC understand?
And you can see that my english isn\'t as good is it could be.
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Post by: Drey on November 07, 2005, 04:19:35 pm
i dont know if anyone wrote  it but too add to the hardness to escape factor the exit could move randomly between different points.
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Post by: Zan on November 07, 2005, 04:58:03 pm
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Originally posted by zanzibar
You\'d be making the death realm bigger than the land of the living....


Why not ... it is just another Realm like the one you are in when you\'re alive. Since our universe is considered to be infinite and I\'m guessing the PS universe is too I don\'t see why the death realm universe can\'t be friggin\' huge as well.

As for ways to make passing through this realm hard enough ...

I like the riddle suggestion but I also agree with what someone said. Not everyone is good at solving riddles, not in character and not out of character so it would be the same as letting people fight monsters. Only the strong/smart \'d get out. But why not let people choose how they want to reach the exit?

Smart people, or at least people who think they are can enter a maze of riddles. Here they will have to solve a riddle every time they pass through a door. The layout could be a big square divided into smaller square rooms, each room has two doors, except the exit room which has only one door and a teleporter to the exit of the Death Realm. The doors of the rooms change places and make a constantly changing maze. Every room would have its own riddle you need to answer before you can pass through the other door into the next room. If you answer wrong the doors change place. If you\'re lucky you\'re only a few rooms away from the exit if you\'re not you\'ll have to go through every room in the maze or more to reach it. Depending on the number of rooms and the difficulty of the riddles this maze can be made harder or easier to pass through.

Stealthy rogues can choose to pass through a battlefield of undead monsters. These will be large castle ruins where there is an ongoing battle between two very powerful monster races. Creatures constantly respawn on both sides and will usually engage eachother but also fight you if they notice you. Without timing your approach and taking advantage of the shadows or hidden passages when possible you\'ll surely be killed. To make it even harder the castle can also have loads of hidden traps around. The teleporter can change locations to several predetermined points in the castle so you never really know where you have to go.

Strong warriors can choose to enter a huge arena where they will have to take on several opponents. The arena is filled with monsters but not densely packed together so you can move through fighting them one at a time, the strenght will be a bit random but beyond the level of rats or clackers. They will constantly respawn and some of them will drop a crystal but most drop nothing. You need to collect a set number of crystals and set them in one of the teleportation pillars to activate it before you can get out of there.

Of course there is always still the long boring walk out of there but one of the three above choices should provide a quicker exit, at least usually.

To make getting out of the death realm by simply walking a bit harder you can add things like mazes, jumping platforms and climbing things, gigantic dark wastelands or huge stone forests in which you could easily get disoriented and lost.
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Post by: zanzibar on November 07, 2005, 05:14:51 pm
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Originally posted by mac173
Leave the DR exit as it is for now (although I have not found it yet!) but make the DR progressively more difficult to exit as a character becomes higher in level.




Planeshift doesn\'t have levels, so that would be something difficult to measure.

Additionally, someone might have been playing many months but never \"bothered\" to train their character

Additionally, how good a fighter, brewer, or smithy you are shouldn\'t really have anything to do with it.
Title: Oops.............
Post by: mac173 on November 07, 2005, 08:47:01 pm
Quote
Planeshift doesn\'t have levels, so that would be something difficult to measure.


I am showing my ignorance of the game. I just started last week, and was not able to play much with the server outages.

Without levels, there would be no reliable way to do what I suggested, so I withdraw the idea as unworthy.

I still think the DR cannot be made too difficult without driving new players away.