PlaneShift

Gameplay => Wish list => Topic started by: Silvermania on November 16, 2005, 07:23:36 pm

Title: great swords!
Post by: Silvermania on November 16, 2005, 07:23:36 pm
why we try to make a blade that got alot of power,is magic enchanted and with a beatifull blade and heft...
(oh gosh i can see  it in my fantasy!!!!)


or a magic staff thats also a sword(or can transform into a sword when enough MP)


maybe ill be able to create a bit of a idea of those blades with pictures(ill try to get those pictures soon)
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Post by: Karyuu on November 16, 2005, 07:25:37 pm
Right now the idea as you worded it is rather flat and basic ;) Magical weapons have also been suggested numerous times in the past. Perhaps if you can \"decorate\" the idea somehow, it\'ll be something new. And art of course would make everything better.
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Post by: Draklar on November 16, 2005, 07:56:48 pm
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Originally posted by Silvermania
why we try to make a blade that got alot of power,is magic enchanted and with a beatifull blade and heft...
(oh gosh i can see  it in my fantasy!!!!)
Yeah, Planeshift isn\'t enough of a hack&slash game yet...

Seriously though, not a good idea unless you want to make super powerful tools for all sorts of things either. Which quite frankly isn\'t a good idea as well.
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Post by: Silvermania on November 16, 2005, 08:48:06 pm
now i read the last posts i went making inmediently
:emerald:

it took not long because i edited a blade i made for another person so it would look magical(i cant make it in 3D im not good in that and how do you make such a world? HTML?)

http://z18.zupload.com/download.php?file=getfile&filepath=8435 (http://z18.zupload.com/download.php?file=getfile&filepath=8435)

there the picture is i hope its usefull(its about the first blade not the staff i havent designed yet)
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Post by: Niavard on November 16, 2005, 11:21:15 pm
Personally I think that if permament enchantments that aren\'t incredibly weak are to be added, it should require a large sacrifice from the creator of the enchantment to make sure enchanted weapons stay rare. Like transfering (thus losing) a large portion of the knowledge in the way the enchanter enchanted the item to the item, or having your body become weakened by all the energy flowing throught it (losing Endurance and strenght) of course, there should also be a posibility of backfiring while enchanting which would make you lose the power you invested into it for nothing.
Enchanting items permamently should permamently weaken the enchanter, and the power sacrificed should be proportional to the power of the enchanted item.
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Post by: Silvermania on November 17, 2005, 06:41:16 am
That wil take certainly long before its placed in!
but it must be possible and its a very good idea!


but now is this planeshift made with a program HTML or bcc+?
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Post by: Draklar on November 17, 2005, 08:15:03 am
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Originally posted by Silvermania
That wil take certainly long before its placed in!
but it must be possible and its a very good idea!
Why must it be possible? From my experience, games which don\'t have something like that are more into role-playing than those which have.
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Post by: Zan on November 17, 2005, 08:36:37 am
Legendary weapons can increase roleplay but only if they are really unique. There should only be one single weapon like this in the entire PS world and it should be near impossible to make or earn. Then I like the idea.

This is in my opinion what should differentiate PS from hack and slash games. We really have unique weapons that are quite powerful but you\'ll probably never own one while other games have \'unique weapons\' that are available en masse.
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Post by: Draklar on November 17, 2005, 09:28:45 am
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Originally posted by Zan
Legendary weapons can increase roleplay but only if they are really unique.
Power corrupts and role-player that finds such weapon may be tempted to use it more often and stride away from original concept of character, towards hack&slash.

The increase of role-play this way wouldn\'t go beyond a random item with some history. How would a weapon influence role-play? It can only add to the background, but basically any item can do that without bringing negative side-effects.
One could hope that such weapon would fall into hands of a skilled role-player, who might take the role of a dark lord or a famous hero... But possibilities for this are extremely low. Not in this community.

If stories of such swords would be to arise, they should remain simple myths, which enlarged the said power of the weapon over the long time.

I think it would add to the role-play if there was just a said possibility of existance of a powerful item. People would search for their holy grail, never to actually find it. Once someone would, the whole charm would be gone and instead of characters which dedicate their whole lives to search for the lost artifact, we\'ll have characters that are forced to cease the search after a year, because someone else found it. Either thanks to luck or large dedication.
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Post by: Shadeslayer on November 17, 2005, 10:17:28 am
Well...I was just wondering...was there ever a idea for a magic staff? I mean, the stereotyped wizard carries a staff and a spell book(which is already available). The magic staff could be used to enhance the magic ability of yours and can have several different ones for each way or for different lvls(like a lvl 10+ magic staff)

If the idea already came out and is under consideration by the devs then ignore me :D
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Post by: Draklar on November 17, 2005, 11:17:55 am
I would much rather see magic staves that do things like store additional ammounts of mana, reduce the mana cost of various spells, increase range of spells, reduce chance of backfiring, absorb some negative effects when spell would backfire or absorb damage from other mage\'s spell.
Otherwise it\'s same case as with the silly damage weapons.
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Post by: merlin3000 on November 17, 2005, 01:11:25 pm
I agree with Draklar.. and that kind of weapons like the staff he said would be cool.

Legendary weapons I think are a really good idea but not with extraordinary powers cause that would kill a lot feeling of the game because the owner would become extremely powerfull above others, they could instead have a unique spell, blow or other properties like enhance the fisically stats of the player(doesn\'t need to be much more.. or even more powerfull than other powerfull spells or enhancements but just unique) while having a unique design, .. or in a \'not that much legendary weapon\' add a existent spell but it would be the only weapon that has it incorporated.. you could make some of that like \"three were made by...\" or \"5 were the swords that killed X and gain Y power\".
Never making mass production of them like it was said above.

That would create a big legend a search I imagine.

If any of this was said before.. sorry but I\'m new here still haven\'t had the time to read it all.
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Post by: Silvermania on November 17, 2005, 08:47:38 pm
the idea of my for what i made them IS that these weapons will be hidden over the world in very good hidden sacred tempels with strong vreatures in it to defend the legendary weapons.


but still it will take a wile before i finished the weapons fully(cant set them to 3D dont got the programs and knowledge for it)so i will comtinue with making them all

i will also make a very beatyfull blade what could be the mysterious \"laanx\" blade(or it maybe called to another god i dont care)

(weapons i make are NOT for mass production in the game because they are no ordinary weapons)
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Post by: Draklar on November 17, 2005, 08:53:38 pm
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Originally posted by Silvermania
the idea of my for what i made them IS that these weapons will be hidden over the world in very good hidden sacred tempels with strong vreatures in it to defend the legendary weapons.
So a way to encourage power-leveling so that one can get such weapons?
No, simply no.
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Post by: Silvermania on November 18, 2005, 06:39:40 am
it is just monsters i dont care.....
hidden they must be further i dont care spread them over the world in different hidden spots and it will be fine.

(and if the weapons are tradeable i dont care either)

and further also some skills and spells must get stronger because else it will get too easy for the ones with the \"legendary weapons\"
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Post by: Draklar on November 18, 2005, 07:06:59 am
...Effectively creating semi-gods.
Not much of a role-playing value in that.
Too far into the combat-oriented gameplay.
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Post by: Silvermania on November 18, 2005, 05:06:15 pm
GRRRRRR i meant it when there will come more gods and not that i decide that there will come more gods......
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Post by: Zan on November 18, 2005, 05:07:29 pm
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Originally posted by Draklar
The increase of role-play this way wouldn\'t go beyond a random item with some history. How would a weapon influence role-play? It can only add to the background, but basically any item can do that without bringing negative side-effects.
One could hope that such weapon would fall into hands of a skilled role-player, who might take the role of a dark lord or a famous hero... But possibilities for this are extremely low. Not in this community.

If stories of such swords would be to arise, they should remain simple myths, which enlarged the said power of the weapon over the long time.

I think it would add to the role-play if there was just a said possibility of existance of a powerful item. People would search for their holy grail, never to actually find it. Once someone would, the whole charm would be gone and instead of characters which dedicate their whole lives to search for the lost artifact, we\'ll have characters that are forced to cease the search after a year, because someone else found it. Either thanks to luck or large dedication.


How would a weapon influence roleplay?

Try playing King Arthur without Excalibur :P It\'d simply create living legends, something not really out of place in a fantasy game, no?
This is also why I have to disagree with your comment to keep such things myths. In real life we have myths and legends in a fantasy game we should be the legends. Not all of us because then you degrede into a hack and slash environment but there should be some.

As for chances of roleplayers getting their hands on such items being low ... well that would completely depend on how those objects are acquired. It could very well be that only excellent roleplayers would be rewarded with these things ;)

Just because someone found a legendary item doesn\'t mean your efforts to acquire it need to stop either. This is part of how these items improve roleplaying. Once you posses one you\'re going to have rich merchants offering you a fortune for it, fighters that will challenge you for it and thieves that will try to get their hands on it.

I don\'t really want to see a medieval clone of today\'s world where myths and legends are just stories with no real truth .. instead I want legends to be created. Bards and gossip will spread them throughout Yliakum. Historians and scribes will write them down for future generations (of gamers) to read about them and search for a long lost artifact.

Roleplaying doesn\'t mean shun all things that could lift someone over the masses, does it?
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Post by: Draklar on November 18, 2005, 05:50:11 pm
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Originally posted by Zan
Try playing King Arthur without Excalibur :P It\'d simply create living legends, something not really out of place in a fantasy game, no?
Ever watched movies King Arthur and Troy? :P

Living legends there were created by their skills and personalities. Additional \"magical\" abilities came as a result of their legendary actions. And King Arthur movie proves you can role-play such character without his overpowered Excalibur ;)
Now imagine what would become of those movies if main characters had powerful weapons :P

Of course mmorpg, where magic is something mystical, where people role-play their characters in a way that magic is often creation of narrow-mindness, while magic and combat don\'t hold more importance than everyday life, is a role-playing utopia.

But I believe even though we can\'t reach that, we should try to keep some of such elements.

I believe it was you who someday said Planeshifters don\'t role-play medieval culture. Well, of course, no one will when game looks more like Final Fantasy and less like actual medieval setting ;)
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Originally posted by Zan
Just because someone found a legendary item doesn\'t mean your efforts to acquire it need to stop either. This is part of how these items improve roleplaying. Once you posses one you\'re going to have rich merchants offering you a fortune for it, fighters that will challenge you for it and thieves that will try to get their hands on it.
And the actual poor treasure hunters just watching. Anyway if you say only great role-players would be given those... Should such role-player risk and sell those to merchants who might be completely irresponsible about it? Or give it away to some random power-leveler who uses role-playing excuse of attacking as a rogue, to further hack&slash with the weapon? Nope, here\'s actually high role-playing risk which often can be a lose-lose situation.

Quote
Originally posted by Zan
instead I want legends to be created. Bards and gossip will spread them throughout Yliakum. Historians and scribes will write them down for future generations (of gamers) to read about them and search for a long lost artifact.
If people can\'t role-play a bit of closed-mindness, where great deeds are seen as something involving powerful magic, then I doubt they\'ll start to role-play such characters once powerful weapons are added. They should learn to role-play their characters.
Though, are you saying such things didn\'t happen in real life?

I find more beauty in powerful items existing only in imagination. Would the ancient stories of elves, dwarves, will-o\'-the-wisps, unicorns and other fantasy creatures be as amazing if all those things were completely natural?
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Post by: Zan on November 19, 2005, 10:48:34 am
The thing with roleplaying that I noticed is 90% of them is extremely critical. If you come up with a claim there are always those people that will laugh or brush you off as a joke. Roleplaying anything above your average joe is questioned.
When you spread the word that you\'re a great warrior, you can assure yourself a bunch of people want to duel you.

If I go out and roleplay:
\"I\'ve heard of a mighty amulet once forged by a Xachan high priest but when he died he took it to the Death Realm with it and threw it in the abyss, never to be found again.\"

Tell me honestly ... how many players do you think will go looking for that amulet?

My thoughts ... not one. They\'ll question it, criticize the story and brush it off as a myth with no truth. Why? Because everyone knows there is no amulet, I am no dev so I couldn\'t have put one down there. Everyone knows they are still playing a game and nobody is going to waste their time wandering around dark abysses looking for something they know isn\'t there.

You are right that legends aren\'t only about magical items and also about personality. But I think among roleplayers, almost all of them have a very strong personality so there need to be other differentiations. In this case I prefer rare and powerful artifacts over training and leveling up. The last favors powerlevelling a lot more than the previous.

I think you are trying to keep the roleplaying a bit too pure, this is still a computer game.
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Post by: Draklar on November 19, 2005, 11:22:21 am
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Originally posted by Zan
Tell me honestly ... how many players do you think will go looking for that amulet?

My thoughts ... not one.
You give possibility of further developement of one\'s character. Yet no one uses it. That means role-playing input of players is seriously lacking. If not a single player can catch such a simple concept as to make his character wander around Death Realm, searching as far as possible and fighting monsters while doing so, then you can\'t possibly expect them to role-play in a proper mannar once powerful weapons are added. No, it would cause further degradation of role-playing. It is already happening. Even the situation you gave as an example is absurd when it comes to role-playing and wouldn\'t happen in rp-healthy environment.

When role-playing in tabletops I don\'t want super powerful items. Was there such a quest to arise, I would happily go for it due to role-playing values, but actually getting the item? that\'s a no-no. I don\'t want my game wasted by having everything made easy. When role-playing a mighty dwarf, I was known to charge into battle with no thoughts of the actual tactic, nearly dying this way. There should be a balance, no all-mighty characters. Otherwise the game is helluva boring.


Also, powerful weapons is about the absolute least you can do to create legendary characters.
I would question importance of those if instead you can just add alument that makes you control certain creatures, or summon ghostly inhabitants, only seen by you, with whom you can talk (about how many creatures are in your presence, what characters and such), yet other players would see all that you ask the ancestors (and no response)... starting to believe your character is either insane or can communicate with the dead. Honestly, compared to that, what good are powerful weapons?
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Post by: A_passing_lunatic on November 19, 2005, 12:06:01 pm
I agree with Draklar that there shouldn\'t be any super high-powered items. It would make planeshift \'generic\'. A rich cahracter may have a ruby encrusted hilt, but the sword should essentially be the same (It could be a little lighter or stronger, but not that different). I find it tiring (and a bit boring) always having to upgrade one\'s weapons so that you can go on better quests to get better weapons etc. Less high powered weapons would also encourage teamwork, as it would become very difficult for a player to handle everything on his own.

On the other hand, it is somewhat rewarding to go an a long, difficult quest, and get some sort of super-item at the end, and a good-looking helmet probably won\'t feel worth it. But in a mmorpg, you would inevitably end up with lots of players with \'legendary\' items, and they would quickly lose their uniqueness.

I think a different focus than powerful weapons would work better in a mmorpg context.

Anyway, that\'s quite a lot of words which really say nothing much, so I\'ll shut up now.
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Post by: Silvermania on November 19, 2005, 02:29:34 pm
why my ideas never pass the rounds and are always not chosen......


well it wone affect it much because only a few can have the weapon when found its not my meaning like find a stronger with a stronger found by a stronger etc.

it is just to make it a great idea for people to try to find it!

but i dont realy care alot when this is not placed in the game it was just my idea....
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Post by: Keyaz on November 19, 2005, 04:45:13 pm
we have enough weapons as it is, for now
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Post by: Cherppow on November 19, 2005, 04:57:16 pm
Hi everyone

I agree with Keyaz that we currently have enough weapons.

About the idea though:
I personally think there shouldn\'t be a weapon or a spell that is simply \"the best\". Sure there should be generally better weapons than others, propably with stat restrictions, so that a soldier can move on to more expensive equipment with time. But the unique weapons should have more personality; great swords for example would be very devastating against big and slow enemies, while hitting a rat with a greatsword would be quite hard. Daggers on the other hand would be perfect to plucking out the eye of a rat, but would have little effect against the thick skin of an ulbernaut. Experiance would help, but it wouldn\'t totally negate the weaknesses in a weapon.

Same goes for the magical weapons. Hitting a dark necromancer with tainted darksword, would make him grow stronger, while a scratch from laanx\'s light dagger would send him crying for his beloved parents. Both weapons would be useful in the right situation. Neither of them would be sold by shops. (Maybe a high quality dagger could be bought, and blessed in a temple eg. after a quest.)

And magics; Trying to harm a slime with watery blast sends it flying in the air, only to drop down with twice the volume, but introducing the jelly with a little flame would make it all crispy and crunchy.

Creating these unique strengths and weaknesses for weapons and creatures would take a lot of time and balancing, but I think it would be worth it. Much like in Final Fantasy, this would make combat more strategic and less straight forward, planning would be crucial before big battles. You can create a well balanced party or a party with specific, yet immense, strength. You can lean towards anti-magic equipment, or collect all \"innocent and flowery\" cute looking garments, striking the crowd with your charm. :)
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Post by: Zan on November 20, 2005, 11:13:33 am
When I was talking about legendary items the thought of making them uber powerful didn\'t even occur to me once. I thought it was obvious something like that would be bad for roleplaying and for the game balance.

Legendary weapons to me are unique weapons with their own name and own look, weapons of which there is only one in the entire game and there can never be another just like it. Sure those weapons could have some special atributes that no other item has but nothing that would even come near making a character invincible.

I hope that makes it clear that my idea of legendary and all powerful aren\'t even related. Having said that I still stand by my previous thoughts and would like to see legendary items in Planeshift.

PS: Draklar, the situation I gave as an example is how it would be now and you know that. I never said it is how it should be. All I want is to change how it is to how it should be. ;)
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Post by: Draklar on November 20, 2005, 11:24:10 am
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Originally posted by Zan
PS: Draklar, the situation I gave as an example is how it would be now and you know that. I never said it is how it should be. All I want is to change how it is to how it should be. ;)
Yes, that\'s why I said the role-play in Planeshift is already degrading.
Planeshift went in wrong direction, giving fighting/looting the upper importance. Adding special wepons would only make that worse.
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Post by: Zan on November 20, 2005, 07:35:02 pm
I\'m sure things will work out in time. I trust the devs with that.

You are right though that there are a whole lot of other things to do first but I still don\'t think legendary items would be harmful.
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Post by: Draklar on November 20, 2005, 07:44:59 pm
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Originally posted by Zan
I\'m sure things will work out in time. I trust the devs with that.
I envy you ;)
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Post by: Silvermania on November 22, 2005, 09:24:40 am
i got the fealing that no one agrees with me......
but like i said before it doesnt matter when its not placed in the game it was just an idea.......

(too be onest im playing so much online games that i got this idea already in an other one)
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Post by: Dregan Tepis on November 24, 2005, 01:16:06 pm
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Originally posted by Draklar
I would much rather see magic staves that do things like store additional ammounts of mana, reduce the mana cost of various spells, increase range of spells, reduce chance of backfiring, absorb some negative effects when spell would backfire or absorb damage from other mage\'s spell.
Otherwise it\'s same case as with the silly damage weapons.


Drak, I like your idea, and there is more important thing this game needs instead of uber - weapons. But I think that your idea could be applied to uber-weapons (legendary) as well, as long as it\'s balanced.

What if we change the tone of this conversation from the \"best\" weapon, to more of \"the best at\"? What if the hardest hitting sword was magical but made out of paper and took 15 min to cast the spell to power it up? Then it could hit for 400 slash at .5 speed, but had a high failure rate and was useless until it was powered up again (15 min between hits, try power leveling like that!)

Or, what if we took your staff idea but made it so that it was easily damaged? We have seen many wizards? staffs broke in movies, and the wizard is defenseless afterward.

How about a shield that blocks EVERYTHING! The catch, it\'s so large you can only equip a very small weapon (dagger), not based on weight, but rather handling ability.

I\'m all for role playing first, but if you are going to fight for a living in this game, I would like to see it have to use some strategy and planning, and I think the above suggestions would help with that on the high end. The difference between now and then would be like checkers to chess. After all, once you quit thinking about what you want (uber-weapon) and start thinking about what you have to give up to use it, your mindset will change.


Or you will just go away. Either one works for me...