PlaneShift
Gameplay => Wish list => Topic started by: dying_inside on October 08, 2006, 10:58:17 am
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Talad seems to have this idea of the players all work together and they are kept that way by the infinite threat of monsters.
The thing is that this is in no way possible. Everyone has their differances and I am willing to bet that not everyone in the yliakumverse wants to vote communist.
Divisions Will happen and thats why that part of the story doesnt make sense.
And at the moment this has so much more chance to flow anyway, because the monster dont actually do anything. So we dont have too much chance to actually defend the world from the hordes of the maze. Therefore we have nothing to co operate for if you see what I'm getting at.
I think even if the monsters did attack and lead lots of invasions and start attacking the towns and cities, there would still be dissagreements between people. Toimes of constant high stress and everyone is getting tired and scared because you never know when then next ten Ulbernaught are going to waddle round the corner and start sticking their claws in the guards. Everyone is jumpy and stressed out. Other are trying to find their way out of the guard before they get squashed. Generally life isnt all fun and games.
I like the ability to actually feel part of somthing as I'm sure does everyone else. So I dunno about anyone else but I think there needs to be somthing, and so I have a couple of Idea's.
Some sort of "factions" or somthing, between the players. As I said not everyone likes to give candy out to kids and others hate these people for it. There is division. These two groups may be opposed to each other.
The churches or religions. Is everyone there peacefuly abiding by "the heresy" of non believers, or an opposing God? Do we all like this idea that our faith is threatend in its path of dominance?
The Light and the Dark. The most obvious one. The great protective forces of yliakum. They have nothing to protect against! They sit there with their sword and smack another tefusang in the head for all it is worth.Whilst a shady character stands on a ledge above him gripping a knife so hard his knuckles have gone white, and wishes he had the chance to just jump down and tear out the shiny fools throat.
But alas! Nothing works. By the power of Gods he is held back from carrying out his true intentions. SO he can merly spit and "mwuahahaha" at them, promising that one day his own scythe shall fall apon that mans neck, and the rest of his kind.
And if this were so! If it came to pass that He could jump down. Oh no! The man is dead! And the shady character has left the scene.
So it is a good thing the guard captain has been recruiting some skilled warriors with knowledge of the word to help him keep the city under control. And well, their first assignment is here. Message soon reaches all ears and they are given a certain amount of time to deliver justice to him, before he washes away all trace of evidence and becomes a normal part of the crowd and all are oblivious to his hatred.
Once this is done a young Klyros reports to the guard and asks if there is an uprising of rogues, dwindle their numbers and the Young warrior is promised a good reward. So he saddles up with bldes in hand. Rides out into the sunset. He returns with proof of the death of many a rogue and cut throat. he is payed handsomly and given a well crafter sword to replace his own battered and chipped blades.
At the same time in a hideout near the Bronze doors a young Enkidukia dark of thought has stumbled across a lair of bandits. At the last minute before tey cut hs throat he blurts out that he would be willing to help. They set him tests, he passes them. And now he can ask the master what to do to spread the havoc. "We must retaliate at the guard of Hydlaa, for the death of old john and Scrawny Bob" says the grizzled veteran. And so the young shade sets off to wreak havoc among the enemy of his new found family. The Hydlaa guard.
The first examples were an idea of player to player interaction and the obviouse differances that will arise and grow. The last of these were NPC driven concepts. You report to a labled head NPC and they give you random quests. On the side there is alerts which are passed around, if a part of your "faction" gets into trouble, or dies or maybe just does somthing great, they might need backup and help to allow them to escape and reap the rewards of their daring act. Or maybe Just to help them complete it.
I think that there needs to be somthing to drive the guilds, somthing to drive the individuals, somthing to drive the community for this to really transform. I understand that this is done in Rp but for the most part good RP is hard to find, or RP such as the type of things i have listed above. Things that make sense.
I also noticed that alot of my idea's were combat or OVp orientated and I;m not asking soley for a reason to PVP at all. It was simply the first and easily accesable idea that came to my head.
An adventurers guild gains experiance by adventuring, the guard gains experiance by defending Hydlaa, thieves guild gains experiance from stealing apples and cider from Kada Els. A darts guild gains experiance by besting somone else in a game of darts As does a cheese rolling guild gain experiance by hurling themseleves down a large hill after a large round cheese and arriving at the bottom without dieing.
I cant really put it any better than this. I tried. But here is pretty much my reason for the idea.
My suggestions were to give RP something more, so there seems more of it if your get what I mean.
Because a player can only do so much with a story where s/he is part of the guard, s/he cant actually guard anything. The Ynwnn inciting revolution in the plaaza will get no more than a tongue lashing for his crimes. If he should simply simply *shrugs off* The "persuado" guards attempt at *pulls the fanatic from his podeum* then it becomes very difficult for the guards attempt at playing their character. However if players could join the town guard then they would be authorised to incapacitate a dangerouse fanatic for starting dangerous things.
In a similar way the "evil" players can join a group of bandits to further their character. If a Ylian were to jump out at a random player unsuspectingly he would have to challenge said player to a duel in order to actually carry out his character. Bandits however strike fast and hard and leave in a hurry without asking if they may please gut you and steal 20 tria. It is this reason that players can simply ignore the bandits attempt to role play their character successfully and decline. This will inevitably grow boring after the third time this happens. Likely that the character will be rewritten.
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I'm pretty sure i didn't understand all the examples, but i would say what i did understand sounds an awful lot like rp that falls upon the players far more than the npcs... Especially combatwise i'm thinking the guild wars seem pretty much similar to that... thing is if npcs gave quests where they had active [especially combattive] roles how silly would it be--
"What are those guards doing to brado?"
"taking away his liquor lisence for serving alcohol to miners"
"AGAIN??!!--That's the third time today!"
and if we're discussing entire 'factions' imagine the above exponentially... I really think player rps offer more of what you seek, specifically guild wars-- and that way you'll never have 'completed all of them'..
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Talad seems to have this idea of the players all work together and they are kept that way by the infinite threat of monsters.
Players should work together - but that doesn't mean that characters have to. Is that better understood? :}
I'm having a bit of a hard time figuring out what you're asking for, in the end. Is it just NPC/player factions?
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Aaaah Ok. I had always percieved it as "there is no dispute in yliakum!" kinda thing.
And I'm more just asking for things in game that give player and guilds meaning. I get that the game is in Alpha etc, but Guilds seem very static to me. "train till you go blue in the face, help newbies". it seems very much like that to me at the moment.
And for the rest of us that dont actually want to become part of a guild but are rather living solo, its exactly the same thing, so a guild simply becomes a shared title.
@Krann Omins: My suggestions were to give RP something more, so there seems more of it if your get what I mean.
Because a player can only do so much with a story where s/he is part of the guard, s/he cant actually guard anything. The Ynwnn inciting revolution in the plaaza will get no more than a tongue lashing for his crimes. If he should simply simply *shrugs off* The "persuado" guards attempt at *pulls the fanatic from his podeum* then it becomes very difficult for the guards attempt at playing their character. However if players could join the town guard then they would be authorised to incapacitate a dangerouse fanatic for starting dangerous things.
In a similar way the "evil" players can join a group of bandits to further their character. If a Ylian were to jump out at a random player unsuspectingly he would have to challenge said player to a duel in order to actually carry out his character. Bandits however strike fast and hard and leave in a hurry without asking if they may please gut you and steal 20 tria. It is this reason that players can simply ignore the bandits attempt to role play their character successfully and decline. This will inevitably grow boring after the third time this happens. Likely that the character will be rewritten.
I dont think I made my first post very clear. So I will try and make more understandable.
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Oh christ. Sorry I accidently quoted instead of modified.
oh noes the world shall end?
Thing here, at least what i feel, is that the settings aren't there in so much detail atm. I've asked before, or at least mentioned in a big email sent to some GMs about possible 'factions' or similar in the PS world... Darkmoon is rather elusive and likely rather busy so.... yeah?
...somehow im ending up posting here even though i have these forums hiddden :/
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The magic of the recent posts list.
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Part of the problem is not just lack of settings information, but content. You can be given a role as a guard through a quest, but then we have to create something for you to guard, implement more rules, fix NPCs (already on the To-Do List). I think what you're suggesting here is what we are ultimately aiming at - it's just slow going.