PlaneShift

Gameplay => General Discussion => Topic started by: zanzibar on January 12, 2007, 04:09:21 am

Title: Starting inventory determined by skill set.
Post by: zanzibar on January 12, 2007, 04:09:21 am
There's been talk from time to time about characters starting with items and trias to make starting the game easier.  I'm not necessarily in favour or opposed to that idea, BUT if characters do eventually get items from the get go, I think that the items you get should change depending on the skills you start off with.

What I mean by that is that if your character has a significant level in a certain skill, the item or items you get will be relevant to that skill.  For mining, you would get a pickaxe and maybe a sample of ore.  For weapons, you would get a basic weapon of the appropriate class.  For ways, you would get a single low level glyph.  Alchemy, you would start off with a couple of potions.  And so on.  There are plenty of ways to get creative about it.

I don't think there would be a significant chance of abuse.  The worst you could do is create and delete characters high in crystal way over and over again, and accumulate the glyphs as you go along.  However, that would be a time consuming process - and you still wouldn't be making nearly as much money as people make by fighting in the arena.  It's my opinion though that basic glyphs are already overpriced, so maybe things will change in the future.

Title: Re: Starting inventory determined by skill set.
Post by: Karyuu on January 12, 2007, 04:10:56 am
That's precisely the plan. And a good way to prevent abuse is to make starter items untradeable, and unsellable. The only way to get rid of them would be to click some "destroy" button.
Title: Re: Starting inventory determined by skill set.
Post by: Goldir on January 12, 2007, 04:34:53 am
That "Destroy" button was the one feature that I noticed was conspicuously absent.  It would make getting rid of things like piles of dust much easier.
Title: Re: Starting inventory determined by skill set.
Post by: Ishtar2 on January 12, 2007, 04:45:08 am
I don't know, "destroy" isn't very realistic.  I mean, no one I know walks around with a black hole into which they can just throw their carp.  Getting kind of off-topic though, sorry.
Title: Re: Starting inventory determined by skill set.
Post by: Bartholin on January 12, 2007, 04:51:16 am
I don't know, "destroy" isn't very realistic.  I mean, no one I know walks around with a black hole into which they can just throw their carp.  Getting kind of off-topic though, sorry.

hehe.. who do YOU know  ;D. you dont need a black hole do destroy dust.. just toss it to the wind. umm.. a thing we could do would be to have a specail 'no way" spell that uses no stats and everyone knows.. and that could serve as the "black hole" aka "destroy" that way.. its plausable and game wise realisitc ;)
Title: Re: Starting inventory determined by skill set.
Post by: Jeraphon on January 12, 2007, 06:41:33 am
Quote
And a good way to prevent abuse is to make starter items untradeable, and unsellable. The only way to get rid of them would be to click some "destroy" button.

I don't know about "destroy."

I do agree they should be untradeable, but rather than unsaleable, you can sell them to NPCs for 0 tria. It's neat, it's clean, it eliminates the need for extra coding. Same deal piles of dust. Harnquist and Trasok can take them off your hands for 0 tria.
Title: Re: Starting inventory determined by skill set.
Post by: bilbous on January 12, 2007, 06:44:51 am
I don't see why you couldn't have a tinker npc that buys all kinds of odds and ends for 1 or 2 tria a bunch. He might even recycle it into various semi useful thingamajigs depending on what he has to work with.
Title: Re: Starting inventory determined by skill set.
Post by: Gharan on January 12, 2007, 06:48:20 am
A set amount of tria would be the best option allowing them to buy what they wanted, fair enough they might be highly skilled in "musical instruments" and recieve a musical instrument but might never want to be a musician.When i created character i flew through it not knowing that it had affects on ur starting skill so starting with a musical instrument wouldn't of been any help.

I hope you know what I mean..
Title: Re: Starting inventory determined by skill set.
Post by: Pizzasgood on January 12, 2007, 07:04:15 am
Or you could just smash it into little pieces, then have an inventory item called "rubbish" that you could dump somewhere.  To match the weight, the rubbish would be one unit of weight, and you'd get as many of them as the weight of the item.  Any decimals could be discarded (when you smash stuff, a couple small bits usually go flying, so that would be realistic).
Title: Re: Starting inventory determined by skill set.
Post by: zanzibar on January 12, 2007, 07:52:39 am
I don't know, "destroy" isn't very realistic.  I mean, no one I know walks around with a black hole into which they can just throw their carp.  Getting kind of off-topic though, sorry.


Not realistic, but too convenient to do without.
Title: Re: Starting inventory determined by skill set.
Post by: emeraldfool on January 12, 2007, 02:16:39 pm
That "Destroy" button was the one feature that I noticed was conspicuously absent.  It would make getting rid of things like piles of dust much easier.

What's not easy about throwing your dust at newbies? If not easier, it's at least a LOT more fun, especially when they start panicking about armies of dwarves taking over.

Personally I think Barty's glyph idea would be okay. But really, since when have we worried about the realism of inventory mechanics? I've never heard of someone storing 15 claymores on their person without even using a backpack :P (Or without it effecting their ability to run and jump and fight... or breathe, for that matter)
Title: Re: Starting inventory determined by skill set.
Post by: bilbous on January 12, 2007, 05:03:17 pm
You could just make it so that anything left on the ground vanishes after a set period of time. What happens to all those apples now?

That said I have never really understood why things turn to dust in the first place unless there is eventually going to be a use for it. Also it would seem that if indeed things turn to dust the only way to get at it would be when the forge was cold and you were cleaning the flue.
Title: Re: Starting inventory determined by skill set.
Post by: Zan on January 12, 2007, 08:45:06 pm
I actually liked UtM's idea more ... let players choose a profession in character creation and give them the equipment and some basic skill to perform said profession when they enter the game. Miners would get a mining pick and maybe a map to one of the mines when cartography is implemented. Farmers would get a shovel and some seeds to grow crops. Lumberjacks would get an axe and a saw to chop wood. Hunters would get a weapon, perhaps a bow when those are around. Thieves would get a dagger and cloak. Etc.
Title: Re: Starting inventory determined by skill set.
Post by: zanzibar on January 13, 2007, 01:36:02 am
Picking skills makes more sense than picking professions.  "Profession" implies a certain place within society, but you can have the skills of a theif and yet try to find work as a cook etcetera.
Title: Re: Starting inventory determined by skill set.
Post by: Bartholin on January 13, 2007, 09:48:02 am
Personally I think Barty's glyph idea would be okay.

not a glyph... just a basic spell that EVERYONE knows from the start that uses no ways, no mana, and needs no stats.. just a known spell :)
Title: Re: Starting inventory determined by skill set.
Post by: Karyuu on January 13, 2007, 09:50:44 am
Wouldn't really work if your character either hates to use magic, or cannot. Besides, spells come from glyphs in PlaneShift :> Glyphs are a requirement.
Title: Re: Starting inventory determined by skill set.
Post by: Zan on January 13, 2007, 09:51:24 am
I don't see the problem with picking the skills of a thief but being a cook ... the skills shouldn't disappear, there just should be an option added which will let you fill your character's job in, until that day you start playing. Then you become what you want. It only makes sense that you had a job until then though instead of being a freeloader, your character had a certain place within society.
Title: Re: Starting inventory determined by skill set.
Post by: zanzibar on January 13, 2007, 07:20:59 pm
I don't see the problem with picking the skills of a thief but being a cook ... the skills shouldn't disappear, there just should be an option added which will let you fill your character's job in, until that day you start playing. Then you become what you want. It only makes sense that you had a job until then though instead of being a freeloader, your character had a certain place within society.


Ok, but you're supposed to be a traveller - a newcommer to the city, someone who is somewhat fresh off the farm.  Getting a job is something you should do after you enter the game, not something you do during character creation.
Title: Re: Starting inventory determined by skill set.
Post by: Narure on January 13, 2007, 07:51:07 pm
We are ment to be pesants. Pesants have jobs.
Title: Re: Starting inventory determined by skill set.
Post by: zanzibar on January 13, 2007, 08:07:00 pm
We are ment to be pesants. Pesants have jobs.

So what?  You're still skipping out on the process of getting a job - a process you engage in after you enter the game / enter the city (same thing).
Title: Re: Starting inventory determined by skill set.
Post by: Narure on January 13, 2007, 08:25:34 pm
whats wrong with starting the game with a job? You can leave the job when it suits you, i think you forget what its like being a noob trying to find your way around.
Title: Re: Starting inventory determined by skill set.
Post by: zanzibar on January 13, 2007, 08:35:11 pm
whats wrong with starting the game with a job?


It sorta goes against the settings, plus it eliminates from gameplay the process of getting a job.
Title: Re: Starting inventory determined by skill set.
Post by: Narure on January 13, 2007, 08:38:14 pm
How does it go against the settings? Why is that process needed?
Title: Re: Starting inventory determined by skill set.
Post by: zanzibar on January 13, 2007, 08:47:40 pm
How does it go against the settings? Why is that process needed?


...

So you're saying people shouldn't RP / play out the process of finding an employer and getting hired?  Think of all the fun and colour that would be lost.
Title: Re: Starting inventory determined by skill set.
Post by: Narure on January 13, 2007, 10:08:09 pm
they can do that if they quit the job they start with. Which is the whole point with the pesant to hero thing.
Title: Re: Starting inventory determined by skill set.
Post by: zanzibar on January 13, 2007, 10:10:32 pm
they can do that if they quit the job they start with. Which is the whole point with the pesant to hero thing.

...

You aren't going to have a job right away after arriving in Hydlaa after leaving home or whatever.
Title: Re: Starting inventory determined by skill set.
Post by: Zan on January 13, 2007, 10:23:27 pm
Ok, but you're supposed to be a traveller - a newcommer to the city, someone who is somewhat fresh off the farm.  Getting a job is something you should do after you enter the game, not something you do during character creation.

From where do you get that assumption?
Title: Re: Starting inventory determined by skill set.
Post by: Bartholin on January 13, 2007, 11:11:23 pm
why cant they have had a job (thus getting money, items, or w/e), (before point of entering game.)then quit, then left to goto this city :) (point of entering game)
Title: Re: Starting inventory determined by skill set.
Post by: Parallo on January 13, 2007, 11:12:57 pm
If you were forced into a job people would be complaining about that. You all complain about everything! In short: quit complaining.
Title: Re: Starting inventory determined by skill set.
Post by: zanzibar on January 14, 2007, 02:19:58 am
why cant they have had a job (thus getting money, items, or w/e), (before point of entering game.)then quit, then left to goto this city :) (point of entering game)


Then you'd be unemployed.
Title: Re: Starting inventory determined by skill set.
Post by: Bartholin on January 14, 2007, 05:18:54 am
why cant they have had a job (thus getting money, items, or w/e), (before point of entering game.)then quit, then left to goto this city :) (point of entering game)


Then you'd be unemployed.

okay.. let me spell it out..

a) since your SPOSE to be a travler from ANOTHER PLACE you HAD to have HAD a JOB in the OTHER city/town
b) that being said.. if someone else had a job they would have HAD some money..
c) now they want to MOVE.. to THIS city/town, they QUIT/ LEAVE thier OLD job.. and go to this town to get ANOTHER job HERE.
d) LIMITED items or money from PREV. job..
e) they have no job AFTER they quit OLD job in OTHER town, so they look for a job IN TOWN

easy enough for you?
Title: Re: Starting inventory determined by skill set.
Post by: zanzibar on January 14, 2007, 05:58:35 am
okay.. let me spell it out..

a) since your SPOSE to be a travler from ANOTHER PLACE you HAD to have HAD a JOB in the OTHER city/town
b) that being said.. if someone else had a job they would have HAD some money..
c) now they want to MOVE.. to THIS city/town, they QUIT/ LEAVE thier OLD job.. and go to this town to get ANOTHER job HERE.
d) LIMITED items or money from PREV. job..
e) they have no job AFTER they quit OLD job in OTHER town, so they look for a job IN TOWN

easy enough for you?


You left that otherplace and therefore lost your job.  You therefore start off the game unemployed, just as I said.
Title: Re: Starting inventory determined by skill set.
Post by: Bartholin on January 14, 2007, 06:36:14 am
well DUH.. but the point of the post was to show that you should/ could start the game with a few items w/o having a job here since you already had on prev. (just not in game/ in this town) see what i mean?
Title: Re: Starting inventory determined by skill set.
Post by: zanzibar on January 14, 2007, 07:40:16 am
well DUH.. but the point of the post was to show that you should/ could start the game with a few items w/o having a job here since you already had on prev. (just not in game/ in this town) see what i mean?


Gee wiz!  Look at the first post of this thread.  While you're at it, check out the author.
Title: Re: Starting inventory determined by skill set.
Post by: Bartholin on January 14, 2007, 07:42:14 am
well DUH.. but the point of the post was to show that you should/ could start the game with a few items w/o having a job here since you already had on prev. (just not in game/ in this town) see what i mean?


Gee wiz!  Look at the first post of this thread.  While you're at it, check out the author.

 ;D yea.. short term memory.. dont got it..  :lol:
but you kept responding like
"o no job no items" :) so i hit back.. lets just agree that yes we should start with items :)
Title: Re: Starting inventory determined by skill set.
Post by: zanzibar on January 14, 2007, 07:53:19 am
well DUH.. but the point of the post was to show that you should/ could start the game with a few items w/o having a job here since you already had on prev. (just not in game/ in this town) see what i mean?


Gee wiz!  Look at the first post of this thread.  While you're at it, check out the author.

 ;D yea.. short term memory.. dont got it..  :lol:
but you kept responding like
"o no job no items" :) so i hit back.. lets just agree that yes we should start with items :)


Nowhere in this thread have I said that we shouldn't start off with items.  You misread my posts.
Title: Re: Starting inventory determined by skill set.
Post by: Bartholin on January 14, 2007, 08:16:38 am
no.. i misread your responses.. happens when a person incerts their won version of what your tone of voice your using.. :)
Title: Re: Starting inventory determined by skill set.
Post by: Narure on January 14, 2007, 02:55:43 pm
It never says we are ment to be travelers. We are pesants, PESANTS, and as I've said, pesants have jobs.
Title: Re: Starting inventory determined by skill set.
Post by: Zan on January 14, 2007, 03:18:07 pm
Zanz, I think you are wrong .. nowhere have I seen stated that we are supposed to start out as jobless travellers. I understand that that is the most commonly used story but that is only because the whole PS world isn't created yet. For those who are interested in continuing their lives (because that's what happens, we don't start our lives we pick up lives we predetermined in the character creation) as jobless there can be an option to have no job as well and in that case some random items are given to the new character.

If you have something to back your claim up with actual settings I'd love to read it and agree with you.
Title: Re: Starting inventory determined by skill set.
Post by: zanzibar on January 14, 2007, 05:34:35 pm
no.. i misread your responses.. happens when a person incerts their won version of what your tone of voice your using.. :)


No, it happens when you're too lazy to read what it is you're responding to.


If you have something to back your claim up with actual settings I'd love to read it and agree with you.

We're supposed to start off as nobodies and then become heroes.

Getting a job is on the way to becoming a hero, therefore getting a job should be something you work towards once you start playing.
Title: Re: Starting inventory determined by skill set.
Post by: Zan on January 14, 2007, 06:31:02 pm
Well I'm still going to disagree with that idea :P I'd say we're supposed to start off as normal people. The choices we recieve in character creation hardly happen to nobodies.
Title: Re: Starting inventory determined by skill set.
Post by: zanzibar on January 14, 2007, 06:56:46 pm
Well I'm still going to disagree with that idea :P I'd say we're supposed to start off as normal people. The choices we recieve in character creation hardly happen to nobodies.


Meaning?
Title: Re: Starting inventory determined by skill set.
Post by: Zan on January 14, 2007, 07:14:32 pm
Meaning that I don't see why we need to be jobless at the moment we start playing.
Title: Re: Starting inventory determined by skill set.
Post by: zanzibar on January 14, 2007, 07:15:56 pm
Meaning that I don't see why we need to be jobless at the moment we start playing.


How does one prove the other?
Title: Re: Starting inventory determined by skill set.
Post by: Zan on January 14, 2007, 07:48:22 pm
Sometimes you're really dense Zanz .. I never claimed anything proven, I said I had a different opinion.
Title: Re: Starting inventory determined by skill set.
Post by: zanzibar on January 14, 2007, 08:03:12 pm
Sometimes you're really dense Zanz .. I never claimed anything proven, I said I had a different opinion.


So you have an opinion, and you don't care about backing it up, yet you insist on subjecting the rest of us to it?
Title: Re: Starting inventory determined by skill set.
Post by: Bartholin on January 14, 2007, 08:24:37 pm
no.. i misread your responses.. happens when a person incerts their won version of what your tone of voice your using.. :)

No, it happens when you're too lazy to read what it is you're responding to.

i agree with this guy and he attacks me?
a) they char start of jobless cuz the moved to the city you spwn in.
b) they had a past job thus have some items left over

c) thats it.. both sides can stop attacking :P
Title: Re: Starting inventory determined by skill set.
Post by: Narure on January 14, 2007, 08:45:41 pm
Our characters start as adults, an adult without a job in medieval times is, well dead. Or royalty.
Title: Re: Starting inventory determined by skill set.
Post by: Zan on January 14, 2007, 08:50:02 pm
Not insist Zanz. Inquire about .. I was honestly curious whether I missed something that you read .. obviously that's not the case.

Now if we're done nitpicking lets return to the actual topic :P
Title: Re: Starting inventory determined by skill set.
Post by: Bartholin on January 14, 2007, 08:53:08 pm
Our characters start as adults, an adult without a job in medieval times is, well dead. Or royalty.

your not going to have a job in a city that you just moved to in medeval times are you? no.. but you did HAVE a job prev.. thus that whole ofcourse you hve some items left over..

get me?
Title: Re: Starting inventory determined by skill set.
Post by: Narure on January 14, 2007, 09:00:52 pm
Where did you get that idea from? Where does it say that?
Title: Re: Starting inventory determined by skill set.
Post by: Datruth on January 14, 2007, 09:20:22 pm
Our characters start as adults, an adult without a job in medieval times is, well dead. Or royalty.

lol, he makes a good point.

It wasn't rare for kids to work as young as 7, and the job they had would be with them for sometimes a decade, so he might be working on the farm till he was 17.

There is really no reason to be open minded about promotions, so i wouldn't be surprised if he worked one job his whole life.

But yea, being 20 or 30, and having to look for a job.... let's just say employment rates arn't high. ;)

~~Datruth
Title: Re: Starting inventory determined by skill set.
Post by: Peacer on January 15, 2007, 08:00:14 am
lol, he makes a good point.

It wasn't rare for kids to work as young as 7, and the job they had would be with them for sometimes a decade, so he might be working on the farm till he was 17.

There is really no reason to be open minded about promotions, so i wouldn't be surprised if he worked one job his whole life.

But yea, being 20 or 30, and having to look for a job.... let's just say employment rates arn't high. ;)
or if you've trained with swords since you were a kid and have only 4 sword skill, then suddenly in a couple of months you're a master swordsman :P
Title: Re: Starting inventory determined by skill set.
Post by: zanzibar on January 15, 2007, 09:18:41 am
This is all irrelevant.  If you're a newcomer to the city, you'll have to find a new boss even if you had a job back home.
Title: Re: Starting inventory determined by skill set.
Post by: Zellgadess on January 15, 2007, 11:32:09 am
Whats the middle ages?

And going around the city seeing all you goodie two shoes handing out swords, And the magical rate at which apples grow, or the fact that rats are big enough to feed a man for a week..... It's hard to think that anyone could die?
Title: Re: Starting inventory determined by skill set.
Post by: Narure on January 15, 2007, 05:03:11 pm
This is all irrelevant.  If you're a newcomer to the city, you'll have to find a new boss even if you had a job back home.

This has been asked a million times yet you do not answer: Where does it say we are newcomers to the city?
Title: Re: Starting inventory determined by skill set.
Post by: bilbous on January 15, 2007, 06:21:12 pm
Jees, If I am a traveller in a new city, perhaps I brought merchandise to sell, maybe I will rob people, maybe I'll freelance. Just maybe I'll latch on to some rich person and amuse them to death. I don't need to find a job but I do need some means of making money. I might go to work for someone if I have no entrepeneurial spirit but it is not required. Anyway the whole starting setup is inherrently out of context so why sweat the details? Nobody begins life in the middle so unless the character creation process is going to start at birth and cause you to make decisions for every time period until you arrive in game (sort of like the old Travellor RPG) concessions will have to be made to usability.
Title: Re: Starting inventory determined by skill set.
Post by: Narure on January 15, 2007, 07:11:58 pm
Twod be easily solved if there was a "current occupation" section in character creation. Then you get the item/s for that job. One of the selections could be traveler and another unemployed so as not to close many rp doors.
Title: Re: Starting inventory determined by skill set.
Post by: zanzibar on January 16, 2007, 01:10:51 am
This is all irrelevant.  If you're a newcomer to the city, you'll have to find a new boss even if you had a job back home.

This has been asked a million times yet you do not answer: Where does it say we are newcomers to the city?


Try walking up to a NPC and saying "give me information".
Title: Re: Starting inventory determined by skill set.
Post by: Garon on January 16, 2007, 05:19:33 am
Whats the middle ages?

Either the ages between 30 and 50 of a human lifespan, or the times between the end of the dark age of Europe and the start of the Renaissance  (iirc).  Again, iirc, the Middle ages that arn't a single human's age are also called the Medieval time period.

Quote
And going around the city seeing all you goodie two shoes handing out swords, And the magical rate at which apples grow, or the fact that rats are big enough to feed a man for a week..... It's hard to think that anyone could die?

That it is.... And with me giving out what a farmer makes in two months for free to some people who ask for help IC, who could die of not affording meals?
Title: Re: Starting inventory determined by skill set.
Post by: zanzibar on January 16, 2007, 06:09:15 am
The Medieval era includes the Dark Age.
Title: Re: Starting inventory determined by skill set.
Post by: Zellgadess on January 16, 2007, 10:32:52 am
Quote
Quote
Whats the middle ages?
Quote


Either the ages between 30 and 50 of a human lifespan, or the times between the end of the dark age of Europe and the start of the Renaissance  (iirc).  Again, iirc, the Middle ages that arn't a single human's age are also called the Medieval time period.

I was being sarcastic, I mean this is not the middle ages, it is the 750's