PlaneShift
Gameplay => General Discussion => Topic started by: bilbous on June 27, 2007, 07:14:06 am
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Does anyone know why these guys mostly have no loot? Wouldn't it help to alleviate the over crowding in the arena and make them more useful? I do not know anyone who fights these guys so they seem to be so much wasted potential.
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I agree. I think they are 'cough cough' a waste of space. I know that a few weeks ago some MOBS were removed for a while do to the fact that there were too many, and for some reason that caused some server crashes. So wouldn't make sense to get rid of the ones that no one uses? Or to give them some kind of really cool loot so that ppl will want to fight them. Also, I think the wear house area in Oja could use more then just 3 rogues ;)
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I don't know. I always felt it strange that some of the rogues loot a lot while others don't at all. If alll thugs and rogues would loot about the same you would have lot less crowding I think seeing places like the Laanxdungeon would be interesting again lootwise and some places in the wilderness aswell.
Personally I would love to see that rogues looting a lot if they haven't been killed often and if they are killed a lot the loot gradually reduces. That way camping would be a lot less interesting on the obvious rogues.
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You know what also would be nice...If the Dlayo Glads had some more interesting things to loot as well. I think for such a high ranked and challenging mob to kill, it certainly isn't very rewarding, accept for the high pps count. Other then that, the loot isn't all that great. I think if higher leveled mobs also had better things to loot, the Higher ranked players would go after them as well, instead of camping near a rogue in the arena to get a seduction blade of some sort or so on. But I'm not sure how any of that works. I can only say what I see as a problem. I'm no techy so I don't know how any of that stuff works ;)
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I had hoped to hear some sort of rationale for this but didn't really expect it. I would call it a bug except I am certain it is intentional.
Another thing I wonder about is how do the super-critters get defined, are they the same database objects as the others with boosted stats or are they different database objects with the same skins? As far as I can tell there are two types of rogues, ones that loot and ones that do not, not counting the dark rogues. Between these two types there is a range of degrees of difficulty, some, mostly the second type, being much more powerful.
Does any of this fit the reality of the game design and is there any point in discussing such things?
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First of all, we have to remember the viev of camped mobs is completly unreal image, no matter how you look at it.
With this in mind i came to a conclussion: Maybe these who don't drop loot are just supposed to be there? Look bad, like they are camping by fire in a place you should stay away if you don't look for trouble.
But why some rogues at arena drop loot and rogues next to them don't, I'm not sure. Maybe for a simple illusion that not every damn rogue is camped.
Dark rogues could drop nice loot, but they drop rings instead. Why do they? because if you are doing a quest, which tell the rogues are in unknown place, you dn't except to find there bunch of campers who fight them for their loot.
I have said once or few already in the past that the looting system is fracking up every other bit of the game, because you can make so much money on it, every other job must be same as profitable to make sense, which is then unrealistic and in the end we have a mess. Something you can enjoy OOCly, but not ICly.
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Well obviously camping is a game aspect of the game and it will be an aspect that would never be realistic seeing how many oponents you have to kill to train your fighting skills for one. However that is ofcourse pointing out the obvious ;)
So when looking at these things I think one should look at game enjoyability first. Spreading the loot more evenly and by making sure the strongest mobs have the best loot you would in my eyes make the camping a lot less obvious and frustrating.
Ofcourse random spawning would be something that could be a fix aswell, but even when that is implemented I doubt you can have it spawn anywhere for real so you'll still have people camping certain areas becuase the wilderness rogues still wont have loot for example.
I think random spawning might even make people frustrated. At the moment it's one person standing at a rogue and people useally respect that and move on, but if you don't know exactly where it will span you'll have 10 people running around to find that 1 rogue that loots the good stuff. There are simply to few mobs in relation to the number of players specially if you know how few loot. It wil probably become race and in my eyes would only make things more unrealistic.
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So when looking at these things I think one should look at game enjoyability first. Spreading the loot more evenly and by making sure the strongest mobs have the best loot you would in my eyes make the camping a lot less obvious and frustrating.
The game can be enjoyed in different ways. You are still describing the enjoyment through OOCness. Maybe thats the problem people don't get there, devs wan't something other than you are so much going with over and over again ;) In the end talad want the game to be for both types of people, but the IC side suffers.
As speaking about how tought is training, I'd say it is so tought exactly because there are so many mobs, thus it is easy to practice. And again the current camping mobs philosophy screws everything else ;)
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I have to say this OOC argument does not wash with me. If this was something that was real important in the game then there would be good npc's that would be attackable so that the more morally suspect characters could prey upon. I don't see that happening anytime soon, do you?
edited to post in a new reply
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Aren't gladiators god enough for you? ;P I think everything is happening SoonTM ;P I'd say the OOC argument is really important there, even if game is in early stage of development, if you don't go along with it, then who are you? Are you sure you should give any ideas at all?
I don't see what i talk about be worked soon, but I see it happening sooned for sure, if fundaments of it aren't rebuilded for someting opposite.
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If you can pretend to fight a duel with words and consider that good role-play why can't I pretend that the one mob whose spawn I am camping is not really the result of roving the countryside and taking out all the evil men who waylay me? I mean you cannot have it both ways, either we are limited to what the game mechanics allow or we can make up any kind of justification to how we use them regardless of whether people feel it applies or not.
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you could have left that in previous post ;P
Besides if you can pretend to fight a duel with words and consider that good role-play why can't I pretend that the one mob whose spawn I am camping is not really the result of roving the countryside and taking out all the evil men who waylay me?
Only it isn't exactly me ;P I hate pretending ;)
I'm writing about a real features, which really propone IC behaviour. No damn pretending
Why mining is IC and fighting cannot really be most of the time? There are tones of possible situations for fighting, but first one need to want them and forgot about camping. i'm not even talking about field of randomly spawning mobs, because that's cliche and unreal too.
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Sorry to say Nikodemus but I'm not reading a solution in your posts.
I already admitted to spawns and fighting being OOC. It's the reason why I am looking at how this would be most enjoyable OOC. Although I think spreading the loot would be a relative easy way to make it a little more realistic aswell.
Killing someone and taking everything he owns is profitable... well yes I suppose that to be true. warspoils weren't so highvalued for nothing obviously. Would it be realistic for you to kill several swordfighters and not find any swords? Would it be realistic then that a good sword would be worth nothing in such a conflict torn land?
So how do you want to make it realistic and also keep it playable? I mean I can think up some extreme ideas of how to make fighting more realistic, but I don't have much doubts such implementations would ruin PS and not enhance PS.
You don't read a book to read every dull detail that happened in an adventure. You wont mind skipping those weeks that nothing happened andthe same goes for RolePlaying. Don't forget it's a game aswell. One shouldn't make all aspects to realistic and and shouldn't try to recreate ourselves with fur.
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Sorry to say Nikodemus but I'm not reading a solution in your posts.
Because the solution isn't there! But in the world you are living in and most of all books, movies, stories about the times behind us.
Are great battles the only examples you can come up? An activity consisting of fighting.
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Mining is not very realistic. Most people who mined for gold never made a nickel Many never broke even and yet any schlub can mine gold and get rich. In real life it might take a month to mine enough iron to make a sword and yet it can be done in a day. Do not get me wrong, I am not criticizing the developers when I say this, I am complaining about the purists who expect too much.
I do not role play fantastic adventures, inventing scenarios that rely on my greatness. I merely go about my business using the functions the developers have provided in whatever way amuses me. If I need to converse with other characters I try to do so in context as much as possible. If that is not good enough for some people it is too bad but it isn't going to change.
Anyway this wasn't supposed to be another lame RP vs. PL thread and I'm sorry that is what it has become.
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I will look at the rogues.
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Outstanding, Xillix! That is more than I had hoped for. Even if they drop nothing but mundane weapons they will be more useful than at present.
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Again the same thread about the same topic...
- Chars who need experience go fighting NPCs who give experience.
- Chars who need money go mining gold. (Does it sound like boring stereotyping already?)
- Chars who are made too weak to fight anything harder are "doomed" to roleplay because they can not make experience in any other way than fighting... ;)
Isn't that a funny concept? -- Cheat the character generation to make a fighter, or roleplay because you are too weak to fight.
And before you developers wonder what I am talking about: Make a new char of a physically weaker race, with some interesting childhood -- and then tell me how long you need to get 100 PP. :P
The overall game setting gives advantages only to serious players, in one or the other extreme -- in my opinion. After almost 2 years now, I can well compare the development of several chars I made. And in times of version 0.3.012, it was much easier to develop chars in different ways. Today you can only specialize in few skills if you want to train at all.
"Fighting" and "getting experience" ist still a too close equation without alternatives. A year ago I remember specialized merchants of specific goods, as well as a wider range of possible customers. Watch the current auctions -- as rare as useful items are now, as small is the amount of possible customers who can afford their prices. Where are the "lucky loots" for the beginners today? Today your char needs to be a respectable fighter before he can stand against any opponent who would drop anything.
Maybe this way you want to force us to hunt in groups? ... ::)
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Mining is not very realistic. Most people who mined for gold never made a nickel Many never broke even and yet any schlub can mine gold and get rich. In real life it might take a month to mine enough iron to make a sword and yet it can be done in a day. Do not get me wrong, I am not criticizing the developers when I say this, I am complaining about the purists who expect too much.
No nickel because noone care about nickel, maybe they don't even know of its existance. Besides nickel is crappy metal. Noone is getting broke because mines are open for everyone to mine. I wouldn't be suprised if they get exhaused in the end. There are already much less gold miners and I'd say there are as many of them as Iron miners from my last days observations. At is all what is about mining. With few imperfections, it is very real system, very limited, because there aren't other activities directly about mining, but much much more real than the fighting.
I'm not a purist too, when i talk about imperfections i agree on.
Don't say how much you need to mine now to make a sword, because it isn't about mining, but about crafting and this is screwed as i said already before, because of.... the fighting/camping pressure on everything else.
It really isn't my fault it turned so lame in your oppinion.
I started there with idea opposite to yours, as i realised its probably te best way towards successful RP game (because tis game is supposed to be like that). But others couldn't i gues take it as a good idea to think on, but idea which goes against your wish for more loot, more camping and more OOCness which you like over ICness (you do probably because the game is like that by its features, but it really makes to wonder if you could otherwise ;P) I don't doubt you can go IC, but you seem to refuse a vision of being IC by all game features.
I also gues you know player made wishes in these areas rarely come true fast enough, especially complicated, so you come up with simple, unfortunatelly causing OOCness idea.
I really tried to invite someone there to discuss on IC solutions, but as noone did, i gues i give few examples of what i had in mind, for others to at least remember.
- A hunter tracking it's prey in the wildreness by different marks left by it. A fun from both tracking and fghting to have goods of good value for sale. Not really going into wilderness and trying your luck with randomly spawning mobs all over the map without any marks where to look. With mechanism, which discourages running around blindly with camping ideas in mind.
- A rogue ambush set on travellers and miners coming back with their resourcess. Flee or fight them. Eighter way, once you kill them, they won't respown just like that so one can camp.
- Player/s ambushing a camp of rogues they found out by some means. Once killed they won't respawn in a minute in front of you. But maybe some autorities will pay you for well done job.
- Gladiators you fight at arena, while some NPCs spectate from time to time. Not a fight in a dark corridor, where they respawn one after another, so you can have ooc fun camping. If you happen to kill all Gladiators in a duel, don't be suprised if there will be no more and you will have options to fight other players who were doing the same. Why shouldn't you if when you win a give amount of money will be taken from their sack and added to yours. (this one is complicated, so probably for later development)
Impossible? If so I say you(to all in general) are a damn campers without any vision for enjoyment.
LigH, you are right of course. I think it was already proposed that by removing PPs, newcomer isn't that doomed.
And again, all other aspects of fighting, you just can't avoid because you can't play then, are these, which spoils any others aspect of the game and then the othr aspects are spoild too.
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Just for the record, you misunderstood what I said. If you look at the gold rushes in California, Alaska and whatnot, periods with more advanced technology than medieval times, you will see that the vast majority of people who went out hunting the gold wound up with little for their trouble and many of them lost their lives. My comment never had anything to do with the element nickel, I was referring to a five cent coin called a nickel because it was originally made from an alloy of the metal.
Because anyone can go mine ore and fill up their pack easily, it is not very realistic but I am able to accept that realism must take a back seat to playability. Realistically speaking the plaza should become something like this (http://en.wikipedia.org/wiki/Sydney_tar_ponds). Another reason mining is unrealistic is that you dig and dig and dig and the shape of the ground never changes. Again though, none of this really bothers me as I understand it is a game and concessions have to be made.
You want random spawns and wandering monsters, there is no doubt in my mind that the developers do too but at the moment that is not what we have, what we have is monsters that wander into the geometry and fall off the face of the earth without respawning, when they get activated. That is more of a problem than monsters that just stand still.
By the way I used the term "lame" to talk about threads where the too sides are so entrenched that discussion is pointless and not as a comment on the game itself. This thread was not supposed to be another one, it was supposed to be about the rogues in the wilderness such as the five in the first area beyond hydlaa going towards Ojaveda, or the six in the valley below the brigand near the pass to the second gold mine. You could have just said you thought they should not have loot and left it at that but you didn't and the thread went off-topic from there. That is life, it happens. I do not think there is much more to say.
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In my opinion, it is not yet so far off...
I once complained about the extremes, and a lack of variety. I just do it again.
Lack of variety is a reason that you see a bunch of fighters camping one monster, and ignoring another. I don't know if you are long enough in game to remember the only two mercenaries dropping any axes at all - then it was only one ...
Why do people like to fight the Brigand? For the amount of experience? For the Small Battle Axes and Silver Falchions? -- Some time ago there was another reason, a roleplaying oriented one: Because he was the only source of pies. A paradox situation? No - a logical one.
@ Xillix & Co.:
Try to make the rogues special, and credible (loot vs. power -- but don't forget a lucky chance). Let the players chose one or another opponent for a reason. :flowers: