There is no fight because there is nothing to fight for.True, which is why there needs to be a reason to fight.
Fighting for the sake of fighting is stupid. It is almost the same as playing all the time for reaching the ultimate goal - pvp.
They will cause people to require and describe others by their eg completed quests, etc. Something you can't explain ICly and so it will be caled unencouraging RP.Hold on. You can't explain people sucking up to the quest solvers ICly? What about a hero? A renown adventurer? That dude over there, who talked with an Octarch?
Hold on. You can't explain people sucking up to the quest solvers ICly? What about a hero? A renown adventurer? That dude over there, who talked with an Octarch?But not quests in general. There is so variety in quests, that a number will give you nothing.
Surely such people would be of great value to any rationally thinking guild leader.
But not quests in general. There is so variety in quests, that a number will give you nothing.Well, that's what you have faction points for.
Reputation is something much more complex than a bunch of numbers.So is intelligence, but most games limit it to a single number. When you're making a game, it's gameplay, not realism that counts the most.
So is intelligence, but most games limit it to a single number. When you're making a game, it's gameplay, not realism that counts the most.ok, this is my last quote. Well, in a game, yes. But for RP game i would be carefull. Maybe it is better to leave this aspect to people.
Factions points may be good indicator, but if for instance it will turn out you couldn't gain points in one faction, because you had points in another and this is because of dependency a given recruiting guild would agree to be stupid... you still won't be accepted, because you had no points in a faction and the guild doesn't know it is only because of this dependency.So like someone went through law-focused quests, got high in "guards" faction and now cannot go through illegal-themed quests? I think it's only natual a shadowy guild wouldn't wish to recruit someone with the reputation of a lawful boy...
what are the arguments of those suggesting that there is enough conflict in PS?
I have posted about this before, but there is no way to force a conflict in-game. The example I used previously is someone deciding to charge a toll for crossing a bridge. I cannot force a character to even stop and acknowledge my existence, let alone pay a toll to me. Also, from my previous example, other players cannot come and send me to DR for harassing people into paying the toll. This limits the type of character you can effectively play in-game.
So, I think players should look for opportunities to be victims just as much as they want to be heroes, be imperfect, show pettiness every now and then, act selfishly, be a coward, show weakness, roleplay someone whole, not holy. And evildoers should focus on making enemies in ordinary situations. Let that feeling of competition with a friend turn into envy and act accordingly so it evolves into hate and murder and then keep going. Megalomaniacs will always have a hard time achieving their plans because they need the goodies to collaborate with them OOC and play along (which doesn't mean their plots are scripted). But if you pick an enemy, someone you really enjoy roleplaying with, and then let things escalate naturally, just by reacting IC, you'll be able to stir things up more than you'd ever thought possible as a hooded figured with a dark aura.
MustangMR: I did not mention PvP at all in my post. PvP or RP duels are just ways to handle conflict but not the source nor the only means to deal with it. I meant being victim of someone else's thieving, poisoning, or deceiving skills for instance. In other words, allowing both good and bad things to happen to your character. It's the player who decides that and in doing so makes his or her character more or less interesting to RP with.
Just on my 43rd re-read of the noob comic brought me to this panel.. the last block is rather relevant to PS in its current state.
http://thenoobcomic.com/index.php?pos=40
The fairytopia world had it's chance and failed.. we don't need more conflict. We need to let those conflicts to be solved in a natural way.. the way of the conqueror and the defeated. Which is something that ... well, sorry but simple RolePlaying does not provide very effectively.
The fairytopia world had it's chance and failed.. we don't need more conflict. We need to let those conflicts to be solved in a natural way.. the way of the conqueror and the defeated. Which is something that ... well, sorry but simple RolePlaying does not provide very effectively.
Well, it would if there weren't so many hypocritical elitists out there with huge egos... So you're saying that roleplaying isn't fair since everyone wants their way? I kind of agree, but good roleplayers can avoid that, and I'm sure there are a lot of those on PlaneShift.
PS is supposed to be dark fantasy. Atm it feels comparable to Hello Kitty Online from the 'dark' side of things,...
If you mean violent conflict (remember, it has to be meaningful to count to me), then yes, it is completely lacking. Mobs are used for training, farming, and nothing else. PvP has little or no meaning for the most part unless mixed with player created social conflict. What a player does has no impact on the world, so any 'conflict' they take part in is not real.
Perhaps, as I suggested elsewhere, you could play up the merchant house aspect, at the moment you can get faction points for merchants but not for say Mikana Trading Company. If you build these companies up the players could associate with one or another and rivalries would be started.I like this idea. It'd give mercenary characters more options as well. And other combat oriented characters as well I guess.
I like the outlaw Idea but I foresee the /die command being abused yet again by the inmates so that they can "escape" the prison, and thereby making the prison of no effect other than another map to explore.
Working it off would make sense, a sort of escape, or being killed by interior guild wars would be nice but the suicide command would have to be disabled in the prison
Now respawning always in the pison would to me be more like torture than trying to navigate Dakkrus realm for the first time. I like the loss of weapons and armour/personal effects, This would cause a much greater need to 'reform' and/or escape 'legally' without the use of /die command.
store valuable items in a bank?
Valuable items are to be used, not storing. Why do you even want an item you can't use because it is too valuable and it is good only for storing ::| ?
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Making players collidable would make it very interesting!
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