PlaneShift

Gameplay => Wish list => Granted or negated Wishes => Topic started by: Sangwa on December 20, 2010, 07:42:44 pm

Title: Settings Expanded
Post by: Sangwa on December 20, 2010, 07:42:44 pm
Currently there is no actual plot in-game. Which is a shame. It's hard to ask players to be in charge of RP when they haven't got an orientation. What should we RP about? Interactions between players are limited by the lack of depth of economic and political factors in PS. And it's normal, since we're at a very early stage.

But there's something that could give everyone a bit of an orientation, while fixing some gaps here and there.

When I joined PS, I heard of a Dome that was attacked by cruel beasts from beyond the Bronze Doors. I thought the idea was enthralling. It's not much of a plot, but I'd like to see it actually implemented, since it could explain why our characters can not reach the other places of Yliakum.
Maybe some of the Doors were breached, and wild monsters roam around threatening the life of every wander who would venture there? And fortunately some of the areas have been cleared out, allowing safe passage to them. Good thing we got rid of them flying evil monsters in the area as well, so now our Pterossaurs can freely fly here and there.

But in order to make the above feel real, it would be great if some randomly generated aggressive (as in they attack without being attacked) creatures spawned near cities, at roads etc, requiring some of Hydlaa's people to band against them from time to time.
It'd at last give some guilds some actual purpose.
Title: Re: Settings Expanded
Post by: Catlemur on December 20, 2010, 07:46:56 pm
Seconded :whistling:
Title: Re: Settings Expanded
Post by: Earowo on December 20, 2010, 10:08:31 pm
thirdededed
Title: Re: Settings Expanded
Post by: Vakachehk on December 21, 2010, 12:27:48 am
 :thumbup: good idea. Forthed
Title: Re: Settings Expanded
Post by: Sarras Volcae on December 21, 2010, 02:54:28 am
fifthed!
Title: Re: Settings Expanded
Post by: Earowo on December 21, 2010, 06:59:51 am
We've got the majority of the forum, i vote this be passed already.
Title: Re: Settings Expanded
Post by: Gilrond on December 21, 2010, 07:46:43 am
Good idea.

In general, non aggressive creatures are mostly static - standing in one place. This isn't realistic either. They can at least roam in certain area.
Title: Re: Settings Expanded
Post by: Earowo on December 21, 2010, 05:58:51 pm
Good idea.

In general, non aggressive creatures are mostly static - standing in one place. This isn't realistic either. They can at least roam in certain area.
The trepors by oja roam freely, and some of them do attack when you come near, one of my alts got unexpectadly killd by the queen. they also call for help. But things like cuttrhoats rogues, dlayos, gladiators, all humanoid type monsters should sneak up
Title: Re: Settings Expanded
Post by: Phantomboy86 on December 21, 2010, 10:39:08 pm
8'thed, to bad it wont happen for years. =(
Title: Re: Settings Expanded
Post by: Gilrond on December 22, 2010, 01:00:46 am
The trepors by oja roam freely, and some of them do attack when you come near, one of my alts got unexpectadly killd by the queen. they also call for help. But things like cuttrhoats rogues, dlayos, gladiators, all humanoid type monsters should sneak up
Yes, I noticed that in that location not far from the river. Though in other places (like outside Hydlaa near the road to Gugrontid/BD) they stay in one place. Is it implemented only partially?
Title: Re: Settings Expanded
Post by: LigH on December 22, 2010, 04:10:46 am
Funny. There are roleplayers which left PlaneShift due to too many plots of drama and MDK. There is always someone criticizing just the opposite. :D
Title: Re: Settings Expanded
Post by: Earowo on December 22, 2010, 07:26:33 am
The trepors by oja roam freely, and some of them do attack when you come near, one of my alts got unexpectadly killd by the queen. they also call for help. But things like cuttrhoats rogues, dlayos, gladiators, all humanoid type monsters should sneak up
Yes, I noticed that in that location not far from the river. Though in other places (like outside Hydlaa near the road to Gugrontid/BD) they stay in one place. Is it implemented only partially?
Its fully implemented, it works fine. Its simply turned off, as they have had issues with the various things.
Auto paths: Npcs are known for falling off maps, that is why its turned off for this.
Attacking before attacked: Many players complained about monsters they didnt realize were following them, killing them while they were in a loading screen, this was turned off, until it can be better done.
Calling For Help: I dont know too many details for this, but there 'might' be the chance of monsters calling the help of unrelated other monsters such as a rat calling a rogue.
Title: Re: Settings Expanded
Post by: Gilrond on December 22, 2010, 08:13:03 am
One of the ways to improve this could be sounds. I.e. an approaching monster (unless it's a sneaky one) can make noise. This could alert to their approach.
Title: Re: Settings Expanded
Post by: Sangwa on December 22, 2010, 10:23:08 pm
Ligh, my idea isn't to actually implement any drama. It's just a way to excuse some gaps while generating material for player oriented roleplay (road attacks, city attacks, etc. would be daily events some characters would live of).
I think the only hard thing to do here is actually code the script to randomly spawn aggressive Rogues/Consumers/etc. here and there and to include some talks in NPCs about the never ending threat beyond the Doors.
Title: Re: Settings Expanded
Post by: LigH on December 23, 2010, 12:46:49 am
I know, Sangwa. Sorry, missed the "Sarcasm Sign"™. ;)

The Settings are full of gaps, of course. But how fine do they need to be woven? People tend to fill gaps by their little plots bit by bit. Some of that may become part of the settings. Others is found to be not fitting after years of its own development...

Settings develop like all the other parts of the game. Unfortunately, there is probably already much more developed than published. You might be kicking against open doors.
Title: Re: Settings Expanded
Post by: Hipie_Froboz on December 23, 2010, 04:59:07 pm
Ninethed
We need some events which are rping but not peaceful rp.
Example: that caravan event a while back
"Guards" "Carriers" and everyone just walks to ojaveda without a problem?
It would of been better if say a bunch of trepors attacked the caravan and we had to fend them off...
Title: Re: Settings Expanded
Post by: Sangwa on December 24, 2010, 12:21:09 am
I've been misinterpreted once more. I don't mean these as events. Events are not nearly enough to give anyone's roleplay an orientation. I mean this should be implemented as a mechanical part of PS, something that's programmed and occurs randomly, rather than relying on GMs or whatever.
It's pretty simple stuff.

Also, Ligh, we should have player creativity focusing on constructing stuff, rather than use it for gap filling. It's unfortunate that you're right about what currently happens, because gap filling and walking around mechanics gives space to very superficial roleplaying.
If there's stuff happening around, as simple as a pack of aggressive straying Ulbers that moved from the plains to the road, or a band of rogues that populated an alley in Hydlaa or Ojaveda, then we'll material to roleplay upon, while sparing the need for roleplayers to waste time with filling gaps.
Because that type of stuff is something that can be talked around town, it will gather people in bands to eliminate the threats and it wouldn't require GMs if it was randomly placed.

Also, if it's as you say, the door isn't opened. It's still closed.
Title: Re: Settings Expanded
Post by: Earowo on December 24, 2010, 05:51:39 am
Then to make that caravan post fit better, there would be a caravan, with a directed walk path, who brings items from various merchants to jirosh, randomly attacked by groups of monsters, if nobody can fend off the monsters, he/she looses his/her cargo, and jirosh wouldnt have as many items for sale that day.
this could be done into mechansics with a lot of work
Title: Re: Settings Expanded
Post by: Sangwa on December 24, 2010, 02:00:03 pm
The problem is exactly that, dude. It needs a lot of work, I think.

Spawning monsters is simpler, I believe, and the players will be the caravan.