PlaneShift

Gameplay => Wish list => Topic started by: Peacer on March 17, 2014, 01:59:47 pm

Title: Removal/change of dakkru's curse->improvement of Planeshift
Post by: Peacer on March 17, 2014, 01:59:47 pm
So basically this idea is about removing dakkru's curse and replacing it with something else that will fulfill the purpose of why it was created.

The problem
When you are under dakkru's curse you can't really progress in the game, it already takes time to exit the death realm (though not much when you're used to it + the times you fall off the path) for new players this is a burden that did more damage than good. Remember that this is a game that is pre-alpha so you have to take into account the amount of times you die because of a bug, it ruins the fun for a new player to die and have limited playability. Me? I would start playing again if it wasn't because I had to wait 30 minutes each time I accidently die, I'd start exploring new areas, die, realize I can't do anything fo 30 minutes, uninstall the game if I don't want to stand idle for 30 minutes and I bet a lot of people feels the same way.

I know this was implemented because people died when they wanted to get back to the spawn point of their race really fast but this implementation was too quick and dirty.

My proposals

1. A quick and dirty fix would be to make mobs more aggressive, let the main path be filled with weak mobs for newer players, shortcuts can have stronger mobs, or make multiple spawns in the death realm so that when you spawn you will spawn at one of x paths to the citadel where you have to fight your way through vicious mobs in order to get out, exp rate and drop rate should be low to avoid farming and spawn rate should be high.

2. Make the death realm longer, have random portals open up beside the main path that could take you out, closer to the end or further away from the end, 45% to get closer to the end, 50% to get further away and 5% to get out of the death realm.

3. put transport services around, people used DR as a free transport service, put one where fee=distance traveled (not areas/checkpoints passed through) this way of tackling the problem can be refered to as "if you can't fight them join them" kinda solution.

I hope this will be taken into consideration.

-Peacer
Title: Re: Removal/change of dakkru's curse->improvement of Planeshift
Post by: Suno_Regin on March 17, 2014, 02:07:47 pm
I think those are in the planning.

And holy crap, you still play.
Title: Re: Removal/change of dakkru's curse->improvement of Planeshift
Post by: Peacer on March 17, 2014, 03:20:14 pm
I think those are in the planning.

And holy crap, you still play.
logged in today to look around, but I don't think I will log on before months has passed because the thought of waiting 30m after exiting dr turns me off :)
Title: Re: Removal/change of dakkru's curse->improvement of Planeshift
Post by: Illysia on March 17, 2014, 03:55:29 pm
And holy crap, you still play.
I admittedly had a similar thought. ;D

Hello. While I admit it can be no fun in the DR if you get stuck there, I believe there is a timer that keeps new players out of the DR for awhile. Are you playing your old character or a new one? Also, you are only stuck in place if you are overburdened. We have banks now so you don't have to carry everything all at once. Just make sure that you have less than half your capacity whenever you are doing something that might get you killed.

1. A quick and dirty fix would be to make mobs more aggressive, let the main path be filled with weak mobs for newer players, shortcuts can have stronger mobs, or make multiple spawns in the death realm so that when you spawn you will spawn at one of x paths to the citadel where you have to fight your way through vicious mobs in order to get out, exp rate and drop rate should be low to avoid farming and spawn rate should be high.

Not every character is a combat character, so that might not help. Now you actually can build a good amount of pp and tria while training crafting and some characters are purely RP characters.

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2. Make the death realm longer, have random portals open up beside the main path that could take you out, closer to the end or further away from the end, 45% to get closer to the end, 50% to get further away and 5% to get out of the death realm.

If you have random portals redirecting people you could end up frustrating people further. The last thing most players want to do is just keep getting stuck in a new place in the DR.

Quote
3. put transport services around, people used DR as a free transport service, put one where fee=distance traveled (not areas/checkpoints passed through) this way of tackling the problem can be refered to as "if you can't fight them join them" kinda solution.

We have Pterosaurs now that will transport you to one of the major cities for a fee so that much is in effect now. I think the best solution would be to have a trainable spell, maybe crystal way, that lets a player relieve or negate the affect of Dakkru's curse at high cost. Perhaps they can cast it once and it will take their health and mana down low and temporarily reduce regen rates. That way, if they cast it constantly it will kill them but if they space it out they can still function.



However, I think that you will be fine once you learn how the maps have changed. Fall damage is not as bad as it once was so falling from places isn't necessarily a death sentence and traveling slowly between maps should let you have enough time to spot dangerous mobs. Avoid getting too close to the ulbers and consumers as they are still dangerous, will pursue, and can cast buffs that make it even harder to get away. Arangmas are also bad if you engage but not all of them will attack if you get close to them.
Title: Re: Removal/change of dakkru's curse->improvement of Planeshift
Post by: SpidaManz111 on March 17, 2014, 04:38:27 pm
And holy crap, you still play.

Seconded. Come back, Peacer!
Title: Re: Removal/change of dakkru's curse->improvement of Planeshift
Post by: LigH on March 18, 2014, 02:23:55 am
Funny. There are people who intentionally pass the Death Realm to get Dakkru's Curse because they obtain more Progression Points in the now a lot more risky combats.

Well ... if the PP system will be removed, their reason to die will be obsolete as well.
Title: Re: Removal/change of dakkru's curse->improvement of Planeshift
Post by: Peacer on March 18, 2014, 03:12:31 am
Quote
Hello. While I admit it can be no fun in the DR if you get stuck there, I believe there is a timer that keeps new players out of the DR for awhile. Are you playing your old character or a new one? Also, you are only stuck in place if you are overburdened. We have banks now so you don't have to carry everything all at once. Just make sure that you have less than half your capacity whenever you are doing something that might get you killed.
where is this bank XD?

1. A quick and dirty fix would be to make mobs more aggressive, let the main path be filled with weak mobs for newer players, shortcuts can have stronger mobs, or make multiple spawns in the death realm so that when you spawn you will spawn at one of x paths to the citadel where you have to fight your way through vicious mobs in order to get out, exp rate and drop rate should be low to avoid farming and spawn rate should be high.
------------------------------------------------------
Not every character is a combat character, so that might not help. Now you actually can build a good amount of pp and tria while training crafting and some characters are purely RP characters.
well their combat level will be calculated to newbie :)
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2. Make the death realm longer, have random portals open up beside the main path that could take you out, closer to the end or further away from the end, 45% to get closer to the end, 50% to get further away and 5% to get out of the death realm.


If you have random portals redirecting people you could end up frustrating people further. The last thing most players want to do is just keep getting stuck in a new place in the DR.
the portals are optional, you don't have to enter them :), it's the feeling of being limited that puts me and possibly others off.

Quote
3. put transport services around, people used DR as a free transport service, put one where fee=distance traveled (not areas/checkpoints passed through) this way of tackling the problem can be refered to as "if you can't fight them join them" kinda solution.

Quote
We have Pterosaurs now that will transport you to one of the major cities for a fee so that much is in effect now. I think the best solution would be to have a trainable spell, maybe crystal way, that lets a player relieve or negate the affect of Dakkru's curse at high cost. Perhaps they can cast it once and it will take their health and mana down low and temporarily reduce regen rates. That way, if they cast it constantly it will kill them but if they space it out they can still function.
well that would make crystal way, way more profitable than the other magics, if you don't train it yourself you'd need to have a friend or pay someone to do it for you.

Quote
However, I think that you will be fine once you learn how the maps have changed. Fall damage is not as bad as it once was so falling from places isn't necessarily a death sentence and traveling slowly between maps should let you have enough time to spot dangerous mobs. Avoid getting too close to the ulbers and consumers as they are still dangerous, will pursue, and can cast buffs that make it even harder to get away. Arangmas are also bad if you engage but not all of them will attack if you get close to them.
yeah I'm definetely out of shape so won't be going into battle with any hard monsters XD

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Funny. There are people who intentionally pass the Death Realm to get Dakkru's Curse because they obtain more Progression Points in the now a lot more risky combats.
did not know this, it's not mentioned in the wiki, but does it matter as you can battle harder monsters who give more xp and earn the same amount of progression points?

Is there any way to see their plans for dr and if possible remove the curse while we wait for these plans to enhance the player experience?
Title: Re: Removal/change of dakkru's curse->improvement of Planeshift
Post by: Illysia on March 18, 2014, 03:17:20 pm
yeah I'm definetely out of shape so won't be going into battle with any hard monsters XD

Be careful even trying the ones you used to be able to take out. Strengths have been changed over the years, there are now more variants of the monsters that have been around since you last played, and stat caps are higher.

the portals are optional, you don't have to enter them :), it's the feeling of being limited that puts me and possibly others off.

I personally like the straight shot. When they updated the DR to the current map I got lost in there for 3 days before I figured the way out. I almost quit playing back then. I might have done it if I had been trying portals and they tossed me back a few times. But the DR is actually intended to be, or at least it used to be, as extensive as Yliakum so it will take a while for it to be implemented.

But I always thought it would be easier to deal with getting stuck in the DR as long as you could do much of the same stuff there. So trainers, mobs, and merchants would be all that is needed to get by there.

Title: Re: Removal/change of dakkru's curse->improvement of Planeshift
Post by: bilbous on March 18, 2014, 09:06:18 pm
if you can already kill anything in the game then doing it at half-stats is more profitable. Of course you get to a point where you have more PPs than you can reasonably use.

If you have enough crystal way you can hunt the 'nauts from a range where they just run up to you and turn around and flee while they die. If you have enough archery skill and can apply a  weapon damage buff you can kill them from outside their reaction range.
Title: Re: Removal/change of dakkru's curse->improvement of Planeshift
Post by: Peacer on March 19, 2014, 03:22:38 am
yeah I'm definetely out of shape so won't be going into battle with any hard monsters XD

Be careful even trying the ones you used to be able to take out. Strengths have been changed over the years, there are now more variants of the monsters that have been around since you last played, and stat caps are higher.

the portals are optional, you don't have to enter them :), it's the feeling of being limited that puts me and possibly others off.

I personally like the straight shot. When they updated the DR to the current map I got lost in there for 3 days before I figured the way out. I almost quit playing back then. I might have done it if I had been trying portals and they tossed me back a few times. But the DR is actually intended to be, or at least it used to be, as extensive as Yliakum so it will take a while for it to be implemented.

But I always thought it would be easier to deal with getting stuck in the DR as long as you could do much of the same stuff there. So trainers, mobs, and merchants would be all that is needed to get by there.
The difference between portals and a debuff is that you chose the portal, you don't always chose when you die, the randomness can of course vary and be discussed like change the chance of a successful one to 90% but don't let it spawn too often.
if you can already kill anything in the game then doing it at half-stats is more profitable. Of course you get to a point where you have more PPs than you can reasonably use.

If you have enough crystal way you can hunt the 'nauts from a range where they just run up to you and turn around and flee while they die. If you have enough archery skill and can apply a  weapon damage buff you can kill them from outside their reaction range.
if you have everything maxed that is, my current character doesn't, and a new player does not know all this, if a new player figures out that he has to wait an extra 30m on top of exiting DR for the first time after getting killed by a character he thought he could take out(or crash in the middle of a fight.) he's not going to stay, his reaction will be "**** this game" then quit.

The death penalty in this game should be Death realm, not an additional debuff.
Title: Re: Removal/change of dakkru's curse->improvement of Planeshift
Post by: bilbous on March 19, 2014, 08:04:10 am
A lot of times players will cast a strength spell on someone sitting beside harnquist's smithy so they can make their way to the storage. This is just another tidbit of information and does not really detract from your argument.
Title: Re: Removal/change of dakkru's curse->improvement of Planeshift
Post by: Jawir on March 19, 2014, 03:19:47 pm
Uhm... honestly I think that the Dakkru's curse it isn't so painful... I've never had troubles with that... after all if you get killed by a mob and you are usually an RPer, the lower stats can't prevent you from RPing, instead if you are a grinder it's a good occasion for PPs farming... just my opinion though...
Title: Re: Removal/change of dakkru's curse->improvement of Planeshift
Post by: Rigwyn on March 19, 2014, 04:34:58 pm
The active magic windows shows when you have dakkru's curse.

As for those who might dramaquit over a 30 peanalty for dying, anyone that impatient will likely fine something else equally objectionable and quit.

You're not supposed to just spring back after death like it was a trip to the bahamas. Common death is supposed to be a very big dl, and escape from the dr is not supposed to be certain.

The game today is not the same game it was years ago. A lot of changes have occured since then.
Title: Re: Removal/change of dakkru's curse->improvement of Planeshift
Post by: Peacer on March 19, 2014, 05:03:36 pm
Uhm... honestly I think that the Dakkru's curse it isn't so painful... I've never had troubles with that... after all if you get killed by a mob and you are usually an RPer, the lower stats can't prevent you from RPing
nope they can't, but if you want to rp you'll rp dakkru's curse or not
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instead if you are a grinder it's a good occasion for PPs farming... just my opinion though...
not for money which you also need to train, harder monsters->more money

As for those who might dramaquit over a 30 peanalty for dying, anyone that impatient will likely fine something else equally objectionable and quit.

You're not supposed to just spring back after death like it was a trip to the bahamas. Common death is supposed to be a very big dl, and escape from the dr is not supposed to be certain.

The game today is not the same game it was years ago. A lot of changes have occured since then.
I've played a few games over the years and 30m is a lot of time, specially if you die due to a bug or because you're not yet used to the game and attack a monster you shouldn't, and I know things have changed, dakkru's curse is what kept me away since I could spend 30m on other things, this is a huge limitation, specially if you want to do such a thing as guild wars, you'll be quite an easy target and inactive from the fun. I don't blame people who don't want to play a game where they have to spend 30m after they finally figured the way out of DR for the first time and then figure out they lost half their stats and will continue to do so for 30m, I don't know how long you played PS but for an older player who has already invested lot's of time it might not feel like such a big deal, but if you're just starting out it's discouraging factor.
Title: Re: Removal/change of dakkru's curse->improvement of Planeshift
Post by: Roled on March 19, 2014, 07:50:06 pm
Maybe a bookshelf close enough to Harn's spawn point to keep those recovering from the Realm
busy while they wait for mages to cast extra health or strength might be a nice, and relatively easy, addition. The kiosk might be moved, or the spawn point moved beside the kiosk and a shelf of a few basic history books added and locked down, for the benefit of those recovering. And an ice cream machine. Or a candy striper. Or a remote and cable.
RR
Title: Re: Removal/change of dakkru's curse->improvement of Planeshift
Post by: Peacer on March 20, 2014, 07:29:20 am
I think I have found a solution, make the player spawn a place that you only go when you just start the game (so you still have to spend time travelling) as a better quick/dirty implementation instead of the curse like a place you harvest low level materials that you only need to harvest to increase your skill, or in the hydlaa dungeon (the one beneath the temple of laanx.) There will ofc be a different spawn for races that don't initially spawn in hydlaa
Title: Re: Removal/change of dakkru's curse->improvement of Planeshift
Post by: Pierre on June 11, 2014, 11:07:44 pm
Peacer, how did I miss this thread?  Anyway, do you want to join of fellowship of citizens devoted to just this crusade?

Please come online and join the "overthrow Dakkru but don't kill her" ragtag band of citizens.  We would welcome your expertise in whatever you are expert in  :) .  After this is done ig, we can convince our darling devs to update settings to reflect our deeds.
Title: Re: Removal/change of dakkru's curse->improvement of Planeshift
Post by: Tidebringer on June 12, 2014, 02:22:11 pm
Maybe a bookshelf close enough to Harn's spawn point to keep those recovering from the Realm
busy while they wait for mages to cast extra health or strength might be a nice, and relatively easy, addition. The kiosk might be moved, or the spawn point moved beside the kiosk and a shelf of a few basic history books added and locked down, for the benefit of those recovering. And an ice cream machine. Or a candy striper. Or a remote and cable.
RR
:beta: (Just becuse I can)
This sounds nice to me...  ;)
Maybe players could add a few books there too, and devs/GMs could lock them down? :)
Poetry books, fiction, and perhaps books on various races' ailments & diseases(One of my alts is working on one such book) for their RP value? :thumbup:
Perhaps making it so that if you do /die you have to wait longer then if the world, critters, or a PvP killed you would help? :-\
Edit: In other words, making it so that death due to the world, critters, or PvP would take less time to recuperate from the curse than if you died from the /die command.