PlaneShift

Gameplay => General Discussion => Topic started by: RussianVodka on September 06, 2003, 06:25:13 pm

Title: Dwarf Quest
Post by: RussianVodka on September 06, 2003, 06:25:13 pm
While exploring the small world of planeshift i came across a dwarf in the tavern........

I spoke with the dwarfe and he gave me a quest to kill some creature and bring him back the hide. But i thought combat was not programed in yet????????

Is this quest gona be doable in the next version??
 
Title:
Post by: Xordan on September 06, 2003, 07:36:52 pm
Huh? What? U cant fight yet, and there\'s nothing 2 fight, lol.
Title:
Post by: Monketh on September 06, 2003, 07:55:00 pm
He knew that, he just wants to know if it will be next version.
Title:
Post by: Xalthar on September 06, 2003, 07:55:58 pm
The hides the dwarf is talking about isn\'t a quest... :P don\'t know if it\'s going to be.. and no, there\'s no fighting yet..
Title:
Post by: Xordan on September 06, 2003, 07:56:30 pm
Oh lol. Sorry. I have no idea if it is or isn\'t.
Title:
Post by: lostprophet on September 07, 2003, 10:35:23 pm
I expect yliakum will be redesigned a bit in the next version, as it\'s a bit small to be a main town. The dwarf might not even be there, but if he is, then it probably will be a quest. I\'m not really sure why they left that in there if they knew fighting wasn\'t going to be implemented.
Title:
Post by: Monketh on September 07, 2003, 11:13:03 pm
To confuse random newbies of course  ;)
Title:
Post by: Grakrim on September 07, 2003, 11:28:52 pm
My theory is that this will never been implemented as a true quest, only as a method to gain money that doesn\'t involve monsters dropping currency.  Monsters will drop pelts then you take them to Thorian for money.
Title:
Post by: Xandria on September 08, 2003, 07:34:56 am
Personally, I would like to see more of creatures dropping items instead of just raw tria.  I mean, seriously, what kind of rabid badger walks around with 10 tria (and where does he keep it?)?

Instead, the badger drops a skin, which can then be sold to either an npc or a player.  The interesting thing with a system where mobs drop items vs. currency, is that it encourages more travelling and interaction.  If they just dropped currency, then every day you would log on, go out and kill stuff, come back to town to buy more stuff, then go out and kill more stuff again.  But if your loot consists of pelts, small weapons, crude armors, and various magical trinkets, you will need to go around to various vendors to sell your items for the best price.

It could also be a help to balance the game, to keep certain mobs from being over-hunted.  Say there is a mob that spawns (not sure yet how this sorta thing happens yet) close to the outside of town.  Normally, all people would do (at least the newbies) is just run outside of town and kill all of them, run the loot back to town, then go back out again.  If a system was in place for mobs to drop items, then after a certain period of time those items would be worth less and less, because there would be so many of them drifting around the economy.  Most NPC vendors will probably have a minimum buying price, but I think that it would encourage people to explore further out, where more lucrative loot can be found.
Title:
Post by: RussianVodka on September 08, 2003, 08:13:44 pm
Yeah
 
I agree that monsters should drop some kinds of items.......

But what happens in some RPG\'s is that a monster like a rabit or a rat may drop a large battle axe. So the game should realy leave the item dropings to orc/ogre tipe of monsters.....
Title:
Post by: Moogie on September 08, 2003, 08:59:07 pm
Quote
Originally posted by lostprophet
I expect yliakum will be redesigned a bit in the next version, as it\'s a bit small to be a main town.



*stops reading the thread so far to quote lostprophet and tell him that Yliakum is the world, Hydlaa is the city*

*continues her way down the thread*
Title:
Post by: Moogie on September 08, 2003, 09:08:15 pm
Quote
Originally posted by Xandria
Personally, I would like to see more of creatures dropping items instead of just raw tria.  I mean, seriously, what kind of rabid badger walks around with 10 tria (and where does he keep it?)?

Instead, the badger drops a skin, which can then be sold to either an npc or a player.  The interesting thing with a system where mobs drop items vs. currency, is that it encourages more travelling and interaction.  If they just dropped currency, then every day you would log on, go out and kill stuff, come back to town to buy more stuff, then go out and kill more stuff again.  But if your loot consists of pelts, small weapons, crude armors, and various magical trinkets, you will need to go around to various vendors to sell your items for the best price.


I agree with you fully up to this point. However, I have a question about the following:

Quote
Originally posted by Xandria
It could also be a help to balance the game, to keep certain mobs from being over-hunted.  Say there is a mob that spawns (not sure yet how this sorta thing happens yet) close to the outside of town.  Normally, all people would do (at least the newbies) is just run outside of town and kill all of them, run the loot back to town, then go back out again.  If a system was in place for mobs to drop items, then after a certain period of time those items would be worth less and less, because there would be so many of them drifting around the economy.  Most NPC vendors will probably have a minimum buying price, but I think that it would encourage people to explore further out, where more lucrative loot can be found.


Indeed it would help keep the game balanced. However, how is a newbie level 1 character supposed to earn money, when there are so many other newbies selling the pelts of the weakest monsters and cashing in on them? This would drop the price of the pelts so much that following generations of new characters will only be getting 1 Tria for every pelt.
Title:
Post by: Grakrim on September 08, 2003, 09:15:26 pm
Quote
Originally posted by RussianVodka
Yeah
 
I agree that monsters should drop some kinds of items.......

But what happens in some RPG\'s is that a monster like a rabit or a rat may drop a large battle axe. So the game should realy leave the item dropings to orc/ogre tipe of monsters.....

Of course, it doesn\'t make sense for a rat to drop an axe, but maybe rat fur, or rat ears?  

It was the same deal on EQ.  I still fondly remembering raiding CB for CB belts and lego pads, ahh...The memories...
Title:
Post by: Xalthar on September 08, 2003, 10:24:13 pm
Quote
Originally posted by Mogura
Indeed it would help keep the game balanced. However, how is a newbie level 1 character supposed to earn money, when there are so many other newbies selling the pelts of the weakest monsters and cashing in on them? This would drop the price of the pelts so much that following generations of new characters will only be getting 1 Tria for every pelt.


You could solve that by not having the price lowered when more new characters turn in the pelts... I don\'t think a world based economy is so important at that level... You could also just make some kind of \"backyard\" similar to the ones in Anarchy. You start in these backyards, and then train yourself a bit more powerful, and earn some money (just to get you started)
Title:
Post by: Grakrim on September 08, 2003, 10:48:08 pm
Quote
Originally posted by Xalthar
You could solve that by not having the price lowered when more new characters turn in the pelts... I don\'t think a world based economy is so important at that level... You could also just make some kind of \"backyard\" similar to the ones in Anarchy. You start in these backyards, and then train yourself a bit more powerful, and earn some money (just to get you started)

Hmm...A land that consists entirely of newbs? I think that exists... They call it HELL!

Seriously though, it would get a bit lonely in there with all newbs and no elders.  Anyway, do we really want our economy to be based solely on loot? Quests are important too, as are crafting skills.
Title:
Post by: Xalthar on September 08, 2003, 11:59:20 pm
Quote
Originally posted by Grakrim
Quote
Originally posted by Xalthar
You could solve that by not having the price lowered when more new characters turn in the pelts... I don\'t think a world based economy is so important at that level... You could also just make some kind of \"backyard\" similar to the ones in Anarchy. You start in these backyards, and then train yourself a bit more powerful, and earn some money (just to get you started)

Hmm...A land that consists entirely of newbs? I think that exists... They call it HELL!

Seriously though, it would get a bit lonely in there with all newbs and no elders.  Anyway, do we really want our economy to be based solely on loot? Quests are important too, as are crafting skills.


Who said it was \"newbies only\"??

And I wouldn\'t call it \"hell\" either, since it would be a place ALL new players start, and a place to gain a bit of experience (if you want to) before you head out in the \"real world\"...

It would only be an \"offer\" to new players, you could just skip it, if you felt like it, and start out as \"the gods made you\" :P
Title:
Post by: Grakrim on September 09, 2003, 12:39:35 am
Quote
Originally posted by Xalthar
Who said it was \"newbies only\"??

And I wouldn\'t call it \"hell\" either, since it would be a place ALL new players start, and a place to gain a bit of experience (if you want to) before you head out in the \"real world\"...

It would only be an \"offer\" to new players, you could just skip it, if you felt like it, and start out as \"the gods made you\" :P

The \"hell\" comment was a joke ;) .  Although, it certainly would be hell to some people.  But why would any experienced character in their right mind want to goto the newb area? Unless, of course, they wanted to assist.

Anyway, if they designed a newb area, you\'d imagine the \"safe zones\" near the starting towns, where newbs usually train, would be more difficult.   So, I\'d say that even if wasn\'t required, you would certainly be at a disadvantage not to take the offer.
Title:
Post by: lostprophet on September 09, 2003, 10:31:43 pm
Well why don\'t the newbs run along and do some quests? Best way of making money and getting experience. Going a bit off-topic here, but are we going to get experience or just items on completion of quests?
Title:
Post by: Xalthar on September 09, 2003, 10:43:54 pm
Quote
Originally posted by Grakrim
Quote
Originally posted by Xalthar
Who said it was \"newbies only\"??

And I wouldn\'t call it \"hell\" either, since it would be a place ALL new players start, and a place to gain a bit of experience (if you want to) before you head out in the \"real world\"...

It would only be an \"offer\" to new players, you could just skip it, if you felt like it, and start out as \"the gods made you\" :P

The \"hell\" comment was a joke ;) .  Although, it certainly would be hell to some people.  But why would any experienced character in their right mind want to goto the newb area? Unless, of course, they wanted to assist.

Anyway, if they designed a newb area, you\'d imagine the \"safe zones\" near the starting towns, where newbs usually train, would be more difficult.   So, I\'d say that even if wasn\'t required, you would certainly be at a disadvantage not to take the offer.


Hmm.. well, they could easily gain the experience they missed in the newbie area( I don\'t like the sound of it really :P) in the other low level zones that have to be there :P so the disadvantage would be almost nonexistant... (and yeah, I knew the \"hell\" comment was a joke :P, I just forgot to add a smiley :P)
Title:
Post by: Shiko on September 11, 2003, 11:29:39 am
umm.. guys i TOTAL newb..... i downloaded PS but.. it says i have deadlink... and cant connect to server... btw can some1 giv me a general run down on the main points of this game.. read the player guides.. but it didnt help much...
Title:
Post by: Caldazar on September 11, 2003, 06:28:23 pm
That would be linkdead. There is a thread about it in the technical forum.
(where you post in order to recieve help)
Title:
Post by: RussianVodka on September 11, 2003, 09:00:33 pm
Curently the point is just to run around collect cristals and test the game out.......  in a couple of months i dont yet know when you will be able to fight the first monsters......
 
By the way... when you get to log on into the game JOIN THE MERCENARY GUILD http://www.darkzephyr.plus.com
Title:
Post by: lostprophet on September 11, 2003, 11:27:17 pm
A friend of a friend of a dev\'s auntie\'s sister told me the next version will be January at the latest. Then you can smite whatever you like vodka.
Title:
Post by: Axsyrus on September 11, 2003, 11:52:23 pm
Why should creatures even drop items, if you kill a rat you can pick it up, take it home and use your equipment to remove all valueable parts.
This would be something really new and give another dimension to the crafting part of this game.
Title:
Post by: Xordan on September 11, 2003, 11:59:45 pm
U mean like having Skinning skills etc.  The higher u\'r skill the better quality the skin.
Title:
Post by: RussianVodka on September 12, 2003, 04:13:18 am
Decapitation would be a nice skill to have........ especialy if your a sadist :D



poor grammer again... sory
Title:
Post by: Xalthar on September 12, 2003, 02:10:02 pm
Quote
Originally posted by RussianVodka
Decapitation would be a nice skill to have........ especialy if your a sadist :D



poor grammer again... sory


Well, It would be nice to have.. Just not as a skill, but as a general thing that happens if you score a correct hit :P

But I don\'t know if that is too violent.. Not all players are the same age around here :P:P
Title:
Post by: lostprophet on September 12, 2003, 09:12:55 pm
If there was a way of setting the gore level with maybe a parental password or something lil\' timmy could still play without fear of seeing orc heads flying across the screen.
Title:
Post by: RussianVodka on September 12, 2003, 09:52:03 pm
I was just kidin bout the dicapitation thing...... but we realy dont want lil timmy to have night mares bout orc heads.........  



.....or do we??? ;)
Title:
Post by: lostprophet on September 12, 2003, 10:28:47 pm
Will there be blood in the game?

How did we get from shifty dwarves to decapitation?
Title:
Post by: Axsyrus on September 12, 2003, 11:00:25 pm
not like that.. you just use your skinning skill on a rabbit and then you end up with rabbit\'s skin. maybe you could use your cooking skill to use the remaining parts.
this would be a lot more realistic then just some stupid items.
Title:
Post by: Harwen on September 18, 2003, 09:08:10 am


I think that since it is a skill point-based system, (as the monsters become easier and easier to kill, that they stop dropping items,...or have a limit to how many pelts will spawn after a monster is killed, kinda like crystals, the more people, the less the chance, making it rarer if there are alot of people hacking away at stuff...Hmm..I wonder how the dev\'s are going to get at this one? All I know is that, a \"newbie zone\" is really bad, no offense the idea is good, but the concept is bad,...training grounds where an NPC tells you how to do stuff would be a better idea, for example, a type of corral, or so would be a bit boring, but designating concentric bands of difficulty would be better...I.E. Near a town wall would be the easiest monsters ( unless it\'s supposed to be a secret town, etc) and at a certain range beyond it would get harder and harder....depending where caves and such are, would define their level of difficulty...

...dunno about that money and pelt thing...I want to kill everything on the map so I get money, because I am usually poor in MMORPG\'s, but I would never consider what it would do to the economy here... Personally, if I needed to handle that, It would do something witht he fact that there are alot of different types of currency...check the menu...crystals in fact,...what would their value be when monsters came around? So, here, If the money would denominate like the crystals do, then the cheap items would roll around the higher denominations, and so forth,  the price of items dropped by monsters and the quantity would be directly proportional to the difficulty of obtaining it, and the amount availiable...(plus, I think the server would go nuts if let\'s say 1000 newbs got 50 pelts every day for a week and kept selling them, or just kept them...) They should limit the amount of pelts dropped per day, or per hour, minute, etc. Oops, I rambled!
Title:
Post by: Silvereign on September 18, 2003, 09:37:25 am
Excuse me for posting a idea that should belong in the Wish List forum, but since we\'re talking about it in this topic, I might as well type it.

The best way to apply skinning should be the Ultima Online tactic. \"Use knife on corpse, recieve skin\" That simple, yet at the same time it\'s realistic as well. To make things interesting, and to use the system PlaneShift uses, you could implement a \"Anatomy\" skill which is used to calculate the chance you actually recieve a skin. (And increase the attack damage you can do, since you\'ll also learn about the weak spots of a creature) The same things could be used with bones, which could later be used to create a weapon (Bone club? Perhaps a dagger) or a piece of armor (Bone shield?) using the Tailoring skill.

And please, no newbie areas. Just use the \"farther away = harder\" system if possible.
Title:
Post by: Axsyrus on September 18, 2003, 04:24:27 pm
my idea is like this:

If you kill a creature it goes straight to your inventory, or if it\'s too big it just stays on the ground, then you can take it home and use your skinning skills on it or bring it to a skinning NPC, then you can remove the bones using another skill and use your cooking skill to use the remains.
This way you can make money by selling skins, bones, food, or anything made by using more advanced skills on these items. like using a skill on bones to make weapons/shields or too make clothes out of skins.
The more advanced you are in these skills the better the items are you get.