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Messages - ZakTorokko

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1
Wish list /
« on: August 08, 2004, 05:21:00 am »
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Well this would be unfair to the mages because they wouldnt have strength and therefore would run slow. Also this would break up many parties just because one person couldn\'t keep up with the rest

Mage is wearing a robe, and his meatshields are wearing heavy armor, shields, swords, etc.
He doesn\'t need strength. He can keep up with less, unless you were sewing steel plates into his robe.

As for breaking up parties, 6 rogues and a fighter. Common sense says that the fighter is going to be in the rear unless the rogues are hiding behind him. Simple strategy for the ranger-esque guy to run ahead of the group and scout, then you move out the fighters, with the mages following close behind. Basic strategy.

As for a two party being broken up by this, that is actually good.  High skilled fighter guy A takes low skill fighter B out to\"omfg newb eater\"monster but Fighter B can\'t keep up, and fighter A gets so frustrated that he doesn\'t bother with the loading fighter B up with massive armor and getting it\'s attention while Fighter B pokes it with a stick and gains skill.

It\'s not meant to keep people down and wasting their time, But I just can\'t see a guy just starting his training by throwing on a *60* lb. full plate armor and climbi8ng a mountain to fight some dragon with his \"Massive omfg kill u boy\" sword he begged 8 hours for.

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I also don\'t like this idea because I\'m a \"powerleveler\"

You and me both, but I Enjoy a little moderation in mine, show up to fight for 12 hours a day and you have to get a different game in a week because you\'ve done everything the programmers have put in.
I\'d say Serious hunting with little breaks in for two hours, then an hour of rest and conversing with people in town, selling and buying and RPing, then going back at it for another two serious hours, and so on.

2
Wish list / Stamina/Armor/Speed/Weight interworking
« on: August 07, 2004, 11:09:32 am »
I\'d like to see a stamina system which took into account your Weight vs. Strength and Armor type movement restrictions vs. Strength in a stamina system that would prevent people from throwing on a 120 lb. full plate armor and running 15 miles.

All Players would start with near equal stamina(Varies with stats), and it wouldn\'t be very great either.(Play GTA III and see how far you get the first time you sprint)  
Not to make a monotonus process involved with the game, but it would assist in numerous ways.
#1:The Guy who creates a character and immediately says\"i am newbie can any1 give me good stuf\". Set him up with a nice broadsword, tower shield, full plate armor, and . See how far he gets before he passes out, and then take it all back.
Yeah, that\'s mean, but it\'s still worth doing.
#2:Anyone ever tried to RP the ability to run across a bustling city with 3 full backpacks and armor on without falling or knocking someone over? Doesn\'t happen. Would prevent people from going out just for the sake of collecting cash(Inflating the currency in an NPC driven market after spending it, which would drive prices up horrendously on any item that couldn\'t be purchased from an NPC and killing those who don\'t want to spend 2000 tria on a mixing spoon.On the other hand, it would be deflating a controlled currency with a completely player driven economy by hoarding cash in the first place.[Not nearly as bad as prices for an item that is not NPC sold being 7 times what they\'re worth because some people get a kick out of sitting for a month gathering all the cash they possibly can and then blowing it irresponsibly on anything and paying ridiculously retarded prices, therefore causing sellers to think they could get that price out of anyone.])
#3:Makes sense.
#4: Stops people from going straight out and \"powerlevelling\" endlessly right off and not stopping for 8-10 RL hours. Mabye I could see someone fighting that long after years and years of conditioning, but that would be like Lance Armstrong stamina, running around in the most protective thing you can find swinging a heavy, sharp piece of steel through tough substances.
#5: Stops Immediate powerlevelling by forcing a player to move slower with equipment on.(A powerleveller\'s must have thing there, no good if he\'s not getting 3x the skill improvement as everyone else)Nobody EVER just picks up a sword and can swing it around at half decent speeds, and no armor is unrestricting(If anyone has any doubt in that, I implore you, tape a bunch of cardboard boxes together like armor and try to wear it and walk around without ripping the cardboard)
#6: I\'ll get it tommorow or something. It\'s 5:12 AM and I\'m out of ideas.

3
Wish list /
« on: August 07, 2004, 10:16:34 am »
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Originally posted by Cyberchu
Alchmysts should make gas by combining two different sunstances in a reaction. Natural gas springs could be used if you make some pipes to re-direct it. For example you vould build your guild hall above a flammable gas spring and have pipes in the walls to distribut the gas in case of an attack.


And Blow up your Guild Hall?
I see what you are saying though.
Mabye make a foyer with heavy stone doors connected to some limitless source of poisonous gas(For example only)and have someone stand in an ajacent room sealed off with glass to see who was in there, and/or to listen for a password, and s/he could release the gas with a lever. This would have to cause attackers to better plan out an attack, rather than running into a room with 9 million powerleveled retards with some sort of mental deficiency which causes them to include numbers and symbols into their English(See, L33t)and beating the hell out of the people who didn\'t just go out and waste all of their time begging for effective equipment then fighting things way above their normal starting area and so on, so forth, . Things like getting inside men, getting several people strong enough to move the stone blocking entrance(Which, I almost forgot, could be run through numerous pulley systems to reduce it\'s weight to a point to where pulling on a rope with half decent effort would raise it.), Or at least threaten to smash the glass in in the room and take the guy down with them and hope he\'s a gullible coward.
I\'d Definately like to see strategy be as important as jsut breaking in and killing the defenders with superior numbers.(Off Topic....But it\'s still good.)

4
Wish list /
« on: August 04, 2004, 05:44:20 am »
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Originally posted by Seytra
If you want perfect realism, live, don\'t play games... :D


I hate to disagree with someone who just agreed with me, but if you\'ve ever seen the reaction of the police when someone goes down the road in leather armor and a sword swinging it at a dog, you\'d prefer a game.

5
Wish list / Focus?
« on: August 04, 2004, 01:02:53 am »
You could always consider giving all spells a difficulty, and maintaining a spell, like a shield, would take a certain % of the mages focus, like a Basic shield would take, 25% of the mages focus to cast, and require 15% of it to maintain, and increase it depending on the damage done. Like.....Shield spell takes 0 mana and 25% focus(Use of the runes fuels creation of the spell, your mana serves as the fuel that keeps the shield alive.) so it\'s taking 15% of your focus to maintain, and mabye 3 mana per 5 seconds.  Someone hits it and it raises the focus to keep it up to about 65%, which drops as it becomes more stable, back down to 15%. Then, Your 50 mana starts top go low(About 15), so you drink a mana potion(Which requires 75% of your focus) and then your focus is at 90%, and the shield holds up, but you couldn\'t possibly hope to do anything else until it drops again.
Perhaps create a multitasker/one track minded advantage/disadvantage at character creation.


Also create skill(s) for decreasing focus % Needed, and/or value of each focus % because a mage who has been around for several years is much more likely to be able to hold proper focus than a relatively new one.

6
Wish list /
« on: August 03, 2004, 11:59:06 pm »
If you wanted to keep it enforced, to prevent people from making massive #\'s of players, you\'d probably want to create a limit of two characters per acct., 1 acct. to an E-mail address, and only alow characters to be deleted after a certain amount of time, like a week or 5 days or something.

That would drive many players away though, as most DO want to fight, And this would make it VERY difficult to get your favorite weapon and would just get so frustrating that you just gave up after a while.  Perhaps allowing the player to choose an Affinity to a certain weapon or skill, like....The person has just had a thing for bows ever since he was able to pick one up and use it.  Since he likes bows he might get a slight penalty for things like Hand to hand combat, or for weaponsmithing, and mabye a bonus to fletching, or to their vision.Someone who had loved riding flying creatures since they were a small child might recieve a penalty towards heavier weapons and armors, as they would make flying more difficult on a creature, and also get a small bonus to archery, to attack off of the creature with. And so on. A personality bonus of sorts.

7
Wish list /
« on: August 03, 2004, 11:41:30 pm »
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Originally posted by Zeraph
I totally agree with Joeyguy, but I think there should be some sort of rental place guilds can rent for a fee maybe? But I do not know. I hope there isn?t much restriction because it is hard enough to keep a guild/clan going in a game already, unless you join a really big & established one. I do think there should be some way of voting your leader off, lets say your guild leader doesn?t show up for a couple of weeks & was thinking of quitting last you herd, the guild can vote for a new leader, the majority has to approve. If you think it isn?t fare for the guild leader, he/she shouldn?t have invited thoughts people into his guild in the first place. It would be called something like a mutiny or something?


You speak of a Guild Hall Rental Fee.  That Idea Kind of worked in Meridian 59 to keep newbie guilds out of decent halls, which basically worked, but after a while, the leaders got tired of paying the high prices for the halls, and ended up despising the game and only logging on to go get enough money to sustain the hall for his guildmembers. Some ended up getting tired of the game VERY quickly bacause of having to do this.

It may or may not be a good Idea to do that. It totally depends on how the economy works out for the Currency.  If it were to be common and near worthless, then guild Hall prices would have to be ridiculous to keep 3 day old guilds from renting out Guild Halls that were made to accomodate 20-60 people.  That would also put a bit of strain on those who were able to pay it, because they\'d still have to go farm(Do nothing but collect money)for hours and hours at a time, which kills any amusement in the game quickly. If The Currency were made to be valuable(Like someone was like\"omfg, 350 Tria, u must = rich\") so that nobody who had just started playing within that month could hope to afford it.

An Age(of Character) Requirement would also be a great idea. Say..Every character Started at age 18, and 10 days passed a RL day(Every 2.4 hours rl), so you aged a year every 36.5 days, and you had to be 25 to be considered responsible enough to own a guild.Or perhaps if you wanted to keep days in line with RL ones for Rp purposes(Keeping up with the day changing 10 times every day is NOT easy, making \"Meet me in the Arena this Saturday or I\'ll burn your house down!\" kind of agitating to follow up on, as it is likely neither player would really bother to keep up with a Saturday, or might not even be able to.) Then change the Number of days in a year down a lot, like 60-100, then keep that same age req.

Having a Guild Mature, or be around long enough to be deemed worthy of existing, isn\'t a bad idea either.  Charging them for existing, but not keeping records of it\'s existance, or allowing it to own halls or form alliances or declare war for it\'s first week is a good idea, and allows the Leader to back out before getting into something he\'d rather avoid, like a war.

A Minimum membership requirement is a good idea, as it would keep generally hated people from creating a guild merely to grief(declaring war on everyone then not logging on for months, Taking a guildhall just to keep another guild out, etc.) Mabye having 5 members by the end of the Maturing week would stop there from being 5000000 guilds, and losing the guild if it\'s membership ever fell below 5 for two days after that.

Perhaps having it be the Government\'s responsibility to keep up with the records involved with guilds and with the rental of Buildings for Guilds to use(Guild Halls mentioned above), therefore creating a reason for the fees to even exist(For RP).

As for the Leadership thing, you could have each individual member pick someone they supported as the leader of the guild, and at any time, the persom with the most support would be considered leader. It may split guilds at times, but then again, I can\'t really think of another way to do it that wouldn\'t do the same thing.
Perhaps starting an weeklong vote where you would have to stop by a certain area and vote for candidates within your own guild for leader, But I dunno.

Overall, these are probably not the best or most original ideas ever, but I\'m sure after a fair amount of tweaking and reworking by anyone not me it could turn out ok.

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