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Messages - Asenuth

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1
General Discussion /
« on: January 30, 2005, 12:11:51 pm »
While I consider this very interesting, this thread isn\'t called \'Thoughts on Game-mastering\'. However if you should decide to continue such discussion in another thread I should very much like to read it.

Equally, discussion of \'What Roleplayers want\' is a related, but ultimately separate discussion. I will briefly address it here, but leave a more complete discussion for another thread.

Quote
Earlier  I said:
...
Roleplayers, conversely, tend to manage with considerably less features, requiring only enough to anchor a reasonable concept of the game world upon.
...


With games like PlaneShift the version of the world presented to the player by the server is useful since you can rely on everyone else present to view the world in much the same way. Unfortunately, whenever roleplay requires your character to do something the server doesn\'t support there is an inconsistency. In most cases you simply ignore the inconsistency and continue on, but it would still be nice if the server could reflect such things. It would be nice if you could anchor the events being roleplayed to the events the server recognizes.

How depends, null items (placeholder items), enhanced emotes (\'/greet\' Vs. \'/me\') or more complete interactivity with the world (such as the ability to close doors) are some examples of things that would help anchor roleplay to the gameworld.

At the end of the day a bad craftsman may blame his tools but a good craftsman would still prefer the best.

2
General Discussion /
« on: January 30, 2005, 08:05:13 am »
One problem that has to be addressed is the definition of the word \'Roleplayer\', since the word\'s meaning is so broad that it encompasses activities so dissimilar as to be comparable only in name. Broad, frankly, to the point of uselessness.

This is a problem who\'s solution is so blindingly obvious that it took me forever to think of it. :)

Defining it by goals rather than activities, the distinction between Roleplayers, Levelers (1) and Explorers becomes quite clear (2).

Sticking close to the definition of the word, we can define a \'Roleplayer\' as someone who is primarily concerned with the advancement of their role. More modern trends include a tendency to focus on story (even to the point of possible detriment to the character) so we will add a desire to advance the story as part of the definition.

A \'Power-leveler\' (\'Leveler\' for short) is more generally understood and, thus, easier to define. Inevitably, the \'Leveler\' is concerned with advancing the power or influence of their character. Combat prowess is simply the most obvious choice and the easiest to recognize.

An Explorer is primarily concerned with exploring some aspect of the gameworld. Which aspect is a different story, sometimes it is the obvious exploration of the gameworld\'s topography, or it might be the details of the magic system (3). Occasionally, just to confuse that matter, an explorer will concern themselves with the exploration of a character, thus causing some overlap with Roleplayers.

Not only do most people know what their interests are, but are also quite willing to say what it is.

With that out of the way, let us now attempt to describe how these types (4) interact with Roleplayers (5).

Explorers tend to get along with Roleplayers, since they can often understand Roleplaying as the desire to explore another personality, or to explore possibilities in the form of a story.

Roleplayers, likewise can appreciate the depth and breadth of knowledge that an explorer possesses, at least in their field of interest, and often appear in a Roleplayer\'s story as scouts, wise men, magi, etc. Whats more is that explorers will often dabble in roleplaying, improving the already amicable relationship between the two.

Levelers, however, present a bit of a problem, since they will happily sacrifice role, story and atmosphere in order to gain power. Such things are as meaningless to Levelers as they are sacrosanct to Roleplayers. They are less of a problem to Explorers however, since what the Explorer values can not be stripped from them, the worst that can be done is slow them down. Explorers tend to be a patient lot.

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I wanted to address additional points in this post but, frankly, I don\'t write that fast and this post is already a day late!

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More footnotes:
1. Examination of some of the earlier posts reveals some minor confusion of my use of the word \'Leveler\'. In this post an all my earlier posts it is simply a abbreviation of \'Power-leveler\'

2. I imagine there is a great deal of other goals that could be distinguished, but these seem the most relevant to the discussion.

3. The magic system\'s current (lack of) implementation not withstanding, it looks like what the developers have in mind will encourage this kind of exploration. My inner explorer squeals with delight at the prospect!

4. Not to be confused with either the MBTI or Bartle\'s HCDS. (see references)

5. Since the official position is that planeshift is focused on its \'Core-Roleplayers\' these comparisons are the most relevant to the discussion at hand. However, it might be worth while for me to make a more complete address of the types at another time (depending on interest)

---
With added recommended reading:

Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDS - R. A. Bartle
\'The Window\' Roleplaying game - by Scott Lininger (Methods in the Madness)
The Forge\'s artical pages - from \'The Forge\'
Myers-Briggs Type Indicator - from \'TypeLogic\'

3
General Discussion /
« on: January 28, 2005, 05:16:15 pm »
(I feel I should note at this point that if it seems I\'m on my high-horse, well, I started this thread so I wouldn\'t be on my high-horse in other threads, at least not without warning. I\'m normally more... pragmatic.)

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Originally posted by Bardialus
We are already co-existing.  youve proven that to yourself with this thread.

My point is that we are co-existing with the Levelers in much the same way that one has a relationship with one\'s enemies. You do ...technically.

It also seems that we Roleplayers seem to spend an awful of time writing and answering threads like Moogie\'s A moral speech or Seperot\'s New disease sweeping out lands..., Who know how many more just like them are in the archive.

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Rp\'ers and Levellers can survive together, they can alos leran from one another.

I can survive a great many things, very few of which are in any way beneficial to me. It seems strange to me that, in a game that is slated towards its \"Core-Roleplayers\" that those same roleplayers are \'surviving\' while the levelers seem to be booming...
I can\'t help but feel that this is somehow... backward.

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There just has to be place designated where they can enact these sociopathic activities.
There is already an arena to fight in, all we need is a sperate place where PvP can happen if it needs to.
That way they are out of sight out of mind, they may also learn RP actions like dealing with groups of challengers to themselves for a change.

You get a reputation as a big man, lots are going to want to come and take that place, eventually it\'ll get on your nerves receiving all those challenges and you look towards the other way of life...RP.

Thus generating prestige for levelers (prestige that would otherwise belong to a Roleplayer), taking up bandwidth(1) (ditto), most likely increasing the number of duels in hydlaa plaza (not only a potential threat to realism but potentially scaring off less combat-inclined players), putting the bulk of Planeshift\'s Tria in the hands of the Leveling population (thus, effectively, PlaneShift\'s economy as well.)
Sounds brilliant, where do i sign? ;)

Additionally, those self-same events could happen in another game, with the same basic results. including...
(which brings us to...)
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Congratulations you have just had a conversion :)


I agree that some can be converted, but there is heaven only knows how many games out there that prove \"there\'s plenty more where that came from.\"

Currently there is no reason for new players to even expect that Planeshift is meaningfully different from any other mmorpg out there. There is no indication in the game or on the website of the position that the moderators, developers and elders have been stating over and over: Planeshift is geared towards roleplayers.
Until such an indication is visible we can expect an endless influx of levelers.
Worse, theres no reason for any Roleplayers to think that this game is any different from, say, Rune scape.

That alone should chill you to the bone.

---
You know you\'ve written a long post when you have footnotes...

1.  Admittedly, I recall reading that server bandwidth is no where near full capacity and that theres a rather long list of potential candidates willing to donate additional servers...

4
General Discussion /
« on: January 28, 2005, 02:57:58 pm »
Quote
Originally posted by mikewsnc
In MB the rp to pl was maybe 5 to 1


I suspect that the lack of, well, anything made it rather hard for Levelers to avoid dieing of boredom. Roleplayers, conversely, tend to manage with considerably less features, requiring only enough to anchor a reasonable concept of the game world upon.
It seems was right to think MB would of suited me.

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With the induction of CB rp\'ers have lost there
grab on being the majority it would seems more
like a 30/70 split with us on the rp side losing out
and losing ground rapidly.


Nevertheless a far better ratio than is presented on most other games. One can only hope that it turns in our favor, or at least descends no further...

Quote

but on that same note, I\'ll meet you in the Tavern. :)


*Yoink!*:)

5
General Discussion / Thoughts on co-existance.
« on: January 28, 2005, 01:20:21 pm »
Is it possible that power levelers and roleplayers can co-exist?
If it is possible, is it doable?

Can the GMs spare the time to moderate every fight? Can they keep watch of every dispute?
Can they keep track of that is important to both? Do they even number that high?

What of the Developers? Can they make the call for each feature? Can they accept that what the Levelers may love, the Roleplayers may hate? ...or the other way round? Can they spare the time to check that each feature spurns neither one?

And if that was so, should we try?

Everquest, Tibia, Lineage, Runescape, DAoC, etc. These are the places where the levelers are. In each of them is space for every Leveler, Playerkiller and Non-roleplayer that ever did live. In each Roleplayers scrape out their marginal existence... Perhaps the levelers fight even though they have already won? Perhaps they simply do not understand...?

Perhaps, I say, that PlaneShift is where the Roleplayers are? Perhaps in this place is where the levelers are lost? Perhaps in the dungeons of Yliakum is where a dragon of geekish fury slumbers...? Perhaps planeshift is where the roleplayers out-number the levelers, perhaps this is my home?

Then again, perhaps I am merely the voice of a lonely child, who has been here barely a week...?

What say you?

6
Technical Help: IN GAME bugs (after loading world) /
« on: January 23, 2005, 12:26:48 pm »
Are you playing fullscreen? I\'ve noticed that the error dialogs don\'t agree with PlaneShift when its fullscreen, they tend to make the screen go black. (I assume your using windows?)

Next time it happens press once, wait a few seconds then press it again. It should drop you back to desktop and create a Diagnostic (*.dmp) file in the main PlaneShift directory.
Theres a thread where you can post the dmp file so they can fix the bug.

Oh, and in future please try to post your system specs along with your problem.

7
Wish list /
« on: January 20, 2005, 07:45:32 am »
No one here is talking about making PlaneShift run on a 80286 but there are worse ideas than keeping the net wide and making sure that PlaneShift can run on some less-than-recent hardware.

I would also like to say at this point that I am running PlaneShift on a 633MHz Celeron with 128MB of RAM and GeForce FX5200 128MB. Performance isn\'t exactly brilliant  but its quite playable. Oh, and I am \'loading all maps\'.

I also chose to reserve judgment on the graphics quality at this stage since the Devs seem to be focusing their collective attention on code and features at this stage, not graphics.

@supergrover: Theres no way in the nine hells that you could ever hope to even begin to understand the financial situation of someone you\'ve never met and who probably lives in another country from you, please don\'t pretend to.

8
General Discussion /
« on: January 19, 2005, 07:09:17 am »
Once they put the final spit and polish on \'/unstick\' it\'ll become the standard way of removing yourself from cracks in the Death realm and keeping yourself from being  an Enkidukai-shaped chandelier, anyone who used \'/spawn\' legitimately should have no problems with this.

As for why anyone would die, well once \'/spawn\' is removed 733t d00ds and such might consider the, effectively penalty-less, death system a quick way to get to hydlaa spawn. If thats where you want to go theres no reason not to... unless you\'re a roleplayer, in which case you would realize that most sane people don\'t have what it takes to let themselves be torn up just because wandering through the death realm is the fastest way back.

(Edit: I just realised its not clear whos idea on the death realm you liked, also there seems to be afew posts before mine that i haven\'t read and I honestly don\'t know how I missed them...
Edit 2: Just read the posts over and they seem to be presenting some of the ideas that went into my first post.  strange, I could *sware* my brain was online...)

Nice to know that you like the idea on Death realm quests, but once you assert that the Death realm is going to be a complete place (and i believe they did) then the rest becomes fairly obvious, I just put it in pixels.

As for young players dieing often, last I heard PS is being designed with an eye on roleplayers, so I imagine that killing innocent creatures won\'t always be the only way to advance, perhaps not even the best way.
I also imagine that the same way stats and skills are given according to your character creation choices so will starting equipment, eventually.

This is just my understanding of it though.

9
General Discussion /
« on: January 19, 2005, 05:52:23 am »
Imagine the following scene...


Joe, who has died, wanders the Death realm  and comes across a tavern.
He enters the tavern and the Tavern keeper spots him instantly.
\"Ah! I am Alister and Welcome to my Tavern\", he pauses and pulls out a chair, \"You look like you could use a seat\".
\"Thanks\", Joe says, \"But what I\'d like to know is the way out\"
Alister nods, \"As is often the case. Well, there are several ways out. The easiest is to bribe the Gatekeeper, just a short walk from here, he\'ll usually let you out for about 100 Tria.\"
Joe shakes his head, \"I spend all my Tria on a new sword\", He pauses, \"What would you give me for this sword?\"
\"Lets see now\" Alister says examining the sword, \"A fine steel blade, well forged... five tria!\"
Joe looks stunned.
\"Well its a normal steel blade, Not very useful against the native creatures here.\"
Joe takes his sword back, \"What about the other ways?\"
\"Well the proper way is to do a quest for the \'Keeper of Ways\', he\'ll give you a \'Right of Passage\' when your done,  give that to the Gatekeeper and he\'ll let you out.\"
\"Where is this \'Keeper of Ways\'?\"
\"East of here, not that far but this place is a maze!\"
Joe sighs.
\"Well look\", says Alister, \"You could always do what i did the last time i got stuck here: Give up and open a tavern. I could use another barhand.\"


I don\'t think it wouldn\'t require much special coding, No buffering, stripping or altering of inventory or equipment is needed, all they need is specific strengths/vulnerabilities on creatures and matching properties on weapons, I believe a system of that sort was on the todo list anyway, Though i could be mistaken and/or thoroughly unclear.

All they would have to do at that point is make sure that all Living realm/Death realm creatures and items were set with the right weaknesses and strengths.

Net result:
The Death realm becomes dangerous to the incautious/stupid.
The Death realm is a proper place with its own economy.
The Death realm becomes a genuine penalty since anyone that isn\'t prepared for the Death realm is effectively weakened and its a bother to get out.

Comments, criticisms, variations?

Sincerely hoping I haven\'t out stepped my bounds, Asenuth

10
Technical Help: IN GAME bugs (after loading world) /
« on: January 18, 2005, 01:17:15 pm »
I\'ve seen a few missent tells in my short time playing, one of the more amusing things i saw though was a missent *responce* to a missent tell.

As in:
X tells you: blah
you tell X: blah

Talk about putting words in my mouth! I\'ve still got the log.

I thought i\'d meantion it since it might help to know that it can happen bothways.

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