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Messages - Sylk

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1
Wish list /
« on: December 03, 2002, 05:06:44 pm »
As a roleplaying aid, Thievery could be very usefull.  Certain quests could only be done by groups with a thief in the party capable of stealing the key from a wondering guard without being caught (or whatever scenario u like to imagine).

The Karma system would be a great tool for overall game balance, not just for thieving.  I think I am very fond of the karma concept.  Kudos to who it was that brought the idea into the discussion (i missed ur name).

On a side note, WOW.  I was gone for turkey vacation and come back to a lotta thought in this thread!

Sylk.

2
Wish list /
« on: November 23, 2002, 06:23:01 pm »
I FULLY agree with you on that one David.

Sylk

3
General Discussion /
« on: November 21, 2002, 10:39:18 pm »
I actually thought about where to put this when I posted it, but I am not sure I really want it in the game or not.  I guess I decided I wanted to talk about it more then I wanted to ask for it, at this point.

Sylk

4
General Discussion / How will hits and health work?
« on: November 21, 2002, 10:27:46 pm »
I know that RPGs are very hard to balance between realism and playability, but I have a suggestion on a way to handle hit points and realism...

Since this is not a level based game, what will determine when you increase your hit points?

Why not just say, hit points never go up at all?  Or maybe not much and not often?

Now before everyone freaks, think of it this way.  When you are a \'level 1\' character 1 or 2 hits with a sword will kill you.  Makes sense.  How many times would a grown man have to hit you with a sharp sword before you stop wiggling?  So why is it that at \'level 20\' it takes 20 hits with the same sword?  Did the 19 levels make your skin harder or your vital organs more remote?

The trick to making this work is to include skills such as dodge, parry, shield use, spells for casters and whatever brighter minds then mine can come up with.  As you gain levels, if you spend the points in defensive skills, abilities, and spells you are hit less or take glancing blows more often then full on hits.

One way that might make this do-able would be to have different levels of \'hitting\' someone.  A glancing blow, a normal blow, or a critical blow.  Your level in certain skills make the margins in one or more \'hit\' categories narrower or wider while your level in other skills reduces your chance of being hit at all.

This would also allow, at the least, remote chances that a low \'level\' character could actually do real damage to a higher \'level\' character.

I dont know.  Is all very complicated but I think something like this could work.

What do you think?

Sylk

Also, this would of course all have to take into consideration equipment as well.  This could add a lot to player crafted items.  If your armour stops blows, it degrades faster.  Player crafted stuff could last longer and be made to resist damage better.

5
Wish list /
« on: November 21, 2002, 04:13:14 pm »
Another point that has been neglected here is the idea that this is NOT a single player game.  It is meant for groups of players or guilds of players.  Anti-thieves become more usefull to groups the more a threat thieves become.  Sorta like monsters make healers handy.

I do agree with you though Phoenix.  Something would certainly have to be done to balance the whole thing.  Its just that this would be a truly unique feature as about the closest to thieves I have ever seen in an MMORPG is assassins. (which btw, is what I would be, an assasin, not a thief)

Sylk

--btw, I love the screwupathief spell idea.

6
Wish list /
« on: November 21, 2002, 03:58:21 pm »
I think you will find a lot of agreement with that, Ray.

Reagents have proven to be a huge pain in the neck.

Sylk

7
Wish list /
« on: November 21, 2002, 03:50:26 pm »
In one sense, even with all the \'perks\' that are mentioned in this thread, it is sorta self balancing.

As was already pointed out, this is a classless system.  Characters are based on skill points.  If you devote the points to picking pockets or poison, you will suck at combat and armour.  Balance is somewhat easier to achieve with a skill point system.

Counter skills for non/anti-thieves could be included, like heightened awareness(detect sneaking people), sixth sense(chance to negate backstabs), fast reflexes(ability to dodge traps), strong metabolism (reduced poison effectivness).

Furthermore, I would limit pick pocket skills to either money, or small and reletively trivial objects.  Certainly no quest items should be easily stolen.

Sylk

8
Wish list /
« on: November 21, 2002, 03:33:19 pm »
Pheonix,

Its a \'Wish List\'.

Aside from that however, I dont think any of the pro-thiefs on this thread expect to end up with the end all be all character class.  I think balance is important.  I expect, that all other characters will have their fair share of ways to defend themselves.

Limits are also expected.  I dont really want any one to have the ability to steal the sword of uber l33tness from someone that worked their arse off to get it.  But ANY ability to steal is much greater then the NO ability to steal that you get with most thief types in most MMORPGs today.

Again, its just a wish list.  Feel free to post your ideas to help balance the situation.  It is in fact the other side of the same thread and fits in well here.

Sylk

9
Wish list /
« on: November 21, 2002, 02:45:35 pm »
DAoC has wall climbing abilities for high level assassins.  It is a truly cool feature of the game.  One of its redeeming qualities in fact.  Also, assassins get to use 2 small weapons efficiently and apply poison to them.

It is so handy to be able to scale the enemies castle walls and scout the defenders or backstab an archer.  I REALLY liked the whole climb walls thing.

I would like to see some of those features in PS as well.  But what DAoC lacks, is any kinda actuall thieving.  No lock picking, no pocket picking, no traps...  No Thieves.... just assassins.

Sylk

10
Wish list /
« on: November 21, 2002, 02:36:35 pm »
To answer your question, Ray...

In AC they had spell components (Regents) that you had to have to cast spells.  Every time a spell is cast there is a % chance that some or all of the comps needed to cast the spell would be used up in the casting.  The higher level spells had more expensive comps and a higher chance of comp burn.

The end result was that casters had to carry so many spell comps that they had to be as strong as a tank to carry them all.  And they had to fill up huge chunks of their inventory for them all.

Eventually, AC took them outta game.  They were that bad.

But herabology and alchemy...  Those are Great Ideas.

Sylk

11
Newbie Help (Start Here) /
« on: November 21, 2002, 02:20:03 pm »
Welcome aboard, Velamos.

Sylk

12
Wish list /
« on: November 20, 2002, 05:05:35 pm »
Lesaron, I too would like to see actual player skill contribute at least as much as the numbers on your character sheet do in combat.  But making it all twitch skills means that the guy with the better computer and the faster connection has an edge over the rest of the world.  If you dont believe me, get a 56k modem and go play some Quake III online.

But other aspects of a persons RL skill should be able to translate into an in game edge.

Tactics, strategy, pre-planning and information gathering could all be used by the player to help the character survive.  If the game system will let them.  

If the game allows mounted combat, pikes should even the playing field for a mounted combatant and the guy on foot. (tactics, information gathering, pre-planning)

A good organized shieldwall should hold off a disorganized mob of even higher level characters fairly well. (Strategy)

A organized group of lower level peeps should be able to overcome a single person several levels higher then themselves. (charasma and leadership)

That is just one way to allow RL skills affect in game results.

Sylk

13
Guilds Forum /
« on: November 20, 2002, 04:53:00 pm »
Quote
bcuz i tried to and it wouldnt alow me.


I was just wondering if your question was answered.  What \'it\' was keeping you from starting a guild?

Sylk

14
Wish list /
« on: November 20, 2002, 03:47:19 am »
Thanks Fiere and everyone else for joining in this thread.  I am glad to see lively discussion, even from opposing views, such as links.  

But ultimately lively and even wish-some and far fethced discussion of things we would like to see should be posted.  Any opinions spark the imagination and fuel other opinions and ideas.  Without unorthadox thinking we will end up with an orthadox game.

So, I guess what I am saying is I want any opinion or suggestion to be posted so that the Devs and community members have more fuel for thought.  Balance issues, features we might want to see, post any of it.

But as Fiere pointed out, this is about thieves... But I wouldnt mind seeing topics related to thieves.

Sylk

15
Newbie Help (Start Here) /
« on: November 19, 2002, 01:46:11 am »
ROFLMAO

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