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Messages - zkin

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1
Newbie Help (Start Here) / Re: Death Realm
« on: September 04, 2007, 01:58:17 am »
I FINALLY FOUND THE EXIT!  It took me more than a year, but I found it!  (insert expression of shock, released tension, and joy here)
Yay!

2
Wish list / ...
« on: September 01, 2005, 07:23:23 pm »
Oh, yes-regarding lag (I forgot to mention this):
Part of the idea of setting up two co-existant \"games\" or modes of play (one for normal play, one for sieges) is that, in the context of the second \"game\"/mode of play, the designers can set up the UI in such a way as to be more efficient for that way of playing.  The UI can also be designed to be more user friendly for a player trying to run a siege, another big bonus.
What I mean is, in \"siege mode\", the game can take an overhead view of the world, and in that overhead view, the high resolution images normally avalible in \"normal mode\" would be wasted.  So, the game can use different lower-rez models for characters and buildings alike in \"siege mode\".  End result: game still runs smoothly.

3
Wish list / Siege
« on: September 01, 2005, 12:55:04 am »
Well... you certianly have a very good and valid point.  I think it is a good idea, and I would love to see it, but a big factor in what can and cannot be easily put into an MMORPG is \"matinence\".  I fear that it would be difficult to avoid GMs or Devs having to spend hours or even days preparing for each such siege, and since many *different* people are each going to want their *own* siege, the time constraints quickly become prohititive.  Thus, it is neccessary to make as much of the content of an MMORPG self-generating.  The eaisiest way to do this so that things are different and non-repetitive (and, for that matter, realistic), is to make events depend on or be generated by other players.  While an MMORPG only has a handful of Devs and GMs, the players in a game are very plentiful.  Thus, we come to the topic of PvP...

PvP is a dangerous and scary concept in many ways.  Direct conflict between players means that someone is going to lose, and someone is going to win, the later of which takes no small fee from the former.  No player wants to lose things.  However, it is possible to twist PvP so that, while players still fight indirectly, the loser does not lose anything *personally*, but the winner still gains something.  This is the kind of siege system I could dream of.

What I am suggesting is more or less what I have suggested previously (with a few twists):
 - Each player has a treasury.
 - A player may attack another player once a day (thus, a player will only use this precious attack if he knows he will gain more than he will lose; this should help prevent \"The Strong vs. The Weak\" issues).
 - If he is victorious, he steals a flat 15% of the defenders treasury (no margin of success, no bonuses)
 - The defender does not have to pay for repairs (This, while it may not seem realistic, is mostly true for any raid; in small battles, the object is to get in and out quickly, before the target can react.  Thus, siege engines and other highly damaging equipment are usually not used.)
 - Once a week, a player may declare \"War\", and in that situation, both the attacker and defender may lose things, and in LARGE quantities.  The attacker should be at a severe disadvantage for this, to discourage randomly doing it for \"fun\".  
 - Castles may not be captured, only ransacked.

4
Newbie Help (Start Here) / Damage
« on: August 30, 2005, 12:07:59 am »
Er... What, exactly, determines damage with a weapon?  Skill level?  Strength??  Endurance???

Also, if you have a high intelligence and a high skill in Red Way (magic), can you do more damage with a fireball?

5
Wish list / "I Thirst for Magic..."
« on: August 29, 2005, 05:37:56 am »
(By the way, the quote in the title is from Warcraft 3)
  Ya know, we have such great ideas for spells, but I really wish the DEVS WOULD USE SOME OF THEM!!!  I rate a very powerful mage, ranks in several different ways and an Inteligence of 110!  However, I\'m stuck using 6-point Energy Arrows!  It is just plain AGRIVATING!!!  Especialy because my Strength of 29 isn\'t enough to wield a good sword!  I can\'t beat a rat in close combat!  I really wish the Devs would do a bit of work on the magic system, because right now, it is expensive, hard, and unrewarding to be a mage!

6
Wish list / Spell ideas (cont.)
« on: August 27, 2005, 02:53:21 am »
Okay; forgive me if I copy anyone\'s ideas, but I only made it through the first page or two of posts.

Okay; firstly, I would like to list some ideas about spells:
 - I rather think that there should be a few \"uber\" spells available, castable by lower-level mages, but that such things should come at a price and be for emergency use.  I.E. maybe a spell can only be used once an hour, or perhaps it is necessary to \"sacrifice\" some valuable item while casting.  Perhaps, even, a spell could drain some xp/progression points from the caster.  Such spells would be great for helping a player get himself out of a very bad situation, at a price.
 - Perhaps a player could be allowed to improve his skill level for the casting of a single spell by sacrificing items, money, HP, or the like.
 - The duration, and power of a spell should increase with proficiency, and the casting time and possibly even the mana cost should decrease.
 - Perhaps there could be different runes that are more powerful than others


Now, I would like to list my spell ideas:

\"Navigation\"  (all crystal spells)

 - Arcane mark:
Cast time: very long
Duration: very long/permanent/until next logoff, dismissible
Mana Cost: low or mid
Effect: A mark visible only to the caster, stationed at one specific point (where the caster is standing when he casts this spell).  Used in conjunction with other navigation spells.  A caster may only have as many marks at any one time as he has levels of skill in the Crystal Way.  The caster must give each mark a name.

 - Locate mark:
Cast time: short
Duration: mid or long, dismissible
Mana Cost: low
Effect: Displays direction and distance to one of the casters \"Arcane marks\", chosen from a list of those he has created.

 - Farseeing:
Cast time: short
Duration: short, dismissible
Mana cost: low to mid
Effect: The caster may view the world from the location of one of his marks, chosen at casting.  (I.E. the characters viewpoint moves to where the mark is, and he can look around by moving the mouse, but he may not move).

 - Teleport
Cast time: instant or short
Duration: effectively permanent
Mana cost: very high
Effect: The caster instantly teleports to one of his \"Arcane Marks\", chosen during casting


\"Offense\"

 - Wall of Thorns
Cast time: short or long, dependent on skill
Duration: dependant on skill, mid
Mana cost: mid
Way: ? (Brown?)
Effect: Creates a barrier of thorns, broad side facing the caster, with height and length depending on skill.  Any opponent moving in or through the barrier takes damage.  The wall appears halfway between the caster and the target.

 - Wall of Fire
Cast time: short
Duration: mid to low, dependant on skill
Mana Cost: mid
Way: ?
Effect: Creates a barrier of fire, similar to Wall of Thorns, but dealing greater damage, and opponents take damage whether or not they move.

 - Entangle
Cast time: long
Duration: mid
Mana cost: mid to high
Way: ?
Effect: Vines sprout instantly from the ground, holding a monster unless they make a dexterity or strength check against your total skill level.

 - Imprison
Cast time: very long
Duration: mid
Mana cost: high
Way: Crystal
Effect: Imprisons a creature in bands of force, preventing it from moving, attacking, or casting spells unless it makes a dexterity check against your total skill level.

 - Drain [attribute]
Cast time: mid to long
Duration: long
Mana cost: mid
Way: ?
Effect: Drains points from one of an opponents? attributes.

 - Siphon [attribute]
Cast time: long
Duration: short
Mana cost: high
Way: ?
Effect: As ?Drain [attribute]?, but 3/5 of drained points are gained by the caster.

 - Sunder
Cast time: mid
Duration: instant
Mana Cost: mid-high
Way: ?
Effect: Deals massive damage to a target object.


?Defense?

 - Wall of Force
Cast time: mid
Duration: mid
Mana cost: mid
Way: Crystal
Effect: Creates a barrier that absorbs physical attacks.  Creatures are also blocked from walking through the barrier.  Once the barrier has absorbed an amount of damage dependant on the skill of the caster, it collapses.  A barrier will absorb all the damage from each attack directed at it until it collapses (I.E. if a barrier that has 45 HP is hit by a 6,200-point stone from a catapult, it will completely absorb that attack before collapsing; an alternate method of this would be to allow it to absorb a specific number of attacks before collapsing, but that may cause problems).

 - Antimagic Barrier
Cast time: mid
Duration: mid
Mana cost: mid
Way: ?
Effect: creates a barrier through which no spell may pass for the duration of ?Antimagic Barrier?.  Note that this spell does not prevent creature from passing through, so it is best used in conjunction with a ?wall? spell (to force the creature to destroy the wall first).

 - Invisibility
Cast time: long
Duration: short
Mana cost: mid-high
Way: ?
Effect: Target becomes invisible to monsters for the duration of the spell.  The spell is broken if the target attacks

 - Greater Invisibility
Cast time: long
Duration: short
Mana Cost: high
Way: ?
Effect: As ?Invisibility?, but spell is not broken if the target attacks.  If the target attacks, other creatures may attack him, but they suffer a miss chance of 50% and may not continue attacking if the target of this spell breaks away.

 - Group Invisibility
Cast time: very long
Duration: short
Mana cost: high
Way: ?
Effect: As ?Invisibility?, but affects a number of creatures dependant on the skill of the caster.

 - Greater Group Invisibility
Cast time: very long
Duration: short
Mana cost: very high
Way: ?
Effect: As ?Greater Invisibility?, but affects a number of creatures dependant on the skill of the caster.

 - Cloak of Thorns
Cast time: short
Mana Cost: mid
Way: ?
Effect: Creatures attacking the target take damage

 - Cloak of fire
Cast time: short
Mana Cost: mid-high
Way: ?
Effect: Nearby creatures to the target take damage


I have, again, run out of time; however, I will continue to update my list.

7
Wish list / Spells
« on: August 26, 2005, 09:37:26 pm »
Okay; forgive me if I copy anyone\'s ideas, but I only made it through the first page or two of posts.

Okay; firstly, I would like to list some ideas about spells:
 - I rather think that there should be a few \"uber\" spells available, castable by lower-level mages, but that such things should come at a price and be for emergency use.  I.E. maybe a spell can only be used once an hour, or prehaps it is neccessary to \"sacrifice\" some valuable item while casting.  Prehaps, even, a spell could drain some xp/progression points from the caster.  Such spells would be great for helping a player get himself out of a very bad situation, at a price.
 - Prehaps a player could be allowed to improve his skill level for the casting of a single spell by sacrificing items, money, HP, or the like.
 - The duration, and power of a spell should increase with proficency, and the casting time and possibly even the mana cost should decrease.


Now, I would like to list my spell ideas:

\"Navigation\"  (all crystal spells)

 - Arcane mark:
Cast time: very long
Duration: very long/permement/until next logoff, dissmissable
Mana Cost: low or mid
Effect: An mark visible only to the caster, stationed at one specific point (where the caster is standing when he casts this spell).  Used in conjunction with other navigation spells.  A caster may only have as many marks at any one time as he has levels of skill in the Crystal Way.  The caster must give each mark a name.

 - Locate mark:
Cast time: short
Duration: mid or long, dissmissable
Mana Cost: low
Effect: Displays direction and distance to one of the casters \"Arcane marks\", chosen from a list of those he has created.

 - Farseeing:
Cast time: short
Duration: short, dissmissable
Mana cost: low to mid
Effect: The caster may view the world from the location of one of his marks, chosen at casting.  (I.E. the characters viewpoint moves to where the mark is, and he can look around by moving the mouse, but he may not move).

 - Teleport
Cast time: instant or short
Duration: effectively permenent
Mana cost: very high
Effect: The caster instantly teleports to one of his \"Arcane Marks\", chosen during casting


\"Offense\"

 - Wall of Thorns
Cast time: short or long, dependent on skill
Duration: dependant on skill, mid
Mana cost: mid
Way: ? (Brown?)
Effect: Creates a barrier of thorns, broad side facing the caster, with height and length depending on skill.  Any opponent moving in or through the barrier takes damage.

 - Wall of Fire
Cast time: short
Duration: mid to low, dependant on skill
Mana Cost: mid
Way: ?
Effect: Creates a barrier of fire, similar to Wall of Thorns, but dealing greater damage, and oppenents take damage whether or not they move.

I\'ve run out of time for now, but I shall post an updated copy of this later today.  (I love tactical spells!)

8
Wish list / "Multi-game"
« on: August 26, 2005, 08:48:21 pm »
Er... What I meant was that the two \"games\" would still be the same game, but each \"game\" would simply be a different way of playing PS.

9
Wish list / Bank
« on: August 24, 2005, 09:17:58 pm »
I think that a player-run \"Bank\" guild is just asking for trouble.  To be fair, players usually just aren\'t organized well enough to run something like that.  What if a player suddenly has to go offline while carrying a rare and valuable item that needs to be shipped a long way quickly?  I could make a very long list of things that could happen.
As for an NPC bank, I very much agree with the idea.  I also agree that having items deposited in one place be avalible in another is rather unrealistic.  However, being able to deposit items in a bank would be a very useful feature.  I propose the following:
Suppose, long ago, some powerful wizard forsaw the possible profit in making a way of getting people form one place to another quickly, and invented a system of portals that, for a price (say, 100-200 tria), could be used to get from place to place quickly.  Then, say that the Guild of Bankers saw the potential profit in setting up a fast courier system, using those portals to get messages and items around quickly for those willing to pay a small fee, such as 4 tria per pound.  Then, you could allow items to be stored in one town and then withdrawn from another fairly quickly (2-8 minutes), and have the backstory for a protal system that will solve a number of other gamplay issues to boot.
Furthermore, I think that players should have to pay for storage space at a bank; I.E., for each item they can store in the bank, they have to pay 200 tria, but they may store 4 items without charge.

Any takers?  Anyone?  :)

10
Wish list /
« on: August 24, 2005, 08:47:55 pm »
Y-yes...  I think about 0.5 to 0.75 million tria should be about right for a very basic castle.  Thus, the price should prohibit a single player from being able to afford it, but a group of 10-20 players, with time and effort, could save up enough.
Also, making a \"Planeshift: Battlegrounds\" game sounds like a good idea to me.  What I mean is, Planeshift could be split into two different \"Games\"; a \"Guildwars\" protion and a \"Normal\" portion.  In \"Normal\" mode, the player may wander around with his character normally, but in \"Guildwars\" mode, the player can build and maintain castles, lays siege to other castles, and command armies of NPCs.  Thus, the two games can be intertwined, but without horribly unbalancing either portion.

11
Wish list / Prices
« on: August 18, 2005, 08:16:33 pm »
Hey, there\'s a thought: How much, precisely, should such a castle cost?  
Personally, I think that any guild with more than, oh, 20 or 200 players should get a *basic* castle for free.  Any *upgrades* they should have to pay for themselves.  However, smaller guilds or powerful players should also have the opportunity to build their own castles, be it at some huge price.
Another line of thought might be that, if the price ends up too high, players may ignore the castle system altogether in favor of better arms and armor.  The price needs to be prohibitive to single players, but not too expensive for guilds or groups.
Another idea I had: If Planeshift is to have guild castles, then those guilds are also going to need treasuries with which to build and maintain them.  I think that guilds should be given a member taxation system (with the limit that they may not tax more than 5 or 10% of the players income).  This will both allow for money with which to improve a castle, but also allow there to be a vault in each castle that can be raided.
On further note, I can imagine that players would be upset if some very powerful player just went around capturing other player\'s guilds.  Thus, I think that really powerful players should be prevented from raiding other players that are considerably weaker than them.  I also think that capturing a castle should be temporary, expensive, difficult, or maybe even impossible.
Another possibility might be that you could make a siege expensive, so that players will avoid doing it unless the gains will be greater than the costs, or they have a vendetta against their target.

Whew!  (pant, pant, pant...) 8)

12
Wish list / "Lag"
« on: August 17, 2005, 08:16:31 pm »
What he means by lag is, I think, that there is a half-second transmission delay between the U.S. and Europe.  While Planeshift is designed to compensate for this quite well, in a siege, half a second can make the difference between being able to dodge the catapult stone or not.  :(
However, I expect that by the time a full siege system is put into Planeshift, the \"Internet 2\" project will be finished, and between that and the global satellite network delays will probably become less than 1/8 of a second.  In fact, FTL communications could even be developed well within the next 100 years!  (I\'m talking split-photon comms)
As for making primary towns immune, I definitely agree with that idea.  I also think that a \"portal\" system would not hurt, so that players can get around cities under siege, but that the \"king\" of a city should be able to block entry through the portal in his city (but not escaping players, and if he blocks entry, nothing should be able to come through, for good or for bad).
I think that one way of making main towns immune would be not to prohibit sieges, but to give the towns \"force shields\" that block all damage and some truly devastating and wide-effecting weapons (All AI or GM controlled).

13
Wish list / Siege spells
« on: August 15, 2005, 10:01:14 pm »
If we are to put a \"siege\" system into this game (which I must admit is an appealing idea for me, if difficult to implement), I think a good place to start would be to create some objects (wall, doors, ect.) that can be destroyed, and allow mages access to spells specifically designed to destroy fortifications/items/the big, expensive sword your opponent is holding (I.E. \"Sunder\")).  It seems to me a good (and currently realistic) way to start, and we can improve from there.

  (Hmm... Mages get \"greater mass sundering\", Fighters get \"light catapult of maiming +12\"... sounds good to me... :])

14
Guilds Forum / Our "Recruitment"
« on: April 22, 2005, 02:15:24 am »
If you read the whole of my message, I am NOT exclusuve to what areas I recruit from.  However, I did say that I would prefer members from NW America.

As for Alignment, we of the Circle of Mages are good.  As guild leader, I will say that I have been talking over the idea of being a \"Arcane Protectors of Good\" guild with my fellows, and it seems to be going well.  Still, as I have said, nothing is quite certian yet; in fact, I think prehaps I spoke a bit too soon about this.  

Thank you for your time.

15
Guilds Forum / "Mission Statement"
« on: April 22, 2005, 02:07:41 am »
Before a few days ago I had not been planning to take any members other than my friends, mostly because I was not online particularly often or at regular times.  Now, however, a new version of Planeshift has come out, and my schedule has changed such that I can be online fairly regularly at 4:00.  So, I have decided to start recruiting.  However, I hope you will understand that I am still deciding on most of the details with my friends.  Hopefully I will have the requested posted within one or two weeks, but I can\'t make any promises.  

In general, however, our rules will likely be fairly lax; we of the Circle of Mages are a varied and tolerant group, and we only call ourselves \"The Circle of Mages\" because that is what most of us are.  All class focuses are welcome; after all, mages do not do well without support from other characters of all focuses.  The life expectantcy of a lone mage is about 10 minutes at the high end.

Thank you for your reply.

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