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Messages - Monkeys eat peanuts

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1
Wish list /
« on: May 25, 2003, 03:59:07 am »
well since the mods are aiming at a \'role playing\'-game and not so much at leveling and hack and slash I doubt they want or will allow macro\'ing.

2
Wish list /
« on: May 20, 2003, 12:06:24 pm »
Well that is true but it is the developpers task in this case to make an enjoyable game, and to balance out good and evil in such a way that both sides can enjoy the game and it\'s true there is no black or white there is society, and it\'s society that shifts the balance because you\'ll be suprised how many \'black\' or \'dark grey\' persons live in white city\'s acting good because they don\'t want any trouble(and thieves aren\'t supposed to get caught so they can just as well live in \'white\' cities).

And since you are more or less good by nature or at least in between becoming evil is a choice you make (with the risk of being imprisoned) if you send both parties to prison then people will not have a choice whatever they do they can be imprisoned and then it won\'t be their fault they ended up in prison but it would be the game\'s fault and they\'ll be like \"Screw this game it sux balls. If I can\'t *insert something nasty here* play for weeks I\'ll find a freaking other game\"

Also a villain will be much harder to play but most likely a lot more fun and you will enjoy much more fame when you are one of the 15 serious villains in the game than when you are one of the 150 serious villains in the world. I play a game where PvP has gone rampant simply because there is no decent penalty for killing and believe me it gets annoying real fast.

Also the mods have repeatedly stated that they do not want PvP and no thievery (unless it can be applied properly) because this will not draw roleplaying people to the game but hack and slash people. Remember that its not real life, it\'s roleplaying which is escape from real life...

3
Wish list /
« on: May 19, 2003, 08:17:03 pm »
As for the evil camps they aren\'t actually city\'s I was thinking more of \'evil\' players finding a remote place to hide at where they could live in relative safety with indeed no real law system, so yes everyone could kill everyone for just looking at them the wrong way but evil players will eventually find out they are stronger when united and thus groups will form which agree to leave the members alone and stick up for each other and if we\'re lucky to have smart villains a black market might even pop up :)

and beza1e1 I do not believe it will be a good idea to give these camp\'s jails, if you are indeed a good paladin it would suck if you accidently walked into an evil camp and lost the ability to play for 6 weeks when you tried so hard to be the rolemodel of all that is good and fluffy. Besides in the old days they would have probably killed this guy to show off their power and scare people into staying clear of their camp instead of prisoning him and lure a party of his paladin friends to their camp (since these paladins can turn them in when they kill them)

4
Wish list /
« on: May 19, 2003, 02:21:19 pm »
k here\'s some of my thougths on punishment and jailbreaks:

Jail is also a way of crime prevention(since they cant do anything while in jail) and an hour is too short no matter what the crime is, I think you penalties should start at a day at least (during this time when you log in you\'ll find yourself in a prison(small area no way out from the inside).  You don\'t have to actually be logged in an entire day or log in at all you just wont be able to go outside your prison or to improve your skills for a day.
Besides if you force people to log in they\'ll just be afk for an hour and you would disadvantage people using a dial up connection (since they would have to pay for afk\'ing)

Also with theft I think the time you are doing should depend on the value of the thing you stole or attempted to. I would risk being in jail one day for an uber impaler sword but I wouldn\'t for a piece of food.

Something like this:

Theft of small item (apple or whatever) 1 day
Theft of mediocre item (eg. an average sword) 1 week
Theft of good item (a good sword/a ring) 2 weeks
Theft of a rare item (uber sword or whatever) 4 weeks


Murder(as far as this will be possible)  2 weeks
Murder of important person (as far as this will be possible) 3 weeks
Mass Murder(more than 3?)/killing a gaurd 6 weeks

These penalties might seem pretty grave but this will actually enhance evil gameplay, remember that good thieves do not get caught and that they should slowly advance in skills, in the beginning they will go to jail a day or so for practising their skills but a good thief knows what he can do without getting caught and what he can\'t. And if he does fail he will surely be more carefull next time. And an even better thief will know how to run from the gaurds(but in that case lose the ability to return to town)
Murderers in this case won\'t be able to live in towns because the gaurds will throw em in the slammer at sight and if you allow players that kill murderers to hand em over to the gaurds evil persons will have to group together in societies outside of the towns to keep themselves safe from bounty hunters(and since they wont be able to go to town they lose the ability to put their items in a storage or a bank which would make it worthwhile to loot a camp of murderers).

To even further enhance \'evil\' guilds jailbreaks should be possible but only from the outside so a thief can sneak in and try to steal the keys while a group of fighters can try to fight their way to the cell (but the liberators would be listed as criminals as well when seen and ones that are killed by the gaurds in the proces would go to jail themselves (2 weeks of jail? 6 if you actually killed a gaurd)) and there would be different levels of difficulty for jailbreaks (apple thieves would be put in the easiest and mass murderers would be nearly impossible to free)

hehe sorry lol kinda got carried away...I\'ll stop now

5
General Discussion /
« on: April 23, 2003, 09:01:05 pm »
The text in my background doesn\'t go very nicely with a crowded desktop (like mine :) ) so I made an additional version without the text:

http://crusher.gamepoint.net/PSbackgroundMEP2.jpg

6
General Discussion /
« on: April 23, 2003, 06:59:06 am »
Well I thought I\'d give it a try:

http://crusher.gamepoint.net/PSbackgroundMEP.jpg

Nothing too fancy but oh well =), and the text can be changed heh. It\'s kinda hard coming up with things that aren\'t corny at 3 am  :O (so is spelling ur URL right the first time *edit)

And whats all this about peanuting?

-A hungry monkey with no peanuts :(

7
Wish list /
« on: April 23, 2003, 05:00:24 am »
Maybe it would help if merchants have actual money pools. Monsters in this case would drop little to no money but herbs could be find in parts of the labyrint or ore and they could drop weapons as far as they use them and they are not total crap.

NPC\'s would buy these items as long as they have enough money. So eg. a chemist would buy the herbs you find for small amounts of money untill he has wasted all the money he owns. He would regain money by selling potions to players.

Same would go for the owner of a weaponshop and the weapons monsters drop, blacksmith and ore... you catch my drift

Some money would have to be added tho to compensate for increase of players and money loss (if that will be possible) but i think game mods could easily adjust total money if they program in a way  to keep track of total money and active players.

This should of course work for player merchants as well. The starting cash could come from making potions from easy to find herbs or something (not too usefull potions they shouldn\'t be capable of making good profit of these herbs/the potions shouldn\'t sell in large qauntities)
It\'ll probably be tricky to keep balanced tho...

8
General Discussion /
« on: January 19, 2003, 06:12:38 pm »
Ways of the warrior

...being a powerfull and reknowned warrior, a dream and goal to many a man, kran, diablo or any other creature for that matter. Often i see people running of into the depths of the labyrinths rushing of to find nothing than an early death.

To become a powerfull warrior there are a few virtues that a person must have and a few things he should do and more importantly a few things that he shouldn\'t do.

Patience and calmness are very important qualities for a warrior. Yyou might not accomplish your goal as fast as possible when you stay calm and take on new things slowly but the chances of accomplishing those goals will be a lot higher.

Caution, when you wander of in the unknown always be on your gaurd proceed slowly, you never know what danger lurks in the shadow. There is a big difference between bravery and stupidity. And how strong and powerfull might be never underestimate your foes.

Perception and reason, when you are engaged in combat with a certain beast or creature look for the creatures weak spots and strong points and use these in your advantage when you encounter a creature alike in the future. There is more to a warrior than mindless hacking and slashing. A good warrior relies on strength as well as tactics.

Always prepare for journeys into dangerous areas, a few potions and scrolls might save your life in the heat of the battle. And there is no shame in having someone come with you to help you go places you couldn\'t go by yourself and deafeat enemies that you couldnt have deafeated alone.

These are just a few guidelines to becoming a warrior, there is a lot more to it but I have good faith that you will learn those lessons yourself as you grow more experienced. Having given this advice I wish you good on the many adventures you will have, walk with the crystals blessings and live the dream.

--Elanthir the wise

9
General Discussion /
« on: January 19, 2003, 05:30:39 pm »
venge, im kinda riddled why there would be thunder and lightning in a cavern but good job on it anyways =)

10
Wish list /
« on: January 19, 2003, 05:27:24 pm »
im with link on this one, those who have played xenimus (which no-one probably has) knows that what link is saying about annoying newbies is right heh. When you are a mid to high level you cant enter any town without being chased by 5 newbies who think its their godgiven right to be powerleveled, geared up and shrined (taking then to stones that enhance their stats) by the first person they see. This way you\'ll filter out the ones that cant make it on their own =P

11
Wish list /
« on: January 10, 2003, 10:02:39 pm »
a lil comment on xolon\'s reply to the tavern keeper thingie based on skill levels. I meant it to prevent skilled players from stealing all the tips and hints that are meant for lower levels. So if there would be a tip on a mid level sword the high levels wouldnt beat the ones that really need it (which are the same persons that will recieve most joy from this quest because they can only just pull it off (or even fail)).

And the tip would not give the specific location of the item/monster whatever and the location would change once it has been found or once the villain is killed (some kind of tip generating engine) it wont even really be a quest since the barkeeper doesnt give you the reward he merely tells you very globally where it is to be found.

12
Wish list /
« on: January 10, 2003, 10:58:39 am »
Well storyline quests and such things are hard to implement in a mmorpg because there are a lot of players walking around in the world and all from small to big want to participate in these stroyline events.
But I have a few ideas which might work non the less.

First of all in morrowind there was a questline which researched what had happened to the disappeared dwarven race. It sucked you in further and further and a little bit was revealed at a time. I was dying to find out what had happened.
So my idea was rather than having all of the history on the planeshift website have ruins and scrolls whatever which unveal the complete history bit by bit. And make sure people know or find out where they can find more wallwritings or things like that so that they can slowly look and find more parts of the worlds history.

This would of course mean that at some point all would be revealed so my second idea was to have taverns in which u can pick up rumors. So rather than luckily finding the ubersword of sweetness have the barkeeper tell you for a modest fee. And he would tell you that rumor had it that a sword of great power could be found in the east labyrinth somewhere gaurded by a foul monster heh. Or a tip on the whereabouts of an evil force growing stronger with plans to invade the city\'s or something.

Maybe even give out quests based on the players skill levels so that they wouldnt get a tip which would be way to hard or easy for them

13
Wish list /
« on: January 05, 2003, 01:22:05 am »
I just had an additional idea: gladiator like fights.

A group of players that had signed up (or maybe even prisoners as far as the game will have them :p) would fight each other or team up (team vs team) or solo/team against monsters/animals.
Just additional forms of competion basically like \'last man standing\'

Heh and once there was an emperor of rome who flooded the coloseum and had a naval battle lol that\'s prolly too far fetched but it would be cool :)

14
Wish list /
« on: December 20, 2002, 09:26:31 am »
Never realized it could lead to profession based guilds, sounds good :) really good ideas aduin..

15
Wish list /
« on: December 18, 2002, 05:50:55 pm »
It wouldnt have to make persons with other skill types useless or less frequent but it will require some fine tuning and balancing.

First of all these spells or abilities wouldnt have to be limited to mage types. Fighters and such could have abilities that would be very much alike but based more on their tactical or courageous abilities.

A few examples:

Tactical strike:
The group members with this ability all strike the target at once having a much greater chance of hitting the target. Because unless the monster has 4 arms it would be extremely difficult to block four enemy\'s at once.

Morphing rings:
When these rings are used you morph into one being with a change or increase of abilities.
(Like the morphing spell)

Hearths of courage:
When iniated bonusses to damage/defence and such are gained for a short time. (This might drain extra stamina if that is going to be in game)

But I might have depicted the gains of group abilities/spells a bit too powerfull. The basic idea is that a group of mages or fighters would also have a certain advantage just like a traditional group(figther/mage/cleric/bard etc.) maybe it should even be a bit less power gain.

But there are always downsides that can be added to these spells. So eg. the morphing into a powerfull giant would require constant effort (mana drain) and thus only last long enough to take out one or two enemies (especially with this spell because if it would last too long there would be conflict over who gets to control it)
And the hearths of courage thing could backfire if one of the participants is killed (reversed effect).

These spells and abilities would stimulate people to form tradional skill specific guilds (a mage guild and such)


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