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Messages - Karii_Winterwalker

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1
PvP,PK and Thieving /
« on: September 09, 2005, 09:21:49 am »
Illegal activities such as thievery and murder (in other words, open PvP) do not belong in the game so long as it still lacks effective law enforcement to prevent/discourage it (in other words, town guard, and quite powerful, at that). Otherwise, you would be correct to say that criminal characters would become a \"killjoy.\"

P.S.- To quote, surround the quoted text by quote tags like so: [quote][/quote].

2
PvP,PK and Thieving /
« on: September 09, 2005, 03:48:39 am »
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Originally posted by Gravalden
i use the word player to describe the beings in the game that are controled by a player... plain and simple
if some ones character was not controled by a player it would then become a NPC non \"player\" character as aposed to a PC player character.... and i know the diffrence between player and character i\'m an AD&D vet.... NOW THATS A REAL RPG. only dice a character sheet and what ever your mind comes up with.....
Emphasis mine. You understand the difference between character and player, and yet you advocate the blurring of that line that is the basis for complaints about PKing, victimhood, and ruining people\'s fun? *shrugs* Clearly, we do not see \"eye-to-eye,\" as it were... And I agree with you that D&D is much more flexible and thus allows more completely for roleplaying than a game such as this could, by its very nature.
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what i am saying is this plain and simple.....
 IF you make it where any one can attack any one at any time, any where, \"characters\" would kill other \"characters\" more often then npcs cause of the chance of MUCH better loot
Only if they are evil characters, or the characters of powergaming dorks who don\'t roleplay and are themselves at least slightly evil/sociopathic. The former will be rare enough, and the latter will likely be driven away by other, unappreciative, angry players. Evil characters will certainly not be the norm, and thus, most will still be fighting NPCs.

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NOW if you make a /command that allows a \"character\" to turn on and off the pk system. when on your name would be red and when off it would be green.. you would only be allowed to attack a \"character\" with a red name any where at any time.... \"characters\" with green names could not be attacked..
See, here, you again associate players and characters far too closely, to the point that you are even using the word \"character\" with a kind of pointed sarcasm. \"You\" are not attacking characters, let alone other players. Again, I say that characters are not projections of their players.
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Because there will always be the people that do not want to be attacked by other \"characters\" at any time anywhere...
People are not, indeed cannot be attacked in this game. Anyone who believes otherwise is getting far too deep into the game, and far too personally attached to his/her character.
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puting this system in will make the game cater to both the people who want a really indepth role playing experince and to the people that don\'t want to get to far into it.....
\"People that don\'t want to get too far into it\" are actually getting further into it than the roleplayers. The roleplayers recognize and maintain the difference between player and character, and don\'t develop serious emotional attachments to their characters and what happens to them. Those who do not roleplay are trying to place themselves within the game world (maybe because they don\'t feel like constantly thinking about what their character would do, as opposed to acting as they naturally would), and take those things that happen to their characters far too personally.
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making the game liked by more people and hated by less....
Making the game liked by people who don\'t roleplay, which stands very much against Planeshift\'s ideals. At least, that is the way I see it, and no, I am not presuming to dictate what Planeshift\'s ideals are, I am citing them to prove my point, as they have already been stated. The game is meant to cater to roleplayers.

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PvP,PK and Thieving /
« on: September 09, 2005, 12:13:56 am »
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Originally posted by Gravalden
think about it.... if you make it to where any one can attack you at any time and take your stuff every one would be attacking each other not monsters cuz well you would get better loot off of players..... now what you could do is make a /command that turns on and off pk.... you could only pk some one that has it on... simply by changeing the color of the player name from green to red to let people know who has pk on and who doesn\'t... this would keep the newbies save every where and any one else that does not want to be attacked by other players.. i do believe that is why they placed the duels system in game......

you all just can\'t settel with haveing to ask for a fight between players you just wanna run up and kill them with no warning or anything.. thats just greedy and mean......

Thank you
Gravalden
Greedy and mean? Perhaps. Not all of us want to roleplay perfect saints, altruistic vessels of the forces of good, every single time. That is quite the point. Roleplaying. Yes, some characters are greedy and mean. That is no reason to take it out on the players. The problem is that people are always putting a \"=\" between \"player\" and \"character.\" A character is not a projection of oneself into the game world, and treating it as such is not roleplaying. Granted, some traits, indeed, perhaps many, are likely to find their way from a player into the character that he/she creates. This helps to create a believable character. But no matter how alike they may be, the character is not the player.

Aside from that, players would not be fighting each other constantly if there was a powerful town guard to arrest or execute offenders.

4
PvP,PK and Thieving /
« on: September 08, 2005, 03:22:32 am »
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Originally posted by Ivniciix
So now we come to \"evilness\'. As Rick Moranis (Dark Helmet) said in Space Balls \"Evil will always defeat goodness because goodness is soooo STOOPID!\". It follows than that evil must be \"smart\". :) That implies some reasoning or reward from an \"evil\" killing. Looting the victim six ways to Sunday and leaving them naked is pretty much not acceptable to anyone except those who get their kicks by destroying other peoples fun...even though it is the logical outcome of being killed in a remote area. It\'s quite simply to costly for players to make an enjoyable gaming experience for the RP player PS is aiming at.
I am going to have to say \"whatever.\" If one really wants to roleplay, one will have to accept that among the characters played by others, there will be some who are unscrupulous, ruthless, and greedy, and that these will be inclined to kill and loot or simply rob when the opportunity presents itself (and some may kill under a contract for pay). These characters exist in all RPGs. The difference in an MMORPG is that some of them may be controlled by other players, and not by AI and scripts. Again, I point out the fact that Planeshifters play on a public server. Obviously, one goal in this is to keep players from destroying each others\' fun, and to do this, we would need to prevent bug exploitations and other such unnatural advantages. However, we must recognize that some characters will indeed want to exploit other characters, and that a realistic and enjoyable RP world (\"for the RP player PS is aiming at\") would have to account for this, as well as other things. Forget saying that this may ruin some players\' fun, because players who would hold themselves victimized by such a possibility are not interested in true roleplaying, and are therefore not in the spirit of either Planeshift itself as an RP-centric game, nor of the concept of a public server for any roleplaying game. The goals stated for Planeshift are quite different than what would cater to such a player, IMO, and those players may be \"destroying the fun\" of those attracted to the stated goals of PS by griefing about it.
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The only thing is, as I understand it, the PS world is largely a harmonious society without any of the stresses that would create appropriate conflict scenarios among players. So, again, we\'re back to talking about hugely rewriting the game to create any sort of valid reason for PvP.
Can you really suspend your disbelief about the core nature of sentient beings enough to convince yourself that there are no people in Yliakum who seek conflict, or who seek to exploit others? I certainly cannot, least of all among the Diaboli and Enkidukai; the culture and prevailing psychological traits of those races certainly allows for some to be as such.

Aside from that, I agree with you. I have said myself that the game as it now stands is completely unable to support open PvP in any form, because it is simply too undeveloped. Furthermore, it can indeed be thought \"too dang complicated\" to be feasible. But I, for one, am interested in making things complicated. I like \"complicated.\" And by no means am I saying \"give me what I want, and give it now!\" I am simply expressing my ideas for the future of the game and my interpretations of the stated goals. And I am quite enjoying this little conflict, myself. I only hope I am not spoiling anyone\'s fun.

5
PvP,PK and Thieving /
« on: September 07, 2005, 08:48:56 pm »
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Originally posted by Ivniciix
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The the idea that the structure of the game should eliminate perfectly reasonable possibilities to protect players\' right to use a public server without roleplaying with other players is childish, naive, and entirely unreasonable.
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Why is it unreasonable, when there are dozens of other games designed and/or broadly allowing non-consentual PvP, for some one to want to make a game without it?
I believe it is unreasonable to exclude it from a game because it is a fact of life (although one that most societies do their best to make as rare as possible) and is vital to a more believable game world.
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As for childish, that does in fact describe most people I\'ve met on open PvP servers in other games.
Yes, but is expecting to use a public server as if it were private not childish, or, at the very least, foolish?
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Naive is thinking that anything other than a system that deals harshly, unremitingly and consistently with open PvP will be anything other than a gank-fest. To do so - treat PvP as possible but extremely hard to do without dire and immediate negative consequences - IS realistic.
\"Gank-fest,\" as you put it, is an apt description, which is why I suggested what I did. That is, not a system built into the game itself, but into the game world, and possible to circumvent or simply ignore if you are skilled or strong enough (which should be incredibly difficult to achieve). I should add that even the most skilled and strongest would not last long with the whole of several cities on their trail.

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quote:

Read my post. I just did.
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Umm...barely I\'d say and certainly without any contribution to actually fleshing out the details of those consequences. If non-consentual PvP is ever to be part of PS, I think that\'s the direction any conversation about it needs to go in.
\"Barely,\" yes. I was not aiming for a doctoral thesis, but merely offering the bare bones of what such a system would entail. To say that I offered no contribution to actually fleshing out the details of those consequences is wholly inaccurate. Did I not say that, ideally, guards would seek the death of a PKer and confiscate their possessions? Simplistic, yes, but solid on a basic level.

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As for describing a system that \"otherwise makes (non-consentual PvP) literally impossible, try to think of it (Earning the Right to PvP posts) as a detailed \"bargaining\" position subject to \"negotiation\" as equally detailed counter proposals are made.  It\'s \"Why?\" on steroids with a big dose of \"How\" thrown in! :)
I heartily disagree with the concept of earning the \"right\" to PvP. The system suggested there, again, makes it literally impossible to do any PvP at all until that point (not theoretically impossible, because of Town Guard interferance). Ideally, the Guard would make it anything but feasible, but it would be possible. If you are concerned about PKing on roads, consider that, as the Planeshift community grows, it will become increasingly unlikely to find oneself alone with another PC on a main road (and a PKer would thereafter find it difficult to come near a city where (s)he had been reported and escape with his/her life). As for killing in secluded areas, that did happen, and was successful often enough; furthermore, truely evil characters, not simply those that are the projections of childish players, and therefore the only ones who might put so much thought and effort into it, are as rare as such people actually are/were. As you said, only the best, often members of some sort of organization or secret society, would last for long; but in this case, it would happen naturally, based on the structure of society within the game world, and players would not have the jarring realization that things that should technically be \"possible\" are, in fact, not possible in any way. I have played evil characters in games such as Baldur\'s Gate, and while I did do some thievery and some murder in that context, I did not do it openly, nor indiscriminately, because I was afraid of finding myself hunted and slain by Enforcers. That is what I am looking for, here, not a world of total anarchy where the weakest and newest players cannot possibly survive, which would be the case if open PvP were implimented now; the game is not ready for it. But it should happen, eventually.

6
PvP,PK and Thieving /
« on: September 07, 2005, 08:59:59 am »
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Originally posted by Ivniciix
First and foremost, an online game is entertainment. Just as I stated in the thread \"Earning the Right to PvP\", this puts it in a different category than a single person game. You can go to a movie, read a book in a library, got to a sports event-whatever-but in none of those entertainment venues do you ever have the right to interfere with someone elses enjoyment. If you do, you will get your rights curtailed.
First and foremost, a single-player game is entertainment. A \"massively multiplayer online role playing game\" is roleplaying with massive numbers of other players, and that is the entertainment. If one does not find that entertaining, one can simply play an ordinary RPG. The the idea that the structure of the game should eliminate perfectly reasonable possibilities to protect players\' right to use a public server without roleplaying with other players is childish, naive, and entirely unreasonable. If my character became a victim because the system allowed for it (provided that the game was more complete, and the progression system more well-refined to set realistic limits, which I find to be a higher priority than advancing the game environment), I would not consider myself a victim, and would not give grief for it.
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YOU might enjoy it but it certainly isn\'t neccessary. I\'d like to see quests, AI and  game mechanics so \"organic\" and branched that they create a level of RP-ability as yet unacheived by any game. But clearly none of that is essential to market an MMORPG either.
It may not be \"necessary,\" in the literal sense, but it is certainly essential (food for thought: that comes from \"essence,\" and does not mean what most people seem to take it to mean, i.e. \"necessary\"). What you cite here is also essential to the concept, and I heartily approve. In response, however, I will say that \"what it takes to market\" a product is rarely what is best for the product or the consumer.
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\"Historical\" is a two-edged and unacheivable goal for an MMORPG however, even in Medieval times, the percentage of \"succesful\" murderers or thieves (free lance ones I mean, not  offically sanctioned ones) was extremely low. Most vile and evil things were not done by individuals but by institutions who coveted and protected that \"privelege\".
Granted, though this is hardly because the practitioners were somehow protected by the institutions of which they were a part. No, they were professionals, and simply did not get caught. There were plenty of mysterious deaths that most likely were unsolved murders. If one is not so skilled, however, one is unlikely to last long, due to the likelihood of being killed on sight by not only the town guard, but the more zealous townspeople. If getting caught means death and confiscation of all possessions, it is unlikely to become a widespread problem within the game. Only the most deadly and feared of the known criminals would survive for long, and they are unlikely to be bothered with going on a random and unprovoked killing spree. Considering that silencing ones victims would be impossible, there would be no unknown criminals. Here, I\'m afraid, dead men do tell tales (when they return from the Death Realm, that is).
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So, when I hear people say they MUST have non-consentual PvP, I wonder why they never ask for robust and relentless law-enforcement authorities as well. ...I also never see anyone asking for random, hugely high level monsters, which was a part of PnP RP, and is just as \"valid\" as non-consentual PvP in creating \"realism\".
Read my post. I just did.
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Yes, there were some long-lived theives or murders. They usually spent long stretches in prison, in the stocks or in exile. Dueling is another matter, one of honor not impetuousness, conducted under strict rules. That\'s why there is an arena.
That is RP-centric, and belongs in breakable in-game laws with consequences for breaking them, not in the structure of the game itself.
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The only justification for non-consentual PvP I can accept, is outlined in   \"Earning the Right to PvP\". I wouldn\'t mind being killed by someone so committed that they earned the privelege in a manner such as I outlined. It would be extremely refreshing and useful, particulary for a game that has 99.99% ruled it out already,  if the next time anyone posted about the \"essential-ness\" of non-consentual PvP that they also outlined the risks and punishments  they would be willing to accept to have it.
This is the only sort that would survive for long, if what I propose were to be implimented. However, making it otherwise literally impossible is ridiculous.
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Otherwise, just start politicing for a PvP server because I think that\'s the only way you will possibly get what you want out of PS.
Who is this aimed at? Certainly not me, as I mostly agree with you, some slight deviations notwithstanding. Other posters here? *shrugs*

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PvP,PK and Thieving /
« on: September 07, 2005, 07:57:37 am »
I originally posted this on the \"PKing is essential.\" thread, but as this seems the best, most \"official\" thread on the topic, I will put it here.
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Originally posted by Karii_Winterwalker
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Originally posted by dying_inside
ummm... i would have to strongly disagree.  pking, yes itis fun but noits not essential.  if you just want to pk then you might as well play an action game rather than an rpg....
Perhaps you\'re right, if the \"role\" that you are playing is that of a person living in a world that defies the laws of nature (not physics; that is another thing entirely, and obviously, this is fantasy). How can one be an assassin if the best one can accomplish is to walk about asking targets \"Will you let me try to kill you?\" It is, quite simply, laughable. Currently, there is no dauntingly powerful town guard to apprehend criminals who are caught, so obviously this may pose something of a problem, and more obviously, players would whine to no end if they could be killed by a player they had not decided to duel, and could do nothing about it. To say that PKing is not a valid part of an RPG, however, is as devoid of common sense as saying the same of powerleveling. The essence is in the roleplaying, and so long as that requirement is met, everything else becomes not only acceptable, but appropriate, indeed an \"essential\" part of the game world, as those roles do indeed naturally exist, whether discouraged, tolerated, or encouraged.

I would actually be rather put out if I never needed to deal with an unsought attack or other unexpcted danger or situation, and it became clear that it was never intended that I would. What role is so sheltered that one does and has done to them only exactly what they choose, and who would honestly enjoy playing such a role? To be blunt, that would be pathetically boring, and I would be inclined to spend a large ammount of my time in Yliakum using it as a chat room, as I do now (and also as a testing grounds for the project, and it is currently exactly that). That is the current situation, but hardly a goal worthy of Talad\'s vision.

The game as it is, as has been stated many a time, is still in the very early stages of developement, and many things one might expect of a finished game are nowhere to be seen, and most of these are rather distant prospects. There is no organized society in Planeshift, no vast cities, no living politics, no wars and treaties, no NPC-run guilds with their own agendas, no schools, no houses, no live and shifting economy, no black market, no thieves, no assassins, no law enforcement, no laws...in short, none of the thrilling sense of a real, other world that is implied by the goals set for Planeshift as it has been described. It is a tech demo, and cannot yet support such things; but to say that they should never be included is...*shakes her head* I haven\'t the word for it. Depressingly cynical and bland, perhaps.

8
PvP,PK and Thieving /
« on: September 07, 2005, 07:46:50 am »
Ignore, please.

9
PvP,PK and Thieving /
« on: September 07, 2005, 07:05:49 am »
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Originally posted by dying_inside
ummm... i would have to strongly disagree.  pking, yes itis fun but noits not essential.  if you just want to pk then you might as well play an action game rather than an rpg....
Perhaps you\'re right, if the \"role\" that you are playing is that of a person living in a world that defies the laws of nature (not physics; that is another thing entirely, and obviously, this is fantasy). How can one be an assassin if the best one can accomplish is to walk about asking targets \"Will you let me try to kill you?\" It is, quite simply, laughable. Currently, there is no dauntingly powerful town guard to apprehend criminals who are caught, so obviously this may pose something of a problem, and more obviously, players would whine to no end if they could be killed by a player they had not decided to duel, and could do nothing about it. To say that PKing is not a valid part of an RPG, however, is as devoid of common sense as saying the same of powerleveling. The essence is in the roleplaying, and so long as that requirement is met, everything else becomes not only acceptable, but appropriate, indeed an \"essential\" part of the game world, as those roles do indeed naturally exist, whether discouraged, tolerated, or encouraged.

I would actually be rather put out if I never needed to deal with an unsought attack or other unexpcted danger or situation, and it became clear that it was never intended that I would. What role is so sheltered that one does and has done to them only exactly what they choose, and who would honestly enjoy playing such a role? To be blunt, that would be pathetically boring, and I would be inclined to spend a large ammount of my time in Yliakum using it as a chat room, as I do now (and also as a testing grounds for the project, and it is currently exactly that). That is the current situation, but hardly a goal worthy of Talad\'s vision.

The game as it is, as has been stated many a time, is still in the very early stages of developement, and many things one might expect of a finished game are nowhere to be seen, and most of these are rather distant prospects. There is no organized society in Planeshift, no vast cities, no living politics, no wars and treaties, no NPC-run guilds with their own agendas, no schools, no houses, no live and shifting economy, no black market, no thieves, no assassins, no law enforcement, no laws...in short, none of the thrilling sense of a real, other world that is implied by the goals set for Planeshift as it has been described. It is a tech demo, and cannot yet support such things; but to say that they should never be included is...*shakes her head* I haven\'t the word for it. Depressingly cynical and bland, perhaps.

10
General Discussion /
« on: September 07, 2005, 02:10:20 am »
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Originally posted by Bnm85
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Originally posted by Karyuu
there is no incentive in the world that can make any dev work faster, except the solving of those RL problems.


Money. ;)

Also, I don\'t think free time is determined just by having or not having RL problems.

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I don\'t think any active member on the dev team is just \"strolling\" through his or her PS duties, or not putting in their absolute best effort. When it\'s a hobby, when it\'s something you love to do, you are already working on it as much as you can.


Well, I don\'t think they\'re just \"strolling\" through their duties either, nor did I ever say they did. And I don\'t think that a hobby necessarily means you\'re working on it as much as you can but rather as much as you feel like. Doesn\'t mean you don\'t make your best effort when you do, however. Also, you\'re forgetting to take in factors like lack of inspiration or motivation intervals. Writers write because they love to write. But sometimes there\'s no motivation to write, even if you have spare time. Donations could help with such a motivation. :D
Writers write because they love to write. They do it for a living because it is possible. If their writing did not bring them a paycheck, they would find another career, and continue writing as a hobby. In fact, many do find other jobs, for the sake of having a stable income while doing what they love. Money is not a real or remotely effective motivation or inspiration for creative works of any kind.

The fact is that an income is a necessity; if one cannot earn a living through creative works, one must spend at least some time elsewhere, whereas if one does receive payment for this, it becomes more possible to devote more time to it. However, money will not make a person work more, nor better, creatively speaking. If a person has the time to write a story and the will to do so, telling them \"I will pay you $10 per page you write.\" is liable only to encourage worthless filler that has no texture, no flavor, and no depth, if it has any effect at all (which is unlikely). Creativity cannot be purchased.

And so we have developers who have refused donations, and who have claimed an interest in improving their portfolios. In other words, these are people who are not doing this for a paycheck (because they already have an income), and people who are interested in making a living doing this, and thus being able to devote more of their time to such work. These are people with the heart and drive necessary to make Planeshift and other works the best that they can be, and it is naive to think for a moment that money will make everything better.

To address the original question, I hope it is not, and I expect that it is not. Even though I have put considerable effort into making my character what she is (and twice, at that), I am pleased to see progress, and would gladly do it again (perhaps under a different system). Wipes give us all a chance to examine the progress of the game.

11
General Discussion /
« on: September 03, 2005, 03:29:22 am »
I would like to be able to name and describe the weapons myself, actually (and though I can see how this might be a problem, it is hardly more offensive that the characters with descriptions that read \"You evaluate that is the most powerful being in all of Yliakum.\") . I don\'t want someone to pick up a weapon I made and say \"wow, a frosty longsword,\" because \"OMFG, \'Hand of Winter\'?!?!\" (not that I won\'t be keeping that one, if I ever make it...) while annoying in its wording, is a good deal more flattering. I want fame as a weaponsmith. *grins*

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General Discussion / Item Descriptions?
« on: September 02, 2005, 08:37:28 pm »
I plan to do some weaponsmithing (eventually, as skills allow), and I want some of the weapons I produce to be unique. Would it be feasible to make item descriptions customizable?

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General Discussion /
« on: September 02, 2005, 06:30:08 pm »
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Originally posted by Seytra
because PP are very hard to come by, and essentially swapped relevance with tria.
Due to that, the return to the trainer is less of a hassle than actually getting the required PP to increaso one skill.
This is simply not true. I frequently find myself with thousands of PP on which I have not the tria to spend. The only reprieve in this is finding the occasional jewel encrusted longsword of ways that will fetch well over 50,000 tria from a vendor.
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However, because it is easier to gain overall power by concurrently increasing multiple skills (i.e., weapon and armor) instead of pushing one first and then the other, the effect is that I\'m at about the same level in all skills I care about.
I believe that was his point. You don\'t care about all of those skills exactly equally, do you?
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Originially posted by Seytra
I\'m not being elitist at all. I am just stating that not everyone is acceptable in PS. Not everyone\'s way to play MMORPGs fits here, so \"they are players, too\" doesn\'t quite cut it.
I am forced to agree. Zanzibar, it has been clearly stated that the developers\' vision for this game does not include that sort of behavior, and in fact specifically excludes it. Therefore, that sort of behavior is \"not wanted here.\" Such people are not playing the game the way that it was meant to be played.
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Originally posted by zanzibar
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Originally posted by Seytra
No, it itn\'t. However, it is completely obvious that RPers will also become strong warriors.
That is objectively false.
I\'m afraid it isn\'t. True roleplaying does not simply use Planeshift as a vaguely in-character chat room. There are a number of roleplayers (myself formerly among them, before I restarted to dispel that obnoxious fixed-mana bug that would have prevented me from becoming a decent Blue mage, hardly acceptable for Lady Winter) whose characters have also become quite powerful. In the time since I generated a new character, I have made quite some progress, despite spending most of the past few days in the tavern or in the plaza.
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Originally posted by zanzibar
It\'s ENTIRELY possible to power level without resorting to out of character communications!
Indeed it is. Taken at its most literal, \"power-leveling\" lies entirely within the scope of roleplaying, assuming that one\'s character is the type to have the drive necessary for that. I am not sure how Seytra is getting the impression that it isn\'t so.
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Originally posted by hereticalfaction
Our charachters are the heroic elite of the fantasy world they occupy.
This is not unrealistic. Take the word \"roleplay\" at its most literal, and what do you have?
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No, your right... \"roleplaying\" to most people means typing cybernetic renfaire babble into a chat client. And if there are no game mandated interdependancies between charachters, this is all roleplaying can be.
I could choose to be insulted by this, but that would be foolish. I know that anyone saying this, in all likelihood, simply needs more inspiration for imagination, and is most probably more \"grounded,\" as it were, than one like me. But let\'s do avoid that lengthy chat, shall we? That really is not the topic of discussion, here.
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No, but as an editorial decision the developers of this game have decided that a \"healthy in-game economy\" is one of their central goals. Economy of any type imlpies an imbalance of dissimmillar resources between differrent persons groups or localities, otherwise trade is pointless. IMO, PS just like all other games I have tried is falling into the trap of having a modern monetised economy where what stands for money is backed with perfect confidence. Making/gathering stuff and selling it for cash, cash which is immune to inflation default, counterfeit, or for now theft or loss of any kind is a silly way to engender an active economy.
This is true, to a degree. However, much as there are vertical mergers that result in divisions of a single company operating in all stages of production, it is possible for a single person to collect and/or produce resources for any given task, rather than limiting him/herself to mass-producing things that he/she does not need. Now, of course, if said mass-production was useful to others who did not have that skill, this would be plausible (indeed preferable for society and the economy as a whole, as we modernites well know). But it quite simply is not. In planeshift, mostly, if one needs ore, one learns to mine. Therein lies the problem, perhaps? But there are far too many disparate skills to classify and diversify properly. I doubt that everyone will go so far as to craft their own armor and weapons, and so, as the game progresses, the problem may well fix itself.

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General Discussion /
« on: September 02, 2005, 02:08:39 am »
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Originally posted by Quietus_Silivren
It\'s worse than you think...
Do you think it\'s so bad, Quietus?

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General Discussion /
« on: September 01, 2005, 06:45:44 am »
Quote
Originally posted by Quietus_Silivren
@Karii: You are so cruel...:P
*looks innocent* What?

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