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Messages - Ivniciix

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1
General Discussion / Re: Close the Death Realm for now.
« on: June 06, 2006, 01:28:33 am »
One word- Laanx Well! I rest my case. Reset to a safe place for falling thru the world-Amen!

2
General Discussion / Re: Close the Death Realm for now.
« on: June 05, 2006, 04:33:54 am »
I wasn't complaining about it being hard to get out of the DR. It isn't hard. I was commenting on how easy it is to get there through no fault of your own.

3
General Discussion / Close the Death Realm for now.
« on: May 29, 2006, 11:51:16 pm »
Just a suggestion...but since it's sooooooo easy to die through no fault of your own due to holes in the environment and other bugs, why not turn off the Death Realm for now...or at least make it one room and your out?

4
PvP,PK and Thieving /
« on: September 08, 2005, 01:36:22 am »
So let\'s explore some \"real\" attributes of a life of thieving and/or murder that might carry over into a game world.

Even though this thread isn\'t specifically about thieving, I think it\'s fair to lump non-consentual theft with non-consentual PvP, at least for the sake of discussion.

Although not set in Medieval times, Dicken\'s Fagan, offers a good starting point for veiwing the life of pick-pockets and petty thieves.  The first thing that\'s apparent is that Fagan and his boys are not heroic nor are their victims. They don\'t target strong, aware people but rather fat, distracted, self-satisfied merchants, ladies and burghers....people usually represented in MMORPG\'s by NPC\'s, not players. My point is that the sort of characters players play are greatly more prepared not be the victimized by petty theft than those a \"real\" thief would target...especially a new thief.

The \"path\" to acquiring thieving skills in real life is slow and notably unrewarding while marked with frequent failures and punishments ranging from a simple beating to incarceration or worse. I\'m not sure any of those consequences would make for fun game content but it seems to me they are essential to creating a realistic thieving experience. To be valid in game terms, the experience needs to be \"real\" for the perpetrator, not just the victim.

The other example from Dickens and also earlier literature relates to actual techniques for theft. Musicians, jugglers and entertainers were frequently lumped in the common peoples mind with thieves and pick pockets...and with good reason. The distraction and crowds that an entertainer drew created a better environment for thieving. People are less likely to notice being jostled or bumped when in a situation where it\'s common. Even an average fat, merchant is much more likely to notice and thwart a pick pocket if he\'s walking alone down a well lite road.

Which rasies the question of how much the success of a thieving ability ought to be tied to various environmental modifiers and not just a simple skill level number. Also, any game that allows people to learn how to steal ought also to have mechanisms or skills people can learn to defend against it. One\'s thieving skill needs to be weighed against many unknowable player as well as learnable situational variables to be in any way fair.

Using Dickens again, some other common themes that greatly enhanced success are thieves working in pairs or teams. some to distract and some to steal. Success is also greater if law enforcement is \"corruptable\" i.e. can be bribed. The flip side of that is that it greatly reduces profits while avoiding more serious consequences.

Implementing even parts of this starts to sound like a thieving game exclusively so, at the very least, is likely to be put off by the development team until many, many more pressing issues are addressed. However, I think these are the sorts of things a game which allows Player on Player theft must address to be in any way fair and acceptable to those opposed to it in any form presented in a game up to this time.

As for murder, where to start? Modern laws differentiate punishment for killing someone due to circumstances and yet the Nations of the world can\'t agree on a uniform code. Thankfully, a game set in a generally Medieval frame doesn\'t have to reflect these varying moral codes. However, to adopt a completely simplified, one law-fits-all-situations code of justice is also not particularly RP-centric either. This is, for me, an excellent reason to just leave it out of the game altogether for being too dang complicated to deal with in any acceptable way...and is also the reason, from what I\'ve read, that it won\'t be part of PS.

However, in the interest of fairness, let\'s explore a bit. Firstly, why kill another player? What\'s the motivation in game terms? Certainly it can\'t simply be \"Because I want to\". PS already allows duels and Guild Wars which, with an enhanced alignment system or broader selection of Guild options as discussed in other threads, ought to allow for the great majority of PvP situations to be handled that are actually RP driven.

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.

The best rewards I can think of relate to oppositions and conflicts created due to an alignment system that\'s built into the game...not just some nutjob saying \"I\'m RPing a psycho killer!\". I think that to be in anyway acceptable, any and all PVP must arise from imperatives, choices and goals that players agree to make and pursue with their characters. One example of this was planned for Warhammer Online before the project was stopped (although the DaoC developer has just signed on to revive it).

Two classes of players were allowed, upon completing certain goals and quests, choosing certain skill paths and attaining proficency in them (That game also didn\'t have set \"levels\") to hunt and kill each other. These were necromancers and witch hunters...two professions specifically opposed to each other in the Warhammer environment. They had every RP reason to be in conflict. Players had to conciously direct their character along this path and then engaged in their own sub-game due to their dedication. It\'s worth noting that the Warhammer realm was set in the heart of a strong kingdom with a robust constabulary where random murder was so unlikely to succeed, it was considered unneccesary to even have it in the game. However, both Necromancers and witch hunters had to deal with some attack-on-sight NPC\'s depending  upon where they chose to travel.

At any rate, there is another model for PvP that, while not non-consentual, could easily provide a great enough pool of players to beat up on to create an \"enjoyable\" PvP experience while retaining and reinforcing PS\'s RP values... especially if it was expanded to create more than just one set of opposing paths.

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.

5
PvP,PK and Thieving /
« on: September 07, 2005, 11:08:23 am »
quote:

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? As for childish, that does in fact describe most people I\'ve met on open PvP servers in other games. 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.

quote:

Read my post. I just did.
------------------------------

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.

quote:

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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yes...mostly at other posters.

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! :)

6
PvP,PK and Thieving /
« on: September 07, 2005, 08:07:29 am »
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.

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.

\"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\".

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. That would be historically and RP accurate. I\'ve never heard an open PVP advocate ever asks for prison, trials, endentured servitude, amputation or execution for \"law breakers\". 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\".

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.

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.

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.

Edit:
I do see a few threads have been resurrected where some sort of consequences for PvP are discussed. I\'ll give um a read.

7
Wish list /
« on: September 03, 2005, 10:47:27 pm »
I jsut have to wonder if the whole \"problem\" of spawn camping won\'t solve itself as more of the world is opened up and populated with monsters. Presumably, some of the higher level mobs will move up to higher levels and the lower ones will \"expand\" to fill up the lower levels.

Am I wrong about this migration being part of future plans?

8
Wish list /
« on: September 03, 2005, 10:41:56 pm »
Latin is a good base to use for a Magic Dialect. The question is do you want a succesful combination to have a preset name or one that is generated by a syllable attached to each of the components?

For the latter concept, each glyph would have a (probably) three letter \"name\" that, when combined would be the vocalization of that spell so that:

Glyph A= elu
Glyph B= ada
Glyph C= nun
Glyph D= ica

Depending upon the postion of these glyphs, one could vreate spells with the vocalizations-

Adanunicaelu
Icaeluadanun
Eluicanunada

etc.

If during character creation every character was assigned a hidden set of offsets to randomize their particular glyph order and/or glyphs, these vocalizations would be inadequate information for someone to discern the glyph order to make that spell for themselves. If we WANTED the vocalization to provide some information, then the matrix can be constructed so that perhaps the \"school\" or color of the glyph order is at least contenetd and discernable.

9
Wish list /
« on: September 03, 2005, 10:29:08 pm »
This seems like as good a place as any to express some thoughts about \"guilds\" since, in a slightly different context, it has to do with multiple guild affiliations.

I\'ve always had a bit of a problem with the term \"guild\" being applied to player associations in MMORPG\'s. Why? Because historically a guild was a trade association like the Weaver\'s Guild or the Blacksmiths Guild. I certainly understand how the term has came into common usage since it\'s a broad enough term to be \"stretched\". I also understand that too much historical realism isn\'t practical in games.

That said, it seems that most MMORPG player associations are more akin to Knighty Orders, Mercenary Companies, City Militias etc. than they are to Guilds. In a game that has a strong and diverse set of crafting skills and hopes to have an active player economy, I wonder if it doesn\'t make sense to allow players to in both a \"military\" association and a \"trade\" association?

The sort of conflict that SuburbanPlankton sees in shorty13\'s concept is historically and RP-plausible...particularly if you have multiple trade associations for every trade and those trade associations have \"affinity\" bonds with other trade associations. Not only does this assist trades in gathering sub components not made by their guild, but it creates a potentially useful tension between \"trading\" blocks.

The complication that additional and seperate military associations create makes for a more fluid and complex world in which  \"REAL\" roleplay is derived from game content not just stuff that you make up. Roleplaying ought to be about decisions that have in game consequences and derive from things actually implemented in the game mechanics.

10
Mac OSX Specific Issues /
« on: September 01, 2005, 08:38:30 am »
alas, I\'m afraid it didn\'t work for me. I started with a fresh .10, deleted the file ya\'ll named, ran Updater.jar but game won\'t run and \"regular\" updater won\'t either.

I shall wait...

11
Wish list /
« on: September 01, 2005, 08:30:53 am »
Quote:
Our noble Miya decides he wants to fight a rogue! He sneaks through the trees, careful not to alert the foul man of his presence, he sneaks up behind him and.... A popup! A little flying lizard with a slate board pops into thin air in front of him. It clears its throat loudly, and says, \"What is the proper way to polish your blade?\" and then holds out a small claw with a piece of chalk.

Miya looks confused. The rogue turns around and begins beating poor Miya into the ground. Poor Miya...
------------

While I found this comment terribly amusing, I don\'t think it\'s quite the scenario Kixie is proposing.

I think it\'s more like you watch the rogue fighting the rat and sometime during the battle, an insight comes to you (simulated in game by a text meessage similar to the MuD ones your describe) that a certain move might well be the best way to kill rats. Quickly hightailing it too the arena, you try this and Presto! you gain some experience.

OK...that\'s slightly more the scenario I added but whether its a momentarily flashed code or a text message, the \"quiz\" isn\'t taking place while the fight is going on....only the \"capture\" of the answer.

That said, were I in a position where I had to choose between this technic of learning and the one hereeticlfaction laid out about learning from higher level players, I would strongly go for the player-training concept...not that I think the two are mutually exclusive. However, training lower players is a great and posiitve guild activity that is very RP and should aid all players in discovering if they\'ve joined a good guild too.

12
Wish list /
« on: September 01, 2005, 03:14:55 am »
Distributing of loot amongst teams in MMORPG\'s is usually handled by a menu available to the guy who formed the team or whoever has been made \"captain\". He can select rotation, Free-for-all or any nubmer of options. Not having this sort of system is just asking for arguments amongst players. Even in Wow, which has a very highly developed loot distribution system, arguments occur really often.

13
Wish list /
« on: September 01, 2005, 03:10:10 am »
Quote:
\"... 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...\"

That\'s not really the way I see it structured. There shouldn\'t be any GM intervention neccesary rather it would simply do a series of linked quests with a few unique screens involved for players to select or allocate out the various quests and stages of the seige. The actual seige city would be a constant part of the game that was \"dormant\" or served other purposes until some group finished the \"pre-quests\" and started an actual final assault.

You do bring up a possible problem in that two or more groups might reach the point of staging a final assault at the same time. If the are was \"instanced\" then it\'s not a problem. If it wasn\'t/isn\'t then I suppose they\'d just have to queue up and wait for the guys that were there first before their quest request was accepted by the final quest giver. I guess in an uninstance situation that means they might \"interfere\" but if their quest wasn\'t operating yet, they could really do anything but kill a few defenders without having any negative impact on the team currently doing the quest.

Instancing is the best thing to happen to MMORPG\'s...ever!

14
Wish list /
« on: August 31, 2005, 10:12:47 am »
It occurs to me that simply by using Left, Right, Center, Up & Down with the existing stances, you could create a fairly large range of attacks.
This would not be something a player would continue to use but, as you suggest, be part of a learning subroutine. It would not interfere with any other planned additions to combat such as the user-definable, skeletal scheme I read about in another thread. I like the idea because it is organic and not automatic instead requiring some thought and observation on the players part.

I do wonder \"Who does the very first player observe and learn from?\" Are there  NPC\'s more or less everywhere there are mobs \"demonstrating\" the proper technique? An alternative is to have the \"code\" appear whenever any player executed the proper attack or sequence of attacks. This could be a simple chat statement such as \"The rat seems particualrly vulnerable when jabbed in the center of his eye and then slashed left or right across his neck.\"

As for this to have anything to do with controlling kill-stealing or lessening it\'s negative impact on lower level players, I\'m less convinced. The best solution to kill stealing is simply to have a priority system-exp goes to first attacker or his team. If you mean mob-owning or dominating a particular hunting area, than an abundance of mobs is the only solution worth pursuing. Period.

Therefore, I\'m also not entirely sold on merely watching another player to earn experience except insofar as you discern a \"code\" from them the first time you watch a particular mob-type being killed and then use that knowledge in the arena as you describe.

However, I do agree strongly that the hidden randomizer for this and many other skills should be generated in character creation. This would allow for the \"code\' message to remain in chat while having what it says vary from player to player as well as be learnable without actually watching someone.

15
Wish list /
« on: August 31, 2005, 07:20:14 am »
should only need a /follow and an /autorun command. Every MMORPG I\'ve ever played had these. If PS was to do anything different, it might be to have /followinline, /followabreast, /followwedge, /followskirmish etc. commands which would put the group into various formations. As I\'m typing this, I seem to recalll there was an MMORPG that had this but I can\'t remember which one.

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