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Messages - Mindfish

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1
Wish list /
« on: March 03, 2003, 07:44:19 pm »
Quote
Originally posted by Shaded
well u always have the problem of how to manifest rules for qualities if a computer is just able to think in quantities. or how would u tell a computer this is a real healthy character? sure u use a number to describe health but that is not the same.


Of course, but traditional hit points is not the only possible option. For example different body parts could have their own hitpoints and character could start bleeding if wounded badly enough...

2
Wish list /
« on: March 03, 2003, 04:26:22 pm »
Quote
Originally posted by Fanomatic2000
Morrowind still has the best system.
The more you\'ll get hit, the more constitution you get, the more you jump, the higher you will be able to jump, the more you use a longsword, the better you\'ll get with longsword etc.
unfortunately that\'s the only good thing about Morrowind. (exept for the graphics of course)

Morrowind is not the only game where skills develope by using them. IMO one of the best systems that I\'ve seen is in Dungeon Crawl (ADOM\'s also ok) where the skills are a little like I described in the battle rules-topic and it\'s for example easier to learn to fight with axe if you\'re already good with sword. But it could be a lot better.. and I think my system is. :))  8)

Morrowind is really one of the games that I hate because of the level system. There is no sense that I get more and more and more hit points and mana with experience. Experience shouldn\'t affect them but the character statistics only just like in real life (mana IRL :p). First I liked Morrowind when I started playing it but now at level a little over 30 I\'m a some kind of god who smashes the most horrible creatures dead with one hit...Booring.. IRL you won\'t develope into a god by jumping around or killing some monsters, you just get better in what you\'re doing. Why can\'t it be so in games also? What\'s the point in getting more HIT POINTS when you get more experienced? Especially if the experience is gained by jumping around. And what are \"hit points\" anyway (IRL)? :p

And I really liked the world of Morrowind (and I also liked Daggerfalls). IMO too many potentially good games are spoiled with a bad system.  :(

3
Wish list /
« on: March 03, 2003, 04:46:46 am »
Quote
Originally posted by Kakoii
yeah guys =) it will be great if the chances of winning depent both of the Character skills and your player skills.

For example, an archer must have a high skill on archery to raise the chances of hitting the target and the player must aim well.

An archer with 10% archery could only fire arrows standing

An archer with 30% could fire arrows walking

an arecher with 50% could fire running

an archer with 70% could fire riding a horse

an archer with 100% could fire Riding a flying creature


 Well that\'s the idea, same for a Swordsman, as he raise his skills with the sword he can perform new attack moves


IMHO there should be no mechanical can/can\'t. In computer games the rules can be as complicated as the programmer likes them to be because players don\'t have to mess with the rules like in pen and paper rpgs. So I think the rules should be made as realistic as possible.
Any creature should be able to fire from anywhere like in real life but there should be for example a \"distraction rate\" depending on how difficult the situation is to fire and archer would have less chance to hit with more difficult situation. On the other hand of course the character\'s skill with bows and attributes affecting the skill should be added to the chance to hit. Wouldn\'t that be much more realistic that way?

No simple rpg-rules in computer games! The best thing would be a real physical modeling engine that would model the weapon impacts. (btw my friend was developing that)

Here\'s a my idea for weapon attributes: the weapon attributes shouldn\'t be simple damage rating like 1d6+3 but instead the attributes should have:

Weight: a character with more strenght would be faster with heavier weapons than a character (with little strength) that can barely lift them would be slower and less accurate.

Sharpness: the sharpness of the weapon. sharper weapons would cut deeper (more damage with less weight) and affect differently on armors

Hardness: How much the weapon can take before it breaks or bends. (and for example if you hit iron sword with a diamond sword the iron shord could break)

The damage would be calculated of the attributes and of course character attributes (a strong character would do more damage with a hammer which has sharpness 0 and weight 10 than with a knife of sharpness 10 and weight 1 but a weak character would do more damage with the knife compared to what it would do with the hammer).
Attributes would also affect to how an armor would protect agains the weapon (a chainmail wouldn\'t protect much from a bone crushing warhammer, but would be as good against knives as a heavy mail)
The weapons would not be classed as different types but rather the weapon attributes would affect the used skills.

There should not be skills for every weapon type but instead main types (for example: smashing weapongs, piercing weapons, etc).
The skills should affect on each other so that if I\'d be a mighty barbarian sword master and for some reason lost my sword I wouldn\'t be a total wuss with an axe for example (nor any weapon eather). A good idea for that could be for example a melee fighting skill which would affect fighting with all melee weapons and get better with fighting with any at the same time as the weapon skills get better. Or maybe as a tree.. something like this:

melee
---piercing
-------spear
-------sword
---slicing
-------axe
-------sword
---bashing
-------axe
-------hammer
missile
-------shooting
-------bow
-------crossbow
---throwing
-------knife
-------stone

so that melee would be a skill, piercing would be a skill and spear and sword would also be skills and if I for example fight with sword, melee, piercing, slicing and sword would all be used and they all would get better. Or even a more complicated way... every attack style would get better with every weapon but relatively more in other skills and less in others.

that would maybe be complicated in a pen and paper game but in a computer game it would only be useful and realistic and make sense. So no AD&D-rules in computer games, thankyou! :)

A bit messy text sorry... :p What do you think about my ideas?

And developers pleeeeez listen to my ideas and don\'t make another stupidstupid game. Thankyou. :p ;)

4
Wish list / My ideas (about rules)
« on: March 03, 2003, 03:55:26 am »
Hi, I\'m new here and new to the game. It\'s a positive surprise to find out that an open source multiplayer rpg is being developed, I\'ve been waiting for a decent virtual reality to replace my life for a long time. :D  A pity that servers aren\'t up and I can\'t try it yet.. (when is the next version released?)

I\'m writing to this segment of the forum because I\'ve my whole life been annoyed by all the stupid stupidities in every role playing game I\'ve played. So I\'ll try to point where you should go differently. I hope you\'ll appriciate my ideas. :)

First of all I think the traditional level system is stupid. And that that your hitpoints grow when you get more experience/levels. It\'s a stupid idea and has nothing to do with reality. IRL if I get more experienced it means I get more EXPERIENCED not that I can be pierced more times with a sword through my stomach for example.
There should be only skills and skills should get better when I use them just like in real life. For example more experienced fighter would have more dodge skill developed and so would take fewer hits and thus be mightier than \"lower level\" characters (so where would we need stupid artificial level system that for my annoyance is in almost every game). Isn\'t that a good idea? (btw actually I don\'t know how it is in the game right now because I haven\'t been able to try it)

I have also other suggestions and ideas, but I\'ll post them later here, when I have more time.. - and I\'ve also written a rule system for a crpg but it\'s in finnish.

Btw is there anywhere documentation on the rule system how it works right now so I could comment and make my suggestions?

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