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Messages - Vaylos

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1
General Discussion / Re: Death in PS: Negligibility?
« on: August 07, 2007, 05:23:42 am »
Here's an idea I had after reading this.  Later in development, assuming the DR is supposed to be different each and every time, why not try implementing some form of instancing?  Have some randomizations with certain limits imposed to keep the overall structure of the DR, but have a different experience each time you end up there?   I'm not sure how this would work exactly since I'm assuming more than one player/character ends up in the same "version" considering training/quests/housing and such.  Maybe instancing isn't quite right for the concept, but something else along those lines maybe? 

Maybe certain areas within the DR could be instanced and randomized, like moving between the planes, or entering the portal and having to go through a maze or a trial, and if you fail/die/get lost/whatever, you end up back where you entered?  I dunno, just food for thought.

2
General Discussion / Re: Release 0.3.019 ready for download.
« on: July 24, 2007, 07:28:26 am »
Hummm. I think I'm really liking that list of features in this update.  I may have to start playing again soon. ^^

3
General Discussion / Re: Planeshift Impressions
« on: January 05, 2007, 05:42:15 am »
Not that it matters, but I tend to be the odd type of newcomer. I tend to do everything/explore/fight/learn on my own with no help from others whatsoever, (unless they approach me first)  This is usually how I try to avoid looking like an annoying "n00b" as opposed to generic newbie. Mebbe it works, mebbe it doesn't. I guess I just try to learn the world around me before I start interacting with its denizens. And yes, (foo on me) I tend to use OOC to try and break the ice before getting the feel for my character.

 In my experience roleplaying on muds, it's usually the older veteran players who tend to be the most helpful, insightful, and/or friendly.  Granted, though, that's a trend, and not an absolute, and they're often pretty busy. I haven't interacted in PS enough to really see any trends, so I can't say anything on that score. (yeah i know i know, I need to get out more :P )

 My (albeit limited) experience in Planeshift has been enjoyable for the most part, granted I don't RP much and keep to myself (i'm shy like that) But that's how i've always started, and eventually I do come outta my shell and make friends in the long run and hang around for a good length of time (now going a good 6 years on one particular mud). 

Granted, Planeshift isn't the most "newbie friendly" and I think I can understand the reason for it what with trying to fend off the powergamer breed, maybe people are trying to fend them off too aggressively, and it's leading to interaction problems for fear a newb might be a powergamer?  I dunno, just speculation there. But, I guess PS is literally what you, or rather, your character makes of it. If you don't start treating it like a MUD and roleplaying, trying to make friends, it becomes like MMORPG- number X.

4
General Discussion / Re: The DR (for RPers only)
« on: June 21, 2006, 03:31:14 am »
Been awhile since I've posted anything heh. But this topic caught my eye, and I'd like to add an idea. If it's been mentioned before, then please don't shoot me? ;)

So, a character dies, and their soul is wisked off, or "caught" in the Death Realm. Now...while the person's soul is in there, what happens to their corporeal form, their actual body?  The idea, or connection I'm trying to make here, is that, while you're wandering around in the DR trying to find your way out, time is still passing in the WOTL, correct? I guess the idea, or concept I have, is what happens if the body gets eaten, or consumed, or whatnot?  If the body is in a relatively safe place, what about rotting/decaying/whatever?  Point is, if you can't find your way out of the Death Realm within a certain time,  does/should the body become unusable, and unsuitable for retaining a soul? I.E. Perhaps after so much time lingering in the DR, the soul becomes permanently trapped there?  (unless they somehow make it out anyways, and exhist as a non-corporeal entity?  Ghosts anyone? ^_^)

Now, i'm not saying that the DR, and the WOTL exist in the same time stream, for all I know, an hour in WOTL could be a day in the Death Realm, or some such, but mebbe RP-wise, try imposing a time limit on yourself, and if you overstep the bounds, you become perma-dead?

Just my two tria.  Nice discussion though :D

-Vay

5
The Hydlaa Plaza / Re: Are you a musican
« on: May 19, 2006, 08:00:53 am »
Ooh, Celtic Harp.  I don't play, but sounds fun hehe.  So I'm assuming its similar to the irish lever harp?  Bet it's a nice instrument, but I'd think it'd be tricky to write for since you have to be careful with sharps/flats due to how the harp is tuned and played. Had an acquaintance mention that while playing, on any given note, you could only go sharp or flat, but not in the other direction. (hence, I've not actually written specifically for that instrument.....yet...*cough*) I'd assume modal sounding would work well though. Eh, anyways, I'll end the gush/rant by saying celtic and gaelic music/instruments are probably one of my favorite genres in music. ^_^

Oh, and to add, since I totally forgot to put include this, I did sing in college choir for a year or two before things got busy.  I'm a baritone or 2nd bass, whatever you wanna call it. :)

6
Wish list / Re: A radical change to all forms of combat.
« on: May 07, 2006, 10:08:06 pm »
Zanz, I did NOT mean to suggest RPing as the most powerful bloke on the block.  And as far as characters go, I should clarify that Vaylos is -not- native to the planeshift world. He's an outworlder who got teleported/transferred/insert-jargon, so he's not starting from scratch.  If I were to create a character who was native to the planeshift settings RP-wise, then yes, he'd be starting from scratch as you suggested.

I never never nver never meant to suggest RPing as "all powerful"  I meant that I would RP vaylos as he is, and believe me he has plenty of disadvantages.  I'm not a powergaming/powerRPing yutz ya know heh ;)

The Only thing I can suggest about my character that would appease youre mind, would that be, being from a different plane of existance, he could essentially be starting from scratch since the fighting styles/cultures/customs/government/wildlife,...well...everything would be alien in nature to him. So in essence, in a way, maybe he'd have to re-learn everything.  That I can accept.  However that doesn't mean he's fresh off the farm, and he has his own backstory and experiences.

Any -other- character I create would be a native planeshiftian, so he would pretty much RP/Characterwise be starting from scratch.  Vaylos is my only exception.

Edit: Sorry for the off-topic. I just wanted to clear up any misunderstandings.

7
Wish list / Re: bit more gore in battle
« on: May 04, 2006, 11:47:40 pm »
Well, since CS apparently is capable of ragdoll effects, it might be interesting to see your limb go limp and drop your sword on a critical hit  (de-equip + drop item?)  I think dismemberment is going too far, and is really uncalled for.  As for "blood"  meh, doesn't have to be like an anime blood fountain you know, could just be a couple drops occasionally. Heck, most kids now adays play Resident Evil and Silent Hill and crap like that.  I don't think the guy's really asking for explicit gore, just a more definite effect or animation that lets you know that the enemy has taken a hit.  Roleplay is all well and good, but remember, it's still a graphical game. I don't see any problem with using your imagination, but then again, I don't see any problem with making combat look a little better either. Just because the game is roleplaying oriented doesn't mean you have to forsake making the game itself spiffy :)

And don't get me wrong. I'm not saying I'm a gore fanatic, and frankly I avoid games like Doom 3 like the plague. :P  Although Halflife 2 amused me for a week, but it was an offer from a friend so i'm like...eh, bored, i'll try it. but that's beside the point.  Just saying I'm not for and I'm not against gore. trying to keep a purely objective/neutral view here.

just my two tria.

8
Wish list / Re: A radical change to all forms of combat.
« on: May 03, 2006, 04:05:25 am »
as far as combat goes.  I pretty much consider all combat involving the game mechanics as OOC combat (unless there's an actual RP/plot reason for the combat)  Reason being, I don't really consider the character in the game an accurate representation of the character in my head.
Well...until his stats get tweaked enough to where he's a close representation. That, and no matter how fleshed the combat is, some jerk is going to find someway to exploit something in it.

It's a grey area I guess...but combat with the game mechanics isn't really what I consider "RP Combat". To clarify:  This is the distinction we used back on the muds (at least our guild did) That if you were to RP a fight it had to be typed out in the entirety. We weren't to use the game as the means for combat, simply because our characters in the mud weren't an accurate representation of the characters RP-wise.  Now...Planeshift is certainly not a MUD  ... well, not text based at least *cough*cough* And the systems are pretty free-form, so In essence, I guess in time my character/avatar if you prefer, could grow to become an accurate representation of the RP version. But I'm still kinda on the fence on that one. Chances are, I won't seriously duel someone in the RP sense until my character is up to par with what he should be in my head. Of course, what's in me head...well...let's not go there :)

eh, maybe i'm just trying to stay -too- seperated from my character ;)

So, I guess my point is I don't see a problem quaffing potions like a lush in the heat of battle if you can type/click/whatever fast enough *smirk* Same goes for spells.  That is, against mobs at least.  When it comes to fights to the death, or even chivalry, I pretty much use the same fighting style, i.e. no potions, just my own skills with the blades until one of us goes down or yields. Vay's not a magic user, just twin shortswords, and some fancy footwork. Though, I will say that until the game gets further along in its development, the chances of me dueling are pretty much nil ;)   Bring on the PvE!  ^_^

On a side note: about the potions vs. spell when getting hit.  if you get hit while trying to quaff a potion, you could have the vial/bottle shatter (possibly sending glass flying into the user's face  :devil: )  I do like the idea of quaffing a potion requiring a turn or round of combat too, it would make sense for it to require such, and require the user to be more wary about using potions on the fly.

*evilgrin* make using a potion force a de-equip of one hand.  Can't grab something from the pouch if your hands are full ^_^  *cackles and wanders back into the shadows*

9
Wish list / Re: A radical change to all forms of combat.
« on: April 30, 2006, 09:02:50 pm »
hehe aye, and if combat became too fun, we might end up drawing the wrong crowd ;) *chuckle* Anyhoo, planeshift is heavily RP based, so really, combat should be something that is more of a representation than a realistic model. (I guess)  I mean, don't get me wrong, it should be relatively fluid, and try to mimic realism, but I don't think we need a system that is like guild wars, but like...I guess somewhere in between? I believe in the combat system, a chance to parry a strike (besides dodging, or letting the armor absorb the hit) and counterattacking in turn would be good...don't know how you'd do it without a style system like DAOC though *scratches his head and ponders*  maybe have an icon appear near the normal attack icons for a couple seconds if you parry a strike, so you can counterattack, or reposte or something?

Anyways, that's getting a little offtopic I think...the main issue is trying to do away with hit-and-run, "disappearing" and other exploits while keeping things fluid and such.  I dunno, keep brainstorming though hehe.  Maybe something will strike a dev, and they'll write the idea down for later implementation. I can't really think of anything right now without it being too "actiony"

10
Wish list / Re: A radical change to all forms of combat.
« on: April 30, 2006, 04:03:31 am »
I'll second that notion. That's kinda what I was trying to get at what with the radius idea. And fleeing would leave you quite vulnerable if you just turned and ran. Backstab anyone? >=)  To properly disengage, I guess you'd have to back away from your opponent while keeping your guard up, and put as much distance between you before turning and running.  Having obstacles (pillars, boulders, etc.) would probably help, especially if your opponent used range such as magic or missile weapons.  I think taking a spell bolt, or an arrow or dagger to the back should leave some serious damage hehe.  It'd also be fun trying to cripple someone with a leg shot as they tried to run away.

Anyhoo, I think BlackAcre has the right idea.

edit:  I loved the combat in Redguard. (bethesda game released not long after daggerfall and battlespire, it was pretty buggy though) lotsa parry-strike goodness :D

11
Wish list / Re: A radical change to all forms of combat.
« on: April 29, 2006, 07:38:16 am »
I agree that hit-and-run is a bit cheezy. However, I like movement in combat, I mean, I kinda attribute it as (I don't wanna get hit, let me move and try to dodge the blow)  Well, IRL at least. I know some games emply the concept of using certain "styles" not just varying degrees of offensive/defensive attacking, and some of those styles were positional, i.e. had to be facing the side or back of a player to execute the attack. I liked how this kept you thinking on your feet so to speak. However I know PS isn't like other games. There should be some way to keep people moving, but keep them from making hit and runs. 

Idea:
Although this pretty much only works for melee, as a ranged attacker, or magic user would try to be farther away, and get out of the path of the melee attacks.

In melee, or duels maybe have them only able to move a certain radius or distance away from an active target, else the combat is terminated? So, say you move more than a meter from the person(or creature) you're fighting, the attack stops altogether, and is counted as either forfeit, or fleeing or something? (although I guess a creature would have the option of hunting you down)  However, I don't know if this should be used for group combat, since a larger group would need a larger radius to be effective, especially considering ranged attackers.  However, I think that strafing to try and get behind a person is a viable style to attack.  Especially later -if- things like paralysis or poisons or crippling start coming into play.

Just a rough idea to bounce around.

12
The Hydlaa Plaza / Re: Are you a musican
« on: April 29, 2006, 05:10:22 am »
Quote
Edit:  Starting to drift off topic here... Anyways, question for those who have composed music.  Is there a certain process you typically follow to do it (from training in that subject or otherwise) or is more of a sit down at the instrument and just start improvising sort of thing?
Quote


Well, that's kinda a tough one to answer.  I usually have some plan when I start writing something.  Even if it's just a -very- general idea of the shape of the piece, I.E. ABA or ABCBA or whatever.  As for coming up with individual ideas, or melodies, well...sometimes i'll just have a melody line in my head, and I'll write that down, and start building an idea around it, othertimes, I might just come up with a short and simple motif, only between 3 and 5 notes long, and think of the ways they can be manipulated.

After having an initial idea, I'll start writing what I call "sketches"  basically a short piece of music, about a minute or so in length, that portrays the section i'm working on, but might not necessarily have all the fixings, or changing of voices.

Another way I sometimes go about writing...usually in larger works, is I'll start by writing piano music, since it's kinda a stripped down score.  I'll take the finished piano piece, and expand it to ensemble, or chamber depending on what I'm trying to write.

In one of my classes, my instructor told me one way to think of a piece of music;  a conversation. There could be two people, or there could be many people participating. One person could start with the subject, and the subject could pass around the people involved, and they could add new ideas or insights on the subject. Or there could be two people engaged in a debate on the subject (call and response) with others saying things in the background.  It could be a quiet topic, or it could flare into a loud, angry debate or argument at times.  I dunno, it made sense to me at the time. I suppose this was one way I could use and develop a simple motif.

In writing music, and this is probably a sign of my amateurism and naievete, is that sometimes my music has a tendency to "wander".  That is, sometimes it's hard to see any kind of form or shape to it, and sometimes the sections aren't very well defined. It is formless, but not exactly fantasy-form. I've been trying to improve myself on that score for the last couple years. Maybe I should try to right a variations kinda piece or something sometime.

On the other hand, when I'm working on electronica, or messing with ideas in FL Studio, I work a lot with patterns especially if I'm using percussion.  Here's a link to a concept I use when I work with drum patterns:

http://www.tweakheadz.com/how_to_make_original_drum_tracks.htm

Sometimes I'll build the music around the percussion, sometimes I write the music first.  I usually have an idea of what I want before I start, and sometimes things take shape on their own as I work. I don't really have a set way or technique when I work, however from what i've experienced, and what i've read and heard,  composers don't really think of music in terms of notes, rather, they think in terms of lines of music. And they don't always write from beginning to end, sometimes the first thing they write down could be the middle of the piece, or even the end.  I suppose it's all just a matter of what feels comfortable, or what pops into your head when you write.

I will say this though:  Taking a couple composition courses, and independent studies gave me a world of insight into what I was doing, and what I wanted to do. My composition instructor was Dr. Gary Smart at University of North Florida.  He may not be as known as some people, but I found he had a way of painting the big picture very clearly, and I found his advice to be invaluable.

Music is a total art form, and while there is intelligence and planning behind its creation, the road to its completion is not always linear.

There's a short book I'd recommend. We used it as our er..."Textbook" when I took Composition/Improvisation.
The book is "Free Play", written by Steven Nachmanovitch.  It's a good book for musicians and visual artists alike in my opinion.

Okay, I think I've rambled enough. *steps down off his soap box and points the spotlight back at the topic*

13
The Hydlaa Plaza / Re: Are you a musican
« on: April 29, 2006, 01:00:03 am »
Aye, i'm a musician, though not a professional by any means.  I know enough piano to help with my compositions, and I've played trumpet for about 15 years. Although I don't practice as much now.  I've written compositions for small chamber groups using Finale, including a processional and recessional for string quartet for a wedding that never took place, and I  have a trumpet quartet I wrote back in the spring of 2003, which I'm  in the process of polishing up (I'd like to get it published someday) and I also write music in the digital medium, including game music, electronica, celtic, and orchestral using various soundfonts, and FL Studio. I also have several years of experience working with  MIDI.  I'm currently working on a remix for Overclocked Remixes, namely "Requiem for the Gods" from the game Castlevania: Symphony of the Night.  (royal chapel area in the game).

forgive the grammar and comma splices as i'm in a bit of a hurry atm hehe.

14
The Hydlaa Plaza / Re: Writing music as a job.... for computer games?
« on: April 24, 2006, 04:54:41 am »
apologies for bumping the old-ish thread, but I found this over on OCRemix, and it came to mind what with the mentioning of Kyrandia awhile back. Didn't wanna start a new thread just for this little bit hehe. Seems to be a medley of tunes from Legends of Kyrandia.

http://www.ocremix.org/remix/OCR00920/

It's an older tune on the site, so it's not quite as polished as the more recent remixes, but it still sounds pretty good.

15
The Hydlaa Plaza /
« on: April 22, 2006, 06:22:52 am »
Ah, I remember that game. It was pretty well done for a free game IMO. Kinda short, but eh, it was fairly entertaining.  Lotsa \"WTF!!!\" moments.

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