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Messages - Faolach

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Wish list / Re: Skills Combat System
« on: November 23, 2006, 09:09:48 pm »
Part of my idea was that in the end, a block and an attack would be the same thing. In the meantime, however, the only skills I was thinking of were skills like a blade twirl, a kick, or jump kick+slash. These skills would be added on to the system in place now.

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Wish list / Re: Skills Combat System
« on: November 23, 2006, 05:49:41 pm »
I agree with that. I only use swordfighting, so to train, I click on a somewhat hard enemy, then go read a book. It's really boring. Adding the element of skill would make it more interesting. Even if everyone hates the playerskill element, then skills like kicking or blade twirling could still be an option. Also, lots of games rely on the skill of the player, not the skill of the character. In fact, every game type except MMOs and some RPGs use some sort of playerskill element. "Skilled" players in this game have basically been pointing and clicking for a long time.  No offense. Adding a real skill element would make the fighting more interesting. Mages already have a system like this, with different choices of spells.

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Wish list / Re: Player To Player Combat: Earning Ranks
« on: October 16, 2006, 01:19:31 am »
Oh.  :oops: . Well, i imagine that an equation wouldn't be that hard to make, but I don't know much about coding... Maybe it could be somthing like attack skill with current weapon type / your attack skill with your current weapon. The higher your level is, the lower amount of exp you will get in relation to the opponent. I don't know much about these things, though...

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Wish list / Re: Player To Player Combat: Earning Ranks
« on: October 15, 2006, 11:54:37 pm »
Makes sense to me. I didn't even know that you couldn't get pp while dueling. I just think that you should get as many exp as you would get if the opponent was a monster (or something like that). That way you would only get a little exp from killing a newbie, but a lot from killing a high-level player. Of course it would be even better if the no-death duels were implemented.

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Wish list / Re: Skills Combat System
« on: October 15, 2006, 10:49:01 pm »
That's one of the reasons that the "off-balance" idea seemed so good. While your character is off-balance, you have some time to get your mouse on the button/hand on the key. It just adds some depth to the combat system and requires some skill from the player. Besides, fighting should be about player skill, not the numbers (imho). Just clicking and attacking is so easy. Deciding on skills to use and which attacks to use when is much better (like carrion fields vs. aetolia for all you MUD players out there). Also, I forgot to post my customary short-term/long-term list. Here it is, from easiest to hardest to implement:

1- add skills like blade twirling and kicking, but keep the main fighting system the same. You just click the skill to do it during the fight.
2- add the complete fighting overhaul and with skills and basic attacks, as suggested here
3- do #2 and add a special stat for balance
4- replace the health system with different body sections, which impairs your fighting. This goes with the bleed-to-death suggestion I saw a while back.

6
Like I said before, there should be a reason to attack if you have auto-accept turned on. Like if someone just insulted you deeply, you would have a role-playing reason to attack them. This is a fantasy game, is it not? Brawls in the streets over honor occasionally might not be so hated, if done only occasionally and for the right reasons. Also, there could be some rule that auto-accept PVP could only be done outside of cities ie. a raiding party stealing items from merchants going to Ojaveda. Maybe that could work, even with a not-so-realistic combat system.

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Wish list / Skills Combat System
« on: October 15, 2006, 10:29:54 pm »
Ok... Up front, i'll just say that this would be REALLY hard to implement. It would require changing the entire combat system. But it seems like a good idea.

Here's my idea: Change combat to a list of skills. You target a monster, then click a skill to attack. You are put off balance for a second or two and can't attack. You then click another skill to attack again, etc. This would mean getting rid of the whole auto-attack system, though auto-defense would stay because it would be very hard to block AND attack at the same time. The fight just goes on like this. Same basic idea with ranging. Here's a screenshot with a basic idea of what the window for skills might look like (in the real version, the skill name would pop up on mouseover. For example, that boot at the bottom would have a name "Kick" pop up when you moused over it.)

Click to enlarge

The "basic attacks" are the attacks that everyone has ie. downwards slash from left to right. the "skills" are the special attacks that you learn through training ie. a blade twirl. the "standard skills" are other fighting skills that don't relate to your current weapon ie. a kick. The other thing that would work nicely is if dexterity/agility could be used to tell how long you are off-balance for. Also, some moves could be chained together ie. slash downwards from left to right, followed by a stab, which would put you off-balance for a longer time but do more damage.

Well, that's the idea, however hard it may be to implement. What do you think?

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Maybe just as a kindness, people should only use a lot of autoaccept pvp outside cities or as an rp element... after all, RP is important. The only people who should do this are the people who are good at RPing and will only attack for an ingame reason. That way no implementation is needed and RP *should* be kept (so no random killing on the streets).

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I have the same problem as skner. Usually the camera has correct colision dectection and stops when it hits a wall, but sometimes it can go through the walls and floor. On the Ojaroad, i found a piece of bread stuck in a wall by accident this way. It's really annoying because sometimes i see an onionskin of where my mouse was, and sometimes it sends me to the death realm (fell off the edge of the world bug). What is wrong? Is there a bug in camera collision detection? This isn't really important, but it's kinda annoying.

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General Discussion / Re: Why do enkis have to spawn somewhere different.
« on: August 01, 2006, 04:45:35 am »
Sorry Karyuu, but you struck out there. There aren't any real paths that don't send you in circles (literally. that happened to me once.). And anyway, following any route is virtually impossible without falling off a cliff and dying. It took me 5 or 6 journeys to really get it down. And that was with the help of both Pouffie and Peacer Cuardian. I died several times before meeting them. But anyway, most new people don't know anyone else for a long time. And finding someone bored enough to run for 25 minutes to another city is very hard in and of itself. So that comes back to my point that we need signs or a way for newbies to get some money until they can find a guide, without going back and forth from city to city (read: rat hide merchant in Hydlaa).

PS. Hirogurth, in the times that I have been to Ojaveda, I have seen perhaps 10 other players on a good day. Usually it is more like five. The average population is maybe 2-5 enkis. So I don't really see your point (unless of course I am always there on an off time).

11
This thread has degraded from a real discussion to a taking-quotes-out-of-context war. But anyway. I know that the devs are trying to actually make the game rather than please the players for the time being. But the current city setup and respawn points totally confuses newbies. For one thing, finding the way to Ojaveda or Hydlaa is basically impossible without help. I think it could be solved with two things; one short-term and one long-term. A) add signposts to the road so newbies can find the road. B) Add more depth to both cities (especially Ojaveda), so a lot of travel is not nessicary. I also like the "choose where you live" idea, but it would need to be put in the char creation. To change it later, you need to pay an NPC in the city a decent sum of money. This would probably solve the problem of respawn, but the long-term plan would need to come first. that is my opinion, and i don't know if any of this would work.

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Single Author Stories / Re: Arka's Return 2: The Tower
« on: July 27, 2006, 12:50:27 am »
I like it! Nicely written, good plot. Can't wait for more. \\o//

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This story is great! I love it. But will it ever be updated again? the last post was in 2005. This may be thread necromancy, but I just had to ask. The story is so addictive!

 \\o// \\o// \\o//

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PvP,PK and Thieving / Re: GOOD PVP systems
« on: July 25, 2006, 11:20:38 pm »
maybe there could be an option to become a pvp player for a little while. anyone in pvp mode could attack anyone else in pvp mode without confirmation. It could kind of be like guild wars, except you can turn it off whenever you want. Newbies don't get slaughtered, good players get their pvp pleasure.

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Mac OSX Specific Issues / Re: Mac PlaneShift Install Instructions
« on: July 24, 2006, 02:28:45 am »
I have been using the java updater. I even suggested it in the step-by-step. But why can't PS just come with instructions? We need real instructions on the actual website in an easy place. There could even be links to the nessicary pages. Why not?

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