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Messages - swordsman

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1
Wish list / crafting, fighting, stats, and xp
« on: July 06, 2006, 09:23:28 am »
I've often thought that the current (and widely accepted in many games) system of using experience to develop skills is kind of bogus.  In real life, you gain strength and other skills because you used those skills, not because you traded in points to a trainer.  If anything, strength, agility, and so on, would be entirely dependent on practice, not training.  Similarly, in games where no trainer is available (nethack) it seems odd that you need to 'pick' the skill slots to advance.  What are you picking?  Either you got better at something or not, based on how much practice etc. you have.  How can you be deciding after the fact what you learned?

An argument could be made that there is training for INT or CHA - book learning, and charm school respectively.  I think you have to reword the "INT" definition a little (i.e. along the lines of academic 'achievement' rather than 'aptitude'), but it kinda works.

And we know that strength and agility training works.... but why are stuck in place without it?  Shouldn't we get strong at some rate by doing physical work?  I guess the basic annoyance I have is that if I dig gold by swinging a pick axe all day, or fight all night, why don't I get stronger?  (I realize that swinging a pick axe produces experience, but it's a very small amount compared to swinging a battle axe.)

And why does fighting experience translate into crafting experience?  I know this is inherited from D & D and similar, but it just seems fundamentally goofy that to get good at gold mining I need to kill rogues or tefusangs to get PP.  It seems like crafting, alchemy and so on, should use a seperate experience currency from fighting skills.  If you get good at pottery it might help with metallurgy or wood working (it's all artistry or chemistry or physics on some level), but fighting is irrelevant to craftsmanship and vice versa.  Back off, man - I'm a pottery expert!  Or "buy this new cooking device, it's designed by George Foreman!"

In the PlaneShift world, the best brain surgeon in the world would have to be a prize fighter - to get all the 'experience' (PPs) needed to go through a plane shift medical school, he would need to spend years in the arena.  Thomas Edison and would have had to have black belts.  Picasso: "I'm killing trepors - I want to power level my oil painting skill."

It also kind of makes the game violence-centric.  Not that violence should be reduced per se, but it would be kind of cool if (at some more developed future point) you could take a different road and be a fur trader, black smith, etc.

Sw.

2
General Discussion / Re: Hair Colors
« on: July 05, 2006, 04:22:35 am »
One thing I noticed though - in the Players Guide, it claims that elves (Dermorians) are almost always fair haired - so if it is impossible to change elf hair color, shouldn't it at least be blond or red instead of black?  Otherwise we end up with a world populated entirely by the "rare" hair color.  Extremely minor, I know...

Sw.

3
General Discussion / Re: thank you
« on: July 05, 2006, 03:41:50 am »
Thanks guys!  Playing it right now - only seen a few new things, but I love it already.

Sw.

4
General Discussion / Re: The Horda (called Hispanica)
« on: July 04, 2006, 03:15:36 am »
1. I think the rule is that English is the standardized language of the in-character game.  Although I do see apparently german guild names.
2. 'Hispanica' and similar Earth terms are OOC -- the back story may also be at odds with the published history of Yliakum but I'm not sure.

Sw.

5
I think the same happened during WWII.  The gov. had deals with the telecom companies (telegraph at the time) that they would get a copy of all telegrams.  All the major telegraph providers were okay with this.  This is according to a book called "the puzzle palace" which is an NSA history.

Sw.

6
Wish list / Re: suggestion for new shop systems
« on: July 04, 2006, 02:57:02 am »
I was thinking that each shop would be owned by an individual, (like Arireare Boromir, who is always swords and glyphs from the barrel in Hydlaa).  Instead, he could have a "retail" shop where he sets his desired price for each item and gives the item to his NPC employee.  The NPC sells them at the specified price to whomever stops in.

When he returns, he can collect the money (only he and the NPC can access it).  He could also set prices for things the shop would buy - i.e. buying 10 iron ores for 100 trias each.

If there were multiple markets, this would allow other players to make their living by buying and selling goods from town to town.  Some players might want to collect items, and might open a 'shop' that only buys things.  Other people might have places like hardware stores (buy and sell metal stock and other ingredients, etc).

I'm thinking that eventually, a guild could run a shop, in which case, each player would be able to collect cash for the items they added, or maybe one person has to be in charge.  Someone has to pay to rent the booth (and hire the NPC salesperson).  If there was a lot of demand, the cost of running a shop might mean that only a guild could afford it.  Actually, you could let people rent a booth but not hire an NPC - this would be like renting a storage shed for your stuff.  Something I often wish I could do now...

The shop concept gives you two things - its a way to hire an NPC to sell things without you standing around, and it allows you to sell more items than you currently have inventory slots for.  If you just want to sell things in person, you can stand anywhere and do that.

Sw.

7
Development Deliberation / Re: Free Terrain Generator/Maker
« on: July 04, 2006, 02:34:38 am »
(Not sure if this is on topic or not...)

I've been fiddling with blender recently, and I discovered that in the current version, you can make your own fractal height maps.  Here is how it is done:

1. Create a grid, with a lot fewer divisions than the final map will need.
2. Optional: Add mountains, etc. with the proportional edit tool.
3. Use fractal subdivision to fractal it up and double the number of grid squares.
4. Repeat steps 2 and 3 as much as needed, probably 2 or 3 times.

Further tips:

A. You can build nice canyons, river valleys, etc, and touch them up at each step along the way.
B. If you are happy with some parts of the grid, you can deselect those edges, to reduce the polygon count.
C. This is also a neat way to make rocks (start with a sphere), crumpled up paper, etc.

Fractal subdivide is SPACE-Edit-Edges-Subdivide Fractal; the number is the magnitude - I would start with 30-50.

Wikibooks has a great blender tutorial (half done of course, but the first half is great...)

Sw.

8
PvP,PK and Thieving / Re: PKing Rules
« on: July 03, 2006, 06:25:12 am »
In real life, most societies try to identify the killers and serial killers and seek permanent solutions.  In modern times these permanent solutions usually involve placing someone in a small concrete box and tossing them bits of food, for the duration of their time on earth, (or one of several more expedient methods, the pros and cons of which I intend to not discuss hereabouts.)

In olden days, it was impractical to find (e.g.) serial killers, so what people did was live in small towns and not trust anyone much, except immediate neighbors.  If a resident of a small town is colouring outside the lines, it will become apparent.  If you are a stranger in town, everyone gossips about you, and by comparing notes, they learn every fact they can about you.  (And maybe enough misinformation to fill several small novels.)

In a distant future, I think a "realist" solution could pick either of these.  In the government model, NPC's (some more mobile than the current ones) would report crimes they happened to see to the city guards, and guard patrols that march from town to town at intervals, would try to capture any player character -- forcing criminals to keep to wilder paths.  I'm not sure that jail would work given that the D.R. is seen as a short cut already, but in the future, changes to the D.R., etc.

Second realist (non-gov) solution is that some NPC's would not do business with you if you were not local, until you built up a reputation.  (Quests could speed this?)  If you do nastiness, you could lose this trust, and NPC townsfolk would chase you with pitchforks if you were really bad...

Maybe I'm getting off topic....  In any event, current NPCs are quest related and/or monsters.   To have real community policing, it seems like you might need something more like a big economy of NPCs that flow through the map on semi-but-not-completely-predictable routes.

Sw.

9
Wish list / Re: Aging
« on: July 03, 2006, 05:49:14 am »
In the "Tolkein"iverse, this was somewhat addressed - if you were an elf, your life had no specific bound; if you were a man / dwarf, age affected you.

Of course, Tolkein didn't balance his characters -- elves were generally stonger, faster, prettier, and smarter, lacking only (if anything) a desire to fill continents with their kind.  Since an RPG needs more balance, you could restrict elven or similar characters to grow much more slowly, i.e. take much longer to reach normal levels of strength / wisdom, what have you, but the character never weakens.

Also, with human (read "mortal") characters, I don't see death of old age as a good idea - just start dropping the strength and agility after some point, stopping at some point that is weaker than youth, but not crippling.  Then you become a wise old man who relies on magic or alliances to fight.  The basic idea is that if you like fighting with your fists, you need to play a series of young mortal characters if you are a mortal.

Of course we could decouple the human/elf distinction from the mortal / immortal distinction - if you want to be immortal, you would start with 1/3 of the stats of a mortal, regardless of race, and build stats more slowly, maybe.  We've drifted from strict Tolkein, and some drift is inevitable in a game setting.

It also seems like immortals would necessarily have a longer adolescence.  So wisdom should grow slowly and the max be connected to age, esp. for immorts?

If old age is going to be in the cards, I imagine it being something like 2-5 years real time for it to take hold.  Arguably the death realm could be different for mort. vs. immort and possibly mortals paying some kind of aging penalty for dying - maybe it takes the equivalent of 2 days of real time off your stay in Yliakum?

Sorry if some of this has been discussed - I took everything I was going to write, and removed  :-X all the stuff that wasn't weird enough (this is advice for life - remove everything that isn't weird enough  ::|.)

Sw.

10
Wish list / Re: suggestion for new shop systems
« on: July 03, 2006, 05:21:13 am »
Thanks for your response.  I think NPC's who resell items is a good idea, actually that is mostly what the pawn (er. consignment shop) was meant to do;  the other details are only there cause I'm somewhat leery of the possibility of abuse.  I.e. having shops that only sell worthless items just to fill the marketplace, etc.  I recognize that this is like real estate in that it is far off if ever.

My ultimate goal is not so much the commerce, but it seems like you can't really RP the auction channel.  Sometimes I feel like we are in a midaeval world, but also have modern military encrypted radios, because there are so many ways to talk to someone who is (e.g.) in the death realm if they are in your group, guild, or just /tell.

My ideal answer to everything is "what would it be like in real life" and then simulation of that is like the ideal.  Still, I realize there are limits to such goals, and being able to find other of your guild members from time to time is kind of necessary.

I think that NPC reselling is a good (probably simple) first step, except that presumably the NPC would keep some items, raise prices for resale, and not keep items forever.  I don't want to see a list of 10000 tefusang claws, piles of dust for sale in every store.

Maybe the NPC can become 'allergic' to certain items... he would not buy more than N of each item, and if you sold him 10 piles of dust and noone bought one for a week, he would not buy piles of dust in the future (unless someone asked for one?).  Presumably he would only stock a few of each item until he knew if it sold.... sorry - I tend to add too many polygons to things. ;)

Sw.


11
Wish list / suggestion for new shop systems
« on: July 02, 2006, 01:46:24 am »
I have two concepts for NPC shops that I'd like to suggest.  I think both of these are probably far-future if at all, but might be simpler to build than general real-estate ownership.  I'm thinking of this as a starting point of course, it has some rough edges.

Idea #1:  A consignment shop - Instead of (or maybe in addition to) selling a fixed list of items, the proprietor would sell items sold to them by players.  For instance, you could sell tefusang hides to the proprietor, and he would charge other players for the same item.  You would pay 1 % of your asking price up front, and you would get paid 90 % of the selling price, but not till the item is resold.  (The one percent is to keep people from selling a mushroom for 1 million trias just to clog the list.)

I'm thinking it would be a sort of anti-auction, i.e. you specify a price for the item, and the price goes down 5 or 10 % a day until the item is sold - if not sold in one week, you could pick it up yourself - if not sold in two weeks, it gets thrown on a pile behind the store.

Idea #2: Player-rented NPC shops.  Players could rent a shop booth from the guy in Hyldaa who collects taxes from people (I don't know his name but he already exists as an NPC - he doesn't collect money yet or anything.)  The booth would be manned by a randomly rolled NPC - a salesperson - who would operate the shop on behalf of the player.  All money would go to the player with no deduction, since they already prepaid the NPC his hire.  If the player does not keep the rent paid ahead of time, the shop is abandoned and the goods are simply dumped on the floor.  You could pay any amount of rent ahead of time.  The price of renting a shop would be determined by supply and demand - if there is a maximum of 20 such shops, the rent for one day would go up by 1% whenever all 20 were rented, and down by 1% whenever less than 10 were in use.  (Or some similar system.)  A starting point for rent might be 200 trias per day.  I'm thinking the shop would be open during a fixed interval each (in-game) day.

These shops would need to either be in an as-yet-uncreated bazaar area, or spread over the map (a few here and there in various existing areas), but I suspect a section of Oja is the most natural choice if they were concentrated.

Sw.

12
Wish list / Re: A radical change to all forms of combat.
« on: May 25, 2006, 07:06:00 am »
Dueling is optional.  I guess I'm thinking of extending that idea - if your guild wants to claim (for instance) a market booth, or (in the future) some kind of guild 'frathouse' that you can buy in game, then they could also defend it.  Rather than let anyone in, they can guard the front door.  The would be grouped and attack anyone who didn't have permission to enter.

You could run past them if they refused to fight (and they would, if you were an especially dangerous type).  Similarly, if there are bullies blocking the water fountain (gold mine, smith), etc. you would need to bring an army to clear them out.

I'm thinking this is more relevant in the hypothetical future where building ownership and so on is possible.  It doesn't make sense to buy a house or a guild hall if everyone is going to run through the living room looking for loose items.  Rather than have the game control these things, it would make sense (to me) to use a solution that mimics real life.

I realize its not an 'infantry' game, but I'm thinking more like west side story - jets vs. sharks.

Kevin

13
Newbie Help (Start Here) / Re: DR for everyone?
« on: May 24, 2006, 09:40:34 am »
I wonder if maybe the solution is along the lines of the old saw "you can't take it with you".

To wit - if you are a very low level character (killing rats, etc) and die, you go to the death realm and have to walk out... but higher level characters will lose things when they go to the DR.  For instance, you might lose a piece of armor or a weapon, on the trip back to Yliakum.

The quests and other proposed DR features could be part of this - if you want to secure yourself from this effect, you have to do some kind of D.R. quest that earns you a 'pass' on paying this 'death tax'.

For instance, you could confiscate 1/2 of a players trias, turn all their food rotten, and take (or damage) a random piece of EQ; to avoid this they do a quest that allows them to use a less destructive portal (I would still turn half their food rotten, for 'atmosphere').

Then, dieing in the death realm would be an easy extension of this - it would still cost you the 'death tax' but not return you to Yliakum.  Alternately -- there could be multiple levels - dieing in level 1 takes you to level 2, which is 'deeper'... doing a quest there takes you up one level each time.

Kevin

14
Wish list / Re: A radical change to all forms of combat.
« on: May 24, 2006, 07:28:19 am »
(Hi all, I'm new here.)

I think there are two opposing ideas of the fight mechanics.  First, you build the character and introduce him to a fight, make strategic decisions, etc, and the game simulates the arcade part.  Second, you control the character's arcade action with the game merely capping your abilities a bit (how fast you can swing a sword).

The first is more role-playing oriented I think.  It has the unfortunate quality that by following this voluntary practice you hurt yourself relative to those that dont...  This is something like macro-economics: how to encourage right behavior through system design.  I actually do fight mostly this way though maybe because I am new, with the exception of guzzing healing potions I wasn't aware that you could effectively hit and run (except to flee when fighting unknown monsters).

The problem with the second is that the game isn't nearly accurate enough to make it similar to a real fight.  I think the main issue though is physics.  First, the characters move at full speed at all times - the main problem with using hit/run in real life is that it simply takes time and energy to do this.

You can't sprint everywhere all the time - when you run your body speeds up and slows down.  The energy expended by your body is mostly expended when you change speeds (and some loss due to the up and down motion of running, which is partly due to humans not having all four legs on the ground...)

If you want to simulate this in the game, make the jump forward and backward during a fight cost a big pile of stamina.  Make the healing potion take time to work and time to 'clear the throat', i.e. limit the healing speed as suggested.

Similarly, running backwards should be replaced with turning and running forward in most cases, complete with 'exposing the backside' to damage.

Also, the ability to run through an Uber seems just wrong - real physical combat would be *completely* different if one person couldn't block a doorway or stand in someone else's way.

Changing this means that an aggressive guild could take over a small town by blockading the doorway and fighting incoming people.  I think this would be excellent actually, albeit probably annoying in practice (just as it is in our world).  It also doesn't fit well into the idea of being able to reject PvP attacks.  Maybe you should be able to run through anyone who rejects your attack - this makes sense - if they won't fight they can't block you right?

... In an ideally realistic world anyway.  How all this fits into release schedules, packet networks, etc. is harder to say.  But the game would be more effective and immersive if the valley with a dozen trepors actually required you to pick your way through if you can't kill a trepor yet.

Kevin


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