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Messages - The Shadow Nose

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1
Wish list / Re: Faint when your energy drops to zero
« on: July 01, 2007, 04:19:38 am »
Well, we already have the 'sit down' animation done. Perhaps when running for a long time or doing something else that physically exhausts then once you hit zero you automatically sit down. (It might be kind of cool if it also creates little Zzz's over your head like you're sleeping... to show that is exhaustion and not just sitting down. Though that might not be in the flavor of the game. More like Final Fantasy stuff...)

While sitting down you recover stamina at twice the normal speed. So you can run at top speed for a bit, rest, then run again and be about the same speed as just constantly walking at a normal pace.

Not sure how sitting down in the middle of combat would work... perhaps people 'must' be sitting down if their stamina reaches negatives. But once they get into positives they have the ability to get up and walk. So, resting would be good for exhaustion for long trips, but bad for combat and if you 'did' exhaust from combat its more of a "I'd better get up and retreat for now till I get my breath." If you can't regain stamina quickly (like if your backpack is stuffed full of twice your own weight in gold bars) then you can get into serious trouble because there is no way to move quickly without stopping to rest and combat can spell trouble.

So yeah, just recycle the 'sitting down' animation should do fine.

2
Wish list / Re: I see glowy people
« on: February 23, 2007, 11:10:45 pm »
Perhaps replace the big blue aura with a simple arrow that shows up after their name (which can be turend on or off in the option menus). Like if a player is stronger than you, then you see a red colored arrow pointint upwards, and a weaker player has a blue arrow pointing down.

It would be a bit more discrete than a big shiney aura, and if a person with a big shiney aura started casting spells... would they just start to look too shiny?

3
AS for RP death, would be a big tern off to lose hard earned tria, just for the sake of making a good RP.

One minor note: Since this is supposed to be an online Role-Playing Game, wouldn't technically anything you do be considered role-playing? I understand that right now the game seems to consist of either power-levelers (basically anyone who considers the games current combat and leveling system to be the real 'game' and focuses on that) or Role-players who ignore the combat system in favor of what basically amounts to chatting with avatars.

Hopefully, once the game mechanics get finished and cleaned up then there won't be such a chasm between the two types of play, so RP vs. normal death won't be such a deal because it would basically be the same thing. Plus, if you are RPing, you could just store your tria with a friend so you don't lose it.

7. Locations of traders needs to be reconsidered, for example tannery. in Ojavada is ok for players looting hides there, but if for example you are in the country on way to Bronze Doors, one has a long way to go to sell them, and to be honest not worth the trip as the prise for them is extremely low. [ This I fell is not very newbe friendly as they are encouraged to kill / loot rats to start with, also most races start life in game in Haydlaa.]

Well, I used to play as a merchant-type character and buy hides in Hydlaa and then travel to Oja to sell them (I play an Enkid named Orac) I made some decent money that way and helped new players but quit after a while when I realised that I HATE having to walk that really long trip from Oja to Hydlaa... plus I didn't get any XP for any of that and mining both can make more cash and is used to craft items.

Personally, I woudn't say that its a matter of changing the position of the NPC merchants... more like it would be nice if there was a way to make tradeing routes more interesting, faster (guess the pletosaur mounts will do that when they are implemented), or less frequent (like have bags of holding or carts to carry more sellable items). Make it a bit more fun to play a trade merchant and things could improve for everyone. (Though the bronze doors area... don't know if there is really anything special around there that would make the trip there worth while... there aren't even any races that spawn there).


just my 2 cents

4
Wish list / Re: System of progression that makes sense.
« on: December 04, 2006, 04:29:10 am »
I personally like this system (at least the way I understand it) and I think it provides a decent bit of uniqueness to characters.


From what I see, this system is designed so that not all people will develop at the same rate in the same ways. Primarily, so that we won't see people becomeing 'Masters of Everything'

Basically, there would be several types of people:

The Average Man: This character has exactly average aptitude in all stats (essentially, the default character when you start character creation). Theoretically, they can take on any endevor, be it fighting, crafting, baking or whatever and should not fail at the basic tasks. They lack that extra push to truly excel at any task but should have no problem doing a decent job at anything if they put their mind to it. They are neither the village idiot or Einstien.

Good at Some, Bad at Some: The average character, but has great potential in some areas and less potential in others. He may be great at casting magic spells, but can't stand the thought of working hours under the hot sun to farm or mine ore. He could mine ore, but either wouldn't be very good at it or would suffer some loss of confidence or whatever if forced to. This results if a player decides to specialize a little.

Master of One, Awful at others: This character put all their aptitude into one or two skills, they can learn and cast spells at an amazing speed but is basically useless in practically all other areas. Expect him to slice bread and he'll fail miserably... he might have tried examining the bread on the atomic level with his incredible intellect... or perhaps tried conjouring up a pile of pre-sliced bread out of thin air with disasterous consequences. Basically, if he needs bread sliced, he'll find a professional bread-slicer. Again, this is made by a player with a good idea on what they want to become.

Village Idiot: This is what happens when a player decided to deduct all the aptitude stats from their character and not reassign them elsewhere. From what I gather, than in this case the unassigned affinity would still exist but would require that the player do something to unlock that hidden talent. This would be like a village idiot who fails miserably at everything could go to a hospital or school to help unlock that talent thereby 'curing' them and letting them live a normal and sucessful life as their aptitude is unlocked over time. Unless the player wants to RP as a handicapped person in which case they only have to unlock that potential as they see fit.



So, from what I understand. Each character will have the exact same number of total 'affinity points' which would be exactly half of the amount of points needed to max out all the skills. If exactly evenly distributed, they can be average in all areas, but most players will want to specialize in some areas while full knowing that doing so will require a trade-off in some other area. They can also choose to keep some in reserve and save them till a later date when they know what they want to 'spend' them on. But doing so leaves them 'a few cards shy of a full deck' until they finally do decide to spend them.

/**********************/

As for the basic stats you mentioned:

Aptitude- a modifier between 1 and 100 that determines the max 'level' that a player can attain in a skill and how fast they gain competence in same skill. With any given aptitude score then the max level they can attain is ( Max_Possible/100 * Apptitude ) so a player with 50 can only become average at maximum, 100 they can be the best swordsman possible, and at 1 they can barely use it at all.

Competence- It sounds to me that there will be 'levels' of skill and that competence will something like the growing XP needed to grow from one level to the next. Competence is the act of learning the skill through both sucess and failure.

Confidence- Sounds like a sort of temporary modifier/multiplier for aptitude. One that changes from sucess and failure and along with aptitude determines the competence gained for an action.

Level- basically the same as levels are now. once competence fill up to 100% then the player needs to go to a trainer, read a book, or something else in order to take their knowlege 'to the next level' and advance.

/*****************************************/

All in all, it sounds like a good system. If I misunderstood any important points please let me know.

One possible 'problem' could exist if people are able to draw aptitude points from skills that are not implemented yet... essentially, a player decides to excell in sword fighting with aptitude of 100, and take a severe hit to his 'cooking' skill and only have 1... however cooking hasn't been implemented yet so its no loss to him.

The result would be that right now people could choose to become Masters of Everything with current skills, which could unbalance the game a little.... but when new content comes along they find that thay completly lack the aptitude to use those skills.


Master Swordsman(trying to make a sandwhich): Spread peanut butter onto a slice of bread with a knife...

*thinks for a bit and then starts slashing away at the food with a sword, cutting it up into a ruined mess*

Master Swordsman: ... okay, I am officially over my head with this newfangled 'cooking' thing. Where do I find somebody who knows how to make food?


A solution might be to make non-implemented skills inaccesible to grab aptitude points from. Then when they are implemented people either get an 'average' score for that ot the points are put into their 'hidden' pool and older characters have to unlock those points before they can properly make use of new skills.

/*****************************/

Anyway, this sounds to me like a pretty good idea for a system and it would allow for a great deal of diversity in characters.

5
Wish list / Re: Poisoned items
« on: November 20, 2006, 01:11:20 am »
Actually not eating would not offer immunity to poison as there is such a thing as contact poison which is absorbed through the skin and then spread by the circulatory system.


Yeah, but that's mainly from something like pesticides or chemical spills or something. Like if you are working in a field with pesticides for too long the pesticides can seep into your clothes and then as long as you wear the clothes the toxin is slowly absorbed into your skin.

Hmmm... mind of reminds me about that 'Corrupted Blood' thing that happened in World of Warcraft.

Imagine if there were poisons you could apply to virtually anything.

Add it to food or consumables like potions and when eaten the person also gets poisoned.

Add it to weapons (the blade) and you can poison whoever gets struck by the weapon.

Same with arrrows or darts.

Add it to clothes or armor and they get a slow poisoning over time. Like if you put on a torso armor with poison on it, then 30 minutes after you put it on then you get a poisoned status as if you had eaten  poison item... but it never runs out as long as you wear the armor.

***********

semi-related idea.

a disease that causes damage over time like a poison. but it tends to 'jump' over to nearby things to infect others. items you wear can become infected, items you hold in your inventory may get infected. People near you can get infected. (different diseases spread in different ways with different levels of contagousness).

Adding diseases could provide an added danger to make exploring and moving more of an 'adventure' than just a walk in the park.

Imagine going into the sewers knowing that you risk catching a disease as well as just facing monsters. (be sure to stay away from pools of stagnent water).
Keep plenty of medicines when exploring jungles and swamps (though not sure if they will be here). Also provides real reason why polluting the giant lake is a major crime. See various other lakes that are dangerous to drink and see why that one is so important to keep clean.

******
Would make antidotes and medicines a pretty good investment.

6
Wish list / Re: Poisoned items
« on: November 19, 2006, 06:08:43 am »
Yeah, that would provide a pretty nice level to interaction... of course it would be pretty tough to pull off on those of us who simply never eat.

(usually the only times I eat bread or apples are when I realise that I can't sell them conveniently. I don't think apples sell for anything and bread is worth less per weight than other loot. I just eat them because there isn't a proper garbage can in the city)

Funny that I just started playing Nethack again recently, having to constantly track down food to stave off starvation does add a bit of urgency not found in many games.

7
General Discussion / Re: Unwritten Rules
« on: November 10, 2006, 11:59:52 pm »
Personally, I think (and I think that everyone agrees to a degree) that the leveling system is pretty broken. The basic problem to me seems to be the concept of XP in the game.


Practice points are gained by practicing the skill in questions, they allow people to get stonger in that particular skill.
XP is gained by killing monsters, it is used to 'buy' theoretical knowlege from NPC trainers.


XP in essence is simply the limiting factor that is designed to limit the speed at which people get stronger. Call it the growth potential. This is like saying that you cannot become a master swordsman in 3 days, even if you practice constantly for 72 hours straight. Eventually something runs out and you cannot gain skill from that practice anymore. (in RL it would be that your collapse from exaustion, or your mental willpower runs out, you lose interest, or your brain 'fries' from the constant learning)

The problem is that in PS you get a virtually unlimited amount of XP from killing monsters or doing some other repetable activity.

To put this in an RL example... suppose you wanted to be a master swordsman. You need to practice to do this but it takes a lot of practice and you can't do it all in one go because you will 'burn out' and have to stop to rest eventually. But if you got a 'magic treadmill' that costs you absolutly nothing to maintain or operate, but while you run on it it can drain away all the fatigue, satisfy all hunger, and get you all set to get practicing again.

The result, a person with a 'magic treadmill that eliminates all fatigue' could practice swordplay for hours, run on his treadmill to remove his fatigue, and then quickly go back to practicing again. If he works had enough, he could probably cram in more practice into 3 days than many people can work into 3 weeks. You can get almost anything done if you can get rid of the need to eat, drink, play, and socialise.


Essentially, getting XP from killing monsters (while practice points are gained from performing actions) is like a treadmill that you use to eliminate all need to do anything other than practice. Its very boring and pretty unrealistic.

Anyway, possible sollutions to fix the leveling system.

1. limit the amount of XP you can 'store up' at a time so that once you save up an amount (like 100 XP or so) you simply don't gain any more until you spend that on something. This would discourage spawn camping for long periods of time... but would still be a pain if the XP cost to level skills remained so insanely high.

2. create an item that gives a set amount of XP for its consumption (such as a potion, a fruit, or a book that vanishes once read). If it can be bought for tria than it could very well be gained by people with money-making skills instead of monster-killing skills. If it can be mixed through a potion-making skill then it will encourage the learning of that skill and the aquisitian of the items used to make it. If it can be a reward given out for Good Roleplay then it could help those who would rather Roleplay than sit around killing monsters. It would turn XP from a 'free' item you gain by camping into a comodity with value.

3. Have 'XP' be automatically given out for a period of time that PlaneShift is played by non-afk people. For example, when you are in the game you may get a set amount of XP every 5 minutes or so. If you don't make any user-input from the keyboard or mouse then your character 'falls asleep' and does not get any XP for being awake. This would   pretty much just reward people for logging on and doing things, if no other way was given for gaining XP then the most powerful people would be those who spend lots of time in PS... assuming they use the XP to train and practice skills with.


Personally, I would like to see the introduiction of potions that give XP for drinking them. make the potion ingredients be various items from around Planeshift that have to be gathered together. It could create a pretty decent economy with different people gathering different things, alchemists mixing them into potions and then selling them to people. It would turn the 'powerleving by killing monsters over and over' into 'powerleveling by gathering items, trading, and working with other players'

And before potion making comes out have an NPC merchant sell them, could provide a decent investment for people with massive amounts of tria they don't use.


As for the actual topic about people exploiting bugs to gain XP while AFK: I would suggest the idea that was proposed in this thread about having people who where AFK for while (say 5 or 10 minutes) have their character fall asleep or something. Then while asleep they cannot auto-defend and if they are next to an agressive monster they get killed. If AFK for an hour then the game automatically logs off and shuts down... possibly leaving a message saying "You have been Disconneted from PlaneShift because to seem to have been away from the keyboard for more that 60 minutes".

Or something like that.

8
Wish list / Re: Killsteal Concept
« on: November 06, 2006, 04:23:39 am »
Well thought out Shadow Nose. I would add to this that you do not get a % of the EXP that the actual attacker is earning, but rather a % of EXP times level of learning that that character already has. Such as, you will get more EXP from watching a master swords-man or smith at their craft, rather then someone like a journeyman. Also, I would say a master would earn no EXP from watching an apprentice.

I had actually had ideas based on this before, but in conjunction with a teaching skill. The teaching skill would activly 'show' anyone watching you, or linked in a teaching group with you, what skills you are using, and therefor improve thiers.

(sorry if that did not make much sense. very tired right now.)

*edit*

To get rid of the want to killsteal, you have to get rid of the need to killsteal.

Yeah that makes sense, a dedicated master to a certain skill would be better able to train people... how... to...

*stops for a moment and thinks*

*looks at Harnquist who trains all those crafting skills*

*looks at all the other NPC trainers who take XP and money to advance skills*

*remembers that once bought, people need to get practice points to level up skills*

*imagines going to dedicated player teachers to get XP to train at NPC trainers*

*remembers that this game is still in beta*

*remembers that the origional post was about killstealing instead of the level system*

You know... this might be better off if it didn't involve experience points within the context of this game. More like if it were to add to the training system (like use up XP to gain in theoretical knowlege on a skill or something... though that adds a differnt question all together).

Using it to gain XP in this game where there is no attainable level cap or even rudimentary limits on how far you can powerlevel would just make it more unplayable than it already is. In fact it would probably encourage people to NOT play it. So in essence I realise my idea was short sited, and will not fit in the context of this game... perhaps in another game but not this one.

As for the killstealing, I think my idea on only rewardin XP for actions taken instead of monsters killed would be a better solution than the /watch thing.

Another problem is, that the whole concept of actual experience is really getting weird in games like this. Its almost treating experience like a resource that you can only get by killing animals. If instead experience was rewarded for each action in battle (such as each strike of the sword) then kill stealing would not really effect people as much. If you bring a monster down to 3% and somebody swoops in and kills it, you should have already gotten all the experience from that previous 97%. He might get the XP from that 3%... but who cares? You already got your XP and they can't steal that from you.

There is already the code that lets people gain practice points for each combat action (like attacking with swords or axes or melee combat) a little change in the code should be able to let people get their experience points from actions instead of just from killing monsters.
 

might be more of a solution... just limit the amount of damage getting a kill stolen will do. Other than that, I don't think there can be much done for it.

I am sorry Nose but I think your logic has one big flaw.

You say you shouldn't have to need to fight to get experience, but you are proposing that we do get experience from watching FIGHTING. Now is it me or is this seriously OOC if you then use that exp to train skills nothing to do with fighting?

Not saying there shouldn't be other ways to get experience but that reasoning is as OOC as it gets and in my eyes would only worsen the problem and not fix it to be more IC about how you get experience.

Also getting something for nothing ruins the game a lot faster in my opinion then the "paranoia" I apparently seem to have. If you get something for nothing you don't value it anymore. Aquiring something is no longer a challenge and so people would lose interest.

Ofcourse if you are not interested in the system in the first place that isn't a problem to you, but perhaps then you are simply playing the wrong game. Do keep in mind that the system in place right now is obviously still not finished and other ways of gaining experience are scarce but it has already been said more are planned. Don't forget it's a beta at best.

Yeah, I see that now. Actually, I haven't been playing this game as much as I have before, been playing Goonzu Online lately and it has some good solutions to problems.
For killstealing there just are lots and lots of enemies.

9
Wish list / Re: Killsteal Concept
« on: November 04, 2006, 09:44:06 pm »
hmm if something like the watch command is implemented I would say it would have to work only once per kill. Then you would have to /watch again with the next monster to make sure someone doesn't simply stand next to a spawncamper and leaves for a few hours and still gains exp.

Not that exp is that hard to get but still that might change.


Oh for crying out... listen, I've read a few posts by other Phineas and some other roleplayers and from what I gather there are people out there who actually dislike spending hours and hours of their precious human lifespan pressing a button over and over to get XP for a virtual character (crazy isn't it). This irrational fear of people 'powerleveling' or 'getting something for nothing in a game' is just going to ruin the game for everyone.

I know this would give the potential for people to get XP while AFK... in fact that's kind of the whole point. One of the reasons people killsteal (which was the origional topic, sorry if I hijacked it) is to get some XP without having to whittle away at a monsters XP forever. If instead they can just park near a monster and /watch other fighters level and get some XP for free... then the need to killsteal goes down.

Plus, I don't know about anyone else... but this is a game. It is supposed to be fun, and frankly the combat system is not fun for me.

With the current setup, the game strongly favors grinding and powerleveling. Repeatedly killing monsters over and over for XP. When I wanted to train metallurgy, I had to go fight monsters to get the XP to train it... and got hurt alot because I was built to be a merchant or miner or crafter. I then had to train combat skills so I could fight monsters to get XP to train metallurgy which just doesn't make sense. I essentially reworked my whole character from being a crafter to being a fighter... just because that is the only way to get XP.

And another thing, suppose with the /watch command there is the potential for somebody to get a slow stream of XP (less then what they would get by fighting, about 1/10 or 1/4 depending on how generous the code might be) without having to mindlessly press buttons all day? what would they do in the mean time?

1. chat with their guild or people around them
2. read a book and learn things
3. get work done around the house

And also, if they /watch another character fight while AFK then they would not collect any of the loot from the monster, and therefore would have trouble training skills. They would have to get money from somewhere so they actually would have to spend game time to mine gold or whatever to get the money to pay for training. So really they still would not get 'something for nothing' because XP is pretty much useless in this game unless you have the money to pay for training.


If there was ever a way of gaining some benefit by watching someone, there probably should be some mental stamina drain associated with it as well like there is with most other activities.  This stamina drain itself would place some limit on how much it could be used and enforces the idea that your character is actively studying the actions of another and not just passively observing.

This is actually a good idea, while I personally think that the only having 1/10 to 1/4 of the XP getting registered to the watcher and the risk of the target leaving or stopping combat would be enough to add a bit of risk the idea of using the mental stamina to show it involves actual study could be nice.

But I would reccomend that it be used mainly as proof that it is studying or as a decrease in the mental stamina. So if a person has been watching combat for hours their mental stamina would be pretty low (they would still get all the XP due to them, that wouldn't get hurt) but if they tried engaging in an activity that uses mental stamina (like armed combat? not sure if that is mental stamina) immediatly afterwards then they would be caught off-guard and could get in trouble.


So the basic breakdown of a proposed /watch command would go:

-targets one player character for as long as that character is targeted
-as long as the subject is targeted the watcher gets a fraction of their XP gain (1/10 to 1/4) with no loss of XP to the one getting watched
-the watcher's mental stamina would slowly decrease which would add the risk that if they are surprised into armed combat they could get really hurt
-the player could then do a variety of things as long as the subject was still targeted. chat with others in Planeshift or even do something else entirely
-if they leave the game, there is the risk the subject will stop fighting, leave, die or whatever. also monsters may attack the watcher unawares which would all interrupt the watching process.
-even if they get lots of XP due to watching others, they would still need to get money to pay for training.


The way I see it, /watching would primarily work to benefit those who either did not build combat-oriented characters such as crafters or healers, those with new characters who need XP to level up stuff, and people who can think of more exciting things to do than sit around killing monsters.

I imagine combat /watching could actually form a sort of in-game version of entertainment. People go to the arenas to /watch the combat and would actually have an in-game incetive to do so. Popular among the merchant and crafter class who don't have the means to go through combat.




Get some basic training in melee and light armour.  Kill the dwarf mercenary in the arena until you have enough PP to train your first level of crystal way.  Get a friend to buy you an arrow glyph and lend you an energy glyph.  Then get a friend to get an ulbernaught down to 2% for you, and then finish off the ulbernaught.  Bam, 18 progression points each time.

Is it cheating?  Yes.  But right now, the game mechanics are broken, so I don't feel too bad about it.

Actually, if you wanted to help another player level up would you be okay fighting monsters while they /watch and gain XP, even if they were AFK for a long time? Suppose they were to pay you money or steel bars?

I personally think that the reason the mechanics are so broken is that people are afraid of othe people 'powerleveling' and try making features to prevent that.

The problem is that powerleveling by its very nature is the most efficient way to level up. Try to prevent powerleveling and you just make it harder for anyone to advance... its just that the powerlevelers will adapt and keep going while everyone else gets caught in the traps.

10
Wish list / Re: Killsteal Concept
« on: November 04, 2006, 10:16:54 am »

@Shadow Nose:  Very interesting concept about learning by watching 'a master at work'.  In a way, it makes a lot of sense that our characters could learn by observing others apply the skills that they have learned.  But, the biggest problem would be how to avoid an exploit by differentiating between 'studious observation' and 'being in the general area while AFK for an hour and gaining experience for basically doing nothing at all'.   ;D

Well, one sort of idea that comes to mind... have a /watch command that you use to target one specific player character. Then as long as that player is targeted in your little target window (so that the red pattern marker is showing them) then you will get a little stream of XP coming in as you watch that person. If your target is killed or runs away to that you no longer target them then you no longer get that XP.

In theory, if you did something like stand in the arena stands, target one player that is repeatedly fighting one monster, then leave to go get lunch... you MAY be able to get away with constantly getting XP from them. But if that player runs off to go train a skill, stops to let someone else train at the monster, or if he gets killed then you lose sight of him and no longer get any XP from watching him.

I imagine that the idea situation using a /watch command in this manner is to have several people in the stands in the arena watching combatants fighting monsters. The spectators would be getting experience and while still targeting their respective fighters they could be chatting among eachother... roleplaying. If combat gets a bit more exciting and there is a bit more variety among the monsters released it could get pretty interesting. Get experience for PvP battles and then people may have to chose which combatant to 'root' for to get XP... though I may be getting ahead of myself there. I doubt PvP would become a fun arena sport if people have to trudge their way through the DR after every defeat.


Also, a healer could /watch the fighter he is paired with and since he has him targeted he can cast healing or buffing spells on his companion and would still get some XP by watching him in combat (I also agree that a healer should be able to get a little XP for each time they cast a spell to heal someone... heck I would say that even crafters should get a little XP when they make swords or melt iron or whatnot... but that's just me). Though if he ever takes his eyes off the fighter to combat a monster or pick up an item or whatnot, he may have to /watch his friend again to resume getting XP.


I suppose it might help the fighter know what is going on if whenever he gets /watch ed by a player he gets a message saying '<playername> is watching you' or something. Could help let them know is someone is gaining from their combat it that is something that worries them. Or if they think its a complement or if they are just wanting to help a newbie out by getting them a few XP to start out with.


Anyway, a /watch command that lets you get XP from examining a single target in combat would be most effective when you know that the target is going to stay near you and keep fighting. Some people may use this to powerlevel while AFK but it could only really work if the target is alright with that. Someone that doesn't like being watched could just walk away until they get out of sight to sever the 'connection' and then resume fighting or could just go to train their skills elsewhere.

It could also help roleplaying because people might tend to go to certain spots to watch the fighters and then would chat among themselves. They could roleplay while still getting some XP.


It has always puzzled me why EXP is only awarded on killing something. I agree with Mr. Nose on this completely.

Thank you very much. Personally, the leveling systems I liked the best are in Final Fantasy Tactics where each action you made gave you some experience and in The Sims where you can study or train in an area as long as your overall happiness level is good enough. In the Sims you really have to balance out a lot of factors to get the happiness you need to train in the tougher subjects for very long, I think thats why I like that better than the regular kill-stuff method.

Of course, those are different games but still the principle remains. I think that the idea of awarding XP primarily through monster combat is a rather nasty cliche that is perpetuated too much in other MMORPGs... mainly as a timesink to keep people playing to collect subscription money.

Anyway, hope those help.

11
Wish list / Re: Killsteal Concept
« on: November 04, 2006, 02:22:39 am »
One idea that comes to mind for me is an option for a person to 'watch' other people battle and then get some secondhand experience from that. Essentially learning by examining how other people engage in combat without having to do battle yourself. The player actually doing battle would not lose anything at all, they would get the exact same amount of XP as if they had fought alone. But the person watching would get a little XP by watching the battle (maybe like 1/10th of the normal XP value).

It would basically be like a person watching life-action footage of combat or spellcasting or whatever. You can learn from that to provide the experience to train your own skills later.

Some people may say that this would encourage powerleveling... or at the very least a bunch of people parking next to a high-level monsters spawn point and then watching other people fight it. Which actually could provide a little bit of atmosphere... all those seats (or stairs or whatever) in the Arena might actually have people in them if there was a reason for people to sit there. Let people sit back, watch the combat, and get a little experience for free. People could chat and roleplay while watching the fights if those fights could actually be exciting.

Plus, letting people get experience through watching could help make healers a bit more practical in the game. Right now, I don't think a dedicated healer can get any experience unless they actually help kill a monster or mine ore or whatever. If a healer assists a fighter by healing them. They could watch the combat and get experiece from that. It shouldn't hurt the fighter in any way.



Another problem is, that the whole concept of actual experience is really getting weird in games like this. Its almost treating experience like a resource that you can only get by killing animals. If instead experience was rewarded for each action in battle (such as each strike of the sword) then kill stealing would not really effect people as much. If you bring a monster down to 3% and somebody swoops in and kills it, you should have already gotten all the experience from that previous 97%. He might get the XP from that 3%... but who cares? You already got your XP and they can't steal that from you.

There is already the code that lets people gain practice points for each combat action (like attacking with swords or axes or melee combat) a little change in the code should be able to let people get their experience points from actions instead of just from killing monsters.

So, make it practically impossible for a person to steal experience from a person who worked hard to get it... then create a way for people to gain experience by just watching the combat. Killstealing would not only be difficult to pull off, but it would be pretty unecessary.

As for the loot... eh not sure how to deal with that.

12
Wish list / Re: Simple Spells
« on: October 24, 2006, 01:40:54 am »
Random though:

Personally, I liked the magic system in NetHack. Wizards could do so many cool things because they could read spellbooks to get new powers. But then they need to have enough knowlege in that particular area to even learn the spell in the first place. It has a sort of simplicity in it that I like. (plus the fact that those spellbooks were so hard to find, buy, or iidentify...

Anyway, having spellbooks that teach specific spells sounds really good for me.



One other random thought: Thief vs. Wizard

Theif: I have a skill that lets me steal items from another persons inventory.

Wizard: Oh yeah! I can summon bolts of energy to strike down my enemies... as long as I hold these little glyph things.

Thief: *steals the wizards glyphs* Yoink!

Wizard: ...


Moral of the story: Skills are better than items, because nobody can steal your skills.


13
Wish list / Re: Utility spells and an idea for balance
« on: October 24, 2006, 01:02:32 am »
Spells for map-makers

Birds eye View:
When cast, the players camera view shifts to a top-down perspective and then zooms out to view the surrounding area. (As if they were a bird flying high in the air and looking down, or more appropriatly were having an out-of body experience and looking down from above) After about 30 seconds the camera view returns to normal. Should be enough time to find any landmarks or players they want to find, but long enough you don't want to do it during combat or while doing anything risky.

Would be useful for people making maps of areas or if the absolutly NEED to have an 'in-game' map (though its technically not a map) could have limited use if used indoors or in a cave due to ceilings.


Mining Echo:
causes a subtrarainian pulse underground, if there are any mineral deposits or buried items it returns the distance to the closest of those underground items. For example, if there is an iron mine 45 yards away, it returns the distance '45 yards'. A miner would not know what was found or in what direction it was. Would need to use over various points to triangulate the mines position.


**************************************

Oh, and I am personally pretty interested in the idea of a limited life-span for characters. Allow players to carry over some of their knowlege, skills, and equipment to an 'heir' and you might have something. Sort of instead of running around making an uber-character who can do anything, the player manages a line of characters over several generations.

Actually... that would require completly re-working the entire training system because people faced with a limited lifespan might not be able to genocide over 1000 rogues and trepors to get the XP needed to get lvl 10 metallurgy or mining.

Meh, forget I said anything.

14
Wish list / Re: Path of the Roleplayer.
« on: October 08, 2006, 12:42:38 am »
I think the basic problem is that each 'character' is essentially two characters. The role-paying character with the feelings and story and the game character witht the actual in-game stats and skills (I think Under the Moon pointed this out).

And those two can have probelms actually conforming with eachother. For example, the only way in-game for a person to get XP to train anything is to either kill monsters or to mine for ore. This pretty much prevents anybody who wants to either never kill animals (like a pacifist character) or someone who never wants to mine ore (like the wizend old wizard who studies books on ancient magic) from ever really being able to advance their skills without going out-of-character.


So, essentially the present sytem of leveling up skills is defective. If people want to do get access to better skills and ability they need to either kill monster for XP (which is boring) or mine up ore (which is even more boring and really stupid for that purpose since you get really low XP and in order to make use of the ore you have to take huge long walks on foot in and out of town).

If you want to encourage role-playing, find a way to actually reward role-playing in-game. I think pestilence's idea on eliminating leveling all together and replacing it with GM bonuse may have some actual appeal to it. Or have some way for people to award others with experience, possibly through character created quests or something.

15
Wish list / Re: Sheaperding
« on: October 05, 2006, 11:34:31 pm »
Well, I wasn't really saying 'summoning' in the normal sense as in calling something to fight for you.

The reason I brought up the idea of player controlled spawning is because the way these monsters appear in game (like in many fantasy RPG games) it looks like they just magically appear fully grown from some kind of 'Monster Realm' and then appear in specific spots or areas where they can.

A 'monster spawner' would basically be creating a temporary spawn point to allow a monster to appear in the real world. Its not a summon or a pet, just a monster that the spawner invited into the real world for whatever reason. Whether or not they can actually control the monster requires a completly different set of skills.


But yeah, now I realise that such a thing simply couldn't work in this game. Such a feature would require a radical change in the game mechanics and story and just would be too much to expect anyone to do. Sorry about bringing it up, though I might try making my own game to use the feature.



Anyway, the idea of raising livestock or crops to get produce is a good idea.

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