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Messages - Mehallie

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1
Wish list /
« on: May 17, 2003, 01:22:49 pm »
No offence, but I\'ve seen this done and it WAS rubbish.  A good portion of ideas that I\'ve seen brought up are things that have been done in other games that haven\'t worked.  Maybe this should be taken into account not as naysaying but as the simple fact that it has been done and it hasn\'t worked.  As the developers have already said, there\'s maybe only a few ideas on the wishlist worth doing - the rest aren\'t worth their time.

So I guess I\'ll do what they do from now on - ignore silly ideas and only concentrate on ones that are worth some input :D

2
Wish list /
« on: May 17, 2003, 10:15:48 am »
Yes, well rape is realistic.  Going to the loo is realistic.  Vomiting after getting drunk is realistic, but do we really NEED it in a game?  Does it actually add anything?

From what I\'ve seen of getting drunk in games, it doesn\'t do much but get on people\'s nerves and result in folks having to leave their characters logged in for a bit until they sober up.  You can\'t fight while drunk, because you can\'t move and can\'t see.  You could build up your alcohol tolerance, but again, there wasn\'t really much point because there was a fine line between being drunk enough to fight and being too plastered to do anything, and that is NOT the sort of thing to experiment with while camping a mob.

I\'ve seen it done and quite honestly just found it to be \"fluff\".  It\'s cool for about ten minutes when you shout like every person before you \"OOoooo IMR DRUKK\"  But then you learn to immediately put a person on ignore after that... :P

3
Wish list /
« on: May 17, 2003, 09:31:58 am »
Gah, I lost everything I typed yet again  *bangs head*

Ok, notepad is my friend....

Right, let\'s discuss, as you\'re receptive, Rage, and I\'ve honestly got enough time to waste upon conjecture (*grin*)
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The language barriers are there to help accentuate the racial identity. If you\'re and orc for example and want to learn Common speak, it\'s probably a matter of doing a specific quest and poof, you know it. Humans will probably  think it\'s cool to have an orc reaching out to them rather than think it\'s just another mediocre race differing only in appearance. Think of the cultural enrichment that languages might have.

I think you\'re also a bit confused as to have it might have been implemented. For example, if you\'re human and orcs speak with you, you\'ll probably just see \".\"


No, in EQ it was done that text came out garbled if you didn\'t understand the language being spoken.  You would see \"Charaka speaks in an unknown tongue:  JREIU*-n IJ\'tha kenh802\' \" or something similar.  The usual response to this was \"Speak common!\" or \"R U Drunk??\"  

Sure, it would have been a great idea for immersion; the problem was that no-one bothered with this.  Even on the roleplay server, the solution to dealing with different languages was not talking to anyone.  They had to include common as a result, and other languages went by the wayside.  After a while, speaking in your own language was actually considered rude (the assumption was that you were insulting a character that you didn\'t think would understand you) and then fights would start.

Personally, I think there are enough languages floating around in general chat to confuse me anyway - adding in game language will be even more confusing.

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Gambling works.... why are there casinos in the first place? If you\'re not a gambler type like me, perhaps there\'s something else to do.... maybe fishing on the boat.


Again, take into account the setting - just where exactly would there be so much water that it\'s necessary to have a boat?  There are two levels underwater, and it\'s not even clear whether being \"above water\" is accesible on those two levels.  It\'s quite possible said body of water is merely a lake. There\'s also the matter of coding.  Boats in EQ were notoriously buggy - get one bit of code wrong and the boat would disappear out from under you, your character would drown and it would be over eight hours before a GM would show up and get your corpse.  As a result, the boats were often \"down\", people started using other transportation and all that coding became useless.  I enjoyed the boats myself, but I was often the only person on them, and hence it became a bore.

Gambling would be the same problem; an immense amount of coding for something that people would probably complain about anyway.  I can imagine the \"cheat coding\" now as we speak, or conversely the characters having to beg other people on the boat for money because they lost it all in a round of gambling.

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What it comes down to is how WELL these ideas are implemented. You can have really good ideas, but end up with poorly designed quests, trade skills, cultural identities, factions, communication interface, and guilds. It\'s the design and polish that is the challenge. Ideas are a dime a dozen... great design and implementation skills are what makes a game great.


This is true...however I\'d like to bring something up that may shed some light on my \"naysaying\" trend.

I work on GuildWare.Net with my husband; he\'s the coder, I\'m the \"think-tank\" and \"human credential\".  To a coder, coding is the most important part of any endeavour - anything else is just window-dressing and fluff.  Conversely, I know what people want; eye-candy, user-friendly navigation, great graphics, good content.  To a coder, this is last minute stuff, but to a gamer or a thinker, these are things that should always be in the back of someone\'s mind whenever doing anything of this sort.  As a result, hubby and I butt heads a lot.  I say I realise why they put coders in dark rooms with lots of pizza to keep them quiet, and he says I think out loud too much and I\'m asking for the moon.

The perfect balance happens however, when both the thinker and the coder can take into consideration the other point of view.

Often the coder as well as the thinker get too hung up in various things; the coder thinks of every single possible variable and possibility, often to the point of complete redundancy.  I\'ve discussed crafting with some developers, and it was rather like talking to my hubby - they each had these very far-out ideas of how impossible things would be because they were taking into account things that the gamer or thinker didn\'t really care about seeing implemented in the first place.  I often have to derail Simon when he gets into such long-winded \"what ifs\" by a gentle \"no-one is too worried about seeing that, they really want this, this and this\".  Also, what he thinks is perfectly beautiful bit of code may very well be, but to the eye of the person coming along upon a website or game, they want to see something pretty they can relate to (I think he\'s figured this out out even after many of my protests because a common comment to GuildWare is how dull it looks to the eye).

On the other hand, here\'s me wanting to add all these extra fiddly bits that aren\'t possible because I don\'t understand the code, which often earns me a look as if I have just sprouted antlers.  I don\'t understand entirely WHY my ideas don\'t work, but I have to take it into account that Simon must know what he\'s talking about and leave it at that.

So, in that light, again look over your ideas.  How simple do you really think coding language-barriers would be?  Can you imagine how difficult plotting a direct path for a boat, completely with characters and all their gear in their inventory, gambling away, would be for a small group of coders doing this in their spare time?  Does any of these ideas actually enrich the game or are they merely there as a \"cool idea\" (this translates into coder-speak into \"fluff\" and remember, to coders \"fluff=useless\")?  Merely watching my husband create code for a message board has been an education in how difficult coding is - but at the same time, he knows when to come to me for a dose of \"perspective\" when he\'s getting too wound up with his coding \"what-ifs\" and I can give him a simple solution.

Right, I\'ve gotten a bit longwinded myself, but you catch my drift, aye?

4
Wish list /
« on: May 17, 2003, 08:51:56 am »
And then you get to bore everyone in shouts and OOC by shouting \"LUK ART MUH EM DRUKK!\"

As a result the rest of us shut shouts and ooc off because you\'re annoying.

Games have had this feature and it honestly added nothing to the game.  What is the point of being drunk?  Supposedly it gave you strength modifiers, but it also lowered your wisdom, so in theory it was really good in a fight.  In reality, it just annoyed people.

5
Wish list /
« on: May 16, 2003, 07:29:29 pm »
It\'s not merely \"some people\" tired of the same thing being rehashed; the developers themselves are tired of people bringing up threads that have been brought up before, if you note the PK and PvP \"discussion\".  

I am also commenting upon a MMORPG that is interesting to me, and as an interesting NEW, innovative game I would hope that it would therefore BE new and innovative, and not merely use aspects of other games.

A lot of great ideas fail because, quite honestly, they weren\'t that great in the first place.

If you are on a personal crusade to defend those you feel who are wronged, then it would be better suited in PM\'s, as I am merely commenting upon an idea and not launching a personal attack.  However, if you would rather flame back and forth, I\'m afraid I\'ll disappoint you as I\'m not very interested.

Now, back to the topic:

Out of many of the games I have played, I have never seen the \"different language\" programming done properly.  As a result it often just got ignored.  One one of the five threads I found on this subject, I seem to recall a few developers stating they weren\'t keen on the idea, and therefore it probably wouldn\'t be done.  Unless that stance has changed, I believe it still stands.

Boats in a stalactite world where only two levels actually have to worry about water would be redundant.  Much easier to just have a bridge or go round or even swim.  Better yet, to just \"cut to\" getting on a bridge and stepping off to save time.

Gambling:  I\'ve also seen this done in game, usually by other players ripping off other gamers.  It wasn\'t allowed, but it wasn\'t entirely policed either.  As a result, the amount of money people lost was actually quite staggering, and none of them seemed to have the sense to realise they\'d done it to themselves.  The invariable arguments of \"being ripped off\" end up giving GM\'s and people behind the game a complaints section that would probably have to be based on another continent due to its size.  The chance to cheat is entirely too high.  

Faction - faction would be interesting if a) it was a world where faction actually meant anything and b) if it actually meant anything if you didn\'t have faction.  This, too, has been discussed quite a bit.  And, again, is just another aspect of many other games that was always just worked around.

But of course, these are just my \"lone ideas in a very early stage\".  And of course, I am \"only commenting\".

6
Wish list /
« on: May 16, 2003, 05:58:30 pm »
No, rainmaker, I wouldn\'t.

What he has described has been done in EQ.  And it didn\'t work.  It has also been done in other games...and it doesn\'t work.  

Also, these same ideas have been brought up time and time again in various other threads and have been discussed and discarded ad nauseum.

So rather than writing off my \"criticism\" perhaps one should read the threads of what has already been proposed before posting them yet again.

7
Wish list /
« on: May 16, 2003, 02:25:38 pm »
Most crafting is a labour of love.  The challenge of it is half the battle otherwise it becomes too boring and is just a round of combine-clicking and selling wares.  Traders that \"migrate\" from level to level could be their own market - buying items from below from the Nolthir and selling to the level at the very top.  If they\'re ripping people off, it will be discovered quickly.  The successful trader is the shrewd trader.

I had no problem travelling to get what I needed when I was crafting because the satisfaction at the end rivalled the same satisfaction I felt watching that big dragon wheeze out its last.

Also, with it being so challenging, you cut out the \"wanna be\" crafters who are just doing smithing and the like because they think they\'re going to make a quick buck.  You craft because you really enjoy it, even when it\'s frustrating.  Hence all those folks hunting down those elusive recipes in EQ even when they knew they probably weren\'t going to be able to sell the end product.  It was the satisfaction itself that counted.

Again, however, I\'d have to ask where these items would come from if they don\'t drop off mobs.  The only other option would be to buy them from NPC\'s and I don\'t see that as being a very \"interactive\" way of going about this whole process.  And even then, there\'d be no way you could have npc\'s in one area alone that would possess all the things needed for making items.  And where would the traders get the money to buy it in the first place, if they can\'t start bringing in a little cash from making items?  Chicken-and-egg sort of thing.

Right, as you said, lots to ponder and lots of time.  I got on a crafting tangent somewhere else and what I heard from Venge was encouraging, so I\'m sure things will work out.  And \"that\'s all I have to say about that...\"

8
Wish list /
« on: May 16, 2003, 11:56:59 am »
This has been proposed in other games so that the world is more interactive.  However, this also means having very active GM\'s that can keep an eye on things ingame and the like.  How interactive the world will be could probably be discussed in another thread, as I\'d like to know how the dev\'s are going to handle that one.

Back to the cultures thing:  I\'m hoping for some more background as what I have read is rather intriguing but a bit vague, however as early as this project is, it\'s understandable.  I would indeed volunteer for this, but I don\'t know how many folks are on the team or what they\'re doing, hence trodding on toes is something I\'ll keep away from for the time being.

So, I\'ll keep the hope that we\'ll hear something on cultures soon.

9
Forum and Website Discussions /
« on: May 16, 2003, 11:50:52 am »
You are of course assuming that

1) people can find threads for themselves and would actually put things in the proper forum
2)people will actually read the NO PVP in bright letters and would therefore be quiet about it or
3) People would get the hint.

Poor paxx  *offers you a hug*

10
Wish list /
« on: May 16, 2003, 11:45:47 am »
Good grief, I just lost everything I wrote *screams*  Has anyone else been having trouble staying connected to the site?

Gah...right, I\'ll try again.  *bangs head on keyboard*

Ok.  The \"virtual pouch\".  I skipped it because I honestly didn\'t understand it and also because it once again seems to favour tanks and those with high strength, which I don\'t quite care for.  Sorry about that :/  But then I\'m not a developer so tell me to bugger off if you like.

So, if you cannot harvest items off monsters, where in the world do tailors or other crafters get their items?!  Do they have to buy them from NPCs?  Well that certainly takes the fun out of it.  The whole hope is that people will actually interact with each other, and not merely run around without talking to anyone else.  Would a crafter have to hunt for said items?  What if they\'re absolutely no good at hunting and, Well, who wants to \"pharm\"?  It\'s quite dull.

As for the use things in game rule - why does it need to be complex?  I don\'t think it\'s necessary for EVERYTHING to come off a mob.  Perhaps in some cases it\'s a \"trade secret\" as to what drops off what mob.  For example, if someone wishes for some items for making Klyros clothing (which I believe comes off aquatic animals only), one discovers that a particular fish is required.  However, there are three \"sub-species\".  One drops scale, another drops meat, and yet another drops bone for needles.  It is up to the hunter to be able to find out which is which, and to get an idea of what needs to be used to harvest it.  Worrying about poison or spells just gets too complicated, and it doesn\'t really need to be that difficult, IMO.

Conversely, when it comes to intelligent or humanoid races, yes we can see that the mob is carrying weapons and armour, and it probably has a pack and meat.  But it is really that all-fired necessary for someone to be able to strip it to the bone for everything.  I don\'t think so - suffice to say that coin and perhaps a magical item, or even a quest item, drops off the thing and leave it at that.

Let\'s take this a bit further:  there are people that really enjoying crafting and trading, and there are people who just want money and loot.  Now, with the option of harvesting for crafting, again this doesn\'t need to be complex, and it can be done in such a way that it encourages interaction with others, rather than just the NPC option (I\'d hate to see the trader \"mules\" of EQ come into play here in PS).

When I was tailoring in the above unmentionable game, I needed certain hides.  They only dropped off bears and pumas, and they were a \"green con\" (I didn\'t get experience to hunt them).  Now the choice was really boring farming, or getting the lower level characters who were already hunting for experience to save them for me.  They were very happy with the money I offered, they got experience, and I got hides to practice on.

Now, I have leather padding.  I make friends with a smith who is more than happy to take these off my hands.  Trouble is, he needs iron ore.  Now, in this game (silly, I know) iron ore dropped off a certain monster, and he was too high of a level and didn\'t want to \"pharm\".  However, I got experience, and I\'d go and kill these things, happily bring back as much ore as I could carry, and more often than not got some new armour in the process.

That\'s healthy interaction.  This same thing could be approached in PS.  Traders need a certain item.  There are hunters who really enjoy gathering such items off various mobs.  Let us suppose that the only creatures that actually drop items for crafting (for food or clothing or what have you) are animals.  Therefore, it\'s up to the specialised hunter to know just which animal to get items from and how.  After establishing a friendship with a trader, they now can do business together - trader buys items from hunter, hunter gains experience from the kill and coin from the trader, and the trader has wares.  There is no overburded market because supply and demand is totally balanced - the trader knows where to buy things, and the hunter knows where to sell.

Conversely, there are people that just want coin and experience only.  They don\'t want to be weighted down with things they won\'t use.  They just want to kill.  To them, the humanoid hunting is the most rewarding.  They get coin and experience, perhaps a magic item for use, or a quest item for their job or a task for learning or what have you.  They don\'t need to be bothered with trading and, because there\'s very little there to trade, they don\'t need to sell anything.  They can keep their hard earned money without it being a problem to anyone else, they don\'t need to leave their camp, and they never have to be bothered with unidentifiable \"bits\" that they have no idea what to do with.

Dividing up the mobs into crafting/money divisions would also take care of another problem in most MMORPG\'s - the higher level pharmer taking over an experience camp for lower level characters.  This is infinitely frustrating.  I can\'t count how many times I\'d journeyed through really nasty terrain with a group of mates in order to do some experience hunting and maybe get some decent items only to find that someone 30 levels higher was claiming that entire area (if not the entire zone) in order to farm materials or level up their character on another account (the park-and-play method, a huge cheat and utterly ridiculous).  Said person would often tell us to bugger off rather than just offer to buy the items off us after we did the killing, or if we did convince them, they\'d try to rob us blind, offering 1/10th of what the item was actually worth.  Again, this doesn\'t promote good interaction.

However, if mobs are divided into the cash/crafting way I mentioned above, such problems could almost entirely be eliminated.  Hunters for crafting items see experience as a nice bonus but they won\'t be robbing anyone who just wants experience alone from being able to achieve it.  People who just want experience won\'t be hogging a mob that a crafter needs for an item in order to sell it for a ridiculous amount, and it would also cut down on the \"camping\" syndrome quite a bit, as \"phat lewt\" wouldn\'t be driving force behind humanoid hunting.

Right, anyway, that\'s all I can think of for the moment.  I hope I\'m not beating the dead horse, but I think it\'s a really good system as long as it is kept simple and there isn\'t a whole lot of worrying about making it too \"realistic\" with all the concerns of corpse-stripping and the like.  The game is, after all, your own, and doesn\'t necessarily need to follow the laws of earth biology.

11
Newbie Help (Start Here) /
« on: May 16, 2003, 09:59:18 am »
*chuckles*

Well, I think I\'ll just nod and smile and bow out of this one.  If you think spelling is \"so what\", good luck writing a CV or getting into Uni.  

Hubby is groaning the words \"script kiddie\" behind me...

12
Wish list /
« on: May 16, 2003, 09:54:14 am »
Once again, brought up in another thread...read some threads before you post, eh?


Language barriers - this doesn\'t work.  People are too lazy to learn other languages, and if you are rping in your own cultural language, people will immediately start shouting \"Speak common plz!\"  Hence, a pretty useless feature.

Faction rating; this too has been done.  From an rp standpoint it\'s really tiresome and ended up with supposedly \"evil\" races being played like non-evil races because people didn\'t \"want to really play an evil character, they just liked the stats and the looks.\"  It doesn\'t promote rp.  Besides, I don\'t think there is really any racial tensions of that sort in game, though I could be wrong.

Boat transport.  This is what made Another-Game-That-Shall-Not-Be-Named create portals for even faster transportation, because it took too long and people were sick of boats.  Gambling in games really detracts from gaming.  I don\'t even want to think about how many gambling scams I\'ve seen in EQ.

So, basically, what you\'ve just described is EQ.  And no, it\'s not even remotely rping.

13
Wish list /
« on: May 15, 2003, 09:40:35 pm »
Heh...the only reason I know the history so well is because I offered to edit it (those edits still aren\'t in place yet...busy folks and all).

I have offered to do some assistance in writing in whatnot, but I\'m aware the devs are busy and I haven\'t wanted to pry.  Maybe I\'ll hear something soon - I\'m certainly being loud enough on the forums.  Perhaps too  loud, but there you are  :P

Also, I have personal issues about ghost-writing someone else\'s material without permission.  I know it would totally fry me personally, hence I haven\'t really said much on the history front and hoped that the original writer would take the few suggestions I\'ve given.  (Honestly, if I were to take a crack at the history, I\'d rewrite it from top to bottom, and I don\'t feel that\'s really my place to do without having the devs ask me directly.)

I am hoping that things are brewing in the background on the quest and history front; coding is all very well, but as you said, Axioma, without a really strong history and story line, it doesn\'t make for good rp.

14
Wish list /
« on: May 15, 2003, 09:35:03 pm »
I\'m not sure why you brought the example of having hundreds of jobs, because PlaneShift won\'t.   They have a finite example of jobs and they will concentrate upon them and make sure they\'re not \"meaningless\".  And even with a game that would have a hundred skills, you\'d still find someone specialised if, and only if, they concentrated on ONE skill and didn\'t try to be the minimart, as I previously stated.

I also don\'t understand how having 20 jobs or so can be considered \"everything\".  I\'m sure the devs have had the same problem with crafting as in the past, and they seem to have a clue about how to make things less boring and yet more interesting for people that really want to craft, not merely people who think it will bring in lots of money.  This has been addressed in another thread...and probably several others.

I think they\'ve got a handle on it, mate.

15
Wish list /
« on: May 15, 2003, 06:06:43 pm »
Oh the memories:

Assembling for dragon raid: one hour
Going over rules: one hour
assembling groups while clearing: 2 hours
kill monster:  3 MINUTES
Argue over the Need before Greed loot: about five hours.

It\'s not worth it, trust me.  Besides, if uber items drop off a mob, people will start camping the bleeding thing to get the \"uber sword of doom\" and then the real fights will start

I wuz here first!
No u wernt I just went to sell!
I haev 2 kill this mob, I\'m sapposed to sell three of these swords on ebay!

Meanwhile, crafter looks at all the swords and things they\'ve made and sighs at the empty shop...

I am greatly in favour of the \"something useful\" ploy.  Hence, crafters that may not be capable of hunting some of those scarier monsters can buy off mercenaries or such who have gone out to get the items for crafters so assemble.  This works in most people\'s favour because there is no \"class or race\" restriction on carrying a particular item (as often happens with weapons or such - what would a monk do with a sword?).  Also, if weight is a factor in game (it may not be) harvesting hide or something else is often lighter and therefore you can carry more of it without having to run off and leave your group in the lurch.

The problem with item-dropping is it encourages camping for items.  There is nothing more annoying than sitting around waiting for the spawn rate to get up and whack something, loot body, sit down, get up, etc etc.  I miss the good, old-fashioned \"dungeon crawl\" where you went in, kicking and biting all the way, got to the bottom, fought the big bugger down there and maybe got a few gems or sommat that was actually worthwhile, and then you got the heck out of there before his mates showed up.  Infinitely more satisfying to a melee than just pulling and whacking blindly.

The issue I have with \"group points\" is much like the \"main looter\" problem in other games.  More often than not, you don\'t know who you\'re grouped with.  Hence, someone you don\'t know is designated main looter.  It often happened that once a uber item dropped, main looter would loot up and force a linkdead so that he was left with all your items.  Hunting said main loot-stealer was impossible, as you often didn\'t write down their names and the GM\'s would tell you (often quite correctly) that it was your fault for trusting a stranger. Hence, if a player must log off suddenly or goes linkdead and can\'t get back in game, what happens to all their points?  So, no, I\'m not in favour of that one.

Having actual useful items would also eliminate \"pharming\", another bane of crafters everywhere, of hunting mobs that were too low of a level for you to get experience points, but you needed whatever they dropped in order to craft.  There\'d really be no need to pharm, as someone would always have a bit of something that you could probably use, and it wouldn\'t just be limited to a few friends you could ask - the whole world would be getting these things, and therefore could *gasp* interact to find out who they could sell them to.

Therefore, everyone would end up happy; the melee would end up with coin, which is infinitely more useful than an item he won on a roll that no-one actually wanted, the crafter is spared having to go out into the field if they can\'t be bothered to do it, and is more than willing to part with coin, and their trades aren\'t undermined by the introduction of other items that everyone wants because they\'re \"rare\".  Conversely, people don\'t go into the game and try and twist the rp factor by camping a monster with their friends for two weeks at a time so they can sell these items on the \"pixel black market\".

Bear with me a bit longer on the money idea:

I\'m also more in favour or a ratio or \"rounding up\" of money.  There was nothing more annoying than having several hundred copper and silver pieces on your character as such fiddly small change at that level was utterly useless.  Most of the time, you destroyed it.  Often, people refused to split because they didn\'t want to be weighed down with all that.  So, perhaps, in some instances, such \"small change\" would be rounded up to the nearest fair amount (equivalent of gold pieces or higher).  This way, those of higher rank don\'t have to be annoyed at this small amount of change in their pocket after a ten minute skirmish.  If money is going to be the only thing other than crafting items, it should be negligible.

Anyway, just my idea.  I know, dropped items are so \"kewl\", but unless you\'ve had a crafted item made with your own initials or name scribed upon the side, you\'ve never really experienced \"cool\" yet.

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