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Messages - Symasta

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1
PlaneShift News and Rules / Re: Time for Chain Mail
« on: January 29, 2012, 04:46:27 pm »
On the Meet the Devs event you said the next step would be to craft magical Armor and that you wanted the players opinions on how to do that.
Would that be this thread?

2
Thanks, that fixed it! So the topic can be deleted I guess!

3
Hello everyone,
I checked my options and under graphics I turned the label view from mouse over to on target. When I clicked save, the client crashed.
It now always does after I have loaded the world (on different accounts or with different characters), I can't do a thing.
I have the report from Windows:

Problemsignatur:
  Problemereignisname:   APPCRASH
  Anwendungsname:   psclient.exe
  Anwendungsversion:   0.5.8.1
  Anwendungszeitstempel:   4ed2a1d9
  Fehlermodulname:   psclient.exe
  Fehlermodulversion:   0.5.8.1
  Fehlermodulzeitstempel:   4ed2a1d9
  Ausnahmecode:   c0000005
  Ausnahmeoffset:   0000000000021672
  Betriebsystemversion:   6.1.7601.2.1.0.256.48
  Gebietsschema-ID:   1031
  Zusatzinformation 1:   80fc
  Zusatzinformation 2:   80fc7ed893365b526959a443fc3550b4
  Zusatzinformation 3:   4e3c
  Zusatzinformation 4:   4e3ca1db27d339f24ba9a02ab8c2e59b

I do not know if that helps at all, I also don't know if I could translate this correctly to english.
How do I get a better error message?

As I think this information is stored serverwise, I cannot solve the problem by reinstalling Planeshift, correct?

Greetings,
Symasta

4
General Discussion / Re: Introducing NPCs day/night cycles
« on: January 11, 2012, 01:00:29 pm »
Arian and Frilaa stand inside each other at the fountain where Arion normally is at 3 pm.

5
General Discussion / Re: Introducing NPCs day/night cycles
« on: January 06, 2012, 01:45:52 pm »
rabartus and darven stand on the same spot (inside each other) near the laanx temple between 9 pm and 2 am, possibly longer

6
General Discussion / Re: Introducing NPCs day/night cycles
« on: January 05, 2012, 11:56:32 pm »
Nice work!

One stuck path:
Bjorid is stuck in the front gate of Oja at around 1 o'clock (PM).

Greetings,
Symasta

7
PlaneShift News and Rules / Re: In Game Rules Improvements!!
« on: January 02, 2012, 12:44:59 am »
After those exciting changes, I finally had the time to test them.
First of all: It is really good you work on the whole subject and can run better tests now! \\o//

Before listing my observations, I have a, I believe very important, Question:

How are skill-Levels supposed to be converted into ingame RP knowledge?
In magic, being around lvl 100 makes you a full adept. Which I think is probable.
In smithing, lvl 20 I believe is enough to make swords around 200 or more Quality, depending on how much time you spend. So I guess to make 300Q (Perfect!!!) weapons, you might not lvl 200 in weapon making but more or less lvl 50 maybe?
In armor skills, being around lvl 70 is enough to minimize damage done by dlayo Gladiators (!) to about 70 per hit which makes standing next to them using magic really easy atm.
On the other hand it takes around 3-4 hours to skill from lvl 1 to 10 now, costing around 10k trias, which is 40x the income a regular farmer has within a month.
So, is there an overview what skilllevel is which ingame skill? Is any armor skill above 50 or 100 a hero/very very experienced fighter lvl? So that a young character should normally not reach these lvls?

A few things I observed:
Magic:
I have the feeling lvling is at a good pace atm, couldn't notice the difference between high realm spells and others. That seems good, but:
At lvl 45 brown way a stone fist does 91 damage while fist of the vulcano with red way lvl 90 does only 43 damage to certain targets. How is that possible? I like how spells do different damage on different targets, but such a huge difference?

LVLing job skills:
I had to fish around 70-80 fishes to lvl from fishing 2 to lvl 3. While the time spend might be fine as you can already fish many fishes, I wonder if it would not be possible to gain practice points in fishing when not catching a fish. You gain different amounts from different realm spells, wouldn't it be possible to implement pp gained when not catching a fish (as you should learn from mistakes!).

Economy:
I know in the mid ages having a sword was really expensive. But I still think that the system is messed up.

You pay around 5-10 tria for a good meal.
A farmer makes 250 tria a month.
So maybe a cook makes about the same, a little more?
A miner on the other hand gets 250 tria for two ores(!) if he sells those to harnquist.
A delivery boy gets a quest from Harnquist to pick up a weapon part from Trasok has to pay 50 trias to Trasok to complete the quest (how should a delivery boy have that much money?) and gets 3300 trias for completing the task.
A little boy asking to assist Harnquist picks up two apples at a tree infront of Harnquists smithy and gets 120 trias. Now tell me which farmer would choose working for a hard month instead of giving apples to Harnquist?
Next example is someone learning to repair weapons. He pays 100 trias for a repair kit. To get from lvl 0 to 1, he will spend at least 2000 trias on repair kits. How could someone afford that?

I would really like to have more characters who are not just over the top heros but more regular people (and with those lvls you can still enjoy stuff like questing, fighting and stuff without sticking to rats).


I think all comes back to the question which skill-lvl is what knowledge. I would say that the first 5-10 lvls are maybe common knowledge? Things that you learn by living? For example mace and hammer, lvl 5, should be the knowledge of a 15 year old who might have used sticks to fight rats or something? A female at age 20 should have a decent cooking skill?
I like to learn the pp from npcs in just about every skill I see cause I think at those lvls its a learning by doing thing? Wouldn't it be possible to learn skills without a npc to a certain lvl, just that it takes longer?
I would like some other opinions of other players as well, what skill is what knowledge ingame to you? How do you roleplay this?

so much from me.
Greetings,
Symasta

PS: Got a little late, I hope I wrote in a way that is understandable.
PPS: Is more detailed help wanted from the developers on this topic?

8
PlaneShift News and Rules / Re: Race histories and background!
« on: December 14, 2011, 05:39:39 pm »
I do not know if I am the first one to post this, but the History page still talks about Hammerwielder and Stonebreaker...I guess that should be changed then!
Greetings,
Symasta

Ps: just noticed the two still exist as clans...so I am not sure if it really
needs a change ;)

PPS: Stonehammer are not mentioned there, so I guess it needs a little rework

9
General Discussion / Re: Using magic against NPCs
« on: May 02, 2010, 06:33:47 pm »
I'd like to bring in a new aspect:
Now I had some time and I did a few tests:
And it seems that walking in a circle and casting spells, which I thing is acceptable for a mage to move at least a little and not expecting to kill with one hit, is able to kill dlayos or any other monster because they are inable to hit you, as long as you take care and walk in circles. I mean I tested it and got hit on the third try cause I was not careful enough, but it works.
Now is that fair? You are in the pit and you are able to kill them. Someone being not the best in weapon nor magic can hit first and then walk in circles and kill the dlayo. But again you are exploiting the game, aren't you?
Now I have an idea:
Why is it impossible to cast spells when running? Maybe if you were charging a spell, but casting when running should be possible (maybe at a certain lvl).
On the other hand it should be impossible to cast a spell like energy arrow or flame burst at a target directly behind you. I would say that the arrow/fire ball would emerge from your hand and you'd need to focus on your opponent, so to speak see him.
Now we already have the facing thing in sword fight, can't we get it for magic too and allow people to run, but maybe at a slower pace then when not casting any spells, so it would be fair to real weapon fighters?
Then again, I guess people would just run backwards and cast spells......  :-\

10
General Discussion / Re: Using magic against NPCs
« on: April 27, 2010, 10:53:26 pm »
one-hit kills are very realistic. they're the more common type of kill irl. :P

With a gun, but not in a fair fight.
Anyway, I guess it is kinda leading nowhere...But I guess that should have been clear from the beginning

11
General Discussion / Re: Using magic against NPCs
« on: April 26, 2010, 07:07:26 pm »
Quote
You want to kill a dlyao ?
1. Max either brown way, sword or axe and heavy armor.
2. Learn to time your attacks so you don't get hit.
- you will still get hit now and then. That's life. Suck it.

Very funny. Klyros can't use heavy armor (just not set yet). Now if you need heavy armor to defeat them, how can the dlayos be the strongest fighters arround, if they don't/can't wear heavy armor. Or do I get it wrong that they are supposed to be Klyros'?
Additionally:
Where is the point of one-hit-killing. Is that a realistic combat. You stand BEHIND the gladiator you want to fight, start hitting, you miss, you run away and use your magic skill?

I know it all is to be set later, still I find it very problematic.

12
General Discussion / Re: Using magic against NPCs
« on: April 19, 2010, 08:40:32 pm »

In a perfect Planeshift world...

A monster which a player cannot defeat (without cheating) would require a group. So...
Group benefits > Individual benefits

In Planeshift right now...

A monster which a player cannot defeat (without cheating) would require a group. But...
Individual benefits > Group benefits


I don't mind Dlayos, Expert Gladiators or an NPC monster being stronger or much stronger than any player. As long as it for group benefit. It isn't right now.



Maybe this is true about Monsters in the wild, that you need to fight in a group. But in the Arena??? A Gladiator only meant to be fought by groups..How can that be? I have never seen that before!

13
General Discussion / Re: Using magic against NPCs
« on: April 15, 2010, 03:21:35 pm »
I am happy to see so many reactions, so I figure I am not the only one with this problem.
Now talking about roleplay, I think it is nice if max lvls are not ath 1000 or anything like that, keeping it reasonable below 200 is good. Of course there will be people to exploit that, but anyways, it gives you the ability to have some knowledge in different ways.
For Example I never really trained Crystal Way, but as it is(was) THE way to heal yourself every smart character would use at least some of it, especially when getting the needed glyph on a low level quest. Now I am arround lvl 40 now, just from casting healing spells on myself and getting the pracitce from NPCs as I believe that you should improve (slowly) when using stuff often.
Now you talk about making magic fighting reasonable, using stunning spells. But all those spells start to work or even be able to trained at lvl 80 or the realm after. Now to get to 80 in magic you have to work alot, that wouldn't make sense, and now how is a mage supposed to use magic if he has only one way.
It might make sense to me, that at lvl 40 or what not, using the regular summon missile or healing spell should not give any more practice points as you have done this move a thousand times and it won't get better. Maybe you could also get better in spells when casting them often. More complex spells could give more practice points.
Or on the other hand: We once had about 15 new glyphs being sold by npcs. (Everyone who still buys glyphs, but doesn't sell anything once did)
Now if those Glyphs exist, why don'T give some out to the public so they can use them.
I just think right now you can not fight npcs that you kill luckily with weapons using any kind of magic. (And I did see someone killing dlayos (all five of them) with one spell, they lost energy for 10 seconds and then they were dead.)

To the other point of discussion here:
The dlayos are Gladiators, so they won't all attack you if you fight one of them. Ulbernauts should, though.

And further I know it is a low importance discussion, especially on the RP server, but after the post that magic has been redone so greatly...I don't know....

14
General Discussion / Using magic against NPCs
« on: April 14, 2010, 08:45:23 pm »
Hey there,
I don't come to the forums often but now read a little about magic but still want to start a discussion about it under a new aspect.
I have been away for a while and returned, now trying to do some training so I can make a roleplay story out of my absence. In order for that I need some progress in my characters skills. (As you can't degrade them yet...). Part of that was my idea to train one magic way to a very high level.
Now for that I have done alot of spell casting on the dlayos, and as the spell happens to attack more than one target, I could kill all 5 of them at one time.
Now I have to say:
First: It is really boring and not enjoyable, but I wanted to follow my plan.
Second: It only works thanks to sleep Glyph which I think is the first issue of magic: It is far to good for being realm one, on the other hand the only chance to enable someone to fight more than 3-5 opponents without drinking lots of mana potions.
Third: I am neither proud of it nor do I like it, but I fight the dlayos standing on the wall, never in danger to die.

That leads me to my issue:
I asked a gm to reinstate 3 dlayos as they were missing, the answer was that he could, but wouldn't as I was not fighting fair.
Now I do not want to complain about that, I can fully understand this action and might have done it the same way.
But my problem is:
At this stage of the game, how are you to use magic?
If you do not have a drifter, you can not use magic really running around as far as I know.
And with a drifter: What is the point??? Have you ever seen a game(finished game you bought) where the mage will shoot, run 10 times faster than the opponent to the other side of the "football field" to quote Marqsaynt and cast another spell, running again.
That makes magic just senseless I'd say. Especially as there are only opponents that either kill you with one hit, or that you kill with one hit.
Quote from: a player with very high skills
I have to 1hit the dlayos, otherwise the lag kills me.
Same applies for sword fighting.

Now, if it wasn't for my plan, I would not fight the dlayos that way the whole time. But if I (or my character) was wanting to fight them, I would probably do something in that direction, as I OOOcly do not see a difference between standing on a wall, unreachable, and fighting in the pit, able to get far away within seconds. So how are we to use magic?
If you want to 1hit kill with magic you need to get yourself into a gm-event and get a lava glyph, or water, or something like that. Otherwise you will fail. I do not have an answer, but maybe we need to get away from one-hit-kills (they are unrealistic anyways). But that would require a far better fighting system, which I believe, has not the highest priority atm.
I am really interested in responses...

15
General Discussion / Re: a request from the settings team
« on: May 25, 2008, 04:21:15 am »
Quote
Quote
Quote
Why is there only the option to be Talad or Laanx religion when creating a new character, even though there are more Gods (with ingame information about them)?

There are more, if you scroll down (Dakkru, Xiosia, Black Flame, Atheist).

My character is old, I didn't have that option at that time.
Just imagine it has an impact on your skills, what if in your RP story you happen to change your religion. Would that change an impact then, and, how is it notified, how does your religion show (if you want to choose to show it) besides just roleplaying it. (I know if it will come soon (tm) but I would really wonder if there is an intend for that case already.

Another question:

As there now have been more religions added, how many are there to come? Is it unknown yet, or is there a plan?

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