Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - SynergfyFlo

Pages: [1] 2
1
Complaint Department / Re: Bored
« on: June 06, 2008, 06:57:40 pm »
Hmmm.
bored cause...
all i actually get to do is hack rogues.
and mine now and then.
to up skills.
to hack more rogues.
cause...magic is useless.
cause...none of the other interesting skills work.

2
Complaint Department / Re: Newcomer's first impressions
« on: May 01, 2008, 07:21:09 pm »
welcome...

the issues you mention are irksome, and you are not alone in your criticism.

In a way, I actually enjoyed being a bit lost when I first started playing - it felt more real for someone suddenly emerging in a completely strange world. However, based on the notion of races and of origins within Yliakum, which is intensified by the reference to a character history, I feel that there is a lack of available contextual knowledge which a "real" denizen of such a world would have at their disposal as a result of their life history and culture. I'm no coder, more from a social sciences and anthropology background...but it would be great if the history a character has could unlock certain types of knowledge that would be displayed when a player considers an object or a topic.

I recall that Morrowind had a type of cumulative lexicon of information that grew as a character interacted with npc's and quests. This type of thing would also be very useful to reflect a character's memories and life history. Of course, based on intelligence scores, the game might include "memory errors" by saving bogus stories, or dropping significant details.. ;-) 

The lack of such contextual info encouraged me to seek out the help of other players, which I guess is useful and in line with the apparent intent of the devs. It certainly gave rise to some very interesting encounters and a few bouts of really good humour around one of the mines, when people began chanting limericks about the rigours and boredom of mining. ;D

ok, be well,
Synergyflo







3
Complaint Department / Re: magic is weak
« on: March 22, 2008, 04:47:14 pm »
please, please, folks :(

let's get this sorted - i progress much faster with swordsmanship, probably also because it is much more feasible to use a blade in an encounter - so it's much more difficult to gain pp with magic.
and i'd really like to find out which glyphs can be combined well for new spells, but i have not met anyone in-game who is willing to chat much about this kind of stuff - heck, i've even tried to find a suitable guild...no response yet...

pleeeze!  :sorcerer:

4
same issue.
and the item is not in a sack or in a glyph sack either, unfortunately.

5
hey guys,

the npc interactions and quests with Davikel and Kerryk seem flawed.
I have done what Davikel requested, whereupon Amidison asked a question that was not possible to answer in a way that the npc understood.
similarly, for Kerryk's request for the return of lost stuff (deliberately vague here - i don't want to give away too much) i made it to the first npc ok, who gave me an item to take elsewhere.
however, since my inventory was full, i did not receive the item, nor is it possible to request it a second time - the npc acts as if I'm completely gaga.   

since these are once-off quests, it seems i am now stuck with 2 half-completed quests and no way to finish them - more than a little frustrating, since I cannot reset them.
it is manifestly irritating when asking an archivist npc about archioves, and he doesn't have a clue what I'm talking about...

please let's sort this!

ps i could post the conversation logs if needed.

6
Complaint Department / Re: Pros vs Cons
« on: March 20, 2008, 01:08:40 pm »
i've been involved with this game for less tha 6 months - i was astounded by the amazingly interactive 3d world...open source!!! \\o//

in this time, i have already noticed major improvements and changes. this game is under development, it's quite dynamic, and an amazing bit of work.
sure there are rough edges, and our feedback as players/testers will help to polish these, i am certain. luckily for the sake of brilliance, both players and devs are capable of adapting. hang in there!

the darkness issue and the mouselook seems to be a windows-related problem - just one more reason to ditch the virus  :devil: and start working with linux! :thumbup:


7
These suggestions sound really interesting.
perhaps a way to further stabilise the system is to allow the least-squares matrix to operate on a regional scale, i.e. Harnquist charges and sells differently based on the prevalence of certain items in Hydlaa, but npc's elsewhere (e.g. Trasok) would charge differently because some items are more common in Ojaveda (e.g. shortswords looted from rogues should be cheaper in oja than in Hydlaa).

Once again, though, I feel that part of this could be addressed by letting persistent items circulate among mobs, too - especially rogues should enjoy looting...? so perhaps spawn rogues with a standard, low-value weapon like a knife, but allow them to pick up new ones, and perhaps even to increase in power if they survive successive attacks by PC's. the way people speak of farming mobs suggests that victory is generally taken for granted - perhaps our rogues should be a little rougher around the edges, and perhaps even fight as teams?

8
Complaint Department / Re: Pros vs Cons
« on: March 19, 2008, 11:11:42 am »
hey folks...

since this is a complaints section, there's little need to sulk when people raise criticism or threaten to abandon the game for (gasp! shock! horror!) runescape.

the issue of finding one's way around is a bit difficult for a newbie, but i feel that it adds a little realism - of course you'd get lost if you suddenly appeared in a vast cavern on the inside (!?) of a massive stalactite, with myriad hills, vales and tunnels.

maps can be found (some of them extremely detailed) in various guild archives - once again an incentive to interact with people in-game, develop alliances and friendships.
I have usually found that just asking other pc's for help or directions is good enough to find most spots.

i also had a rough time in the death realms for a while ... until i just sat back and observed other pc's....there's enough influx of battered souls that you don't have to wait too long before you meet someone. even if they are not inclined to chat, you could follow them for a while and see where they go.

just watch your step, and don't look down if you suffer from virtual vertigo!

9
ah, i agree completely about the difficulties this would create for independents, etc...
but that is exactly the awesome thing about it, in terms of scenario realism and role-playing. sure, resources like skills, cash, equipment could come to be increasingly monopolised by certain guilds and powerful pc's - but this would make it so much more realistic, and challenging. also, with the many different guilds already in existence, it would lead to some interesting competition and alliances, but also create an opportunity for guilds to define themselves with more than just heraldry, ideology and ethos - but in terms of "real" resources and the political intrigues associated with maintaining and expanding these.

then, in terms of roleplaying, there would most likely also be opportunities for loners to find archetypal hermit-style masters of high accomplishment who refuse to align themselves with any particular guild or organisation and prefer instead to pursue a life of solitude dedicated to the practise and refinement of their arts. there could even be loose (non-guild) alliances of independents who support each other.

partly, though, this is only an issue with the present skill system. actually, a teacher is only really necessary to introduce a character to the basics of a skill.
thereafter, if the student applies himself to the study of his art, a teacher would no longer be necessary, though certainly useful in terms of accelerating the process of learning and in terms of revealing specific techniques. often the higher levels of learning and understanding arise spontaneously from an intuitive grasp of the inner logic of a skill, after a long time of practise and inquiry. miyamoto musashi, one of the greatest historical japanese swordsmen ever, though introduced to formal swordsmanship at an early age, cast aside the conventional wisdom, refined his art during periods of ascetic retreat in the wilds, and through trial-and-error application in scores of lethal encounters. this completely revolutionised swordsmanship in his time. the game should accommodate this style of progression also.

10
Complaint Department / Re: boooring!
« on: March 16, 2008, 08:23:47 pm »
more a herbalist, really  ;D

11
agreed on the need to secure stable broad-level access to bulk resources like coal and iron ore.
agreed also on luxury resources. perhaps it would also be useful to consider the economy as a system that exists on the backbone of an ecology, with a diverse base of living and non-living resources which are "mined", processed and benficiated. the type of economic activity newbies engage in could be used to define a career path: coal & iron ore -> smelting ->blacksmithing -> goldsmith/weaponsmith/armorer/locksmith; or: gathering -> lumber/hunting; lumber -> carpentry/joinery -> carver/bowyer/fletcher/toolmaker
etc.  living resources would be more fragile and respond more quickly to over-use than bulk nonliving resources. their spawning rate could depend on environmental conditions - no more deerskin cause the lumberjacks flattened the forest!

historical guilds tended to be very much a characterised by specialisation of some kind. they also often had complex internal hierarchies - including trainer hierarchies.
top-level masters would not necessarily get mobbed - most folks could not afford their services, and would be quite satisfied to learn from his senior students or at least from initiates who know the basics.
 

12
I've followed this thread with great interest. here some of my ramblings on the matter....forgive my ignorance of the detailed game mechanics if  any of this seems like nonsense.
I agree that there is a need for a more player-based economy.
Several comments have indicated that part of the problem lies in balance, and in integration.

It seems that the different threads of the economy, i.e. the paths of resource flow, are not well enough integrated to allow a player driven economy to regulate itself.
Self-regulation requires resource flows that are engaged in feedback loops - this is a systemic issue. right now, it seems that the game's economy is organised more in the fashion of a linear, throughput-based economy, with npcs, mobs and mines as sources on the one end, and npc's again as sinks on the other. To allow value to remain in the economy without fluctuations having too disruptive an effect on pc's, a diversification of resource and value flows would be important, as would the increased participation of players in such a diverse web of crafts and professions. pcs need to be able to play a much more diverse and fundamental role in gathering the raw materials, processing and selling them - for just about every item available in the game, starting with one-eyed rat skins for those outrageously fluffy adventurers' boots we all desire.

It would seem that another part of the solution might be to tackle this issue of systemic integration by making the amount of items available from npc's directly related to the amount of raw material stock he receives from pc's. the sourcing of raw materials can be seen as a type of newbie quest-like activity, engaged in until pc's have acquired trias and skills that allow them to render more valuable services or craft goods of their own. accordingly, the price of all goods traded should be allowed to fluctuate in relation to the availability of the supplies needed to make it, and the amount pc's are willing to pay for it. in converse, npc traders and smiths should only be allowed to purchase stock if they have enough trias to do so, or if players agree to sell to them for lower values. they should only be allowed to craft items if they have stock, and only sell items they have crafted or bought.

since pc's discover items as loot from mobs, could we not close this cycle a little more by allowing mobs to loot fallen players too, unless they have buddies or guild-fellows who salvage the body and its possessions....? in this case, items would have greater persistence and circulate more widelythroughout the game world, players would be more cautious about venturing to the death realms, and more fastidious about only entering combat with trusted companions with a variety of specialist skills to back them up. 

gold does seem to be strangely over-valued, considering it has little utilitarian value in-game. gold's value (apart from its possible role in crafting magical items and jewellery) would likely be more symbolic. this also relates to its use in the minting of currency. currency symbolises abstract value, that can be used to assign comparative value to items of different kinds. this is what allows it to be the grease that helps items to change hands and services to be rendered. iexcluding jewellers, imperial or royal mints would generally be the only entities to purchase gold in its raw form.

trias, though, seem to leak from the economy as water through a sieve - via npc traders, and through trainers. the trainer issue is one that i really feel passionate about - it needs to be adressed urgently.
why can advanced players not earn xp and pp by training those less skilled (e.g. a master swordsman can train anyone up to 5 levels beneath him, and receives rewards proportional to the level of his students)? Pc trainers can charge what they wish. NPC's should only train complete beginners, in my opinion, so that maxing skills depends on the development of the type of master-fellow-apprentice relationships that could form such a strong foundation for medieval-style guilds, which would then likely be governed by
councils of influential masters who extend patronage to their factions of supporters.

this should be tied to the circulation of of raw materials, goods, and services: to conduct their businesses and maintain their guild halls and other properties, guilds would depend on fellowship fees as well as on preferential access to the relevant resources - which could be much scarcer than they currently are. for this reason, I like the idea of limited resources that respond to over-exploitation with scarcity and disappearance. in the competition for scarce and finite resources and the ongoing enagement of players in extraction, production, trade, patronage networks lies a wellspring for truly vibrant guild intrigues and roleplaying!    \\o//



 

13
Complaint Department / Re: boooring!
« on: March 16, 2008, 04:38:24 pm »
i don't doubt that it's possible...
but i have a life apart from ps, and can not afford to play more than a few hours each week.
i have been practising some spells as a way to enter combat, but there is very little tangible benefit to it. the only remotely useful spell at this stage seems to be the life infusion.
everything else is too ineffective to use by comparison with the rusty, trusty broadsword...

as a result, progress seems very slow, and there is not much excitement or incentive to continue developing my character.
the landscape is beautiful, the vistas breathtaking - but the running back and forth on errands eventually loses its novelty.
as do rogues and rats. tefs flatten me in one fell swing...

magic just doesn't cut the mustard for me...

14
Complaint Department / Re: boooring!
« on: March 14, 2008, 08:20:20 pm »
yeah, ok, so i've had some interesting conversations with other players....but where does it lead?
the best bit of rp i've seen developed around a goldmine, when several players spontaneously began composing limerick-style songs bemoaning the boredom of mining ;-)

adventures seem to be either slashing monsters or doing quests...surely there's more out there?

15
Complaint Department / boooring!
« on: March 14, 2008, 07:59:03 pm »
Hey folks,

so far, a really great effort as far as graphics and storyline are concerned.
BUT: I'm just getting really bored of hanging out in Oja, killing literally hundreds of rogues in order to slooooowly improve my skills.
The quests aren't much better - I find myself running errands for lazy npc's who never move from the spot they seem to be rooted to.
the other alternative: spend hours of realtime watching my character chipping away at a virtual rock to collect bits of virtual gold...

and then: magic is still a complete waste of time....have been praticing the stuff for a while, but even so, it is not even posible to fry a single rat!!!

with all this, even though I appreciate the improvements recently added, there seems very little incentive to play. the game swallows time like a black hole, with very little by way of action, excitement, or adventure.

come on, folks....i'm truly looking for adventure and roleplaying - and find very little of either.

Pages: [1] 2