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Messages - Roderyck Slywolfe

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1
General Discussion / Re: Cooking/Baking and Littering
« on: April 26, 2008, 05:21:27 am »
Fill up a sack with waste and sell it. Pretty simple, unless that option has been changed. (I have been gone a while).

2
Technical Help: IN GAME bugs (after loading world) / Stuck in Winch
« on: December 09, 2007, 11:16:31 pm »
I am currently trying to get out of the winch, but right-click isn't finding the door...

Any suggestions, other than /die?

3
General Discussion / Re: Weak names for guilds.
« on: November 02, 2007, 09:56:30 pm »
I can totally relate to what Xillix is saying. In my day, I'd design a kickass campaign complete with detailed NPCs, towns, flushed out maps, etc., spending hours on the background and settings. Then a player would join in and want a name like "Kiebler Kookeeznfudge". It seemed to be demeaning to my campaign setting and all my hard work.

Unfortunately, there is another side that is undeniable. It is a game, and players should be having fun first and foremost. Perhaps there is a happy medium to be found by tweaking the requirements to establish a guild, e.g. more members, more tria. This may, at least, accomplish only the most serious players establishing guilds.



Note: for the of you who don't get the reference... "Kiebler Kookeeznfudge" is Keebler Cookies and Fudge, a popular cookie with an elf for a "spokesperson".

4
Complaint Department / Re: New Price for Repair Kits
« on: October 23, 2007, 07:19:54 am »
Fair enough...

Thank you.

5
Complaint Department / New Price for Repair Kits
« on: October 23, 2007, 06:54:08 am »
I was wanting to know the thought behind the increase in price of the repair kits. Many a fellow player now feel their training in repair was in vain with the new price of 450 tria per kit.


I see no potential to repair a weapon, as a job, if it costs 2,000 tria to repair 25-30 points. How can one make tria this way? In my opinion, all this has done is eliminate repairing as a job in an environment in desperate need of jobs.

In reality, something like repair kits that weren't in high demand initially becoming 10 times more costly would destroy any market involved.

Now, it also takes three times the amount of seconds to accomplish on top of that!

It seems that fun is being sacrificed in the name of realism and balance. I ask you to reconsider this. It is priced simply TOO HIGH, and the amount of time required only takes away from fun a player could be having.

Thank you.

6
Wish list / Guildhouse Archive LIbrary
« on: October 03, 2007, 09:45:07 pm »
Because guilds are an invaluable source of information, I feel the guilds need a place in-game to store such information. It would be great if each guildhouse had a library section within to keep their knowledge and history.

I propose:

*Each guildhouse have a library section.

*Each section have a good number of read-only books, as in Jayose's library.

*Each guild be able to set permission to write in the books, perhaps have a few different sections and corresponding permissions for each section.

Thank you.

7
Wish list / Re: A possible compromise for RP/powerlevers
« on: September 20, 2007, 10:25:49 pm »
If I was mean, I would interpret this so that you expect the game mechanics to force players into a balance between roleplaying and skill leveling.

Often I see force as the opposite of fun...

Touche!

I think it's high time every stops with the control freakish attitude and realize people enjoy games differently. If it really affects your RP, then you simply don't know how to RP. Everything around you can be translated into RP, if you just took a second and thought about it.

-People running around is nothing new in a civilization without transport. (The North American Indians were said to have run for days at a time.)

-Shouting can be ignored.

-There are witless fighters in EVERY fantasy RP setting!

-You can always respond to OOC chatter IC. Just look at it as a foreign language, since you're trying to alienate them anyway.

All I've seen lately is this discussion all over the forum. As A DM of 29 years, I have met good and bad RPers. Nothing disrupts a game more than complaining about bad RP. The best way to teach bad RPers good RP is to stay in character and set them a good example of it.

8
General Discussion / Re: Why should levelling be difficult?
« on: September 18, 2007, 10:40:20 am »
Every 5 levels?  A simpler solution would be to make every level more significant.

In terms of cost, I think level 1 should only cost 5 trias.  Not 5,000 or whatever it is.  Think about it.  5 trias is the cost of a beer.  Who wouldn't teach you something simple in exchange for buying her or him a beer?  Think about it.  Mmm.  Beer.

I think everyone can learn from doing a particular activity. Enough to "rank up" on their own. But, certain milestones are reached where they can no longer "self-teach", and must seeker a trainer in new techniques. Then, utilizing these new techniques, learn more and more until another milestone is reached, and so on.

9
General Discussion / Re: Why should levelling be difficult?
« on: September 17, 2007, 09:45:55 pm »
I believe the best way to advance in an area is the way an old DOS game, Eye of the Beholder, handled it. You did it, so you got better at it...period.

Using this method, no matter what you wanted to do, you would advance by doing just that. Instead, players are forced to go kill to be able to train in mining, metallurgy, crafting, etc.

As far as stats, whatever activity you partake in would determine which stats advance. Use crystal way, gain charisma...fight a MOB, gain in STR, AGI, and END...run long distance, gain END, etc. The more focused an activity is on a stat, the quicker it would improve.

If this could be implemented, it would create a completely RP environment.

 :D

one problem with this, you cant mine unless you have trained it slightly

Implementing this system would allow everyone to mine, as a beginner, or, perhaps some skills would require you meet the right NPC or even quest to get started.

The only problem I see with the system would be the current economics. It would eliminate the need for money to train.
I could see having to find a trainer every 5 levels to advance further a solution to that, though.

10
Wish list / Re: skill boost for random job
« on: September 17, 2007, 12:59:53 am »
Your past is what makes you who and what you are. Your abilities at the starting point of the game being determined by your history is PERFECT.

Perhaps, more options could be added for more diversity, but I wouldn't want to see any change in the way it's done now.

(I never was a fan of randomness without reason.)

11
General Discussion / Re: I'm a Noob Killer!
« on: September 16, 2007, 11:55:27 pm »
I was actually walking out as that conversation took place! If I had known what your motive was, I would have stuck around and helped the poor kid.

 :thumbdown:

12
General Discussion / Re: Anti-Powerleveler Idea
« on: September 16, 2007, 11:09:04 pm »
In my opinion, too much time is spent worrying about what others are doing and not enough time spent RPing. So much time has been wasted complaining about power-levelers, and not much good will ever come from it.

Just look at leet speak as a character would look at an ignorant barbarian butchering the common language, and you can simply implement it into your RP.  :P

Bottom line is...

You'll never be able to moderate what aspects players enjoy about PS, and you can't tell them HOW to play.

Let everyone just enjoy the game however they wish, and if they annoy you, simply ignore them.

13
General Discussion / Re: Why should levelling be difficult?
« on: September 16, 2007, 04:43:00 pm »
I believe the best way to advance in an area is the way an old DOS game, Eye of the Beholder, handled it. You did it, so you got better at it...period.

Using this method, no matter what you wanted to do, you would advance by doing just that. Instead, players are forced to go kill to be able to train in mining, metallurgy, crafting, etc.

As far as stats, whatever activity you partake in would determine which stats advance. Use crystal way, gain charisma...fight a MOB, gain in STR, AGI, and END...run long distance, gain END, etc. The more focused an activity is on a stat, the quicker it would improve.

If this could be implemented, it would create a completely RP environment.

 :D

14
Complaint Department / Re: Bad Skies
« on: September 13, 2007, 02:38:36 am »
Ah, thank you, I've not seen that before.  :D

15
Complaint Department / Re: Bad Skies
« on: September 13, 2007, 02:20:06 am »
So...

If the sky is a stationary crystal, how does it become night.

Is there any physics posted anywhere?

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