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Messages - Paranoia

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1
hm, the slider.. sounds very good.
cant wait.

for now, to stay RP only, i am using /away command with comment i dont use /tell (to avoid voices from other side of the world, because after long chat in /tells, i had problem when meeting my friends in game with acting like we doesnt spoke already for 1h).
but this makes me not available for anyone who is near and whants to talk only to me.
so until the slider apears, i am for adding /whisper tab, working only in close range (if /tell will stay unchanged).

2
if /tell is used to whisper to someone, why it has so big range?
you can /tell to someone who is miles from you.
i sugest making /tell [/whisper?] command, that you can use only standing near to someone (range the same as when working with furnace for example).

i think disabling the long range of /tell will be good for RP. it could produce some comunication about seeing someone, about where are we going.. more shouts in the terrain.. returning to towns just to look for your friends.. maybe some ingame message system (boards in towns?).

if long range communication you find absolutly nessesery (i dont), i think the function of /tell could provide /OOC tab. working just like /tell now. but this will be less confusing in my opinion.
and just like there is /away, there would be /OOC away, for those, who want to stay RP only.

if you need to ask a GM to unstick you for example, there is HELP tab, and also GM could use this tab for reaching you.

going further - i am for deleting the "guild" tab as this is another long range tool that is not RP at all.

3
Wish list / NPC speed
« on: February 07, 2008, 12:29:35 pm »
hello

i was thinking about NPC speed. i found post, where it is written, that same speed for everyone is needed for not allowing speed hacks.
for players i think?

my idea is to make NPC move with different speeds. i mean monsters/creatures (can i use NPC term when talking about them?).
i think Ulbers and Trepors should run faster than players.
and for example Tefusang could be slower.. im not sure with this one..
maybe all creatures should run faster than players?

you will think twice before attacking them. now it is save. you can always run away.

what do you think?

4
General Discussion / Re: GM Events
« on: February 07, 2008, 12:15:19 pm »
Paranoia, please read at least some of the other posts here. Suno's 'idea' is not great or helpful.

The Yellow labels have their place and purpose as a tool, like a bullhorn. Anyone who says to get rid of the tool just because they don't like how it was used a few times is simply wrong.

i read all of them in this topic.
and i didnt write, that this idea is great. i write - i find it great.
i know i could be wrong, this is posible, as i am only paranoia, and not Hanix. :P

if i understand right, there was only problem with yellow labels in GM event.
noone wanted to get rid of yellow labels, there was just idea to not use them in GM RP events.

I think the green label won't solve the biggest issue. As soon as someone rp's with a green labeled guy and sees a "You have been registered for XYZ event" he will send out tells and the event will suffer in a same way as if the labels are yellow, red, blue, pink or any other label color you don't like. The labels aren't the problem, its the players reaction. And no label color will fix that.

it is not perfect, but at least someone noticed, that there is something wrong with the GM RP events. and not using yellow labels is a very good start. dont you think, that solving "you have benn registered.." issue, but leaving special label for GM, will have no effect?

i like the discusion, and because i like to discuse, im disapointed with the GM answer "dont like it, dont take a part".

5
General Discussion / Re: GM Events
« on: February 07, 2008, 08:18:22 am »
[sorry for my english]

im shocked. first answer from GM-Hanix in this thread was so disapointing.
Suno came up with idea i find great - to not use yellow labels.

but then i read the answer:
"If you dont like it, dont take part, simple!" ???

yeah, Suno doesnt like it, but he cares.
and you Hanix, sound like you dont.
eh, life.

6
General Discussion / Red Way and Crafting
« on: January 29, 2008, 09:22:46 am »
Part of the Red Way descritpion:
"Most spells in this Way are fire related, and the majority of metal workers have knowledge of it."

i am confused.. i never heard of ingame influence of Red Way on Metallurgy or Crafting.
but it could be nice.. is this implemented or maybe will be? how?

ps. by the way - i still dont know - how stats (for example Will) affects casting? as i know, higher level of Way (for example Red Way) makes spell stronger, but what about higher level of Will? will it affect spellcasting?

[as always - sorry for my english]

7
General Discussion / Re: stats training
« on: January 28, 2008, 09:11:14 am »
Should it be harder then learning a job? hmmm I don't think that is really true. Strength ofcourse needs training in real life but what really makes the differance is skill more then strength. I think with things like strength and agility that it is logical that you would reach the limit of what your body can handle a lot faster then you would when learning a job. People who are doing a job for 40 years often have skills you can only get from constantly doing it and by still learning from it.

hm, true. you are right, learning a job should be harder. but dont you think that something is not right if you can come to NPC with money and PP with str 50 and walk away with str 90 after few minutes?
practice could be simply some time needed (counted as practise) to play with your new +10 str beforu you can go further with training or doing a quest (same - takes some time, but i like the first idea more).

I have to agree with Garile on that.  Also, looking at the stats I do not see how you would train them that wouldn't also count as practicing.  With skills you are told something and then practice that.  It doesn't really work to pay 10,000 tria to level and realistically all you are getting is being told to "work out".  So, it seems to makes the most sense as it currently is.

my answer above.

I"d really like to see a stats system that relied on innate maxes from the characters birth. Yes you can train, but only so far. You would excel in certain areas but others you wouldn't. Honestly it doesn't make sense to be the strongest person AND the quickest. Just a thought though. :)

id like to see it too.

8
General Discussion / stats training
« on: January 27, 2008, 10:57:24 pm »
hello.

i was thinking about training system. in general it is great. there are progression points, treiners, practising..
but what about stats? why there is no practising?

it is not hard to imagine some quest, for every 10 points, or maybe spending time in trining rooms (excersises or meditation or...).

what do you think?
i think there is something not right with zero practise for stats.

as always, sorry for my english.

*edit*

one more thing. dont you think that training stats should be harder than training jobs or skills? you are what you are (race = strenght, charisma, etc).

9
Wish list / Re: Movements - Health
« on: January 07, 2008, 12:40:28 am »
both ideas - influence done by your health or/and stamina on your actions - i like very very much.

10
General Discussion / Re: feature request - spending progression points
« on: January 06, 2008, 10:52:02 am »
Right now I feel like all those progression points are wasted and serve no purpose.  The game could basically do without them and just charge money, because money is so much harder to get.

lets then make progression points harder to get (read it as - lest make killing many creatures in one day impossible).
i like the idea of trainer.

11
General Discussion / Re: running, running and killing, killing
« on: January 06, 2008, 10:20:18 am »
its not easy? at the beginning maybe, and as i remember the beginning was the biggest fun. but then you pack yourself with str and end and kill, kill, kill.
(yes, money could be a problem, but if you find a guild with money, you superstrong in two weeks!)
why are the money only problem? why it is so ease to gain progress points?
because you can kill all day long running from one monster to another in their spawn area.
as i said, it looks so stupid.. and it ruins roleplay, what can you say, when you see something like that?
(he is hunting? killing about twenty ulbernauts in an hour?). :/

12
General Discussion / Re: running, running and killing, killing
« on: January 06, 2008, 12:06:46 am »
im in a guild that gives money (huge sums - at least for me they are huge) for training. nevermind, its not the problem of this topic.
i think is not an problem at all.

to Earl_Listbard - making it harder to train is no solution at all. it will only slow down the process of becoming super powerfull.
and im talking about some limitations that could make fighting look less stupid. reducing chance of heaving non risk fight to zero even for super strong.
you say running is the only way to travel.. for me, to travel, means something more than 10 minutes of run.
if you could not run you would proopably not go alone. you will wait for someone to assist you, to make trip more entertaining.
would it be bad? roleplay is so good in this game, why not to stick to it?
is it normal that you can go few times from Hydlaa to BD in one day?

to Zan - i think that less stamina means less fights. haw can you hit with no stamina? and you cant run away with no stamina.. so you would think twice before starting a fight.. dont get me wrong. i like fighting. and i like the idea of killing monsters. but i dont like the idea of world not dengerous at all. with no risk and fun. world full of all the time running people and two shots killing machines.

13
General Discussion / running, running and killing, killing
« on: January 05, 2008, 11:21:05 pm »
something is not right.
i was writing once about stamina usage when dodging.
well, now i know why i was thinking about that.

im playing planeshift for about one month (i know some of you play this game for years).
there are people waiting near spawns and killing many times the same creature.
there are people running thru many creatures killing them with two or three hits. killing three, four of them in half a minute, and im not talking about rats and clackers.
it looks so stupid..

why there is a way to become that powerfull? (money are not the problem, guilds provide them). in a fantasy worlds there are no more than two or three people that powerwull. and them in action would be fun to watch.
in planeshift we have many players running and destroing everything that moves. to gain some progresion points.
its too easy to become that powerfull.

i am thinking now how to fix it, maybe stamina should increase really slow? that slow, that you wont run till its nesesery?
oh yes, people will start to walk, it would be great. everyone is running now - in town, outside the town.. is it mario bross?

and maybe in fight stamina should go down just as quick as in running mentioned above?
(yes, people will stop fighting more then one, two creatures a day or will start to do this in groups). it will help to interest them in jobs also etc..
i dont know, nothing better comes to my mind, but please, do something to make killing monsters really hard and.. rare (and im not talking about rising their hp,
im talking about hole fight/move system - well stamina will do the trick).

every other game i would just leave.. but this one i found great.
roleplay is awsome, quests are great, combaining progression points and money with learning and practise is a great idea. it is all so close to real fantasy world!
but the final use of gained skills is terrible. you just pack yourself with strenght and endurance and thats it. you run and kill. two shots killing machine. there are too many killing machines. its not quake!

well, thats how i feel. if someone is thinking that way too, please write about it, maybe something can be done.
* Paranoia bows.

14
General Discussion / walking through other players
« on: January 05, 2008, 12:14:53 am »
you can walk through other players/NPCs.. i dont like it. what do you think about it?
the oposite could be blocking entrances as a combat tactic but then it will be good to have posibility to push players and monsters out of the way, so this tactic can be countered...

15
General Discussion / Re: avoid hits
« on: January 04, 2008, 12:37:42 am »
More realistic? I doubt it.

Think of someone who is playing a game of basketball. Ofcourse when he gets really tired he will start to play less and if he is exhausted he will not be able to play, but at the beginning of the match he wont play his best either. It's why people do warmups and such to decrease that period. Now how long does a fight take? Is it really realistic someone would lose his ability to fight over that short a time becuase of stamina? I mean we are talking about people who are often pretty well trained.

I have seen people suggest the same for healthpoints and although I don't really like the idea of that either atleast that is realistic in that wounds obviouly would hinder your fighting.

well, you are right about the wounds. but if the game was suppose to be that realistic, you will dye from one hit of ulbernaut. always.
but we where talking not about making game realistic. we where talking about making it MORE realistic. some things you can easy (or not :) ) put in the gome and some not.

but i think what you said was really interesting. maybe then it would be better to decrease dodging ability from some point of stamina level (half)? what do you think?
i still think, that stamina should be used for dodging in a fight. not getting hit must cost you some breath.

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