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Messages - Sakiro A.

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1
Wish list /
« on: June 10, 2003, 07:35:45 pm »
I think there should be a library system, and players can write their own books and add it to the library (with some dev guidance, of course, to make sure it fits in with PS, has good grammer, etc). It would be pretty cool.

2
Wish list /
« on: June 10, 2003, 07:31:44 pm »
Well, Chess has been around for 1500 years. Maybe a chess-like variant?

3
Wish list /
« on: June 10, 2003, 07:17:51 pm »
Quote
Originally posted by Badakai
I dunno. The current system seems kinda flawed. For example:

I\'m a lvl 50 character. I\'m having a REALLY bad day. So I decide to take it out on the n00bs. I kill 9 low-lvl n00bs in a row. With that system of yours it would mean I still am lvl 5. Let\'s kill some more newly arrived punching bags, since it can\'t get any lower.

So the PvP becomes a problem again.

/EDIT: just thought of this: If your weapons are stats-dependent, it would be effective (or at least more effective) since you can\'t yield your favo weapon...
And I wouldn\'t think of keeping a spare lvl5 weapon filling my precious inventory...

The main technicality with the system thus far is that we haven\'t decided what we should do with noobs yet. The Karma system isn\'t exactly designed to exclusively protect those new to the game, though that\'s important, so we\'ll have to figure out that also.

It might be a good idea to make it so if you get a 0 alignment you go to lvl 1, temporarily of course. Weapon/armor/accessory limitations may apply as well, as Solaire suggested.

4
Wish list /
« on: June 08, 2003, 10:39:21 pm »
If you feel the devs should read this thread then feel free to rate it so they might have a better chance of seeing it. :) Thanks for your support, and feel free to give any kind of ideas, suggestions, or questions on the system. I\'d just like to see a good solution to pvp implemented without having to take it out completely.

5
Wish list /
« on: June 08, 2003, 10:27:06 pm »
There probably should be skills or spells which do something similar, but I don\'t know if it should be triggered by damage or such. But then again, it worked really well in Devil May Cry. Completely different games, though.

6
Wish list /
« on: June 08, 2003, 10:22:46 pm »
Has anyone forgotten that there\'s a skill involved? Quoth the player guide:

Quote
Riding land based is relatively simple and we will not add this as a primary skill. However riding winged creature is very hard and can be dangerous if you are not careful. Being able to ride a winged creature like a pterosaur, will allow to travel quickly from one part of the city to another, even from level to level. With an high rank of this skill you will be able to use a winged creature also for fights. The type of creature you can ride also depends on the skill rank.

So no, an average joe can\'t go and ride a mount just because he has one. They have to be trained. From what I gather, you even have to be trained somewhat to ride a land animal, but it\'s not technically a skill. This is plenty of a limitation, and if we should add more then I definately think it should be more imaginative and sensical than completing a quest. No offense, but that\'s something they\'d do in EQ. :rolleyes:

7
Wish list /
« on: June 08, 2003, 02:54:26 am »
I really don\'t think anyone except the devs know how martial arts is going to be implemented in the first place, so I can\'t comment. But it\'s probably going to end up either being bare handed or being a skill whos focus is to backup other skills. Or maybe both, depending on which martial art you\'re talking about. Anyway, I\'d have to know what the devs are planning for the skills, there\'s really nothing said on the site about it.

8
Wish list /
« on: June 08, 2003, 02:27:56 am »
I remember this one time in an online game this slut (who was most probably really a guy) asked me if I wanted to have sex with her. I said sure, followed her to some house, and kept asking her for some cookies and bacon until she went away. My whole philosophy on dealing with internet weirdos is that it\'s simply marvelous to try and disturb them even more than they disturb you. It\'s hella fun.

9
Wish list /
« on: June 07, 2003, 08:38:11 pm »
If we want to go with a strategic long card game, our best bet would probably be something similar to Magic the Gathering. You know, the original card collecting game. It\'s really quite cool, though I\'ve never taken the time to learn it fully.

But, we might want to go with something simple, easy to learn, and fun. I remember a card game from Tales of Destiny 2 which was very nice, simple, quick, but fun. I forget exactly how it was played...

Or, we could do both :P Maybe we could have the same card decks for both types of games, because they both play with cards which have monsters with attack/defence points.

10
Wish list /
« on: June 07, 2003, 02:52:38 am »
Because the reputation system is based on the social structure of the game, meaning it has much more to do with NPCs, simulated society, geographic location, jobs, etc. The Karma system, on the other hand, is a universal system which should be applied at all places equally, and it\'s soul purpose is to manage pvp outside of controlled areas. Similar means, different ends. Also, karma would probably be far less permanent than reputation (not meaning it\'ll be quick to change, it\'ll probably take a good couple of real life hours to regain the karma you lost by killing one person).

As for the idea of areas where karma doesn\'t apply: I only feel this should be true in places where no player is allowed to kill another player no matter what. Such areas would probably be needed even if the karma system was installed. I disagree with the idea of \'evil places\' because the karma solution is geared for open-ended game style which probably should stay, for the most part, constant, even in wickedly evil areas. Such areas could do just as well by having extra nasty monsters. But then, I couldn\'t know unless it was tried, it could end up working well.

Something tells me that players who play assassins will be given simulated quests killing NPCs much more often than playing actual players, so that\'s probably not much of a problem. When assassins do kill other players then it probably won\'t be often enough to warrent a really low karma, at least not below 10. People can still probably kill one or two players a day while still keeping it managable. The karma system is set up to make sure people don\'t abuse pvp, like killing 10 people a day, which sounds like a really busy assassin to me.

DizzleCorinthos: Actually I think it makes more sense to rank karma by numbers and reputation by titles, seeing how karma is more of an actual stat and reputation just seems more like political jargon (not implying I don\'t like the reputation idea; I do).

11
Wish list /
« on: June 05, 2003, 08:36:24 pm »
Er, that really doesn\'t have anything to do with the system I was talking about. I\'m more concerned with how pvp will be handled, not where it\'ll be handled. If, that is, the devs ever decided to add it outside of an arena, in the event they found a good system for it to follow. ;)

12
Wish list /
« on: June 05, 2003, 08:24:46 pm »
Doubtable. I think it\'s far more likely that people will post here anyway even for stuff for like that. It\'s easier and more convenient, and it also pervides constructive discussion from a various number of characters.

13
Wish list / A Karma system?
« on: June 05, 2003, 08:16:49 pm »
This may have been discussed in a previous topic, whether or not it had the same idea.

A lot of us hate the idea of pvp other than inside some arena, and some of us like it. Maybe there is a good solution. We could have a Karma system, on the scale from 0 to 100. The first use of it would be to tell who to avoid, because perhaps it can show the person\'s karma ranking in their name or something. But here is why it could possibly be a good solution for the whole pvp problem:

1) People with a very high karma, like a perfect 100, would be untouchable, at least from other players outside of an arena. If players don\'t want to be killed by other players than they should simply not kill any players.

2) Karma lowers by 10s when you kill someone, and if your karma is below or at 10 then you get some sort of heavy penalty. For example, maybe your level temporarily goes down to 10th it\'s original until your karma again raises above 10.

3) Karma would slowly raise by 1 if you haven\'t killed anyone in some time.

4) Karma is -not- effected by anything other than killing a player. If we make karma effected by anything else it will defeat the perpose.

Anyway, there you have it. A perfectly logical method for solving the pvp problem, at least I think so. The only thing to be worked out is what noobs should start with. It can\'t very well be 100 because then no one would be able to kill anyone and the whole system would be useless.

14
Wish list /
« on: May 03, 2003, 07:58:48 pm »
Press \\ (or /?)

15
Wish list /
« on: May 03, 2003, 07:48:20 pm »
Just remember, people, that realism can only go so far. Having enough of it to not be stupid is important, but too much can just turn the game annoying with no other benefits. I, personally, don\'t think we should pay attention to realism to the point that it severely limits gameplay, and simulating an unconciousness which effects what your character does seems a little extreme. I guess it really depends. *shrugs*

EDIT: Eh, when I read the new posts with any kind of attention I noticed you aren\'t really talking about this. Sorry. I\'m really tired today for some reason.

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