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Messages - zoran

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1
General Discussion / Re: concern about repairing weapons
« on: December 27, 2009, 06:42:36 pm »
Carry this to in game, it highly reasonable to think that the first few times you try to repair something with a low/the starting level of repair on a character working on a high quality item, that you will ultimately do more damage to it than what it already had done to it.  Work on lower quality items to see better results with your low repair level, and work on raising your repair level higher to expect to have better results on repairing higher quality items.  At least, that's how I understand things.
I started a new character to "test" balance from the ground up, and this doesn't match up to what I'm seeing.

With weapon repair 0, I'm only allowed to try to repair a few select daggers, short swords etc. No talk about even attempting to repair a high quality item.

With weapon repair 0 and a short sword at 17/50, I was able to repair it to something like 24/47 in my first try. That wasn't so bad! It also gave me 5 PP on the spot, which is more than I gained from wearing it down by fighting. Subsequent tries (two or three of them) repaired the sword to 43/43, and left me with weapon repair 1 (and 5 PP each time).

What I really like is that the actual practice needed seems a bit more reasonable (lower) than before.

Perhaps the system is only bogus at high levels? Because so far I'm very pleased with how this works.  :)

2
The Hydlaa Plaza / Re: Community Check...
« on: December 01, 2009, 12:19:46 am »
Quote from: Illysia
The reason I have a tendency to focus more on social interactions is people need to remember that their characters are people with stories behind them and ahead of them, not just a sword and a "good/bad cause".
Quote from: Illysia
Many characters, start of with the "woe is me" background and don't get developed too much more than that after character creation, if they have any back story. I have found, however, that social interactions between characters develops the characters more quickly, naturally and in a more comfortable setting for newer players, making a good way to get people comfortable with RPing in group and then maybe working up to war.
This happens when you read struggle as meaning only armed conflict. However, any social environment has its inequalities, and how people relate to one another is usually determined by where and how they fit into the social spectrum and what social achievements they're aiming for. There's a whole lot of struggle just in that - no weapons drawn or combat even considered.

Take that away and where will you end? A bland sameness where people create drama for the lack of anything that their characters can relate to as much as other characters can. This leads to exactly the setting we have now: whimsical murder and a lot of characters being played as psychos or self-absorbed victims.

This is actually where I find the settings lacking somewhat: a less than supernatural conflict of interests in the world of Yliakum. The society is just too stable, too hierarchical, with few apparent parties or groups to side with.

If you want conflict other than with loose murderers on the run, then there must be clear groups presenting themselves with social aims and ideals, seeking to tie up capable people in their affairs.

I had a good time joining the Dark Empire with one of my characters. Instead of them rolling out the red carpet for the new member, they "convinced" my character to sacrifice some of his personal aims to fulfill quite painful duties! Sadly, that was around the last time I saw more than one guild member on at the same time.

Quote from: Lhaa
Why would anybody be worried about survival when their chars can get out of the Death Realm in the next five minutes then all they need to do is roleplay Dakkru's curse?
Absolutely. Survival certainly won't do as the biggest motivating factor in PS. Maybe the DR was harder back when Auran played? :P

3
General Discussion / Re: Wipe y/n?
« on: November 08, 2009, 06:39:20 pm »
I find this idea attractive if an attempt at rebalancing is done simultaneously with the wipe:

  • lower the PP and tria requirements for levelling for mid-to-high levels
  • bring the output of the currently imbalanced PP and tria sources in line with the underused options

I also think that the first 75 levels (any skill or combination) should be relatively cheaper to acquire, making it easier to get a character started in one direction (or a few), and comparatively harder to master all. Perhaps the cost could gradually rise from 25% of the current to 100% over the first 75 skill levels. This would make it easier for RP's to play a smith, mage etc., or prepare an alt for a specific RP, while not really impacting that much on the PLer who wants to master 4 or 5 disciplines.

At the same time, learning a new skill shouldn't be as easy and cheap as it is now (getting most skills that can be used in any situation up to level 5 is very easy right now).

4
General Discussion / Re: Non-spell based divinitory practices
« on: November 08, 2009, 05:33:57 pm »
One way I've seen "divination" work in games is that players can give "predictions" on others. A "prediction" is a mix of effects that can be positive, negative or neutral. The particular mix is random, perhaps slightly nudged towards the intentions of the diviner.

The divination would be RP'ed, and the receiving character's player would then "activate" the prediction under circumstances that match the context given in the divination. The character would then be affected by the mix of effects for a little while.

Here's where the skill level comes in: a better diviner will be able to give more "intense" predictions - whose effects would be greater. Most importantly: he would better identify whether the prediction as a whole was more of a positive or negative nature (good or ill omens), and be able to identify specific effects so that the affected characters could prepare better.

5
Newbie Help (Start Here) / Re: First thing to do!!
« on: November 08, 2009, 05:03:38 pm »
Red liquor!

I mean, why else make tria in this game?  :'(

6
General Discussion / Re: Daggers-Compared to other weapons?
« on: October 11, 2009, 01:45:38 pm »
I don't think they can really work on balance until after everything is working properly.
Balance is part of making things work properly - getting the balance right before 1.0 should be a serious aim. Especially with a long-running Beta there would be a huge opportunity lost for getting balance right.

Of course, missing game mechanics can't be taken into consideration just yet (shield defense, ranged weapons, some more non-lethal afflictions, blunt weapon making). But the job of fitting in missing parts should become easier once there's a certain balance between the elements that are already in place. And the "feel" of the game mechanics could be evaluated over a longer period of time, allowing for early adjustments.

Overall, I find the page linked by Orgonwukh an interesting and accurate assessment. Perhaps the rules team could use a few helping hands?

7
Complaint Department / Re: Usual, semi-annual complain
« on: July 18, 2009, 03:54:04 pm »
Polarizing this thread into "enforcing RP" vs being "tolerant" to all ways of playing the game isn't really fair.

The RP'ers have pointed out that there is a fundamental problem for RP on the "tolerant" side: when faced with blatant OOC circumvention of settings or disruptive OOC-driven play, there is only a choice of lesser evils, all of which blow one's own RP.

  • Engaging the out-of-settings play in an IC-manner will actually validate it as RP.
  • Ignoring it will work for some kind of out-of-settings descriptions and such, but not for disruptive OOC-driven play (example: bystanders are killed in front of you in the plaza). It will actually be very OOC for the RPer in the latter case.

This situation is completely skewed one-sidedly against the RP'er!

Note that addressing the problem OOC is a valiant attempt to get at the source of the problem, which will work in the case of a player who is just casually disruptive or against settings or a new player discovering his style of play. However, in a lot of cases (and these are the cases described here), it will not help since the player is committed to his play. In any case, this is a break in the flow of RP and an IC solution will have to be found anyway unless the disrupting player backs off from his play completely.

I think it's not very constructive to put forward as only solution to this problem of "what can *we* do about it?" that "*you* just need to learn to cope with it". That may or may not be the case, but it doesn't answer the question (or rather, gives "nothing can be done" as an answer).

The "tolerant" approach is not to try to blend all styles of play into one, but to try to identify different needs and address them as such.

The "enforcing" approach should not create out-of-game or in-game processes, institutions or committees which will not be able to work transparently and consistently over time or have a punishing nature. (one-time wipes - not that they might not be a good idea for other reasons - or guild-approval committees fall in this category)

Useful questions (while understanding that the game is far from complete yet) are:
1. How do existing mechanics or game aspects fail to protect and foster "deep RP"?
2. What does the game or settings lack for players that seek more excitement that could be there at this point of development?

The first question probably has been discussed a lot already. For me particularly, these things stand out:
  • character progression is practically impossible to achieve ICly unless you play a gladiator-miner  ;D
  • quests are a great way to get introduced to the settings gradually, but there are not enough of them that are linked to the settings rather than being of a personal nature, and many quests are very OOC to complete for various characters, but still necessary to gain some item or glyph (or winch access?)
  • there is no kind of in-game bulletin or message board or rumor system other than leaving books in various places
  • the faction system is of no consequence

The second question I don't see discussed much:
  • Yliakum apparently doesn't hold a lot of conflict. The races get along well, the government is stable, and luckily there's no black-and-white good vs evil struggle going on. But for the newcomer, this set-up is extremely hard to position oneself in. It feels almost placid. Now I understand that there are intrigues, corruption on various levels, and other realms with beings looking to get into Yliakum all waiting to be discovered or unleashed on the players, but all this seems pretty fictional to the players (who can merely read about it in various books).
  • Apparently, we need some dramatic windswept mountain ledge that served as a long-standing duelling or tournament spot... ;)
  • There are few places in the game that hold danger, and those that do don't lead to anywhere (...apparently...). Of course this is largely limited by NPC AI, too. But it's not like these places encourage players to group up for an expedition (unless RP'ed).

To sum it up... (not meaning to criticize the devs here, but to point out what could need more attention)
  • there's too little to do in-settings for people who seek some excitement, which is why they bring it to others (possibly disruptively)
  • there's too few means for people who try to progress their characters' ICly
  • and the mechanics don't bring these two aspects together enough

8
Wish list / Re: Moving NPCs
« on: July 09, 2009, 01:18:56 pm »
Those things are implemented just need a lot of work to be used
Does this mean that you need more people to devise and script schedules? Or that the whole feature still needs some testing and finishing on a code level?

9
Guilds Forum / Re: [GUILD]Imaginary Friends
« on: July 04, 2009, 12:38:03 pm »
I was waiting for this and I don't blame you for thinking it is unethical.
The point however is not to ridicule anyone with a disorder but rather to portray what it could be like if this would happen to you.
I am glad you took my rash post this gently - I think I portrayed my concerns wrongly and I commend Garris on pointing out the fault quite correctly.

My post came after experiencing crude RP with a character who pointed to his description (which proclaimed his character as a thief/bandit) as an excuse to "sneak up to" other characters in the tavern and at Harnquists, demand circles and then challenge for a duel.

I applaud anyone who thinks up a complex character with a back-story and then takes his time to act this out. But I also think that some people might see this as a cheap ticket out of consistent RP. Every character has its light and dark sides, and it's interesting to see them interact and sometimes develop independently (and sometimes together). Multiple personalities in this respect gives the (irresponsible) player an enormous freedom. (If done correctly, the interactions between the personalities will still have to be dealt with)

What I fear is that by making this a guild, you are giving people a chance to join this guild in order to receive a guild association that will allow them to act around normal confines of RP not by merit of a well-thought out character, but by merely pointing out guild membership. I believe there are already several people playing these conditions by personal effort alone.

Quote from: Scarn
The guildtag is only to help you ignore us if you are a sane person.
Are you saying the guildtag is merely as an identifier for this kind of roleplay in the eyes of others? Can "to help you ignore us" be understood then that we have to be prepared for whatever you want to throw at us?

Uh, wait.... I think I'm just getting it... this is not a guild of the afflicted, but of the voices / personalities that affect them?  If so, wow.  :surrender:  :thumbup:

10
Guilds Forum / Re: [GUILD]Imaginary Friends
« on: July 02, 2009, 11:28:39 pm »
Hm... portraying a RL syndrome people suffer from as a capriole and turning it into RP is... not very tactful. I know it's cool on the net to say one is crazy or psychotic, but those doing so rarely have any idea of the real condition.

What next? An MS guild? Cystic Fibrosis? Cancer?

Or was this going to be a virtual support group?

11
In-Game Roleplay Events / Re: [RP] Scar-Cross`d Brothers
« on: June 04, 2009, 11:37:16 pm »
Thanks for the thorough explanation, which surprised me in quite a few respects.  :)

I hadn't thought of the use of alts for this, and the trick with the closet (can you buy those somewhere?) and the alt is clever. Luring monsters with magic is also a good solution to an obvious problem.

In any case, I guess the players were aware that you were running the event (seems like you made that clear beforehand), and expected some kind of moderation of events (resolving the digging and handing out the items found).

12
In-Game Roleplay Events / Re: [RP] Scar-Cross`d Brothers
« on: June 02, 2009, 10:12:48 pm »
Wow, glad to be able to read about it if not attend. I wonder, how do you set something like this up? I take it you write a background story, a script of some sort, prepare the props (letters, documents) etc. But how did you handle:

a) some character finding information in the archive? (tell, or give them a document at that time in the story?)

b) giving out clues (did you have an outline of what you gave away somewhere, if the plot didn't advance, or make it up)?

c) inviting people at start - OOC or IC?

d) handling the treasure (how to prevent it being stolen if it was distributed beforehand)?

I find it an intriguing idea to set something like this up player-to-player (not wanting to slight GM-led events at all), but would need a lot more pointers to get an idea of how to handle this in game. I am sure many would profit if people would share their tricks in setting up player-led events.

13
General Discussion / Re: what is the coolest/worst?
« on: May 26, 2009, 11:20:28 am »
What is the coolest looking weapon?
pie used as a melee weapon

What is the worst looking weapon?
claymore in a dwarf's hand

What is the coolest looking city?
Ojaveda

What is the worst looking city?
Gugrontid - makes me feel dizzy

What is the coolest looking enemy?
Grendol

What is the worst looking enemy?
Trepor, Dark Rogues

What is the coolest looking spell?
umm, Freeze? (coolest, get it?)

What is the worst looking spell?
Touch of Death, Rock Armor

What is the coolest looking race?
Dwarves, Ywnn

What is the worst looking race?
female Ylian, Lemur and Xacha

14
You would have received the "impervious" message had you tried to attack the mob by targetting it and clicking on an attack stance (which is the usual way of attacking - the attack "dialog" button is only available at close range and after a delay of contacting the NPC server (I suppose) - which is why it's not the preferred way to attack).

Perhaps the missing attack option in the dialog options could be included as evidence for this problem in the sticky?

15
In-Game Roleplay Events / Re: Jayose expands Hydlaa Library
« on: May 25, 2009, 10:15:26 am »
I wonder if the Devs could look through the database and retrieve book contents in the inventories of characters who haven't been played for 2 years or more. Those books could then be added as the "antiquity" section to whatever books the Knowledge Seekers assess for their project.

I mean surely there must be gems among those "lost books"  ;) ...

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