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Messages - Ravencrowe

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1
General Discussion /
« on: October 21, 2003, 09:26:47 am »
I want to be a man who uses unarmed combat, a combination of healing/buffing and damage magic, and who can jump and run and move quickly.  Any idea on what to call such a man?

2
Wish list /
« on: July 31, 2003, 07:27:30 am »
Quote
Originally posted by Ravencrowe
They\'d be kinda like albino humans with higher magic ability.


I just realized this description fits the Xacha, at least to some extent...Nevermind, then.

3
Wish list /
« on: July 31, 2003, 12:10:26 am »
Yes, but us rocket-asses (i.e. fast people) would like to download the whole shebang.  Make it an option.

4
General Discussion /
« on: July 31, 2003, 12:07:13 am »
Abemore.  Let\'s leave and make our own MMORPG.  :)

I respect the opinion of Zaphar and Vengeance, but you gotta admit that replicating the dungeon for different adventurers opens up gameplay potentials that you just can\'t have when everyone has to share!

Also, this baked my noodle:
Quote
If I am a dark and evil character then the dungeon may be where I built my house and buy my armor and sell my wares?

This is where it looks like you missed the point.  When we\'re saying \"dungeon\" we mean a place where we as characters will go to explore treacherous, monster-ridden areas.  A dungeon with houses and merchants is not a \"dungeon\" in that sense.  I have an evil character on Dark Age of Camelot.  He likes to think of Darkness Falls, a dungeon, as his home.  There are demon merchants there.  Where there are merchants, there is an ecomomical activity.  In that sense, the dungeon aspect of Darkness Falls doesn\'t start until you pass the demon merchants.  That\'s where the rest of the world ends and the dungeon begins, that is to say, that\'s where the big arching double-doors would be placed where, upon entry, your party will be taken to its own little part of the dungeon.  Of course, a colossal dungeon (like Darkness Falls) would work better without instancing.  If we\'re talking quaint-sized winding caverns, then instancing would apply there.

My opinion.

5
General Discussion /
« on: July 30, 2003, 10:26:15 am »
Quote
Originally posted by Vengeance
As far as unsolved puzzles go, I am under no illusion that any puzzle in the game will remain a secret for long, unfortunately.

- Venge


Yeah, that\'s a shame really.  But, it would still be fun to solve a puzzle, even if it\'s already known how to solve it.


As for \"the answer\" I completely understand.  I\'ve never seen this \"dungeon instancing\" idea in action, but it could be good or bad.  You have to find a way to make the dungeons special that won\'t interfere with the overall game.  Besides not being able to share the dungeon with other people/groups, what about dungeon instancing do you not like?

6
Wish list /
« on: July 30, 2003, 10:22:32 am »
Yeah, I was kinda wondering about that myself.  Like, mouselook and clicking things is weird.  And you can\'t easily input chat.  In mouselook there should be a little cursor in the middle of the screen.  And there should be a key bound to toggle chat input.  That\'s my idea.

7
Wish list /
« on: July 30, 2003, 10:20:30 am »
Yeah, no point in putting monsters in the game.  Because if there\'s no levels, there\'s no progression.  Right?  Wrong.  Fighting enemies will still give you experience.  It\'s just that instead of lumping all your experience together and giving you a massive boost once it reaches a certain amount, it gives you experience in certain skills based on what you do.  It\'s the difference between a level-based system, and a skill-based system.  PS is skill-based.  I don\'t see why that wouldn\'t appeal to anyone at least the same as levels, but to each his own I guess.  Personally, I think without levels, you don\'t have levelling (like you said) and that\'s a good thing in my book because it means more actually PLAYING instead of mindlessly pulling ad nauseum.

8
Wish list /
« on: July 30, 2003, 10:16:18 am »
Gee, that would be cheap wouldn\'t it?

Hmm...what race should I be?  How about ALL OF THE ABOVE?!!?

9
Wish list /
« on: July 30, 2003, 02:11:24 am »
The FAQ states that \"at char creation you can define basic stats (strength, agility, will, etc...), skills, advantages, jobs.
Later on you will be able to define also the look of your char (Hair style, hair color, skin color, Body type (thin, built, heavy))\".  So, in the future we may see customization on the level you\'re talking about.  Maybe on an even higher level.

10
Wish list /
« on: July 30, 2003, 02:07:47 am »
Yeah, an option of getting it all at once would be nice for us rocket-asses.

11
Wish list /
« on: July 30, 2003, 02:06:25 am »
Quote
Originally posted by no_dammagE
The easiest way would be to show the character\'s age (in the game). I mean, to show the netto time the Char was playing. This way you can determine how strong or weak the char is.

Just show such a line:
An adventurer since: 3 days (baby char)
And here I mean 3 game days and not 3 calendar days ;)


What if they don\'t spend a lot of time improving their skills in game?  That could be very misleading.  But, it\'s a good start.  Maybe it could keep track of how much time they had actually spent upping their skills, eh?  That would work.

But I really don\'t see what\'s wrong with right clicking and getting stats like Captain said.  What would be \"crazy\" about it?  Would an anonymity setting fix the craziness?

12
Wish list /
« on: July 30, 2003, 02:03:43 am »
Not sure if it\'s been said before, but there could be a magically beautified undead race, like vampires.  That would be pretty cool.  They\'d be kinda like albino humans with higher magic ability.  Might not fit PS but if it did it would be cool.

13
General Discussion /
« on: July 30, 2003, 01:51:44 am »
Quote
Originally posted by zaphar
the problem with having instanced dungeons in a game like this is: \"where does the dungeon begin and the rest of the game end?\"

Monsters may be found almost anywhere in the game with the exception of the cities. Are you going to make everything but the cities instanced? That would destroy the community of the game. If not then how do you decide what areas are dungeons and what areas are not. What if an area that would fit the description of dungeon for \"Good\" aligned players actually fits the description of home sweet home for \"evil\" aligned players?

No I tend to think for a game like this one dungeons should be kept in the community.  If overcrowding is a worry then you can always set maximum occupancy but instancing I think would begin to turn the game into more of an FPS or Diablo type of idea. You log on find a group and then go off and play by yourselves. Doesn\'t really appeal to me sorry.



URGH!!  The idea seemed like aces to me the way I thought of it, and the way I thought of it you missed the point entirely!

Outdoor areas and dungeons are very different. In an outdoor area (where there are monsters but they\'re spread about and instancing is not necessary at all), let\'s say you form the party. Then you go to the dungeon (thickly populated by monsters, where instancing is not necessary, but in this case is implemented). Your party is on their own. This would work if the rest of the game helped it work that way. For example, if you die in the dungeon and don\'t have a rezzer, maybe you get shot out of the dungeon and have to find your party again, but at no other penalty? The way I see it, if the dungeon is an instance for individuals and individual parties, that just opens up more possibilities for the dungeon\'s design.

When is a dungeon a community? When is a dungeon even a part of a community? When you\'re already in a party, you\'re enjoying the community of it. When you\'re soloing, and see another party, it only adds a community aspect if you want to join them. What are you doing soloing in a dungeon? You\'re either looking for a group there, or you want to fight alone with no one bothering you. The dungeon is instanced; here are YOUR monsters. Enjoy fighting them. Having the dungeon as your own or your party\'s own does not destroy the game\'s community aspect. It might limit it a little bit, but quite frankly I think MMORPGs nowadays sacrifice gameplay to focus too much on community. Besides, that \"destroying the community\" that you mention could be helped by adding good \"looking for group\" systems that cater toward dungeon exploring parties.

\"Good\" alligned players and \"Evil\" alligned players both deserve good gameplay. Plenty of world areas would be nice \"hang out spots\" for both of these people. When they get together, they might eventually decide they want to go to a dungeon. This is where it would get good if such an idea is implemented.

Implemented properly, this could prove to be a good idea.  A BAD idea, however, is a maximum occupancy. Is there ever a maximum occupancy for dungeons in these types of games? This would make groups very disappointed when they get to a dungeon and can\'t even go into it. Think of the possibilities of an idea before you shoot it down, please.

14
Wish list /
« on: July 25, 2003, 08:55:57 pm »
Quote
err dark elfes known as Drow
and dark dwarfs known as durger

see in AD&D

Those are copywrited...


Monster Name:  Falconer

Description:  A tall man perhaps of the Nolthrir race, that uses a trained falcon or otherwise bird as his attack.  If you kill the Falconer, you also have to kill the bird.  They appear in forests.

Appearance:  Probably Nolthrir or maybe some kind of elf.  He would wear light armor, or maybe some kind of forest garb.

Attack Style:  They use their bird as their main weapon, but if the bird is attacking someone while someone else is attacking, the Falconer will use unarmed combat.  If the bird is somehow killed before the master, he\'ll go berzerk.

15
Wish list /
« on: July 25, 2003, 08:48:26 pm »
What about showing their names with different colors to depict their skill level vs. yours?  Red or purple could mean that they\'re too powerful to duel.  Yellow or white could mean that they\'re about the same.  Green could mean they\'re too weak.  It could accompany this with a little phrase in the buffer like \"This character would have an advantage in a duel\" or \"This character is too strong for you!\"  This would also be helpful in forming groups.

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