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Messages - Fiztkarloff

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1
Wish list /
« on: June 02, 2003, 03:56:03 am »
Hmm, I like this \"papers\" idea. Quite usefull for people to keep a track of their actions. That way, good players would be truly recognized by the society, while cheaters and backstabbers would be sent into the low grades.
A sort of National Archieves could be craeted, so players would eb able to, for a small fee, inspect certain notes and information about a character. There would be, however, more private information, that would first require the agreement of the owner to be seen by a certain character.

2
Wish list /
« on: May 30, 2003, 02:27:46 am »
Have you considered the \"in game sponsoring\"?
It has made marvels with games such as The Sims Online, where players actually interact with elements from certain companies. The best prices for sponsoring can be achieved by this kind.

I know that it would be hard to have real life sponsors in a game such as Planeshift.
But what if you add static sponsor messages during the loading of the game, or small scrolling bars with sponsor messages, a la CNN newsline, in the bottom of the screen, or in any other area that they don\'t bother.

The Exit Game menu could have messages from a sponsor, as well as many other areas that do not directly affect the game.

The idea would be to keep them as far as possible from the enviroment of the game, to keep it as it should be: Medieval Fantasy.
But there are several areas that do not affect the enviroment, and could turn into something quite profitable if you think of it.

It would follow the example of several newspapers. In many countries, these free newspapers are given in the streets, free of costs. But still they make huge amounts of money. And teh why is very simple. They have sponsors and advertising in some areas. And, since the newspaper is free, the sponsors are asured that someone will read their advertisings.
The same principle can be aplyied here.

3
Wish list /
« on: May 28, 2003, 04:06:39 pm »
Nadius has a good point. Ancient guns where terrible during combat, and only offered a good help at the begginings of it. And that remained the same until the very XIX century, when guns, although more accurate, where so slow to reload and so expensive, that captains and generals where the ones to carry hand guns, and they usually had 4 or 6 of them, since they simply threw the gun after shooting.

4
Wish list /
« on: May 27, 2003, 12:59:32 am »
Perhaps a more \"turn-based\" battle mode could be implemented. Not as static as a Final Fantasy battle mode, but something more like Quest 64.
In that game, when you encounter a monster, the map you are playing becomes surrounded with an octagonal field of movement. In that, you and all the enemies have their own \"Action Octagon\" as well. Within the octagon, you can move, use spells, attack, etc. If you wish to go further, you walk to one of the octagon\'s sides and use an action or simply end your phase. That way, when your turn is up, your pctagon would have moved, to center over your character.

Now, to make this system actually reliable on a MMORPG, you will need a more open mode of this.
Lets say character A finds a huge low land basilisk. The game asks the player if he wishes to enter battle. If the player says no, he can go away. However, if the player is too close to the beast, the battle starts anyway.
Then the two start fighting.
But then character B shows up from a nearby cave, and wishes to help the unlucky character A in his battle (and hoping to get some reward as well). Then B goes to when the battle is going on, and the game asks him if he wishes to participate in the battle. Here different things could happen.If he says yes, he goes in, and follows the same rules as A. If he says no, and is far away enough, then he can go away. If he is too close, and the basilisk is currently distracted fighting with A, he can still escape, unless the basilisk turns and finds him. Or, if he says no, but is too close and the basilisk is currently centered on no one, then B is dragged into battle.

This is just a vague idea, if something like active turn based is ever used.

5
Wish list /
« on: May 27, 2003, 12:48:52 am »
Well, you all got good points. This is a very preliminar idea, therefore, in need of a better development.

As you pointed, Badakai, too powerfull cults would be the only ones to atract new players. However, remember that the tipe of powers of the divinity will depend mainly in the tipe of character it was before. That will be the first thing that will have different tipes of characters choosing different cults. No matter how powerfull is an Azure Deity, it will never atract a Brown Way wizard.

Another thing would be to add speciall weaknesses to the different divinities, a sort of leveling statuses. And limit the amount of divinities as well.

Your point about Paladins is interesting as well. As you said, ancient, stable religions, such as the temple of Laanx, would persecute a new divinity that threatens to impose it\'s ideals. However, divinities should never become powerfull enough as to technically dominate Yliakum.

The matter is, the Divine status should be an extremely rare reward, given directly by the \"Gods\" (aka Developers) to very worthy players, whos characters have reached incredibly powerfull levels.

6
Wish list /
« on: May 25, 2003, 08:49:31 pm »
Great idea. Nothing better than random events to add a good touch to the game.

The capital city overrun by enemies, the government completely changed, new cults threatening to overthrown the temple, a plague brought by merchants, a mysterious lord seeking mercenaries, a sudden mana leak that put mages in danger, etc.

The possibilities are endless. Very good idea indeed.

7
Wish list /
« on: May 25, 2003, 08:44:05 pm »
Although I do not need guns to have a good game, having them, done good, would not be bad either.
However, if any gun is ever added, something I doubt, I would advice only fantasy steamtech.
Fantasy Steamtech is like the things you find in games such as Warhammer: Steam Cannons, Tar Guns, Heavy Ballistas powered by steam, etc.
Steamtech (a more medieval version of Steampunk) can make a game very interesting. But it also can ruin it, specially when you are trying to get a magical based medieval mithology.

Steamtech, if used, should be extremely rare. Dwarves would be the most logical groupd to have these tipes of advances, and even there it should be rare.

Note: Machines do not specifically mean advanced technology. Several machines where avaliable during the medieval times. And, since this is fantasy, you can tweak that a little. Add baloons, flying machines and the such, but do not add submarines and electric weapons (electric weapons where a mistake made in Dungeon Siege, where they definitely didn\'t fit).

8
Wish list /
« on: May 25, 2003, 07:32:52 pm »
Well, you could have that not all the extremely powerfull characters would become divinities. Since a really small group of people will reach really high powers, they could be tracked, and only some of them, the ones who really deserve it, would be offered divine status by Gods. They woudl be able to accept of reject that.
That way, you can control the number of divinities.

9
Wish list / Custom Books.
« on: May 25, 2003, 07:30:38 pm »
We all know that any good RPG needs books, hopefully, lots of them. But creating vast amounts of books is not an easy task, and the books created by the developers could not always be fitted to the actual reality within the game (due to the constant changes that a player-based game have).

For that matter, and to add a fun and interesting factor to the game, Custom Books could be implemented.

For example, my character, Fiztkarloff, is a Red Way mage and Alchemist (doesn\'t work yet, yes, but still is one). Now, lets say that I traveled long to find, by accident, some tipe of strange leaf with powerfull healing properties. Now, I would like to have a way to keep the information of where I found it and how to use it, as well as how to identify it. Then, if my character carries some ink and paper, I could start writing a book/scroll with information. I would be updating new information to the book from time to time, to make it better.

Any player could write his/her own book or scroll, to hold any information he want. Stories about their jouneys, rules of a certain Guild, the properties of a certain monster, guides to find the stores in a city, the names of important character, etc, etc, etc.

Books and Scrolls should be limited by the Inteligence of the character, so really smart character will be able to have bigger collections of books (a wise wizard is much more leaned to write a book than a dragon hunting barbarian).
And books could even turn into a profitable bussines. Books and scrolls with really usefull and rare information would be very expensive and unique, and the owner could want to sell it only to important and rich characters, or hold it as a jewel of his highly exclusive collection, an envy to other book collectors.

These books would also be usefull to create sorts of custom made quest. A certain Guild would, for example, require the new members to study the Guild Book and then test them. Or an important Alchemist is in need of a book writen by another character who will only negitiate with ceratin tipes of character, etc.

And even  new jobs could be created, such as Notaries (who keeps track of Guilds, new important figures, disputes, etc), Scribes (can write lots of books, requier less elements to make them, etc), among others.
Wizards could be able to enchant their most valuable books with security spells, traps, etc.

I belive something like this would greatly enchance the way people play and exchange information. Just think the possibilities of a certain group of people publishing some sort of newspaper, or scribes actually opening profitable libraries, selling their books or the ones brought to others. Merchants buying and selling books found in far away places. A myriead of things can come up of something like this.

10
Wish list / Trascendency.
« on: May 25, 2003, 07:12:57 pm »
After reading the topic regarding to maximum skill levels, I thought that maybe some sort of \"Trascendence\" could be developed for character becoming increasingly superpowerfull.
When a character start becoming extremely powerfull, their corporeal abilities could change. They can slowly become an Entity, or a Low Divinity. Walking Demi Gods and the such. Then, instead of Guilds, actual Cults could be created around the character. These demi-gods would slowly gain specific abilities and properties, such as granting speciall powers to their worshipers.

That way, there could be real Holy Wars among cults (assuming people will join them for the benefits it may have), a sort of \"increased version\" of Guild Wars.

Members of a Cult would recieve benefits based on the power and properties of their Divinity: If the Divinity was a Red Way character, then something related to the Red Way would be the logic benefit, and red wizards will be atracted to the Cult.
And that should be retroactive. By this I mean that the power of the Divinity should vary depending on how many people actually worship him/her, and in their power. This way Divinities would strive to become the best of their kind, to be able to atract more worshipers and, therefore, more power.

And that would help a lot in controling the distribution of powers in the game. A common problem in some MMORPGs is that, sometime, major characters are teamed up in quite exclusive groups, taking too much of the game in too little hands. However, by this Cult system, Divinities would suddenly start opposing each other, since otherwise their power will dim.
This doesn\'t mean that Cults and Divinities would not be able to work together. If a superpowerfull Dark Divinity arrises andthreatens the otehr Divinities, less powerfull ones would need to join forces in order to oppose the Dark one.

This is a quite vague idea, but I belive that, if well worked, it could tunr into a quite interesting way of creating a real society and interesting background to teh game.

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