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Messages - Everybody

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General Discussion / Re: Dark Way - bad, neutral, or what?
« on: July 03, 2011, 02:13:12 am »
I think the best way to answer this question is ask, "What does the game make me do to advance in said magic way?" For example, consider the quests involved in earning various glyphs. Whether or not ways are good, evil or other is always a good philosophical discussion, but whether the specific tasks required to earn a dark way glyph vs a crystal way glyph are equally ambiguous isn't - it's pretty cut and dry. If you want to complete the dark way, you're going to have to do some pretty evil things to do it. Strictly referring to NPC means of acquiring said glyphs. GM events likely open the doors to characters of all types taking up magic ways of their liking without doing deeds too good or two evil for their personalities.

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General Discussion / Re: Settings Question: Laanx and the Dark Way
« on: June 26, 2011, 08:56:23 pm »
Is there a difference between the literal alignment of a way, and the necessary alignment of a follower progressing in it? Philosophically, sure, but not in practice. I imagine, once the game goes 1.0, there will be, for example, evil ways to get good glyphs, and good ways to get evil glyphs, so to speak. Otherwise, the gods and the ways are the same as their followers in the eyes of the public, and so are the players that join them.

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General Discussion / Re: Settings Question: Laanx and the Dark Way
« on: June 26, 2011, 06:58:54 am »
I'm hardly a lore expert by any means, but the gist I got from character creation and the questlines I've pursued is that Laanx, Dakkru and Black Flame are the evil religions, and Talad and Xiosia are the good religions. Crystal and Blue way are the sole providence of the good, black and red are the sole providence of evil, azure and brown are fairly neutral. In summation, one's choice of magic ways is one of the greatest determinants of what sort of character you roleplay, because you can't get certain glyphs without doing certain deeds, and the quests' morality aren't often subtle. I tend to make my characters worship Talad and focus on crystal, blue and to a lesser extent, azure, because to make any other choice means being a psychopath. You might worship Laanx, and Laanx might not be intended to be evil, but so far as I've been able to learn, the only way to get certain dark way glyphs, for example, is to do some pretty unsavory things. Not sure how much of this is just limitations of the unfinished game status, and how much of this is intentional.

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Newbie Help (Start Here) / Re: Best Race to begin with?
« on: December 25, 2010, 02:54:08 am »
Good points. For whatever reason - probably because of the community spirit behind it, and the desire to do something that's never really been done, I take my role in this game very seriously. I must've deleted 100 characters so far as I try to home in on perfection in terms of something I can RP, and something largely supported by mechanics already. I'm a tutorial master. That and I like so many of the races and have so many ideas. Knowing that I won't get slighted for choosing a yet to be implemented race means I might just go ahead and make that Lemur I'd been thinking about. I love magic. Planeshift really has a chance to be something special, and it won't be me that holds it back. I've stopped listing my current character's name for reasons already stated - but if you see a newish character with a sing-songy alliterative first and last name, there's a good chance that's my latest experiment.

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Newbie Help (Start Here) / Re: Best Race to begin with?
« on: December 24, 2010, 02:48:23 am »
When I choose a race, I first weed out any race that doesn't have its own models yet. It's not certain whether players who use them now will get access to the character creator when the real models come out, and who knows what the default look for said race will be. I can think of at least one example I read one night when I was browsing older threads where a person was stuck with unwanted, forced cosmetic changes to his character, and that's something I want to avoid.

Then I go and look at the popularity of the different remaining options. I decide which races I like and choose the least popular. In my case, I really enjoy nonstandard races. Enki and Klyros are oversaturated beyond compare. That left Kran. For a while I was even avoiding Kran because I feared all their character creation facts were doomed to radical overhaul, since so much of it is inconsistent with their unusual existence. I got over that and am playing a Kran currently.

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@ Everybody:

I am not certain what exactly the "8th rank" in a skill means. But quite obviously it cannot be equal to the 8th level in training; being so "handicapped" would deserve him a wheelchair.

Thanks - that's what I was hoping. I sat down, decided to make a Kran, and wanted to do it right. Normally, I can sort of get into a dev's head and see what they're going for with a ruleset. If the Kran were restricted to 8th rank in only magic and stealth, I'd have just taken it as "8 levels of skill", and it'd be cool, because I'd know the Kran was Planeshift's version of the big dumb ogre that's only good for swinging clubs - they have their place. I was confused mostly because I've seen Kran mages in game and they seem well spoken. Then of course the melee skills are also capped at "rank 8" and well, I no longer had any clue what it was the devs had in mind. I'll just pretend the rules don't exist. I mean, I was sitting down with a calculator, trying to figure out, if rank 8 out of 100 or 150 is the cap for magic, where should I cap my will cha and int - so I was getting ratios, but that didn't work. I'm insanely OCD about characters, not necessarily being powerful, but having a perfect logic. No number or trait is selected randomly. Kran are rough as is because of the single parent birth vs mother father dichotomy, but I solved that by making both parents any career where the mother is described as "You essentially had two dads". It's a nice logical work around, since I can't bring myself to settle for randomness and stuff that I know isn't so. Now if I could just RP in a way that doesn't make me facepalm from cheesiness.

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General Discussion / How to treat yet to be implemented racial limitations
« on: December 14, 2010, 09:12:06 am »
I'm creating a Kran. Not just any Kran, but a Kran Talad priest of sorts. I was reading 3.3 of the player's guide, specifically on Kran, and it seems they can't really progress far in anything - 8th rank in all magics, 8th rank in all things thieving, and even 8th rank in martial arts. Now, I thought "martial arts" might only refer to punching, but I went down to the Enki description, and they get a bonus to martial arts - starting in rank 4 in "any one school". That leads me to believe "martial arts" means all things fighting. So, if I'm not off base, Kran are intended to be dedicated crafters, since pretty much everything that might ever hurt somebody (barring food poisoning if the Kran is a chef), is going to be capped off at rank 8. Magic, stealth and combat, anyway.

This leads me to my question. This game is full of roleplayers who seem to enjoy going beyond what's there right now and pretending what's yet to be already is. Do most of you stop raising your skills when the race guide says your race can't go further? Because, if so, Krans can be pretty much as powerful as they'll ever be right out of creation. Why, I accidently got Azure up to rank 11 and I'll be going back to trim that down.

I suppose I aught to suggest allowing the Kran, when limitations are implemented, to progress past rank 8 in something. If martial, magic and stealth abilities all cap at 8, well, that relegates one of the game's most original races to town dwelling virtual NPC status, with other players keeping Kras naked, barefoot and in the kitchen, the way they like them. Maybe I read too much into the Kran description? I do have a habit of stretching for conclusions. Just thinking out loud. I like this game quite a bit. The hardest part about coming up with a character isn't that they're all bad, it's that they're all good. I haven't seen a game with so many unorthodox races. Kran, Enki, Klyros, the two devil races, seamen, mystic smurfs - there's something for everyone.

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Complaint Department / Re: Knives and Daggers
« on: December 13, 2010, 04:15:47 am »
HA should be open for piercing damage, such as from a dagger.

That could work, but to make it more realistic, the damage needs to be all or nothing. The attacker either slips in the cracks, or deflects off harmlessly. If the attack gets through, it should be as if the heavy armor wasn't there. If it doesn't get through, then it should be like there was no attack. Contrast this to blunt weapon damage, where even if the attack doesn't really pass the armor, it still does partial damage. Accuracy should be everything for a piercing attack. Strength should be the biggest factor in a blunt attack. Slashing weapons should be a hybrid of both.

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Complaint Department / Re: Knives and Daggers
« on: December 09, 2010, 01:22:45 am »
Swords were pretty useless against plate armor. Plate armor brought about a switch to blunt weapons, because pretty much all piercing and slashing weapons were rendered close enough to useless not to be worth it. Daggers still had a use, though. While no knight would charge into battle with knife extended, in the event combat turned to grappling, or in the event a plated warrior was taken off his feet, it was the dagger that was best suited to administering a death blow - but then, only once the opponent was fully subdued and pinned. If daggers need to be a waste of time leveling, so should swords and bows. Really, the only weapons that should be remarkably effective should be hammers, maces and the like. That's the realism if realism is the goal - not sure it should be.

If realism is the goal, and nigh invulnerable plate armor users (and they were neigh invulnerable until the advent of firearms), plate armor users should risk collapse from overheating if they don't take breaks from wearing the armor, and particularly if they fight in it for extended periods. The idea that plate armor rendered one immobile is largely a fallacy. Not a total fallacy - tournament jousting armor was indeed so specialized and heavy in some cases, that one did need help to mount a horse for example, but show arms and practical arms were two different things - same with sword weight. I have a replica zweihander from renaissance Landeskenechts and it weighs a good 15 pounds. Parade swords could sometimes get so unweildy, but combat swords never did.

So anyway, Real plate armor should be largely invulnerable to bladed weapons, reasonably vulnerable to blunt weapons, and the user should face penalties to endurance - passing out or worse, if he fights extended periods in any sort of warm weather. One idea about plate armor that isn't a fallacy is that the stuff was a microwave. Thick padding, heat conductive metal - it was a serious problem.

EDIT: In summary, if realism is the key, the tradeoff for practical invulnerability in combat to swords, daggers and the like should be my seeing random heavy armor wearers passed out here and there if they wear their armor everywhere they go, and passing out from protracted combat. To further the realism, the dagger users aught be able to take the opportunity to administer a near 100% chance death blow into a gap in the armor, such as the visor. THAT was the dagger's raison d'etre, and if its weaknesses are being fully recognized, so too should its strengths. Fair is fair.

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General Discussion / Re: Why do you play?
« on: December 07, 2010, 11:33:49 pm »
I believe roleplay should never be used to replace a game mechanic, only to augment and fill in the gaps. To me, pretending one is X when one hasn't done the work would be like pretending one beat Bowser in Super Mario Bros - not bothering to insert the cartridge, or maybe just playing 1-1, but cheering and high-fiving your buddies at how great you just did trouncing the last boss w/o a scratch. Anything one claims that has a mechanic behind it needs to be earned first. Now, things like background are great for making up your own details. Feel free to have an alcoholic uncle, or descend from aristocracy, or whatever. You're not bypassing actual effort there. This is actually the first videogame I've played where people actually do say, "Well, getting strong would take forever and might be kind of boring, so why don't we just pretend we already did it?"

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General Discussion / Re: Why do you play?
« on: December 05, 2010, 04:46:50 am »
Good points on the "Hi" bits, but here's something to think about. Medieval people didn't typically give over the top greetings either. They were you and I, and they were just casual people trying to fit in. I imagine they, in their olde (insert language here) said the translation of "hello" in a slang that nobles probably wouldn't use. My next question isn't sarcasm or anything - just a real question: Can you think of the right way to say hi as an average Joe in the world? Because what seems horribly fake to you when you read "Hi" seems much more normal to me than, "Hail and greetings to you, stranger. I am Zuccabar Haliburton, a fine smith if ever you met one. And who might you be?" You see - nobody talks like that. Doesn't anyone just shake hands, say hi, and have a beer? I know a beer sounds damn good right now.

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General Discussion / Re: Why do you play?
« on: December 05, 2010, 12:50:46 am »
I don't think the problem is a lack of roleplaying. It's just that everyone thinks roleplaying is something different. What is it? Is it just being in character? If that's the case, RP saturation is near 100%. Almost everyone at least answers questions in character. Very rare is the real-world reference in day to day conversation in game. Is roleplaying going to the tavern and pretending to be lovers in the bedroom? Is it hours of high school theater class in the town square? Is true RP something that removes the "G" entirely from the RPG experience? Where the ideal Planeshift experience is one that could be mirrored with no loss on an MSN messenger chat? I don't think "Roleplaying" is turning every character statement into a chapter of Lord of the Rings, with more exposition than a Stephen King novel. Sometimes, people just talk normally. This is just as in character as anything. I think the problem is an infinite spectrum of "what roleplaying is" and the people leaving might not be able to meet their own definition in game. Everyone they leave behind believes they're roleplaying though, and that can't be taken away.

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Wish list / Re: Cartography skill
« on: November 29, 2010, 09:36:02 am »
Hand drawn maps are great - no question about that. I suppose my only argument for automating it is that that's how all the other things you can do in the game work, for the most part. For example, my character can call an ice storm down on people and freeze them to death. I'm glad I don't have to have the ability to do so personally for my character to be able to do so, because, just between us, I can't really cast spells in real life. I can't sword fight either. I can't make potions. I also can't draw. That's more what I was thinking of - the making it something trainable so that in character abilities and player abilities maintain that level of separation. It's like the insanely longwinded Klyros fellow explains in his how to roleplay monologue - separating what you know from what your character knows - I imagine it should go both ways. The specifics of how the finished products are produced is anyone's call, however. I borrowed the autofill concept from the Elder Scrolls series, though I'm sure many games use it. That said, I wouldn't want to ruin anyone's moneymaking niche. It's not that big a deal. There are enough landmarks for me to find my way around. Those rock formations are genius on that front.

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General Discussion / Re: What is your least favourite race
« on: November 29, 2010, 02:13:30 am »
I'm a human every day of my life. They're always my least favorite race in any RPG with exotic fantasy races.

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Wish list / Cartography skill
« on: November 27, 2010, 11:53:38 am »
There's a fair, at least, demand for in game maps, but one of my favorite aspects of Planeshift so far is how merciless it is in making you figure things out yourself. I was thinking a good compromise might be that players could level a cartography skill, in which areas they walk through are drawn onto a map, coloring in blankness along the specific path the character walks, and the higher one's cartography skill, the more accurate and/or detailed the map becomes. A map would be a physical item in one's inventory and only one map could be made at a time, to prevent a player walking around with a dozen blank sheets filling them all at once. Perhaps game mechanics could draw the map, but the player would have to do the labeling.

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