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Messages - Bonedaf

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1
Wish list / Re: Player to Player Focused Economy
« on: September 23, 2014, 04:51:56 am »
That was a very well informative link. So I take it progress has been slow on that whole program?

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Wish list / Re: Player to Player Focused Economy
« on: September 22, 2014, 12:35:34 am »
That does seem to be an interesting idea Illysia. That would allow more player to player interaction but not necessarily limited to those online. I like it.

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Wish list / Re: Player to Player Focused Economy
« on: September 22, 2014, 12:22:30 am »
What if NPCs acted as middlemen instead of buyers/sellers? I know this is a bit of a different idea but what if you put your items up on "auction" by giving it to a certain npc. Another player could browse the items on auction whenever (even if you were offline) and buy what they need.

This doesn't really encourage interaction or RP with other players but it might smooth over the economy a bit. There would be a lot of issues we'd have to address, like duration of said times being shown there, and I'm not sure if this idea has been brought up before (prob has).

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General Discussion / Re: Understand RPing Objectives
« on: September 21, 2014, 10:32:01 pm »
@ Illysia: I defiantly agree with that. I guess I just see people that max out their characters IG and just kind of wander around lost; half the time showing off their awesome characters the other half wandering around for RP to join into, rather than creating it. 

I guess I just fear the time when a player is to attached to a character to end their story. I know the grinding makes it tough to let go but eventually I would think it would be time to create a new type of character. Or at least have your "main" become more of an alt used occasionally and maybe develop your "alt" with more depth. Maybe I'm just weird as I want the opportunity to play a variety of roles rather than just one. I guess that's what draws me to RP :-)

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Wish list / Re: Player to Player Focused Economy
« on: September 21, 2014, 09:33:28 pm »
You both make very good points and I see your logical. Perhaps I didn't think this through entirely and pictured the perfect world scenario too much. I guess PS would have to have hundreds of players on at any given time for this idea to really work.

But like tman said perhaps we ought to think about revising the prices NPC sell things for?

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General Discussion / Re: Understand RPing Objectives
« on: September 21, 2014, 09:25:24 pm »
This was an example I saw that I thought would be useful for explaining type of actions, I did not intend for this to be the only scenario were I was basing my opinions on.

However, to give some context, I did notice this was posted after the player had already stumbled and fumbled the sword himself. But I also noticed that you felt like you needed to be the one who did it and posted it like that.

First off I don't find stopping a sword swing (even by a novice swordsman) without any sort of injury or emotion should from that individual plausible. I know this is the world of PS but what I've seen so far it has very similar physics to the real world. I've done hand-to-hand training in RL and sometimes used batons and other items with it. It hurts. Even if there's padding and you've done body hardening training. And you are more than likely not going to disarm your opponent that way (perhaps a follow up move?).

Even so, I think it would be fun to show/RP the effects of other player's characters on your character - even if you beat them. Afterall no victory is without it's costs.

I'm just saying we need to consider that are character isn't always the main character in the story. Some RPs you're character will play a minor role and some others they will be more crucial role in evolving the plot, but we need to stop forcing our characters into this roll unnaturally.

Moving out to more general things, I was wondering this: What keeps you from playing the same characters still? Why are we afraid to kill people off or retire our older characters to more minor roles when we play? Do we really have more development or plots these characters are involved in, or do we just kind of walk them around hunting for new RP to find?

I ask these because I have a few ideas/general direction I'd like to create my characters into --obviously it gets tweaked and changed slightly by other characters. But I'm wondering what will I do when I've played with them so much that they begin to fulfill these goals/develop into the character I want? I feel like I would get bored and have to put them on the backburner or find an end to their story. And then I create a new character. But I don't really see other players doing this and I wonder what keeps them from doing so?

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General Discussion / Re: Understand RPing Objectives
« on: September 21, 2014, 07:19:50 pm »
When things like this happen:

[Player one] simply stops the sword cold with her right forearm, the blade hitting the rib of her bracer. She kicks the blade over to [Bystander] as the [You] fumbles it.

...it discourages me. Because what's the point of me being there? If another player player is going to tell me what happens to me or what I do, why don't they just play by themselves and make all that up? Sure I could RP that I kicked you in the face knocking you down and jumped up grabbing my blade and slitting your throat with it, but is that really fun or believable? And I'm sure there are other ways I could of RPed it back to be a "worthy adversary" for you but I just don't want to because I know it will just get into a match where we have to out do each other with more ridiculous and more glorious actions. It's silly.

Don't confuse me not RPing my character as some badass adversary for you as me not putting effort into my RP. Frankly, the RP I've had with you and see you do makes me want to keep my other characters, that could prove to be an interesting opponent to you, out of any RP like that.

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General Discussion / Re: Understand RPing Objectives
« on: September 21, 2014, 06:10:29 pm »
I'm not sure, I think it's just how you view RP (and you're not unique in this way). You see RP as a challenge and an opportunity to show off how better your character is than others. To put it bluntly, and perhaps a little harshly, some of your actions are godmodding because you don't give the other player an option to react. And just the general feel seems like you have little interest in development of a story and more in just showing off how much of a badass your character is.

Using this as a transition back to the topic, I think a lot of problems with RP come when players fall in love with their character rather than the story. This creates a position where players don't want bad things, or really anything but great things, to happen to their character. They stop playing their character with natural flaws and believable strengths. There's little development and story. It's really just a bunch of individual characters, there's no plot to interact or bring people together. No adversity. No friction.

If anyone were to write a book about your character would it be an interesting read? Would there be themes and morals of the story? Or just a list of their victories and exploits?

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Wish list / Player to Player Focused Economy
« on: September 21, 2014, 08:51:21 am »
Yes I realize an economy fix has been brought up before but hear me out. I did the search to see if there was any like this and I didn't see anything.

So the IG economy is crazy inflated and there doesn't seem to be too much open trading going on. I believe because a lot of it has to do with a focus more on NPC to Player buying/selling. The majority of trading is usually with raw materials - things you can't get from NPCs. Now why don't we do that with nearly everything?

Let's remove the majority of items NPC sell. If a player can make it then an NPC won't sell it. Similarly (and perhaps most importantly) if something can be made/used from that item or if it's a player made item then an NPC won't buy it.  This significantly takes the profit out of a lot of items, because now you need to find someone, a player, to buy it.

This dilemma creates an environment for new characters to come into light. One that isn't strictly a miner/crafter/fighter. He's a merchant, the middle man. Someone who sees all that useless junk people have and searches for another character who needs that material to craft or quest or RP with. It forces players to interact with players and not NPCs.

I think this will go along nicely as things develop: as more and more items are found around the world rather than only from NPCs (creating another character type as the scavenger/forager) and making more uses for items by the player. This will encourage players to specialize their characters rather than have them do everything, as it will be harder and harder to do everything. If they can no longer buy all their ingredients then they will have to hire someone to do it or do it themselves. They cannot simply purchase hundreds of health potions extremely cheap from on NPC, they'll have to interact and rely on other players, making it truly an MMO experience.

Lastly, I think this will even out the economy a bit more and lower inflation (although it won't eliminate it). As prices for goods and materials will change based of supply and demand rather than stay stagnant as the NPC sells them. Such as health potions or cooking ingredients. And when we start seeing more of a use/benefit (buff/debuffs?) for food items and such those will also be a market that becomes available/more profitable.

Now these changes won't happen over night. In fact it will prob be a bit outlandish at first because players will simply not care for objects unless they directly can use them. But I believe after a while tria savings will drain from more experienced players and newer players will need many items (armor, weapons, etc.) leaving markets open and profitability in those areas. This will also give use to lower/middle quality items. As not everyone will be able to afford or need q300 at that moment so they will settle for something cheaper. So crafters that aren't maxed out yet can still see some funds their way for their work and to improve their trade.

Thoughts? Am I on to something or is there something I completely overlooked that just makes this silly?


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General Discussion / Re: My take on the latest event...
« on: September 21, 2014, 07:41:02 am »
The problem is, is that people look at player run events and GM run events differently. The enthusiasm and attendance show that. People see a blue name that's talking and run towards it, within minutes there's a crowd. Everyone is competing for the RP. Perhaps GMs should think about disguising their names as green and see if that might change a bit of the perception (although that isn't really the problem again, the problem is how players see a GM and instantly want to RP with them but will pass up half a dozen other RPs with players -event or spontaneous).

I know that one of the main attraction to events, aside from the feeling of not missing out, is the reward. I even heard people making comments about how there was no reward this time around. It seemed like all players want is some sort of special/unique item to collect. Perhaps we could not come to expect these of events? And perhaps we should look at the IG economy and rethink how we value money IG. For most players who have maxed out skills and stats they have an abundance of money and not really much left to do. So events are the only thing left further to explore, with their rewards being the only thing left they haven't gotten yet. I think we need to eliminate this mentality in a larger portion of the player base.  If not, we are not going to be able to retain a solid community.

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General Discussion / Re: Understand RPing Objectives
« on: September 21, 2014, 07:30:32 am »
You play someones character for them. You have an action that forces the player into an RP that you control and has an outcome you desire. Instead of allowing a bit of friction back and forth and eventually a solution, there's a dominate action early on that you give that doesn't allow for much further RP outside of what you already RPed for the other player.

I've also noticed you are quick to respond/interact before allowing another player to play their character. I understand you have a powerful character and you want that character to remain powerful but realize it can be fun too if you don't just dominate everything. I think you'd be surprised. Even the mighty do not get what they desire all the time.

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General Discussion / My take on the latest event...
« on: September 21, 2014, 12:29:08 am »
First off, I'm not trying to start any sort of argument or controversial post, but I'm trying to let the community know maybe a few things that could make events better in my opinion. And I encourage discussion. I know there has been a lot of posts about events but most of them are aimed at the GMs or Devs....I want this one to be aimed at the players. What can we, ourselves as individuals, do to make it more fun?

Stop trying to win events! Stop trying to be the hero and just have fun! Play your character as your character and how he/she would fit into the event IC. It seems to me that everyone just wants to be that person who dominates the event, solves the mystery, and wins the event. Stop it! It's not fun for other people and any RP or fun potential the event had is ruined by you trying to rush to a solution.

Treat GM events as player run events/RP! Your character wouldn't know the difference. I understand that GM events are fun and everyone wants to be involved but you can still play your character. And sometimes that means your character observes what is happening rather than always interacting. What I've seen is that everyone wants to have their character get physically involved in the situation that it doesn't really make it fun. There is a million chat pieces to read through, half of them get overlooked and the other half take a while to respond to. But before you can respond to actions/talk there is a bombardment of more text to read/respond to. Everyone is in such a hurry to speak it creates a pretty unfun environment...for me at least.

The GMs put a lot of time into events and I feel bad when they turn out poorly for me. Now I am not looking for the GMs to make this change over night because I know they cannot do much about it. It's how we, as a community and as players, play that is the culprit to why GM events aren't really fun. So instead of asking the GMs to change, I ask the players to! Play your character, not the event. And realize that the adventure is more fun than the solution. You don't have to be the person who "wins" the event.



 

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