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Messages - magicback

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1
PvP,PK and Thieving /
« on: August 29, 2003, 07:15:24 pm »
OK,

Just read the clarification between PK and PvP by Paxx.
http://www.planeshift3d.com/wbboard/thread.php?threadid=4022&boardid=21&styleid=3

I\'m more respectful of the rational behind the decision.  
I\'ll vote down PK and grief, but vote for roleplaying PvP.

The devs have plot out the setting that indicates that both Talad and Laanx values the life of each worshipper.  Given this context, it appears the gods are fighting each other for worshippers.   Therefore, they would have place great spells to protect their worshipers and save the less fortunate ones that were passed as unworthly worshippers by another god.

Here\'s an in-game concept:

Talad and Laanx both love their worshippers and do not wish them to leave the wonderful world they have created.

Talad\'s realm is strongly protected from death.  Only certain powerful beings have learned the ability to circumvent Talad\'s protection.  However, the taking of life against Talad\'s will is heavily paid with a portion of the aggressor\'s life and a blood debt to Talad.  Killing in Talad\'s realm as a solution to a worshipper\'s problem is not look favorably in Talad\'s eye.

Laanx also protect his realm from death.  However, his ways are mysterious.  Sometimes he allows the final death blow, sometimes he does not.  Sometimes he teleports victims to his temple, sometimes he imprisions the victims in an invulnerable paralysis.  Adventurers who ventured in to the Stone Labyrinths brings a Priest of Laanx for good measure or bring a blessed charm for good luck.


What do you think?

I think in-game explanations are more compelling than out-of-game decisions.

2
PvP,PK and Thieving /
« on: August 29, 2003, 12:30:12 pm »
I\'ll vote for PK also.

Firstly, it is more realistic.  Secondly, dev who resort to code-base solutions to a social problem is taking the quick way out.  If PK is not initially implement, it should be implement at some stage.

You guys have offered so interesting thought and in-game solutions.  Give then design so far, I think the dev will find a in-game solution.

So, let me offer a middle of the road solution that immediately address code-base solutions with in-game explainations.

***In essence, my concept is to use glyphs and rituals to explain why certain code-based solutions work***

On PKing
1.  PK is conceptually allowed
2.  There are certain areas with powerful glyphs that prevent physical attacks.  For example, the healer\'s guild.
3.  There are other areas with other powerful glyphs that give special protection to players.  For example, the arena have a glyph that prevent anyone\'s hit points going below 1 and also prevent unconsciousness.

Here are some implementations to address theft.
1.  Possessions can be stolen by a thief
2.  However, you can have special items attuned to you (at a price by someone) such that the item can not be removed (permanently in your inventory).  If a theft try to steal it, the owner will be immediately alerted.

Here are some implementations to address deaths.
1.  You can be killed by anyone
2.  However, you can have a contingency ritual cast on you (per D&D) that teleports you back to a safe area before reaching 0 hit points.

*  Hope you get the picture about using the glyphs to explain certain in-game code-based behaviours.

3
General Discussion /
« on: August 29, 2003, 11:54:00 am »
*newbie post*

comment: this is great

on-topic:

I think the setting is really great as it is \"different\" and it appears to be designed to explain in-game out-of-game technical limitations.  For example:

planes:  you just create different planes for different games and connet them togther.

Yliakum:  it is enclosed in an small finite area, not the whole planet or plane.  It set the expectation of limited space.

Food and Ecology:  the setting info explain sufficiently about the ecology of the realm.  I\'m interested to hear how life/death will be implemented.

The she-to-he transformation and single gender Kran(sp) are also quite interesting elements.

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