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Messages - Mabrukk

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1
Wish list /
« on: October 14, 2003, 09:40:21 am »
I\'m happy that so many people replyed, even if a lot did criticise.

To Mogura:
Yes, there has to be some spawning of a kind, of course. For all those poor players to get there much needed XP ;-) Even though I thought that in a largely skillbased system like Planeshift you can only increase that much skills by killing monsters... but, well, what do I know?
The Ubermonsters would habe to be created by the devs or gamemasters (which AFAIK could be two seperate groups). There could even be a quest for evil players to create (set free) a big bad mom-monster. Or there could be events setting free such beasts (like digging to deep in search for precious metals, hint, hint). And those monsters should be so big and powerful (or maybe only killable with a certain artifact) that\'s it\'s a major event to kill them. An event where all paricipating PCs get many XP...

To whemyfield:
Well... I don\'t think so, too. When I read the interview with one of the devs (Luca) at
http://www.warcry.com/scripts/news/view_news.phtml?site=15&id=8889
I got the strange idea that THIS MMORPG is about giving every person the chance to do some RPG (whoopy - those 3 letters even apeare in the abrv. of the whole game genre - unlike XP...).

To Fish (first post):
To let the monsters grow is a good idea in my opinion. And to have them attack the newbe regions could be done if not to often. But if this could happen the mighty highlevel (even though there are no levels mentioned in the description or demo game of PS) chars would have to protect the community, the traders, the builders - well all the noncombatants.

To paxx, Wedge, Fish (snd post):
I didn\'t have a limited server lifetime in mind nor would I ever think of proposing a game where players only die once (which is the reason i didn\'t go to arkhard). I want a world where I can live forever and return from death by Talads or Laanx\' grace or just because I know some cool mages!

I don\'t want all monsters being limited. The rats proposed in one \"design some monsters\" thread are a perfect example for monsters spawning all the time. But it would be nice if one could try to make an rat infested city more or less rat free. A job where noobs can  make their first steps.

And I repeat: The big ones should be realy big. Maybe within the first year of a server running there are no players able to kill the Uberboss - why should there be? And there is a commercial MMORPS coming, doing what I porpose, horizon. Look at the web sites. Yes, it took them 6 year to develope the game - but PS is open source and maybe there are enough people to contribute that we have ongoing fun without just playing hi-res nethack!

That from me...

2
Wish list /
« on: October 14, 2003, 09:02:54 am »
I think being a merchant can be enjoyable without getting very rich very fast - so I can\'t and wont pay a lot of money just to become a merchant.
Also I think just sitting around and selling what the NPCs sell but cheaper is the most boring alternative. It becomes more attractive the way you began to discribe in opt 2): By selling rare or even unique items.
A common problem is that found weapons (loot, drops) are normaly sold to very low prices to NPC merchants even though they are by far better then everything the miser got himself. And afterwards the sold weapon isn\'t available anymore so noone can buy what you sold.
A PC merchant could overcome this problem - if she had and sufficiently large vault to store the stuff. Then she could make herself known throughout the city to be somebody to trade in cooler stuff than the NPCs.

If yo wish to have a more complex trading system you would have to think about things like transport fees, taxes etc. When some locals produce an item thats needed everywhere you would have to think how much of the stuff is needed. Will it be used up or have a limited lifetime like food? Or will it be a buy-once-use-long-time-item like a door or a lamp?

On the planeshift site two beasts of burden are discribed and I did not read about instant teleport. But I think a complex trading system would need capacity limits especially to teleporters, or a very high fee.

Prices of NPC goods should very with demand and supply to make it impossible to travel very often on a short route and trade a lot with high revenue. Such should satisfy the demand and lower prices etc.

I developed a basic trading system for an (probably eternaly) unfinished PBEM and could post the ideas if somebody is interested.

3
Wish list / Persistant world where monsters stay dead
« on: October 13, 2003, 12:21:18 am »
Hi!
I hope this thread will create some intersting discussion, so I will make this first posting rather short.

I would love to play in a persistant world where the evil monsters stay dead after being killed. Or if they return than for a reason. But i realy hate dump mob spawning. Why killl something when it returns after a short while.

Imagine this: Deep underground lives a big mother spider. She\'s laying small black eggs day in, day out and the tiny little spiders hatch and grow. When growing above a certain number they start to leave the mother\'s cave and explore the world, mainly to find food. Like yummy little NPC kids or such.

So in close vicinity to the cave there will be no NPC crafting, farming or selling stuff. So there have to be mighty PC heros to come and kill the tiny spiders. And the larger ones...

Then, finally, after more than 20 mighty heros joined their strength, the evil mother spider is slayn and the land is freed! After an our later the big mother spider respawns :-(

So I would opt for a world, where monsters have a reason to exist. No need for strong AI in those monsters, just some simple rules they follow (minimum space for new spidys to hatch etc.) to make them behave more realistic. And when they\'re dead they stay this way.

So much for my \"short\" first posting.

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