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Messages - Monk_

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1
Wish list / Re: Conforming Levelling Progress to RL weeks
« on: September 17, 2006, 01:35:58 pm »
When I play PS, I am one of the 24 hour players. I have maxed every skill that interests me as much as I want. This suggestion is not to address my personal problems, and it is not very relevant to PS in it's current state.

It is an idea for the devs to consider for the long-term development of the game. I'm sure enough has been said, and they can consider the merits for themselves.

2
Wish list / Re: Conforming Levelling Progress to RL weeks
« on: September 17, 2006, 03:41:47 am »
First post tells about stopping PL. Furher posts tells how much more people will start to RP. You can't telling it not realizing what is RP
It wasn't about stopping PLing. It was about keeping it in harmony.
When I talked about starting to RP, I was referring to people for whom levelling is an ends in itself, not part of their RP. It's better for them to learn the value of player interaction so that their pure gaming becomes RP-based.


how do you explain that you are training and suddently you are unable to learn?
The same reason school has 6 hour days and weekends. You can't overload or exhaust your mind/body.

To have some other OOC instead of this which we have now?
One system means having to say "I've had enough training for today". The other system will effect the whole role characters will have in the community and change the whole dynamic of the economy because of RL reasons.

Your system has another disadvantage. Many people will try to optimize their training and time online to the extreme limits along the progression cap, because they will have only 4h a day and to make use of Recreation Points given to them, they will have barely time to make use of all of them. They won't be thinking about the RPing in tavern and other types which don't really involve progressing. And its this what maybe you and others here would want to see.
Better to have people obsess for an average of 4 hours about making the most of their Recreation Points than have them obsess all day about trying to max out and/or overtake other serious trainers. What you describe would be the behaviour of a serious trainer. That's still actually quite a lot of training. Lots of people will choose not to use up all their points each week, but it's much more likely to be an IC decision.

play character you know you can, if it is beyond your reach, play someone else. If you decrease the time limit problem, by decreasing total training you may perform a week, then... will you decrase all possile limitations, or at least somehow make me and others more skillfull in playing all kinds of roles, so that i can plat aristocrat. Can you do that??
Just because we can't remove all limitations, doesn't mean we shouldn't remove the ones we can.

these days i spent a lot less time online, but i have no problem to find people weaker than me. Also, you are overestimating the amount of people who spent in your opinion ridiculous time online training. If it is problem, it is marginal. Besides why do you care?

Really, the main purpose for my suggestion, was to prevent players who play for a month quickly becoming more skillful than someone who has played every day for a year. The devs plan to make levelling and progression quite a slow and gradual thing. The year old player will be able to be a well-known and respected specialist who has been in their trade (eg. weapon reapair) for a long time. This system will stop a month-old player from over taking their skiills.

In the future, the upper limits of skill areas will be a lot more detailed and take a lot more progression to reach. I believe the specialists and very highly-skilled people should be those who have been a long, consistent part of Yliakum history, not those who have played constantly for a short period.

3
Wish list / Re: Conforming Levelling Progress to RL weeks
« on: September 16, 2006, 12:39:49 pm »
We should be able to RP an insomniac, without being one ourselves.

4
Wish list / Re: Conforming Levelling Progress to RL weeks
« on: September 16, 2006, 04:43:42 am »
Please try to keep the posts to information and constructive criticsm and leave personal preference aside.

Please try to stay on topic. This is not an anti-powerlevelling thread. It's not a debate about what is RP.



What if someone wants to play a warrior and is willing to train as much as they can, and they have about 4 hours a day for (=28 hours a week and about as much as a part-time job, strong commitment!). This would give them chance to keep up with someone with no life who plays 24 hrs a day. Otherwise how do we explain the 24-hr a day player becoming much stronger? In-character, people don't log off. They always exist.. so what was the strong warrior who the 28hr/week guy plays doing? Lying on a hammock? Their character wouldn't do that. With the current system it's impossible to play a committed specialist unless you play 24hours a day, because someone who does play 24hours a day will master your specialisation faster than you at the same time as two other skills. It is unexplainable in RP terms.

5
Wish list / Re: Conforming Levelling Progress to RL weeks
« on: September 15, 2006, 12:04:17 am »
The only question is, should you get a point for every hour (period) or should you get a point for every hour spent playing.
It should absolutely be every hour that passes, regardless of whether you are playing, otherwise it defeats the whole point. I still think logistically a weekly reset will give more people an even chance of spending their points.


I don't know why do you want so desperately stop PLers.
Actually I agree with all your points regarding this. I myself am serious PLer, and an RPer. However, I would be happy to sacrifice the benefits of my PLing for a more naturally progressing community.


To people who RP a lot and train much less: ...
If you never spent enough time on training, you can never call yourself a good warrior.
There is a lot of debate about this. Personally I cooperate with people RPing good warriors/whatevers if they have earned it through a history of RP. They have time limitations and they have sacrificed levelling so we dont miss out on all of their good RP. My RP experience is much richer and I deal with a much wider range of characters because of it. What my suggestion seeks to do is make it possible for such players to keep up with levelling and thus more closely allign actual char skill with what is RPed without sacrificing the richiness of RP.

Point 2]
Your idea only slow the process. If you stay at side and look at everything you won't really bother about individuals. It won't matter for you how long did it take to some people to reach some skill rank. You will care about having both trained and untrained in the character base. And as i said, you are only slowing the process, people will still learn multiple skills, but it will take them a year instead of 4 months.
This idea will not slow the process, it will even it out. Ideally it should still take 4 months to learn skills which take 4 months now. Make them easier to level, but make it so you can only do so much levelling in a week. The point is, all dedicated players interested in levelling will be able to progress at a similar rate over time, whether they play 28 hours a week or 140 hours a week. I would suggest enough points in a week to enable about 14-21 hours of levelling (2-3 hours a day, or if it suits you, 10 hours on saturday and 30min other days, with the rest of the time free to RP). Players who dont want to level still wont, but many more players will have a chance to progress in a meaningful way if they want to.

It will create a better illusion of all characters perpetually existing in the world of PS, and it will encourage people who might usually only PL to explore the world of player interaction, learn to RP, and enjoy the game rather than desperately trying to keep ahead.

6
Guilds Forum / Still Standing Tall
« on: September 14, 2006, 10:28:09 am »


An achievement of Daikan, Explorers Guild Overseer of the Scouts Fold.

New and live to see the world? Join up and he'll be one of your mentors!


7
Wish list / Re: Conforming Levelling Progress to RL weeks
« on: September 14, 2006, 08:53:04 am »
Hmm I dunno, it seems to me that levelling isn't as easy as alot of people make it out to be.
I wasn't saying it's too hard too easy to level. The point is, no matter how easy or hard it is, if some newbie can spend 24hrs a day doing it, they'll end up ahead of a 3 years player. What counts is not how many levels you have, but how much levelling-time you have under your belt.

I actually dont think it should be too hard to level. It should be rewarding, and I think it should progress faster than RL, even with weekly limits. We need to be able to RP the lives of our characters faster than we live our own.. or we'll never have time.

8
Wish list / Conforming Levelling Progress to RL weeks
« on: September 14, 2006, 01:36:04 am »
I've tried to find other posts with this idea. I saw nothing truly like this. Apologies if I missed them and I hope this at least has enough original content.

I'll start with my WHY:
■ Powerlevelling.
■ Devs want to see a gradual progression of characters in a realistic way, leading to experts in various fields and a compelling community-driven economy.
■ However slow and grueling you make the skilling system, those with more time in a day will still be able to dedicate their time to the most efficient way of skilling, for the sake of it. This leads to a skewed progression of the crafts and skills, with older, wiser characters who have been at work longer in Yliakum history, being far less skilled than some new players.

And How:
In terms of game mechanics, have number for each char (let's call it Recreation Points), which gets reset once a week for your char, wether they are logged in or not. The number falls as you train. When it gets to 0, you get a message something like "Your head is just too full of new learning and you need time to process it". So you can only do so much training in a week. The reset should happen on the weekday on which your char was created, so that there is no unnatural rush of training every Monday.

I think weekly would be better than a perpetual climb of Recreation Points or a daily reset. With weekly, players can't create a char, and ignore it for months until they have a stack of Recreation Points then Powerlevel. Weekly will also have a better result in terms of allowing consistent and dedicated players who can play in certain times of the day/week to progress in skills in a comparitive way to obsessive PLers who abandon their real lives.

I think it will give players space to go ahead and use those skills for the good of the community rather than for the levelling march. It will also encouraging RP and simply playing together, which is always good. It also means you dont have to make skilling boring to discourage too much of it.

9
General Discussion / Re: Is anyone worried about PS later on?
« on: September 13, 2006, 11:50:30 pm »
Quite wise, Cyl.

And from the ground up and the top down, PS is all about RP. This means the grass-roots community are being encouraged by the Devs to support encourage and educate new players in RPing, so that even if they prefer to PL, they can understand and respect RP. If there is disrespect to the point of disrupting, then it willl be a small part of the community and the GMs will be able to keep things bareable.

I'm not worried about the future of the PS. Don't look at other, bigger MMO's and fret. PS is different in fundamental ways. The seed planted was different. The roots that have grown are different, and the tree that springs forth from it will be different.

 ;)

10
Wish list / Re: A radical change to all forms of combat.
« on: July 09, 2006, 12:30:05 am »
So you want Planeshift to be an arcade game?
I want PlaneShift to be a balanced game.


Primarily I want it to be an RP game, which it intends to be. When conflict arises in RP, the players have to agree on how the outcome will be decided.

To quote Vengeance "RP Sucks". He was referring to how it's always best to be able to actually do what you're roleplaying with real game features. Secondly, I know most players would rather a fight contain a little excitement and uncertainty about the outcome. So it's better for a system to cater for a wider range of combat possibilities.

If someone has no player skill and only has time for RP not training, unfortunately no combat system can cater for them. The only way they can have a chance is to RP the fight, and it's pretty disfunctional without pre-agreement on who will win.

The option for quazi-automatic battle would be good, as it would give uncoordinated players with training a viable option. But more importantly If there is no option for combat involving skill, far less players will agree to use the game mechanic.

If a combat system neglects the element of skill, then a large section of players who would normally have faith in their skill and the courage to face people with more training are effectively put in the same situation as noobs and pure-RPers (they can die, or RP the fight).

With no skill involved, few people will accept a duel knowing they have no chance. Far less often will players who RP an argument happen to be close enough in training to have an uncertain outcome. Gone will be the days of marvelling at characters' finesse and betting on the outcomes in Proglin's tournaments. Even when there is a closely-levelled match with uncertainty about the outcome, the most exciting thing will be one of them falling over.

11
Wish list / Re: A radical change to all forms of combat.
« on: July 08, 2006, 10:10:06 am »
I'm mostly in agreement with Drahlian on this one. The H&R system may not be what the devs intended, but it's probably better, and it gives training and skill a great balance.

It's good skill is important. Making combat purely the realm of PLers would be lame.

Of course Drahlian and I are biased for this action-packed format because we're good at it. If two people have uber training, but one has no skill, their training is of no worth, which should not be the case.

I think solutions should be simple-stupid, so I'm going to suggest a bar which fills up really quickly if you run at all, and takes a bit of time to drain. Unless this bar is empty, your strikes are far less accurate and powerful. Arcadey people can make use of their skills, but not to the point of neutralising character training.

This would reduce the impact of hit-and-run melee, without removing movement which enriches combat and adds a lot to the strategy of fights. Why couldn't someone good at climbing go up something high then rain arrows on the swordsmaster? When climbing is implemented, and jumping buffs agility, and chars can glide etc., this will add even more. Even now it means players have to think, not just go blindly into a fight because they PLed their SS and they will Pwn you.

As before, my view on a usable combat system is that it needs to be either a fully manual or a fully automeated one.
Give players a choice. Fully automated can only be accepted when the chars are toe-to-toe and they can't move until combat is finished. Manual can be accepted by players wanting to run around. It can be initiated from any distance, allowing chases and hunts.

What if the game mechanics would be made so that they are meant to be 'exploited' like that, making them a part of combat mechanics?
The single best decision Id Software ever made for the success of their Quake franchise was formalising the strafejump/bunnyhopping bug, instead of 'fixing' it.

Devs, if you love us, set us free.

12
General Discussion / Re: pretty
« on: June 30, 2006, 05:56:31 am »
Hold it right there. "Skins" it was said. Was that shorthand for skins, animations, maybe even models?

13
General Discussion / Re: pretty
« on: June 30, 2006, 05:30:03 am »
OW MAN  :woot:

Rivers n Lakes - proper ones!! *dies* :o

 \\o//
Those shots are so beautiful. EVEN BIGGER WILDERNESS ROAD? - and by the look of it, more prettier. uuhhhhhhhh someone kick me! :ban:

I am ecstatic.

14
Roleplaying (Communitive Storywriting) / Re: Diary of a Farmer
« on: May 28, 2006, 01:35:30 pm »
No cows in PS...not that I know of at least.  :)
But there are foxes to chase your chickens! (I've had a Foxes' weapon of something or other).

....

..are there chickens?

15
In-Game Roleplay Events / Re: A Fair! - The Shadow is gone!
« on: May 28, 2006, 01:26:43 pm »
A sign is wedged proudly in the grass near Harnquist's:
There seems to be a footprint where an angry shadow-lubber may have booted it.


No More Shadow Celebration

To celebrate the success of the Party to the underdark, the averted invasion, and the continued life of Hydlaa, we will have a fair in Hydlaa Plaza.

Bring your mugs and your pets and your best fireworks (show off sparkly spells) to the Hydlaa Plaza around the Fountain. Everybody to run around and drink and cheer for the peace we can all enjoy again! Bring your cameras!

[ 2100 GMT, Saturday 3 June ]


When you come, don't forget to /shout out and remind the bystanders of the event!



[ For the full tale of what occurred with the Party in the Underdark, read here:
http://hydlaa.com/smf/index.php?topic=23345.120 ]

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