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Messages - Tzur

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General Discussion / Re: The grand balance of good vs evil
« on: June 08, 2006, 07:51:08 pm »
This, of course, is by your standard of evil.  ;)


Hurting people, stealing, senseless acts of destruction, malice towards others, violent intolerance... etcetera.  The definition of "evil" isn't something easily put into words.

I would hope that you're just trying to be cute by suggesting that the definition of evil is subjective.  It would be unfortunate if you were trying to insult me by saying that my definition of evil is deviant.

I assure you, it's not personal nor an insult - just an adult exchange of opinions.  ;)

To me, it's like saying what is 'up' or 'down' while flying around space. It all depends on where you are and where/how you're looking at it. (and/or taking into consideration everyone else's views[popularity thing again])

Now, I think I've said about all I want to on this topic. I just came to say my opinion in hopes of offering a new perspective. I'll leave justifing who's 'right' and 'wrong' to those who believe they have a right to do so.

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General Discussion / Re: The grand balance of good vs evil
« on: June 06, 2006, 07:55:38 am »
I disagree.  There are many people in the world who do evil things without thinking that they're doing evil things.

This, of course, is by your standard of evil.  ;)

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General Discussion / Re: The grand balance of good vs evil
« on: June 05, 2006, 08:11:31 pm »
Ahh.. the debate of good and evil eh?

It gets real interesting when you notice it's not a two-sided coin you're looking at, but a sphere with an infinite number of sides - It's all perspective.

The way I see it. Your character would have to be able to identify themself as something horrible in order to play a truely 'evil' character(a pickpocket that lothes their work, an assassin that feels guilty/remorse, a 'holy' crusader disillusioned by doubt, etc.). I'm not sure I want to touch the popular = good/disliked = bad arguement though. =P

The real problem here seems to be lack of ability to perform certain actions(or maturity to accept them). /shrug



I really have been away too long. <_<

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General Discussion /
« on: December 29, 2004, 04:41:24 am »
Yea, Flashget/Jetcar rocks in my opinion. =)

There\'s also FlashFXP which is a great ftp tool for web masters. ..

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General Discussion /
« on: December 28, 2004, 04:41:11 am »
Welcome to Planeshift!

Hmm... your name reminds me of someone I used to know in my Everquest days on the roleplaying server... *shrugs*

Here\'s to share\'n an ale with ya ingame someday! =)

Edit: *Tzur was struck by Evil_Typo_01 for 37 damage!*

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General Discussion /
« on: September 30, 2004, 03:46:14 am »
*sniffs and wipes a tear from his eyes*

It looks excellent. Here\'s to a bigger and brighter planeshift!

Ironic however, that we get an update like this the day some prophet claimed would be \"the-end-of-the-world\" =P.

I vote we keep those staircases of doom(or at least one for keepsake), they sound like fun! :D

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General Discussion /
« on: August 08, 2004, 06:33:03 am »
Personally, I\'m against it - which is mostly due to problems I\'ve had with them in the past.

The majority of the free clients are ad/spyware infested and unrelible at times. Also, it is likely scare off some of the more timid portions of the audience which probably isn\'t a good thing. IF a free, stable, and simple client was released alongside the torrent, and a clear guide on how to use it, it would probably be an acceptable means of distribution. Of course, the downside to that would mean time spent devloping/testing a BT client instead of working on/releasing the next phase of planeshift.

In conclusion, while it\'s probably something that should be taken under serious consideration, I don\'t think it\'s something that should be taken \"Completely\" one way or the other on.

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General Discussion /
« on: August 05, 2004, 03:46:53 pm »
Actually, I would have thought it to be Mineral or Material Blue... but the \"M\"s already been covered.
\"Sapphire Blue\" make perfect sense to me, progressively get bigger and more complex (atoms>molecules>crystalline..etc) in both name and game =D. ..so does that mean the stage after that will be \"Diamond Blue\"? =P

Speaking of Sapphires, aren\'t sapphires, emeralds and rubies all essentially the same thing (save color)?.

As for the Greek Alphabet naming... Omega Blue would be the \"final\" test =P.

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General Discussion /
« on: July 28, 2004, 10:16:25 am »
Well, to continue this debate.

The \"way\"(bad pun) I look at it is:

Crystal (White) Way basically represents \"growth\" or \"generation\". Such as regrowing flesh or generating a massive psionic pulse that blasts everything and their uncle to the next stalagtite....

 Ahem,

And Dark (Black) Way represents \"drain\" and the \"interaction/manipulation\" with the planes. Like trying to drain life from a Kran or calling some creature from a hellish plane of exsistance.

- as for Corpsewalk, I always thought of it as more of a wind-element spell. Never really got why it was put into the black/unholy genre (aside from the whole forbidden magics thing).

Just my 1.6 + 25% tria

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Wish list /
« on: July 14, 2004, 01:15:45 pm »
You know, it actually reminds me of an old game called \"Revenant\" - you found runes/glyphs(that you kept while casting) and certain combinations created certain spells; depending on their order and sequence.

Personally though, I would have liked to see a more... \"Evil Island\" approach to spells. Slightly modified, of course, but still very similar. In Evil Isles you were able to craft custom spells - where you basically had your \"template\", which determined the end result,  (I think that would be too limiting for PS though) and then you could add rune/glyphs to it in order to boost it. IT was kept balanced by a \"complexity\" factor which I think could be easily replaced with the players\' \"skill level\" in that way of magic.

Example of how it worked in Evil Isles(not actual values):

Spell template: Fire Wall (complexity: 5)
Added effects: Duration Rune(last longer, complexity: 5), Effect Rune(do more damage, complexity: 7), Cost Rune(requires less mana, complexity: 15)

PS version:

Primary Glyph: Glyph of Burning (Red Way: 2)
Additional Glyphs: Glyph-of-take-forever-to-stop (Generic way: +5, Spell Duration: +30sec), Glyph of Fool\'s Challenge (Generic Way: -1, Mana Cost: +10%), Glyph of Ker-Zap (Azure Way: +1, adds electric damage).

// \"Generic Way\" being a change to the \"base\" way of the spell.

Whew, that\'s what I\'d \"have\" liked to see anyhow, sure was fun though =P. Anyhow, that\'s my 2(+15%) Tria to this topic =).

Edit: fixed invasion of those evil emoticons

11
General Discussion /
« on: June 25, 2004, 09:49:25 pm »
Quote
Originally posted by karakth
All this talk of 1337 sword disembowling is quite worrying. Whatever happened to RP? Most likely people are going to go  power-crazy and start \"levelling\" like there\'s no tomorrow.

While people like me (?) who want to RP a decent alchemist will be left washed up metaphorically on the shore.

Or will people do as they do now and say, \"\'Tis just another tech demo. We\'ll RP when the full version comes out...\" -_-

Sorry, but this release scares me.



I\'m worried about this too (why I would have liked to have seen combat added at a later date).

My hope is that they make the weapons they DO add fairly primative and no particle effects =P. That way it can be roleplayed as a village/city that is still starting out. Afterall, who wouldn\'t want to make weapons out of whatever(no dung-flingers please) they can to defend themselves in a brand new colony (did you leave your brand new colonies in \"civilization\" completely undefended?).

/ramble off

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General Discussion /
« on: April 29, 2004, 03:17:29 pm »
I just didn\'t want people to get mislead, no insult intended. =)

The renders sure look great though!



Ack!, first post and I\'m already digging my own grave, off to a great start! XD

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General Discussion /
« on: April 29, 2004, 02:55:20 pm »
Just to clarify, those are renders, not screenshots =P

Edit: bah, just beat me to it =P

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