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Topics - dragnoor

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1
Wish list / Long term Consequences - lack of
« on: October 01, 2009, 12:39:00 am »
Currently apart from a ban or a week in jail, or a few minutes in the DR, there are no consequences to actions of players. And without getting embroiled in a Rp OOC'ly IC'ly debate : Can I just ask for everyone to post IDEAS about how the Devs can redress this problem ?
For problem it is. If players were suddenly flagged for attacking another player so that everyone could see, then perhaps they would think twice. The sanitisation of Yliakum by means of the Challenge, in my view is a hammer to crack a walnut.
ok Challenges still required in towns. but outside law n order should be almost natural. This would allow those of the dark persuasion to be gainfully employed, and face retribution for their crimes. More gameplay. The "Do gooders" patrolling the roads ensuring players travelling unmolested, the dark folk grouped in ambush... etc
WE NEED MORE GAMEPLAY.
Rpers and PL'ers alike would have to work together to travel. Powerlevelling would be stifled as trips back n forth to BDF 20 times to lvl up would be out of the question. More gameplay. Lifting the Challenge law (Except towns) would be the biggest release of gameplay PS could ever do.

2
PvP,PK and Thieving / PvP the reality in PS
« on: August 09, 2009, 03:47:54 am »
PvP isnt what PS is about thats for sure. However the contingent within PS whom adore such gaming practices are increasing in influence & numbers. So much so their voices can no longer be ignored. This post isnt about Rp vs PL. Its about Player versus Player combat.
There are two main PvP catagorys : Magic & weapons. Or indeed both!

The Weapons catagory of combat is governed entirely by latency. The player with the lowest ping has a massive advantage. This issue MUST be made a level playing field. Group Combat is almost impossible. Confusing & full of bugs. Till these issues are fixed I see no sense in partaking.

The Magic catagory does not suffer from lag. Initially yes, but after a few seconds its a level playing field. And the demise of one opponant depends on what spell is used & the amount of "Pottys" each has. There lies the problem. But I digress. We all know the magic system will be radically altered at some point. Quite how & what the devs plan is open to debate. All I ask is an update. Let us know what is being planned ?
So lets have some ideas of how to fix these issues... And perhaps a post from "High up", giving some clues as to fixing what to me, are the most serious bugs in the game.

3
Hydlaa Summer Festival Market [To be held every day of the festival near Harnquists] [Fri Sat Sun 7th-9th aug 09]

The Vendors of Yliakum welcome this wonderful Festival.
Are you looking to replace old worn crafted weapons ? Do you seek Magical Helms or inbued weapons ? Vendors at the market place Near Harnquists will serve you well.
         Weapons for sale include..
The quick Reinforced Axe : Faster than any Sword.
The Reinforced Battle Axe : Heavy Hitter.
Claymores : For those who like a BIG Sword !
Daggers : For those sneaky folk.
Four different Sword types. Four Axe Types. You will find them all at good prices and top quality.
As for Magical stuff. Well I guess you'll have to go see wont you hehe.

Vendors : Nexus of Devotion Guild : Woiperdingers Guild

[Any other Vendors please post]

4
Defend the Fortress.

Guildwars in Planeshift are a problem. Simply put the War would lack an objective. No point in
killing one another if nothing can be achieved.
With this in mind Felinius, Sanxx & myself, came up with this idea :

Two teams, one team defends the Fortress at the Bronze Doors. The other assaults it. The winner being the team
who accomplishes its aims. Namely the defenders successfully "Holding the Fort", Or the Attackers taking it.
Either way both sides have a real objective.

The other problem with PS guildwars, is how you measure how the battle is going for your team at any given
point in time. For that we devised the Warcounter but that hasnt worked out. The beauty of "Defend the Fortress", is that
its not important. Its patently obvious whos winning. Because knowbody respawns at BD. The Victory goes to the survivors at the fort.

Another selling point is No Lag & out of prying Rp'ers eyes. We can conduct our "exercises", at BD with inpunity.

Now the details :
1) Each team has a Muster point. For the attacking team its the Ruins near Canyt (npc).  For the defenders its the Eagles head.

2) Teams must agree the numbers of each side PRIOR to battle.

3) Each participant on each side must enable "Auto Accept" for challenges.

4) Teams must agree on combat restrictions, ie no Magic etc. Or "No Rules", hehe.

5) Equipment or magical items including GM armour must be agreed with on both sides to use.

6) Form 1 group for each side. These groups will then be the 2 sides.

Once the battle is over one side will occupy the fortress whilst everyone else is in the DR. You can all then head back to BD & have
another go hehe. Yes the Battles will be short..Yes you can have as many on each side as you like. Potracted wars are boring. This wont be hehe.

We suggested using a campfire as a "Capture the flag" Icon, but this isnt nessesary.


Dragnoor - Guildmaster of Nexus of Devotion -

5
In-Game Roleplay Events / DlayoSlayer Championships
« on: May 24, 2009, 01:37:04 pm »
-The DLAYO SLAYER Championship                       -[Nexus of Devotion Event Sunday 21st June: 1500gmt]

[The objective is very simple. The winner is the participant who defeats the most dlayos in 5 minutes.]

A cloaked figure creeps through the Plaza entering the Arena passages. At the main entrance he looks furtively around..& quickly nails a notice to the wall

[Fees are the prizemoney plus a bit extra hehe.]

Condemned are those Dlayos who stand against the mighty Warriors of Yliakum. To enter this Tourney, ANYONE can pay the fee of 40 Circles To any senior Devotee of Nexus. The use of Magery is forbidden to Combatants, except to heal themselves. Defensive casting is allowed, prior to combat.
                                                                                                         Due to the dangerous nature of the pit, devotees of Nexus will provide security, closing the pit to the public till the event expires. Anyone entering the pit during this time will be sent to the Death Realm. Any weapon can be used in any combination. Anyone found casting offensive spells in the pit, competing or otherwise, will be sent to the Death Realm.                                     [Note: Nexus devotees providing security WILL use magery, if need be.]
[This event will if successful, will be repeated in many guises. Teams against dlayos in 5 minutes, or male(s) versus female(s).]

Dragnoor - Guildmaster: Nexus of Devotion.

[This is not about "PWNing", the pit. This is about running an event without any outside elements interfering.]

6
In-Game Roleplay Events / The Nexus Dlayo Pit Siege
« on: May 15, 2009, 10:45:08 pm »
[Sunday 17th 15:00gmt onwards “the Pit”.- Arena.]
                                                                            A cloaked figure sneaks through the shadows unseen. He peers around furtively, removing a scroll from his satchel. With a quick glance to check the coast is clear he hammers the notice to the wall. It reads :

“A Dlayo has taken an artifact from a member of Nexus of Devotion. We plan a siege on the Dlayos to regain our precious object.
                                                                    Phaat is a very well known Dlayo hunter with a hunger for blood, that ranks with the best of them. He was betrayed by the Dlayos as one who has taken a keen interest in the Blade of Devotion
We will continue our siege on the Dlayos until we obtain our mascot. Anyone in our way is at risk of their lives. Phaat & others killed some of our members, while on guild business of recovering this artifact.
                                                                                 This theft is also the reason for the guilds revenge. Even if for nothing more, than aiding those that stole what is ours.
                                                                                  Enter the Pit at your peril.”

Dragnoor
Guildmaster of Nexus of Devotion

7
In-Game Roleplay Events / Market day in Hydlaa
« on: April 15, 2009, 05:31:24 pm »
 Plaza area near harnquists Smithy. [26th April 09 1900gmt]   - MARKET DAY -
An opportunity for individuals & Guilds to sell their wares to the citizens of Yliakum. I speak for many sellers & can safely say there is alot to be sold. To aquire the item your looking for only your attendance will ensure youve any hope if buying it. Alot of Vendors will offer discounts to regular customers.
                                                                                                    I myself will also attend with a stall. I have sold many items to folk & I trust im well known for it. Have fun & good luck finding what you want.


Dragnoor - Guildmaster "Nexus of Devotion".
[stealing any items on the floor as a result of the server crashing is OOC theft & a Gm will be informed. Vendors please limit your display to reduce lag & avoid theft]

8
Wish list / Organised monster town looting spree
« on: March 06, 2009, 11:19:28 am »
Currently monsters entering town are controlled by Gm's or a player led ulber or 2. Whilst this is exciting imagine a swarm of literally dozens of ulbers entering Hydlaa via the east gate intent on a looting rampage. Killing anyone close by....
                                                                                  Weve seen it at the mines. So why not the plaza ? The 2 guards at the east gate are slain by overwhelming numbers etc. Perhaps one of 1 of the 200 or so (just a figure off the top of my head.) Ulbers drops a Water glyph or something of equal value. Time it on  market day hehe!! imagine the carnage - All those poor townies being slaughtered - . Now this would be a memorable event.
To combat lag (a) Have WAVES of ulbers not all 200 at once (b) not all clustered close together. And ULBER Ulbers not pansies. So a cockey Brw mage thinks hehe..I can PWN these.. and dies..LOL.

9
Guilds Forum / [Guild] Nexus of Devotion
« on: January 12, 2009, 04:26:34 am »
How things got started

The Azure Sun darkens over a handful of tents scattered near a road. Adventurers gather around a shared campfire, telling tales of deeds they've done in the past, speculating about what's at the bottom of the Eagle Doors waterfall, boasting about which and how many beasts they've slain within a few hours at the arena. It starts getting cold out. They wrap their cloaks and blankets around themselves, sticking it out, glad for the company on their long journey.

Cutthroats wait at the top of the hill. The campers are obscured from sight, but their laugher, getting louder as they drink more, betrays the oblivious adventurers' position. Bloodthirsty and driven by greed, the killers sneak up on the group and attack.
The sound of shouts, magic, and the crashing of metal on metal disrupts the otherwise calm evening. Our heroes valiantly battle the cutthroats, managing to send some to the dark Citadel, but the noble adventurers are outnumbered. Some run, others stay fighting and join the ones they killed.

Over the next few days, the adventurers run into each other near the gates of Hydlaa, ready to try their trip again. They swear an oath to trust and protect each other, and stick together no matter what happens. After a few more journeys together, they grow close. The group forms a guild, and calls itself the Nexus of Devotion.

Author: Monala Colleler (Loremistress of Nexus).

To attain our objectives one must read our Guild Constitution. However only Devotees have access to this profoundly important scroll. But I will say this. Our guild is about the attainment of knowledge. The bonding of friendship. The aquisition of individual skills to devotees. And above all. To serve the Gods. We are Light in the darkness. We ask for nothing & happily share everything.
I Dragnoor Elvenhoff Serve Nexus. As Guildmaster my devotees are my life & soul. I personally Ally to Xiosia. I bow to her wisdom.

www.nexusofdevotion.com

10
Its sad that if I organise a treasure hunt within guild for guildies. Ive spent alot of time scattering clues and items all over Yliakum, only to have them pinched by roaming players outside our guild. This ruins the event totally. May I suggest that guildmasters have an option to "Lockdown", these items for the duration of the event. So that they cant be pinched. This way the event can go on without problems. Things like books (with script containing clues to next clue etc), Rewards (ie Glyphs, weapons).

11
General Discussion / Nominate your favourite Powerleveller
« on: October 26, 2008, 01:38:53 am »
After much debate & what I think is genuine demand. So fire away ! And lets not flame or ridicule. We dont want this thread locked. US PL'ers are as much PS as RP'ers. So lets be heard :

I for one vote for Nilotha.

12
Roleplaying wikipedia definition:

"A role-playing game (RPG; often roleplaying game) is a game in which the participants assume the roles of fictional characters. Participants determine the actions of their characters based on their characterization, and the actions succeed or fail according to a formal system of rules and guidelines. Within the rules, players can improvise freely; their choices shape the direction and outcome of the games."

Try explaining that to a new player?

The fact is as we all know things in PS have moved on. Yes of course there is still RP. Always will be. But trying to get a noob to RP is extremely difficult. Most noobs are young & impetuous. They cannot see past levelling up. Of course once your maxed then what?
What does a player do? They turn to RP. As its future is determined by imagination, not numbers.
                                                                                                                                            An observation in IRC chat was that most of those who level to the max do it to kill other players. Im this kind of player. Its a shortsighted "Style", of todays gaming.
                                                                                                                                            Another aspect I noticed was that through no fault of their own, kids nowadays dont read books. The basics like "Lord of the rings", & dozens of other titles are overlooked. They play on DS lites, & other hardware, & Pokemon or Sonic just dont fire the imagination like Books do. As a result our kids lack the social skills & bedrock fantasy imagination our generation take for granted.
I've mulled over this problem... There is no easy answer or im sure it would be implemented.

So this is the role of this thread:  Suggestions as to HOW we can get the kids/noobs involved ?

I'll suggest a mandatory background of 2 sides in perpetual war. Real war not just story war. This background would allow noobs to fall into character right from the start. And then STAY IC almost ALL the time. Each side fighting for power over key points in PS like the platinum mine. I know this is a massive almost impossible idea. But the basis is for ALL players to interact. Realtime RP to coin a phrase.

My thanks goto those who talked about this on IRC. You know who you are. Hehe.

Dragnoor


13
PvP,PK and Thieving / Thieving..The World according to TeaLeaF®
« on: August 31, 2008, 04:07:44 pm »
 Thieving..The World according to TeaLeaF®


I created a Grandmaster thief in Ultima Online. Back in 1995. I deleted the same character in 2002. For 7 years I robbed players and looted their homes. I did things ingame that made the heart pound unlike anything I've ever experienced. By far a Thief is fun, perilous, maligned, & alone in the world. Im not talking about gangs of  Bandits, but a character custom made to relieve players or houses of valueable items.
This post is about what in my opinion, should be done. Through bitter experience I learned the hard way.

1) Training a thief.

My first observation is how relatively easy it is to train a thief. repeatedly stealing off npcs,animals with packs or collegues etc. This should not be implemented. This way thieving will take ages to max out.
Power levellers will have to find another class. Thieving must be made the hardest of character classes to train.
How then I hear you ask.? Simple. Steal off players. The arena for example. Or the plaza in Hydlaa. Anywhere.
                                                                                                                                             Thieves should be prone to being attacked no matter where they are. By whomever chooses to do so. No challenge needed. A thief is "Known", by virtue of his name. This is his undoing. So stealing from players should not be taken lightly. Though as I've already said that training a thief can only be done via players being the victims. You can imagine how hard it would be to develop.
                                                                                                                                              Stealing items from backpacks should have basic restrictions. Weight  of said item & its size. Stealing a claymore would be almost impossible in my opinion. But glyphs would not be so hard. Unless a glyphsack is used And in this case again almost impossible. Im not saying stealing the whole glyphsack. Just 1 or 2 in it. knowing how hard it is to aquire glyphs, players would take great care. Trap said sack with poisons or explosives hehe. A nice deterrant & Alchemists would have a booming economy supplying these devices/potions.
                                                                                                                                               Thieves should not be able to train their dark arts on one another. Again making it very hard to develop.
And finally in the training catagory. There should be a hard LIMIT to how many thieves that can be allowed ingame. Cap the class to say : 100 players. Most of those will give up the ghost or be caught and imprisoned, effectively banned from the server. Others will be too well known and either killed out of hand or chased out of citys when they are recognised. The net result being not alot of good thieves about. This is both realistic & a reflection of just how hard it would be to develop this class.
One of the biggest Thief class essentials ingame is snooping whilst hidden. An art that would be very difficult to max. But once mastered would allow thieves to look at a players inventory without being revealed to his "Mark". Again a novice thief could not possibly get away with this without being "spotted" by the victim or a passer by. The thief would approach the Mark walking whilst hidden(another hard skill to master), then snoops risking his neck if revealed, has a good rummage and legs it with an item of worth.

2) Playing a thief.

So you the player have spent a year or 2 training, and you are now a competent thief what can you do? Well having purchased a "Disguise" to cloak your well known name, off you go to steal from players. Fine weapons, glyphs etc. And assuming you dont get caught alot, can make a nice living. The aformentioned disguise has a finite ticking clock before it wears off so dont hang about. And these kits are few and far between..plus you cant stack them and they weigh a ton..Consisting of clothing and makeup. Being also very expensive to purchase. A lonely existance. You steal a players choice glyphs. You escape unscathed & can either sell those glyphs. Or /Tell the victim & demand a ransom. Again rich gameplay. Players houses are not implemented yet, so looting a players house isnt possible. When it is, firstly the dev's MUST ensure strong locks of various complexity with inbuilt security measures are ingame. This would be the same for a guild house.  Locks that self seal or release a lethal poison/explosive.
                                                                                                                                                One ban should be the bank once its enabled. A defined area around the bank should be made impossible to any thief to rob/snoop players in that area. This ensures players peace of mind when they are most vulnerable. And avoid clusters of thieves in any given area.
Thieves should not be allowed any hardcore combat capabilities. Sure they can cast but it must be capped to lvl 30/40 etc. But if caught a thief would soon see the death realm. Most thieving is carried out without the victim even knowing at the time. This is the only thing that helps a thief. If he is quick. but if revealed an auto message in main tab will tell everyone within a certain area what is occurring. The victim would soon have other players helping him to catch and kill the thief. Again more rich gameplay.
                                                                                                                                                  As general advice a thief should choose his victim carefully. Based on intelligence he is aware of. A rumour that the player has a book/glyph/weapon of value. Or just the opportunist thief. Trying his luck.
                                                                                                                                                   No particular race apart from high dexterity Elven folk are attuned to thieving. Any race should be allowed. Players would have to look around before opening their house, even then they are vulnerable as thieves are almost always completely invisible. Stealth is their art. Movement is slow in "Stealth mode" & according to level....very risky in populated areas.
                                                                                                                                                   Ive covered this class in its most basic form. The devil is in the detail & would love to help in this regard concerning the classes implementation. Obviously my existing character would not be a thief. And this is the most important point. The class should not have the option of alts or other main characters. Another account should not be allowed. If this is abused it should result in the thiefs immediate deletion. A good deterrant.
                                                                                                                                                   A plague of thieves would destroy the game.

Dragnoor

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