Author Topic: Open Player Interview  (Read 2464 times)

khoridor

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Re: Open Player Interview
« Reply #15 on: August 13, 2009, 07:35:43 pm »
Types of characters:
   Simple citizens with a social role/purpose (as seems to be designed and planned).

Factions:
   Faction scores would open/close dialog options (as would Intelligence and Charisma). No idea what factions towards monsters represent and would be used for.

Powerful character abilities:
   To always be able to feel challenged or threatened.

Setting as an imposition on your ability to generate a character:
   No.

Game's mechanics to reward RP consistency, well made and popular characters:
   It is impossible to judge consistency. For popularity (although I don't care much about the subject), you could add a Fame stat and have GMs give fame points once in a while, after public events. As an example, I wouldn't know who won a big tournament without reading it on a forum; if I can see some fame points, I may want to ask questions in game.
   One thing I've always expected to see is a town crier, a NPC that you'd feed with news to shout and some dialogs about some of them. That NPC could be fed with infos about player characters who have achieved something.

Do you enjoy maximum levels / caps ?
   No. I wouldn't mind caps if they were impossible to reach, though. What's more, top crafters shouldn't be the same; some should be able to do things others can't.

What area of development do you find the most important, why?
   Balance.
   Although a great deal of game is available, none of it can be properly judged. improved, extended, until at least part of it is properly settled.

What do you think the team should do to get more people?
   Explain clearly and in details, somewhere, what the tasks of a dev are, how much time they spend per week or month, how long a dev can sign for, what tools they'll need to master, what kind of deadlines to expect, that sort of things...
   Also, see if you can offer tasks instead of positions. Use temps when you can. Skilled and experienced people may have little time to give, yet this time may be worth something to the team.

To keep developers motivated to deliver:
   Test, report, keep making features requests or wishes. And bounce when new features are announced.

tokatok

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Re: Open Player Interview
« Reply #16 on: August 14, 2009, 05:46:58 am »
before answering questions I'd just like to say that i forst played Planeshift three years ago, didn't play long.
came back this summer and have been having a great time ! So much has already changed and improved !


What types of characters do you want to be able to develop within PlaneShift?
all kinds, and not necessarily prescripted. If the 'various skills' were implemented many more characters could exist.
I really think that a mechanic for 'bad' characters (of verying degrees) needs to be implemented to allow them to function without disturbing gameplay for others, but giving 'good' characters a reason to exist !


How do you think factions should develop and what types of advantages/disadvantages do you think those should provide to a character?
Factions cold be understood in several ways,
Talad/Laanx for example, giving appropriate skill bonuses/malus according to alignment.
Why not an Octarchy/Criminal duality too.
Factions could exist for crafters, affecting where, how and how profitable they may trade, (city taxes for example).
City factions and alignment, defined by time spent in a city and good or bad actions ..

What do you want a powerful character to be able to do in PlaneShift?
Tprovide greater risk ? provide challenge.


Do you feel that PlaneShift's setting is an imposition on your ability to generate the character you want to make, what could be done to alleviate this if so?
Perhaps the three cities should have their own governments/alignments, otherwise it is a question or yet be implemented resources and skills / character models (and their further individualisation - looks are important!) Create greater diversity in clothing for example is an easy way to help RP representation. RP shouldn't only happen in chat, but has to be visual too.

How do you envision the game's mechanics might reward roleplaying consistency, or well made and popular characters?
Impossible, and why do that? Characters change, evolve and grow like in real life. Reward role play at the beginning for new players, I don't see many in game events directed at beginners. If people learn role play early and enjoy it they will continue.

Do you enjoy the fact that there is a maximum level of physical skill you can reach? Do you enjoy that there is a cap on how skilled you can be with a craft?
No problem with a skill cap but it should be harder to reach, currently you only need to earn tria to buy basic skills.

What area of development do you find the most important, why?
Maps/missing skins/resource and material diversity/missing skills/quest dialogues

What do you think the team should do to get more people?
create a formula to fill in online stating real life skills


What do you think you as a player or fan of PlaneShift can do to keep developers motivated to deliver these wishes to you?
Say thankyou and that I appreciate the hard work you put in to make a free game available across three platforms  \\o//

Sarras Volcae

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Re: Open Player Interview
« Reply #17 on: August 19, 2009, 06:18:22 am »
What types of characters do you want to be able to develop within PlaneShift?
Characters with real jobs, like politicians, guards, and characters that can play a decent role in government

How do you think factions should develop and what types of advantages/disadvantages do you think those should provide to a character?
idk

What do you want a powerful character to be able to do in PlaneShift?
Obviously not everything. A powerful character should be specialized and not be uberpwnage at every skill.

Do you feel that PlaneShift's setting is an imposition on your ability to generate the character you want to make, what could be done to alleviate this if so?
nope

How do you envision the game's mechanics might reward roleplaying consistency, or well made and popular characters?
idk, can't think of anything.

Do you enjoy the fact that there is a maximum level of physical skill you can reach? Do you enjoy that there is a cap on how skilled you can be with a craft?
Yes it's ridiculous to be infinitely good at something.

What area of development do you find the most important, why?
ummmmmmmmmmmm.... Mechanics? Idk

What do you think the team should do to get more people?
idk

What do you think you as a player or fan of PlaneShift can do to keep developers motivated to deliver these wishes to you?
idkidkidkidkidkidk  X-/

This post looks so pathetic compared to everyone else's :(
« Last Edit: August 19, 2009, 06:56:59 am by Sarras Volcae »