Author Topic: Spirit (emotional state, enthusiasm, mood) stat  (Read 6241 times)

Sarras Volcae

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Re: Spirit (emotional state, enthusiasm, mood) stat
« Reply #15 on: December 27, 2009, 04:16:07 pm »
ok im back and not drugged up buy idk how wrll im typing lol

i like the enthusiasm idea but only as long as iy gives positive buffs. in character vraction u could pick 5 or so things that boost ur char's entgusiasm, which could allow ur char to temporarily work harder or longer. situations like camping, drinking, eating, taverns, company (players or npcs), jogging, jumping off cliffs, whatevrr

Maju

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Re: Spirit (emotional state, enthusiasm, mood) stat
« Reply #16 on: December 30, 2009, 10:22:04 pm »
full of bull u kno nothing aboiy spavery maju

rolpelaying is also not girly nor is theater

ur ridiculois

At least I know how to type. What the heck does "aboiy spavery" mean?

RP is theater. And it was you who first used the "girly" adjective, so I replied in that context: what is generally considered "manly" in our culture is hack and slash not pretending whatever, what is what you do in RP.

And anyhow "girls" should also have room in PS or is this going to be a sexist game too?

Maju

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Re: Spirit (emotional state, enthusiasm, mood) stat
« Reply #17 on: December 30, 2009, 10:46:09 pm »
@ Maju: we are using the campfire idea because it was proposed as the example of how it's presence could influence a character's mood. As Earowo, Blerghtrue, and myself have shown, no character is going to react the same way to the campfire scenario, so how can you impose a uniform stat boost to all characters.  A stat boost for emotional state, enthusiasm, and mood would be godmodding; it would be telling other people how to act or feel when placed under certain circumstances.

Then dying, geting tired, running out of mana or being unable to kill an ulber when your char is totally new is also godmodding. Godmodding can only happen when players do it, not what is a game feature.

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The food is a reasonable thought about improving strength, endurance, or healing; everyone must eat to survive.

Actually food should make you first need to rest (make the digestion), specially if it's copious. You need food to survive and to work but the immediate effect of a copious food is wanting to take a nap or at least sit relaxed while it's processed.

But food has other attributes, including causing pleasure, if it's good enough, and delight, if excellent. Same with art, religion and other "spiritual" matters that otherwise would be left off gameplay.

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This idea of controlling characters emotions is better suited for the players on EZPCUSA.

Actually not because if you are just interested in grinding and leveling, then you don't want such a "realistic" environment.

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Since you are only concerned with how to improve stats [as you stated in one of your earliest posts] I don't think you have a grasp that people on the Laanx server do not like to be told how to feel or act.

I am also part of "the people on the Laanx server", mind you and I bother roleplaying quotidian stuff more than most, for what I've seen. And not, I am not only concerned on how to improve stats, but I consider idiotic to pretend you are the best warrior ever when you can't even kill a rat (so to say). I think that gameplay and roleplay should go hand by hand not be two worlds apart because you don't need such an environment for that, you can do with mere text, right?

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When stats are imposed on them based on where they go or what they are exposed to, it invades their right to RP a unique character.

So your concept of RPing means to pretend you are totally fresh when exhausted, and that you are the best gladiator ever even if you can't kill a gobble, right. It is not my concept, though I respect your private point of view. I want an immersing game where to roleplay within gameplay.

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besides worshippers of Dakkru would not have a negative stat for being in the presence of their goddess in the death realm.

IDK but by the moment they get Dakkru's Curse like anybody else and I think it's only fair. I RP it saying that the curse is in fact a blessing because you are allowed to return from DR (meh - my opinion for all MMPORGs has always been that if you die, then create a new char: pseudo-death is silly... but nobody listens to me on that).

Maju

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Re: Spirit (emotional state, enthusiasm, mood) stat
« Reply #18 on: December 30, 2009, 10:53:10 pm »
As I said, temporary buffs are coming.

Good.  :thumbup:

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Something as complex as what's being talked about here is a long way off, even for the biggest games out there, is hard to do.

I'm no expert but as I conceived it, looks fairly easy: it's just an extra stat factoring all others.

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Not to mention that with players in our game, who are fiercely individual and take pride on their character's uniqueness, it's far more difficult to get it right.

Character wipe now!  :devil:

Seriously, I do have the impression that "oldbies" really don't usually grasp how difficult is to be a lowbie. They have been "great" for so long that even re-doing the wich quest series seems a pain to them, while most lowbies would really love to be able to do such thing at all.

There's some elitism in the player community that I'm not really liking at all and may distort a lot game development for bad.

Sarras Volcae

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Re: Spirit (emotional state, enthusiasm, mood) stat
« Reply #19 on: December 30, 2009, 11:02:58 pm »
lol read up. i posted that like a day after escaping he hospital. at the time i was on painkillers. also im half blind so exuse my spelling. i hink i meant "about slavrery."

by girly i think i meant forcing strong emotions on players would be too dramatic and silly. i wouldnt want to play a game like that. if u were a drama king/queen maybe but the majority of players afaik wouldnt want to wastr time makng their chars feel better. i dont rly get that actually. seems boring. me, i would rather just... play?

rp isnt theater. theater is the art of trlling astory on stage/a movie. which isnt girly either. it's just art. hack n slash isnt manly. no clue where u gotthat idea from haha. hack n slashers r where all the uncreative girly men go when they fail at life.

btw i am a girl so dont start on sexism

Athrani

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Re: Spirit (emotional state, enthusiasm, mood) stat
« Reply #20 on: January 02, 2010, 11:34:55 pm »
its an idea worth thinking about, and not in the idea of just temporary buffs.
it could be used to make players more social, by, say, getting lots off people together wwould make you happy while being alone would make you unhappy.
it could from there stem to guild morale (an average of all players morale) and be used as an guild wide positive/negative (much multiplied by what level of happiness you could achieve by yourself)

it could be very interesting, and would be better being a permamnent buff (meaning it would become a major part of a players life, and would make players more inclined to do "mood healthy" activities such as chatting) which would make sure that PS doesnt just become another "hack n slash" roleplaying game.

bloodedIrishman

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Re: Spirit (emotional state, enthusiasm, mood) stat
« Reply #21 on: January 03, 2010, 12:13:34 am »
its an idea worth thinking about, and not in the idea of just temporary buffs.
it could be used to make players more social, by, say, getting lots off people together wwould make you happy while being alone would make you unhappy.
it could from there stem to guild morale (an average of all players morale) and be used as an guild wide positive/negative (much multiplied by what level of happiness you could achieve by yourself)

it could be very interesting, and would be better being a permamnent buff (meaning it would become a major part of a players life, and would make players more inclined to do "mood healthy" activities such as chatting) which would make sure that PS doesnt just become another "hack n slash" roleplaying game.

Make it happen.

Lokter Tarvitz

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Re: Spirit (emotional state, enthusiasm, mood) stat
« Reply #22 on: January 03, 2010, 04:22:31 pm »
I like it....

Team Fortress 2 FTW!

Zalya

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Re: Spirit (emotional state, enthusiasm, mood) stat
« Reply #23 on: January 03, 2010, 07:00:38 pm »
I'm just gonna toss my little comment in here  :D
I think that in a good RP that a character that is truly not feeling well... Positive wouldn't  be fighting or being to charismatic anyways and I don't think there's really a need for stat changes.
(23:25:58) Elady says: Zalya are you trying to eat a ruby?
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EStripus

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Re: Spirit (emotional state, enthusiasm, mood) stat
« Reply #24 on: January 04, 2010, 12:03:33 am »
*sighs and shakes her head* I just don't understand why we need our character's to be "told" [via stat boosts] what their emotion should be when they walk into a situation. I choose to play a character that is overall very optomistic and hopeful.  I don't need stat boosts to tell me how my character would react to other characters in certain situations. Why are we trying have our emotions denoted by stats!! If one character's intelligence is lower than another character's charisma does that mean the less intelligent character should automatically do what they are told? No, maybe something in the character's history/past RP's would have them vehemently oppose the speaking character.

I'm curious as to what it would matter if your charisma stat is higher during a social situation? There is nothing going on Player vs Environment that your stat value affects; it is an RP situation. If everyone gains a boost for being in the situation than no one gains an advantage.  Also stat numbers can not be seen by characters, so again it is up to good RPing of each individual player to know if his/her character is happy/sad/persuaded by the character speaking at the moment. 

I do still support the idea of food/drink aiding in physical status like recovering endurance or health. I would gladly support a 'food' bar in the information box, for example. If the food stat drops too low over time then it would affect strength, endurance, stamina, damage dealt during battle, etc. If poison [as a consumable/injectable product] were implemented then yes it would affect a lot of stats because realistically poisons harm the physiological system of body/mind.   

@ Athrani: There is very little danger of the Laanx server becoming hack n slash.  Those of us who like RPing work very hard to encourage people to learn the skill of RPing, or if they are not interested in learning how to RP than they are encouraged to join the EZPCUSA server.  It is good storylines and creative players that keep each other interacting, not a 'happy' stat. If everyone is happy than there is no diversity.  Also, people who choose to play 'unhappy' characters should not be penalized and have 'weaker' stats than the 'happy' people. 'Unhappy' people can also be determined, persuasive, strong, and helpful under the right circumstances.   



Don't godmod me and we'll get along fine.

Earowo

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Re: Spirit (emotional state, enthusiasm, mood) stat
« Reply #25 on: January 08, 2010, 06:07:11 am »
making a stat raise over how a character feels from somthing...it sounds like it would be really hard to do, and you people are havin a pretty good fight about it, couldnt there just be certain magical landmarks that can give stat boost for a certain ammount of time mabey once or twice a day?? sounds easier and more ballanced to me :\
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