Author Topic: comlpicated vs. simple  (Read 2497 times)

Axsyrus

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« Reply #30 on: December 11, 2003, 04:58:04 pm »
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Originally posted by Draklar
hmm... i don\'t really like the current NPC talking system. What with people that have spelling problems? Or aren\'t that good in building sentences in english?
I\'d like to see it like that:
You choose sentences from a list, while:
the higher inteligence you have, the more sentences you have to choose.
the higher charisma you have the bigger possibility is that NPC will trust you or something.

as for player skills:
If there won\'t be many of them, there will be more roleplayers around :P


there is a large list for synonyms that will be used in one of the next version. for example, instead of saying Hello, you will be able to say: what\'s up, hey, hi etc.

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Draklar

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« Reply #31 on: December 11, 2003, 07:50:25 pm »
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Originally posted by Axsyrus
there is a large list for synonyms that will be used in one of the next version. for example, instead of saying Hello, you will be able to say: what\'s up, hey, hi etc.

actually you are able to say that right now
but what does it have to do with what i said? ?(
it won\'t fix spelling problems :/
AKA Skald

Kiva

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« Reply #32 on: December 11, 2003, 08:14:05 pm »
About the spelling problems... Well, you don\'t go to the local shop saying \"hlo i wnt fur brs\", do you (maybe that\'s a little too many spelling mistakes, I know...)? So far, the NPCs are able to understand spelling errors as long as you don\'t mistype all the words in the sentence.

Actually, try telling some of them that they\'re stupid, and they\'ll respond that they\'re actually quite smart for an Alpha release. :D

Anyway. There\'s no way to get rid of people who spread quests on sites etc. except to have GMs/trusted players infiltrate sites, and ban the players who do it. That\'s quite the only thing to do, and I don\'t think the devs will go that far, even if people start giving out quest solutions... However, I wouldn\'t recommend giving out solutions in-game. That\'d be the best way to get unpopular with the devs. :P

Edit: Spelling >_<
« Last Edit: December 11, 2003, 08:14:24 pm by Kiva »
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Axsyrus

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« Reply #33 on: December 11, 2003, 08:28:51 pm »
hi and hello are just examples, there are way more synonyms in that list. they could also add words to the list that are common spelling errors..

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Draklar

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« Reply #34 on: December 11, 2003, 08:51:23 pm »
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Originally posted by Gronomist
Well, you don\'t go to the local shop saying \"hlo i wnt fur brs\", do you?

if you go straight from bar... it is possible ;)
and devs can\'t do anything to stop giving away quest info... you may give it by any messanger/email/whatever
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Grakrim

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« Reply #35 on: December 11, 2003, 10:27:11 pm »
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Originally posted by Gronomist
[But people don\'t like that either, and I\'m afraid if something like that was to be maintained, there should be a GM appointed to every 5 players on the server, and sheesh, that\'s alot of GMs. :P

Remember though, that, like a MUD, PS GMs could easily be recruited from the community, so having a 1:5 GM-Player (Not total chars, semi-regular players might be a better factor) ratio could very well be possible.

Anyway, making certain archetypes rare can actually be done without requiring player skills; take SWG, for example, its been 6 months and a Jedi still hasn\'t appeared (The dev team has projected that it may take as long as 8 months for the first Jedi to pop-up, but supposedly players are advancing faster than expected.).  I wouldn\'t mind seeing something like that; I mean, if you see a PC Jedi in SWG, you\'re truly lucky, let alone becoming one.

Also, on the topic of restricting quest cheaters; quests could be somewhat randomized on each instance.  For example, small varitions on codewords that must be said, or differant targets for fetch quests.  This way, it would be futile for players to release quest info, since it would only help a minority of players.

Getting OT...
« Last Edit: December 11, 2003, 10:27:47 pm by Grakrim »
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Rulzern

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« Reply #36 on: December 12, 2003, 06:08:32 pm »
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Also, on the topic of restricting quest cheaters; quests could be somewhat randomized on each instance. For example, small varitions on codewords that must be said, or differant targets for fetch quests. This way, it would be futile for players to release quest info, since it would only help a minority of players.


Doesn\'t work, since your average high-medium level players will have done the quest several times, and without enough balancing (i.e. having tons of options) the quests will become unbalanced.

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and devs can\'t do anything to stop giving away quest info... you may give it by any messanger/email/whatever


Correct.

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I think that\'s because of pk, right?


Wrong.
Thanks a lot Venge...

Draklar

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« Reply #37 on: December 12, 2003, 06:17:29 pm »
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Originally posted by Rulzern
Quote
I think that\'s because of pk, right?


Wrong.

mayhap...
i\'m just saying that from my observations...
There are two groups among my friends that play mmorpg\'s
you could say
one is non-roleplayers
second roleplayers
the first group likes pk a lot
while second hates games where there is free pk...

just like that :P
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druke

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« Reply #38 on: December 15, 2003, 05:46:04 am »
you know, i kinda think there shouldn\'t be any quests more like a bounty type thing, give guard captin bandit head, thus it would mak sence to do it over and over , and tell people about it.


my how times have changed.....

Kiva

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« Reply #39 on: December 15, 2003, 03:03:21 pm »
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Originally posted by Grakrim
Remember though, that, like a MUD, PS GMs could easily be recruited from the community, so having a 1:5 GM-Player (Not total chars, semi-regular players might be a better factor) ratio could very well be possible.


GMs should not be \"easily recruited\" from any community, no matter which. That\'ll just result in a bunch of powerabusers, stupid people, and those who generally have no idea what being a GM actually means. Therefor, no roleplay. :)


Quote
Anyway, making certain archetypes rare can actually be done without requiring player skills; take SWG, for example, its been 6 months and a Jedi still hasn\'t appeared (The dev team has projected that it may take as long as 8 months for the first Jedi to pop-up, but supposedly players are advancing faster than expected.).  I wouldn\'t mind seeing something like that; I mean, if you see a PC Jedi in SWG, you\'re truly lucky, let alone becoming one.


That\'s partially because all new characters have only something like 0.5 (or was it 0.05) percent chance of having the force powers. Then you actually have to figure out that you have them, and then you need someone to train you. That kind of stuff is not easy when there aren\'t many PC Jedi\'s around. :)
\"Somewhere over the rainbow...\"