Author Topic: More monsters  (Read 3442 times)

Themerion

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More monsters
« on: January 04, 2005, 10:35:27 pm »
Alright, I know that threads like this has been up before, but this is serious!

Newbies have a hard time killing rats, mabye the devs should add even weaker monsters?

Experienced fighters (and newbies) have a hard time killing anything, since every monster spawlocation is occupied by at least four players!

I think that a good solution would be to put some monsters in the now unplayable fields at the very outskirts of Hydlaa Town. Or?
Adding more items is a great way to make the game last longer! :)

Mezasa

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« Reply #1 on: January 04, 2005, 10:42:36 pm »
Bah, Rogue killing in groups is far better.  Of course, with no stats, about 5-6 people would be needed, and all with potions  :rolleyes:

There will be more monsters, the devs are working on it...  Remember, this is still a TECH DEMO.  I don\'t even think it\'s alpha yet, as in, very early release...
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Shiveron

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« Reply #2 on: January 05, 2005, 04:50:41 am »
weaker monsters would be nice

ElMago

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« Reply #3 on: January 05, 2005, 06:08:06 am »
Rats are very weak, why would you want weaker monster?!
More monster needed

Kiva

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« Reply #4 on: January 05, 2005, 08:35:04 am »
No weaker monsters are needed. If noobs can\'t kill rats on their own, they should team up and kill rats. Which is why the whole grouping thing is implemented. It\'s not supposed to just be looked at and then made fun of.
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Bannin

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« Reply #5 on: January 05, 2005, 09:42:00 am »
i can kill rats in one round..

bbum

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« Reply #6 on: January 05, 2005, 10:23:38 am »
if anything more stronger monsters that attack ppl like a giant rabid rat that runs around in the sewers.

nightwolfz

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« Reply #7 on: January 06, 2005, 02:47:53 pm »
Add more monsters ^^
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Lardhoc Aewheros

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« Reply #8 on: January 06, 2005, 03:45:35 pm »
Crystal Blue is a tech demo, as said before. It has no greater need for balance or the ability to entertain people for more than a few hours.

Why does tons of newbies try to influence the order of what is to be implemented first? The devs are already working in as high pace they want and are able too. Be certain that more monsters will be added when the team has implemented what they have planned to implement before adding more monsters.

The monsters should not be the number one priority, they should implement elements that doesn\'t yet exist at all before adding more of them. Otherwise, Planeshift might seem like a hack & slash game and not a roleplaying game, which would be terrible.

Quote
Originally posted by Themerion
I think that a good solution would be to put some monsters in the now unplayable fields at the very outskirts of Hydlaa Town. Or?


And you think the town guards would allow monsters to sneak around just outside the town walls? Planeshift is developing towards a realistic roleplaying environment, and no step should be taken in the wrong way. Besides the fields are the buffer between Hydlaa and \"the end of the world\". If entry to the fields would be allowed a new \"buffer area\" would have to be created. So do not think this is a simple temporary solution.
« Last Edit: January 06, 2005, 03:58:03 pm by Lardhoc Aewheros »


Reaven

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« Reply #9 on: January 06, 2005, 10:04:35 pm »
I think no weaker monster is needed.
The first rats are strong but not to strong... and after you got  your first loot you can buy skills/weapons really fast.
I think its ok like it is!
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diabolus

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« Reply #10 on: January 08, 2005, 12:07:29 am »
Quote

It has no greater need for balance or the ability to entertain people for more than a few hours.


If that\'s indeed the case, then more monsters would satisfy exactly that statement.  I don\'t think the \'more monsters\' request refers to having \'more different monsters\' or \'more high level monsters\' , but rather \'more newbie monsters\'.

If you think about it, without monsters you can\'t gain levels, you can\'t experiment with character stats, nothing. So what happens? Newbies just run around an explore and never really get into the \'core\' of the game [which is the character development right?] . What\'s the point of that? Then they might as well make it a closed beta for 5 players only.

Essentially, most newbies will come and go without ever developing their chars. I don\'t know if that\'s the intention, but it\'ll inevitably result in a type of desertion with a feeling of \'yea maybe i\'ll look into it next year when i got nothing else to do \'  instead of   \'can\'t wait until this is fully functional, i\'ll try and experiment with my char every weekend\' .

Icefalcon

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« Reply #11 on: January 08, 2005, 12:28:15 am »
Quote
Originally posted by diabolus
Quote
Newbies just run around an explore and never really get into the \'core\' of the game [which is the character development right?] . What\'s the point of that? Then they might as well make it a closed beta for 5 players only.

I beg to differ. The core of the game is roleplaying. In a single player game, yes Character Development is pretty much as far as you get, but multiplayer opens up thousands of other possibilities. Possibilities that cannot be programmed. Friendships, enemies, reputations. It all comes down to roleplaying.

And the Devs are being very generous with providing everyone access to their tech demo. They could have, and have the right to make it a closed beta.

diabolus

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« Reply #12 on: January 08, 2005, 01:20:00 am »
Quote

I beg to differ. The core of the game is roleplaying. In a single player game, yes Character Development is pretty much as far as you get, but multiplayer opens up thousands of other possibilities. Possibilities that cannot be programmed. Friendships, enemies, reputations. It all comes down to roleplaying.


Friendships, enemies and reps are a given [required] in ALL MMORPGs. It won\'t exist without it. So the obvious distinguising factor between all MMORPGS [text and graphical]  is not the roleplaying but the game-engine and char development system [the code in other words]. There\'s no way you can just say \'oh roleplaying is all we need, you don\'t need a good engine if the playerbase is great\' .....how do you get a good playerbase in the first place?

It might be interesting to investigate some articles about MMORPGs \'downfalls\' , especially Everquest and Star Wars Galaxies. The reasons why there are \'mass desertions\' are not in fact related to \'roleplaying\' but code, balance and char-development based reasons. In other words the \'character development system\' can make or break any MMORPG. Roleplaying isn\'t going to save the game if the \'core engine\'/\'concept\' sucks.

I guess it\'s a \'chicken or egg\' argument. Which one will kill an MMORPG first, the playerbase\'s attitude and the ability to interact with the playerbase OR the mechanics of the game and how you interact with that. You need both, but the code is controllable, the playerbase are not.  

PS If you count the \'types\' of WoW servers in the US, you might notice there\'s a serious lack of \'pure roleplaying\'  (RP) servers [but plenty of PvP and PvE servers] . Now unless WoW is considered a pure hacknSlash MMORPG it clearly points out that the  base-engine plays a very large role.  (In other words people are not picking WoW because of the community-features [it\'s a given] but because of the game-engine itself ). [Otherwise why would you ever consider WoW if you\'ve been playing Everquest for years?]

http://www.worldofwar.net/guides/servers.php

Icefalcon

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« Reply #13 on: January 08, 2005, 03:24:57 am »
Quote
Originally posted by diabolus
Friendships, enemies and reps are a given [required] in ALL MMORPGs. It won\'t exist without it. So the obvious distinguising factor between all MMORPGS [text and graphical]  is not the roleplaying but the game-engine and char development system [the code in other words].

Spoonscape. Sadly, it does exists with bearly any real roleplaying which is a major reason why it is the worst game out there. I was actually talking about Planeshift in particular. If Planeshift as it stands right now was single player, yes it would suck. But since it is multiplayer, roleplaying is what gives it life.

Quote
Roleplaying isn\'t going to save the game if the \'core engine\'/\'concept\' sucks.

In earlier releases it sure did.

Themerion

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« Reply #14 on: January 08, 2005, 05:34:44 pm »
Still, it would be great to add more monsters.  Gronomist thinks that it\'s a good id?a to team up. The problem is that in a team, the money given by rats(not much) will be shared between all members!

I\'ve got a better solution. Since everybody hates running around with nothing, why not give new characters 200 trias to start with? Still, more ways to get progrwession points would be needed, but the character would at least not be so darned weak.

Lardhoc Aewheros thinks that new, yet uncompleted functions should be added before improving playing quality. Wich is not a good solution. Cause when those functions are implemented, the devs start to work with new functions instead of improving the old ones(according to Lardhoc). In the end, we would have a boring almost unplayable final beta wich nobody would play because everybody has already grown tired of low-quality playing.
Oh, right, and as far as i know, adding more monsters(at least if more of already existing ones) is easier than adding completely new functions.

What I am after is some balance between new functions and playing quality. Right now the game is fun, but let\'s make it easier for new players, and add some more monsters for the more experienced ones. The plains on the road to the new village would maby be a good place?

After that, I would love to see new functions.
« Last Edit: January 08, 2005, 05:36:04 pm by Themerion »
Adding more items is a great way to make the game last longer! :)