Author Topic: More monsters  (Read 3412 times)

The Cherry On Top

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« Reply #15 on: January 08, 2005, 07:13:54 pm »
It\'s only beat version. If that. There probably will be more later.

Just?clair

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« Reply #16 on: January 08, 2005, 07:35:01 pm »
> why not give new characters 200 trias to start with?

An easy way is to give it by an easy to do quest :)

Lardhoc Aewheros

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« Reply #17 on: January 09, 2005, 04:14:58 pm »
Quote
Originally posted by Themerion
Lardhoc Aewheros thinks that new, yet uncompleted functions should be added before improving playing quality. Wich is not a good solution.


And how would the game look with an extremely sophisticated alchemy system but a very simple combat one? The features available in the tech demo should be simple versions of the features planned for the \"final game\". (It won\'t really be a final game)

You are talking about quantity not quality, Themerion. Adding more monsters of the same type won\'t improve quality of playing, it will only make it easier for powergamers to level. It wouldn\'t be realistic to put the same monsters everywhere, like putting sewer rats on the fields, and maximum realism is one of the primary goals of Planeshift. Realism is quality. Adding new monsters would require the 3D department, which is very small considering the amount of work it has to do, to shift focus from recruiting. The purpose isn\'t to make the game as good as possible tomorrow but to make it as good as possible in the long run.


Kixie

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« Reply #18 on: January 11, 2005, 01:16:19 am »
A little OT: Has anyone else noticed the \"Consumer\" In the PS directory?  :D  \"Oh no! It wants to buy my packaged goods! FEAR!!!!\"

lyistra

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« Reply #19 on: January 11, 2005, 03:29:32 am »
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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?


*chuckles*  I\'ve seen a number of \'roleplaying\' games with no rules whatsoever.. just simple \'consentual\' roleplaying.  I.e. people telling a story.  it\'s all it took.  From there, it evolved.  New code was created to help with the storytelling.

Yes.  it was text based.  And yes, it was a muck.. but yes, this muck has a core of 600+ people playing at any given time.  Without coded combat.  Without \'rules\' per se other than common decency in OOC.

Player base can lead to player base increases, given a friendly enough player base offering enough opportunities.  The best coding in the world can\'t guarantee player base, without a solid core (the game designers/developers, and a friendly helpstaff)  Then you need real players, who are devoted to the game, and see potential in it.  And fun, and life.

Ultimately, it is the players and developers that set the key for how the software develops, to be successful.  It is the interaction itself.  While you can have a game that has minimal interaction, and have it survive... it rarely flourishes.  Usually those who are there tend to be there because they want to get away from interaction, or don\'t know how to interact.

Ultimately, the \'core\' of the game isn\'t the media, in my opinion.  It is the people.  The media is the way to share it.  Each story, so to speak, becomes real, because of the people.

Just.. my thoughts.  Worth .02 tria or not. ;)

end-user

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« Reply #20 on: January 11, 2005, 05:33:45 am »
The issue here is \"What is PS?\"  Judging by the open beta, it\'s a very large world with a lot of hack & slash, power-gaming, and very little opportunity for or mechanism for roleplaying.  I think the idea of roleplaying is nice, but if you are a \"hard core\" roleplayer, you don\'t need no stink\'n GUI, and text-based/code-less games are for you.  The goal of this game seems to be much more directed towards a \"kill the monster for gold and glory\" style game.

As for whether more monsters are needed, the question, while itself is irrelavent, arises from the very essence of what has been created thus far.  Clearly, the current scenerio shows that there are now two many new characters searching, desparately, for purpose and advancement.  Advancement, by-the-way, is what life is all about; we do work, perform errands, and drudgery for reward (neverquest\'s tasks are a good example).  The reward is not satifaction, it\'s money, with which we buy things to improve (or advance) our lives.  At this point, it\'s important to note, that, as players, we are all looking for an escape from the /real/ drudgery of our lives - we are looking for fun and entertainment.  Thus, performing endless, repeatative tasks is a big turn off, but appears to be the only option, so far.  Back to the \"more monster\" issue - currently, I\'ll bet that at any given time, there are more characters than rats in the sewers.  Due to the /very/ slow returns of gold, and lack of better options, there are too many characters trying to \"advance\".  **Because successes aren\'t scaled with the increase in characters, team-work is actually penalized.**  Blizzard got this right with DII.

So, again, more monsters isn\'t the solution.  More opportunities for better reward, and rewarded teamwork are.

Oh, and the ultimate rule with games (all games, and life in general) is balance.  There must be balance.  If you want a successful RPG, devoid of power-gamers, than balance their power.  Find a way to let the newest/lowest level/weakest characters go have fun.  That way, power is just a different avenue of exploration, not a goal.  I\'m not saying that PS doesn\'t/won\'t have balance, but, it looks like, right now, there\'s nothing else to do but find a way to advance - power & character development seem to be the only challenges; the only things that players know where to look.

mikewsnc

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« Reply #21 on: January 11, 2005, 05:43:52 am »
nice... well thought out..... but hopefully wrong.
Planeshift is alpha right now so the monsters there are preaty much just to test how the interaction is going to act.
    not to metion giving us something to do.
i as many of the people who have been here since MB was young(pay no attention to my reg date i never looked at forums till then) we really would be disappointed if this turned into \"hack&slash\"
    Im sure things will change but for now im just happy they are still pushing along.
    I mean this is a spare time project. they dont even have to do this game for us.
      thank you DEVS for giving us this place to call our own.....
Only sacrifice will bring true reward.