Author Topic: PlaneShift originality with a bit of comparision  (Read 4250 times)

Bnm85

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« Reply #15 on: September 07, 2005, 01:48:26 am »
It is true that the current \"gods\" leave a lot to be desired and are very unattractive to worship. I have been choosing the \"Atheist\" option so far but I\'ve also been thinking about the available options in the meantime. If you think about it, just because you choose a certain religion, does not mean that you never defy that god or question them.

For example, take the \"Conan\" movies. Conan\'s god was Crom. But yet he swore at him, challenged him, and defied him. If we were to believe that Crom really did exist for Conan, it did seem to help him in the end.

Another example is the animated series called \"Spawn\". Willingly or unwillingly he chose the devil\'s \"blessing\", so he could see his wife once more and maybe avenge his murder. What gave him powers is anything but good. However, he used the powers he had for good.

Yet another example is \"Babylon 5\" show. While not really \"gods\", they had the ancient races of Vorlons on one side, and Shadows on the other. Those races stayed behind instead of moving onto another realm, to watch over the younger races, including humans. At first glance, Vorlons were the \"good\" guys and stood for order, while Shadows were the \"bad\" guys and stood for chaos. However, that quickly changed as soon as we found out more about Vorlons and the \"evil\" Kosh came onboard to replace the \"good\" one (or even earlier from an episode with \"Sebastian\" ). Order or not, they had their own agenda, and were anything but good and kind in their ways.

We already know from several mentions from the mods and devs on these forums that Talad will not make any drastic changes to the history, no matter what. Heck, he probably won\'t make any changes at all, even minor (which isn\'t necessarily a wise thing to do). So, if we\'re \"stuck\" with the three religion choices of Laanx, Talad, and Black Flame, which will possibly play an important role and give big bonuses in your character development, we might as well find a way to deal with them somehow. We can pick one just for benefits but we can still RP our defiance towards them. That defiance can be furthered by eventually mastering all magical ways, which would almost imply a worship/defiance of all three \"gods\". And we know that they don\'t all necessarily like each other.

Besides, one could also RP a character that as a child went with a certain religion because his parents did too. But started questioning it as he was growing up. That means he doesn\'t blindly worship their \"god\" but still gets some benefits. I know it\'s a stretch, and I still wish that cetain changes can be made to history, or at least some new \"gods\" added. The biggest problem with the current gods, IMO, is not that there aren\'t any \"good\" gods to worship (I\'d gladly RP an evil god worshipping character for fun) but that they are childish, greedy and stupid. The \"stupid\" part makes it hard to pick a \"god\" to worship.

As for free PvP, I believe there should be special areas or \"zones\" where an agreement is not required to attack someone. However, they should be clearly labeled with various warning signs  (ie actual road signs), NPCs that pop up on the way and warn you that you can be attacked by anyone and so on. Such zones shouldn\'t just be dry template areas but fit in with the setting and the story. Perhaps it can be \"marshes\" or \"woods\" with a specific preceeding name. The areas shouldn\'t be completely devoid of NPC or mob life either. Castles, fortresses, towers, and such could be present. Reward items from unique mobs or quests should be valuable but NOT crucial to the game and one\'s development. That way, if someone wants to avoid such areas completely, they can, without worrying that they\'ll be gimping their characters too much.

Just IMO. :)
« Last Edit: September 07, 2005, 01:56:10 am by Bnm85 »

Seytra

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« Reply #16 on: September 07, 2005, 01:54:35 am »
AFAICS there is no need to change the history of PS. Not in the way of altering what happened. It just needs more fleshing out, addition of details, especially of the sort that doesn\'t concern the gods only, but the gods\' relations to their worshippers.

Edit: these areas would be a form of mutual agreement. I\'m not sure if they would be the best possible option (since you would lose out on some sights), but they would be viable.
« Last Edit: September 07, 2005, 01:57:20 am by Seytra »

Kim

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« Reply #17 on: September 07, 2005, 02:11:47 am »
Quote
Originally posted by Bnm85
We already know from several mentions from the mods and devs on these forums that Talad will not make any drastic changes to the history, no matter what.


No need to change them IMO, just add on to the existing framework as Seytra has said. Also think, how do the followers of each religion react towards one another? Is everyone accepted for their beliefs? Are there religious wars? Stuff like that. I believe there is a thread about this.

Bnm85

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« Reply #18 on: September 07, 2005, 02:31:34 am »
Hmm, come to think of it, because this game lacks levels for players, it\'s impossible to limit PvP to level ranges. So, a certain \"veteran\" PvP\'er with maxed out stats could be camping such zones to gank people. Which means, PvP needs to be based not on gear or stats at all but purely on player skill. A fairly low stat player should be able to kill a maxed out stat \"veteran\" PvP\'er. A critical blow of some sort perhaps, an added randomness. Or perhaps stats ranges can somehow be implemented? That game \"The Chronicles of SpellBorn\", I mentioned, claims its PvP will not be based much on stats or gear but mostly a player skill. So, I\'d be curious to see how it\'s implemented. Of course, stats and gear will still matter in PvM and for looks.

As for sightseeing, that\'s what makes such areas attractive. You can\'t complain about dying there because you know exactly what you\'re getting into. You know the area is not crucial and there\'s plenty of sightseeing in normal areas. But the curiosity might get the best of you, and you may go there anyway. :)

Quote
No need to change them IMO, just add on to the existing framework as Seytra has said. Also think, how do the followers of each religion react towards one another? Is everyone accepted for their beliefs? Are there religious wars? Stuff like that. I believe there is a thread about this.


That is if he\'s willing to \"add\" anything to it at all. And I\'m not sure he does. But I\'d be glad if he did.
« Last Edit: September 07, 2005, 02:50:00 am by Bnm85 »

zanzibar

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« Reply #19 on: September 07, 2005, 07:16:31 am »
Seytra, I\'m not sure if open PvP is the answer, but wouldn\'t it have interesting effects?  That way, if someone murdered someone in the plaza, everyone could come in to take the murderer out!  If someone was a theif, there might be a brief trial, and then the theif could be taken out!  People could even be banished from particular cities if it came down to it.  Open war would be a risk, but it wouldn\'t be in anyone\'s best interest.  And of course, the GMs.... er, I mean the demi-gods among us would be in a position to strike death down upon anyone who was posing a serious threat.  We could have police guilds (remember that hydlaa police guy?  Didn\'t do much, did he), and the defenders and protectors would have new opportunities to role play the descriptions they made for themselves.

I\'m not saying it\'s the right way to do things, but it does have interesting consequences.  Maybe it would be best to have certain areas, like the Hydlaa city maps and the Sewers, free of open PvP.  No open PvP there.  However, in areas where more experienced players are likely to be and where new players will NOT be unless they decide to go there, in those areas we might consider open PvP.  That way, you start off new, and then you \"graduate\" into the other areas which are more dangerous.

I\'m just brainstorming here, of course.




Quote
Originally posted by Bnm85
For example, take the \"Conan\" movies.

[clip]

Another example is the animated series called \"Spawn\".




Both were comic books before they were movies.... I\'ve read the original conan series starting with #1, it\'s a good read. :-D


Quote
Originally posted by Bnm85
Yet another example is \"Babylon 5\" show. While not really \"gods\", they had the ancient races of Vorlons on one side, and Shadows on the other. Those races stayed behind instead of moving onto another realm, to watch over the younger races, including humans. At first glance, Vorlons were the \"good\" guys and stood for order, while Shadows were the \"bad\" guys and stood for chaos. However, that quickly changed as soon as we found out more about Vorlons and the \"evil\" Kosh came onboard to replace the \"good\" one (or even earlier from an episode with \"Sebastian\" ). Order or not, they had their own agenda, and were anything but good and kind in their ways.



The Greek gods are another good example.



Quote
Originally posted by Bnm85
As for free PvP, I believe there should be special areas or \"zones\" where an agreement is not required to attack someone. However, they should be clearly labeled with various warning signs  (ie actual road signs), NPCs that pop up on the way and warn you that you can be attacked by anyone and so on. Such zones shouldn\'t just be dry template areas but fit in with the setting and the story. Perhaps it can be \"marshes\" or \"woods\" with a specific preceeding name. The areas shouldn\'t be completely devoid of NPC or mob life either. Castles, fortresses, towers, and such could be present. Reward items from unique mobs or quests should be valuable but NOT crucial to the game and one\'s development. That way, if someone wants to avoid such areas completely, they can, without worrying that they\'ll be gimping their characters too much.

Just IMO. :)



I think that it would be interesting if a crucial or extremely useful item WAS exclusively available in a \"danger zone\".  You know the guilds \"Defenders\" and \"Protectors\"?  It would be great for them, because then they\'d have a reason to exist -- defend players against raids and attacks along country roads and in the darker places of the world.







Quote
Originally posted by Bnm85
A fairly low stat player should be able to kill a maxed out stat \"veteran\" PvP\'er.



Perhaps as a very rare event, or if the low stat player has a high level in backstab, or if the low stat player is using magicks -- and even then it\'s a task.  I\'m still not convinced that there\'s a reason to make things that way however.
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Bnm85

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« Reply #20 on: September 07, 2005, 08:10:56 am »
Quote
Originally posted by zanzibar
Both were comic books before they were movies.... I\'ve read the original conan series starting with #1, it\'s a good read. :-D


Yes, they were, except I thought the \"Spawn\" movie sucked. The animated series were much better. Also, I\'m not a huge fan of comic books. I prefer regular books, animation, and movies. And \"Conan\" will always be remembered as a movie with Arnold in a main role rather than a comic book. Same with \"Spawn\" - excellent piece of animation. ;)

Quote
Originally posted by zanzibar
I think that it would be interesting if a crucial or extremely useful item WAS exclusively available in a \"danger zone\".  You know the guilds \"Defenders\" and \"Protectors\"?  It would be great for them, because then they\'d have a reason to exist -- defend players against raids and attacks along country roads and in the darker places of the world.


Crucial - no. Extremely useful - sure. :)

Quote
Originally posted by zanzibar
Perhaps as a very rare event, or if the low stat player has a high level in backstab, or if the low stat player is using magicks -- and even then it\'s a task.  I\'m still not convinced that there\'s a reason to make things that way however.


Then how do you propose that a lower stat player has a chance against a maxed out stat PvP camper, without player level range restrictions? An extremely useful or even crucial item would be of benefit during your character progression. And if the only time you can get it is when you max your own character, it becomes not so crucial after all. Unless, it gives one an access to a new area, where the reward isn\'t stats anymore but new items and gear for PvP or just for looks. PvP needs to be very carefully thought out by the devs. I actually do want some open PvP areas, where danger is lurking everywhere. But lack of player levels makes it extremely difficult to come up with a good working system.

Efflixi Aduro

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« Reply #21 on: September 07, 2005, 08:13:34 am »
Planeshift will always have the same history and stuff because if it didn\'t it wouldn\'t be planeshift! :P
Is there anything else that even needs to be said?

Well, one thing. If you find a more original free mmorpg out there, go play it and leave ps.
The only thing I can compare ps\'s originality with is dark and light.
Lol Internet

Bnm85

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« Reply #22 on: September 07, 2005, 08:37:02 am »
Quote
Originally posted by Efflixi Aduro
Planeshift will always have the same history and stuff because if it didn\'t it wouldn\'t be planeshift! :P
Is there anything else that even needs to be said?


Ok, that didn\'t make sense at all. Why wouldn\'t it be PlaneShift? If the changes and/or additions were made by the original writer of the story, it\'d still be PlaneShift. Some people are just too afraid of a change. ;)

Quote
Well, one thing. If you find a more original free mmorpg out there, go play it and leave ps.
The only thing I can compare ps\'s originality with is dark and light.


Well, for one thing, I\'m the only one who decides what MMORPGs I play or don\'t play. As for originality - \"The Chronicles of SpellBorn\". ;)

derwoodly

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« Reply #23 on: September 07, 2005, 09:47:19 am »
Nods to Bmn85,

I don\'t know what the big deal is about fleshing out the PS lore. Especially the background infromation on each race.  I would also put my vote in for changing the Ynnwn\'s name.  Where are the vowels?

Nikodemus

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« Reply #24 on: September 07, 2005, 11:51:24 am »
Quote
Originally posted by Seytra
Absolutely there will be evil. However, the major difference is that in any game it usually is controlled so that it never gets out of hand. Challenge / realism or not, there is reason why the term \"griefing\" came into existance. I never said everyone gets along with everyone else. The difference is to what extent troublemakers can be allowed to roam freely. This is why a mutual agreement of some sort must be reached, since otherwise there would be no way to differentiate between RP and OOC jerk-ness. And no, the latter must never be allowed. Duelling newbies surely is the latter, and it\'s by far out-occuring RP.
Whiule uncontrolled jerkness would surely be realistic, games can only be realistic to a certain extent until they cease being games.

RP involves being responsible in whatever you do to others, and there is no way of assuring this except mutual agreement. Zanzibar, you say that \"interference, hinderence, obstacles, surprises, and challenges are what good roleplaying experiences are based on.\" and make it seem as if this would conflict with \"this idea that nothing should happen that \"interferes with the role playing experience of other players\"\". However, actually it is an intrinsic part of it! Indeed without hinderances, etc. there would be very few RP opportunity. The major difference is what is acceptable and what is not. You want a \"free for all\" environment, where whatever you do can be claimed to be RP and thus acceptable. This concept cannot work, however. If it did, there would be no rules in any MMORPG. It is fun for those who powerlevel and then deal the \"hinderances\" to other, less experienced players.
The only way to do it right is to, in all respects, never go above what the other player can deal with while still enjoying the game. And the only way to do so is mutual agreement. It is absolutely possible to RP being surprised while you have agreed upon the ambush OOC-ly. It is one of the most important abilities of any RPer to be able to clearly differentiate IC and OOC. However, for this to work, it is necessary that one can trust the other player in that it is really is RP only and not OOC greed, carelessness or similar despisable things.
This self-moderation is in PnP RPGs done by the GM, and the players know they can trust / rely on the GM. In an MMORPG, this GM role must be assumed by each player, and thus they need to be trustworthy as well. And if I am not completely sure that I can trust another player to be responsible and moderated, I am not going to interact with that player. This is where open PvP, thieving, etc. systems fail completely, and why they are causeing so much grief: becuase untrustworthy players can force themselves upon others, thereby disrupting the RP not by the doing of evil or good, but by being irresponsible.

Heh, when i reed this 10 hours ago, when i was going to sleep, there was no replies. But i wanted to answer this, so here it comes.

Everyone knows what people play PS, there are both valuable roleplayers and people who have no idea what is that, or don\'t want to know. We are all playing together, no matter what. We are supposed to interact with each other. We can ignore some of them, but can\'t deny their existance, because they are so big group of people.

From one side you say that there can\'t be free for all like in real, because of people who dont roleplay and are acting to spoil others fun from playing.
But from other side because of mutual agreement we can decide about thing which we cant in real. Then we are expecting that when interacting with others we can be sure it will be roleplaying, not ooc behaviour. Can we really do? Aren\'t those people the same people because of which there is no \"free for all\"? The same group which you wanted to forbid from doing this what harass you?
So you choose to ignore them, like they wasn\'t existing. Why to deny them? Wasn\'t there he same people in medieval times? There still all, people who try to take advantage on someone else.
Why not fight them insted of ignoring? The more we try to stop them, the more we hurt ourselves. Sure this won\'t be a problem for a person who spent his/her time on plaza or in tavern. But if you go out, seeking for adventure, there will be none.
Seytra, you say that we can rp ambush. Both sides know about the ambush as they both have to agree with possibility their characters will be killed bu the other. The true rp-er is supposed to have fun from the ambush... its suprise? What suprise? You ca try to play that, but one must have really two independent personalities, so that it will work. I will say on my example, because i don\'t fear to talk about my rp skills and i\'m aware of this what i can and what can\'t. I have to be same suprised by the ambush as my character would be. I can play that, but fun from it will be decreased to minimum as it will be as any other fight, not ambush.
Now, will you ignore me as i can\'t do the same what you? Or maybe you won\'t make ambush on group of people which i\'m part? And in other cases you will interact as normal.
If so, when you will be writing a story or talk about that, you will ignore certain facts and add those which didnt happen? And this only because otherwise story would be ooc.
\"Conan killed all my family and now came the time of revange as i\'m ready to fight with him. But Conan didn\'t agreed on that and nothing can be done about it, i can\'t revenge death of my family\"
If we won\'t try to develop a diferent system and keep thinking it is because of mutual agreement. Nothing good will happen.

Why If there are people which goal is to hurt others, there can\'t be people who protect the weak and fight with criminals?
I haven\'t seen a MMORPG where it would happen.
PS isn\'t commercial project and i\'m sure it is more likely to happen we would work out a system where the people who break the law would be proportionaly punished.
The rogues, bandits and others aren\'t only stupid NPCs, but they could be other players.



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Platyna

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« Reply #25 on: September 07, 2005, 12:10:41 pm »
Honestly I don\'t care about the game to be unique...I am not playing games to be 31337 but to have fun. ;)


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zanzibar

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« Reply #26 on: September 07, 2005, 04:58:01 pm »
Quote
Originally posted by Bnm85
Then how do you propose that a lower stat player has a chance against a maxed out stat PvP camper, without player level range restrictions? An extremely useful or even crucial item would be of benefit during your character progression. And if the only time you can get it is when you max your own character, it becomes not so crucial after all. Unless, it gives one an access to a new area, where the reward isn\'t stats anymore but new items and gear for PvP or just for looks. PvP needs to be very carefully thought out by the devs. I actually do want some open PvP areas, where danger is lurking everywhere. But lack of player levels makes it extremely difficult to come up with a good working system.



1. Perhaps a new player will have no chance against a highly experienced player in PvP.  The answer:  Don\'t PvP someone you know will kill you!  And if someone is camping somewhere, find somewhere else!

2. If you need to enter a dangerous area, then who says you have to do it alone?  Planeshift is about working together!  Instead of travelling alone on a dangerous highway or in an abandonded castle, bring friends!  If you don\'t have any friends, hire members of the protectors or defenders!
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zanzibar

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« Reply #27 on: September 07, 2005, 05:00:10 pm »
Quote
Originally posted by Nikodemus
PS isn\'t commercial project and i\'m sure it is more likely to happen we would work out a system where the people who break the law would be proportionaly punished.





Careful!  Theivery and murder might add colour to the game, don\'t be entirly dismissive.
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Bnm85

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« Reply #28 on: September 08, 2005, 12:05:08 am »
Quote
Originally posted by Platyna
Honestly I don\'t care about the game to be unique...I am not playing games to be 31337 but to have fun. ;)


Unique = 31337? MmmmK. ;)

Quote
Originally posted by zanzibar

1. Perhaps a new player will have no chance against a highly experienced player in PvP. The answer: Don\'t PvP someone you know will kill you! And if someone is camping somewhere, find somewhere else!


No, you misunderstood. If there are open PvP areas, with your proposed \"crucial\" item, which means a player MUST get it, they have to enter such an open PvP area. And there\'s nothing to stop some maxed out stat PvP\'er from camping the entrance etc. The point is that having crucial items in such areas isn\'t such a great idea. Very valuable, maybe but not crucial. Unless, a different PvP system can be implemented, where stats and gear don\'t necessarily dictate an outcome.

Quote
2. If you need to enter a dangerous area, then who says you have to do it alone? Planeshift is about working together! Instead of travelling alone on a dangerous highway or in an abandonded castle, bring friends! If you don\'t have any friends, hire members of the protectors or defenders!


That is only if you can gather enough skilled people to go there in the first place. Considering it\'s a dangerous PvP area, not many people may be willing to go in the first place. Second, depending on how PvP is implemented, a single maxed out person may be able to take out a whole group with ease. I\'ve been playing some commercial MMORPGs and in some of them, a single person with better gear and stats/level can take out several people who have average gear. Hence, why it depends on what role stats and gear will play.
« Last Edit: September 08, 2005, 12:11:08 am by Bnm85 »

Nikodemus

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« Reply #29 on: September 08, 2005, 01:16:50 am »
Quote
Originally posted by Bnm85
That is only if you can gather enough skilled people to go there in the first place. Considering it\'s a dangerous PvP area, not many people may be willing to go in the first place. Second, depending on how PvP is implemented, a single maxed out person may be able to take out a whole group with ease. I\'ve been playing some commercial MMORPGs and in some of them, a single person with better gear and stats/level can take out several people who have average gear. Hence, why it depends on what role stats and gear will play.

It is not commercial game and i believe devs are developing game which won\'t have all the random stuff what players want. Thus i think there wont be people who can\'t be defeated, because they have been PL for 2 months.
This fear from othr MMORPG is only another argument to keep the skills and weapons on realistic level. People got used to fact they can become semi gods which is wrong way of thinking. The real power of people should be a group, not individuals. Make it different and look how many things will change because this little change.  All what is happening in a world have its consequences. It is up to devs who work so hard and up to us to make a world which can be called world, not game.

Am I thinking of utopia? There is at least one world where it works and you know about what i\'m talking
« Last Edit: September 08, 2005, 01:17:22 am by Nikodemus »



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