Author Topic: Do you like the DR better now?  (Read 2873 times)

Cyl

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« Reply #30 on: November 07, 2005, 01:43:52 pm »
The new death realm is totally awesome, ...

especially jumping onto the walkway around the citadel and watching the same people going round, falling down and coming up again.
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Draklar

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« Reply #31 on: November 07, 2005, 01:54:44 pm »
Quote
Originally posted by Nikodemus
Quote
Originally posted by shorty13
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Originally posted by Cyl
What I would love to see would be some kind of Sphinx blocking the exit(s) and letting you guess riddles, ...

\"What walks on four legs at morning, at two legs at day and at three legs at evening?\"

\"Uhhh, a parrot?\"

\"Oh you so much belong to where you currently are!\"


I actually think this is a great idea.  It could ask you 1 random riddle from a database of like 100 and if you get it right, you can go through, but if not, the floor beneath you opens up and you fall back to the beginning or something so you have to make your way back to the end and get it right.

And how would that be done? If in the same way as you talk with NPC\'s, then it the worst idea ever :P

Imagine how hard it is to ask NPC for some specific simple apple and not only be understood by this NPC, but also get that silly fruit.
Answering the riddle by saying \"human\" is much easier than looking for a way to ask NPC for something.
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mac173

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« Reply #32 on: November 07, 2005, 02:57:55 pm »
A few thoughts on the new DR.

The graphics and look are outstanding. I was just wandering around and staring at the place for half an hour.

The lighting must be consistant. If a light sourse is needed, it must be proviced IN the DR. A new player is proviced with no equipment, so a new player will have no means to buy or aquire a light sourse.

Fighting your way out is a bad idea. This makes the DR just another zone, and one that is unusually punishing to new players.

Riddles are another bad idea. Not everyone is good at riddles, and it is not a requirement for either RP, or to get thru life. In fact, if EVERYONE must be able to solve riddles, this will undermine Role Playing, as not every PC is all that intelligent.

The best idea I have seen so far is the one where you would respawn at a RANDOM location. This prevents someone using DR as a transporter, but does not make death a prohibitive event.

On the subject of death penalty.....   RPG games have consistantly moved away from Death penaltys for a simple reason. Excessive death penaltys drive new players away from the game. The many changes proposed by others on this thread will simply make many new players frustrated, and they will give up too soon. I propose a solution for new players. Leave the DR exit as it is for now (although I have not found it yet!) but make the DR progressively more difficult to exit as a character becomes higher in level. This way, newbies are not punished for being newbies and making typical newbie mistakes, but higher level chars cannot abuse the DR.

Nikodemus

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« Reply #33 on: November 07, 2005, 04:15:35 pm »
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Originally posted by Draklar
Answering the riddle by saying \"human\" is much easier than looking for a way to ask NPC for something.

Asked on Earth, answer to that riddle is simple - \"human\". But what would it be in PS world? Which race, maybe all?

Further, a differnt riddle may appear. You are shown two weapons and have to answer which is longer.
Answer is:
1. \"They are same as long\"
2. \"They are equally long\"
3. \"None of these swords is longer than the other\"
There are many more possible answers
You know how NPCs react on that.

Another thing is, someone may talk in not exactly correct english or use custom dialect. We will understand the meaning, but will the NPC understand?
And you can see that my english isn\'t as good is it could be.



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Drey

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« Reply #34 on: November 07, 2005, 04:19:35 pm »
i dont know if anyone wrote  it but too add to the hardness to escape factor the exit could move randomly between different points.
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Zan

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« Reply #35 on: November 07, 2005, 04:58:03 pm »
Quote
Originally posted by zanzibar
You\'d be making the death realm bigger than the land of the living....


Why not ... it is just another Realm like the one you are in when you\'re alive. Since our universe is considered to be infinite and I\'m guessing the PS universe is too I don\'t see why the death realm universe can\'t be friggin\' huge as well.

As for ways to make passing through this realm hard enough ...

I like the riddle suggestion but I also agree with what someone said. Not everyone is good at solving riddles, not in character and not out of character so it would be the same as letting people fight monsters. Only the strong/smart \'d get out. But why not let people choose how they want to reach the exit?

Smart people, or at least people who think they are can enter a maze of riddles. Here they will have to solve a riddle every time they pass through a door. The layout could be a big square divided into smaller square rooms, each room has two doors, except the exit room which has only one door and a teleporter to the exit of the Death Realm. The doors of the rooms change places and make a constantly changing maze. Every room would have its own riddle you need to answer before you can pass through the other door into the next room. If you answer wrong the doors change place. If you\'re lucky you\'re only a few rooms away from the exit if you\'re not you\'ll have to go through every room in the maze or more to reach it. Depending on the number of rooms and the difficulty of the riddles this maze can be made harder or easier to pass through.

Stealthy rogues can choose to pass through a battlefield of undead monsters. These will be large castle ruins where there is an ongoing battle between two very powerful monster races. Creatures constantly respawn on both sides and will usually engage eachother but also fight you if they notice you. Without timing your approach and taking advantage of the shadows or hidden passages when possible you\'ll surely be killed. To make it even harder the castle can also have loads of hidden traps around. The teleporter can change locations to several predetermined points in the castle so you never really know where you have to go.

Strong warriors can choose to enter a huge arena where they will have to take on several opponents. The arena is filled with monsters but not densely packed together so you can move through fighting them one at a time, the strenght will be a bit random but beyond the level of rats or clackers. They will constantly respawn and some of them will drop a crystal but most drop nothing. You need to collect a set number of crystals and set them in one of the teleportation pillars to activate it before you can get out of there.

Of course there is always still the long boring walk out of there but one of the three above choices should provide a quicker exit, at least usually.

To make getting out of the death realm by simply walking a bit harder you can add things like mazes, jumping platforms and climbing things, gigantic dark wastelands or huge stone forests in which you could easily get disoriented and lost.
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zanzibar

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« Reply #36 on: November 07, 2005, 05:14:51 pm »
Quote
Originally posted by mac173
Leave the DR exit as it is for now (although I have not found it yet!) but make the DR progressively more difficult to exit as a character becomes higher in level.




Planeshift doesn\'t have levels, so that would be something difficult to measure.

Additionally, someone might have been playing many months but never \"bothered\" to train their character

Additionally, how good a fighter, brewer, or smithy you are shouldn\'t really have anything to do with it.
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mac173

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Oops.............
« Reply #37 on: November 07, 2005, 08:47:01 pm »
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Planeshift doesn\'t have levels, so that would be something difficult to measure.


I am showing my ignorance of the game. I just started last week, and was not able to play much with the server outages.

Without levels, there would be no reliable way to do what I suggested, so I withdraw the idea as unworthy.

I still think the DR cannot be made too difficult without driving new players away.
« Last Edit: November 07, 2005, 08:49:29 pm by mac173 »