Author Topic: Some suggestions  (Read 1629 times)

Sarah

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Some suggestions
« on: August 02, 2006, 04:19:10 pm »
Hello,

Yesterday I played for the first time, and I have a lot of things to say about this first experience.

1/ Not enought accessible (gameplay)
2/ Not enought accessible (interface)
3/ Not enought accessible (world)
4/ Another "killing rats" mmorpg

*-*-*-*-*-*-*-*-*-*-*-*-*-*

1/ Not enought accessible (gameplay)
When you're new, you're lost. Let say. You arrive in a city you don't know. You see many people arround that don't understand a word (do they speak the same language?). You see many thing arround, but nothing to do.
I agree, the game is in development and pre-alpha-beta-demo-i-don-t-know-what-release. It's not complete.
But...
I think a NPC should be present just beside the new player spot. Then when saying "hello", it should say "hello newcommer, let me tell you a little about this city". Then he should say where are the sewers, some shops and trainers.
He also should give us a map of the city (just a viewable picture), that should help us to find places more easily. He also should give us a small paper that we could read, and find in roleplay language, some important informations about the local politics, the current quests, etc.

2/ Not enought accessible (interface)
If someone can understand a bit of the "camera" menu in the options, then he is an expert in C++ and OpenGL SDK. I'm not. So I can't understand anything. The only thing I know, is that I broke the parameters. And resteing to zero don't change anything : now the camera doesn't follow me anymore, and I don't know how to reset it. Next, the target selection works when it have time to do... After 50 right clicks, I get sometimes the context menu that allow me to see description of my target. Next I have to click 50 times to get it again and start a combat. About reading description... It should be enabled starting from 10 meters of the target. Right now, it's impossible to consider an opponement without being beside... So it's unusefull : if it attacks me, it's stronger than me. If it doesn't, then I have a chance to defeat it. So consider is quite useless now.

3/ Not enought accessible (world)
NPCs should be able to show us some directions about main activities in the cities and main cities in the country. Right now, you have to turn arround in the cities to find an exit... And when outside... It's a miracle if you find a city. Place signs. I eventualy prefer a world without hills, trees and rivers, but signs. At least I'm not lost.

4/ Another "killing rats" mmorpg
In the game presentation on the site, it says this game can be played in different ways and reward every playing style. I'd love it. But actually, it's just a lie I think.
What else to do else than killing mobs and mining (mining for what ? we can't make weapons or armors with mineral). Sorry, but it's like an incomplete WoW (I mean, a shame). I think other aspects of the world (a good system for trading between players, making objects and grabbing resources is more important than the combat system).
I played open beta of "Face Of Mankind", and a little at "A Tail In The Desert". I think there are a lot of very good ideas to take from these two games.
If devs agree with me about the fact a complex and realistic economy system is mandatory to make a good MMORPG, then just tell me, I could say more about these two games.

Kerol

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Re: Some suggestions
« Reply #1 on: August 02, 2006, 05:44:22 pm »
1)
Quote
You see many people arround that don't understand a word (do they speak the same language?).
Everyone should speak the same language (aside from some other creatures). NPCs don't understand what you say because you asked too difficult questions. All NPCs need a lot of work. They are far from finished.
Quote
I think a NPC should be present just beside the new player spot.
You forget that for every race, there's another spawning point. The tutor (the little yellow man in the middle of the screen) should do the job of introducing people into the world.
Quote
He also should give us a map of the city
A mapmaking skill will be implemented soon(c)(r)(tm). That will enable people to hand out maps for newbies, for instance, or realise similar ideas like yours.
Quote
He also should give us a small paper that we could read, and find in roleplay language, some important informations about the local politics, the current quests, etc.
I'd prefer to have the settings somehow in the ingame help for everyone reviewable as common knowledge, as it should be.
Player modifyable items like papers will come as well soon(c) and with that the possibility for players to hand out them.
Quote
now the camera doesn't follow me anymore, and I don't know how to reset it.
Resetting options to factory defaults indeed should be implemented. For now you need to either ask people OOC (/help channel, forums, IRC, etc) what their settings are to get back to a normal layout.
Quote
After 50 right clicks, I get sometimes the context menu that allow me to see description of my target. Next I have to click 50 times to get it again and start a combat. About reading description... It should be enabled starting from 10 meters of the target.
I think it's an old and known issue that selecting by mouse is a bit tricky.. you should make a shortcut for that. Simply put "/target next npc" in a command field.

I don't get the issue about reading description, sorry.

Quote
NPCs should be able to show us some directions about main activities in the cities and main cities in the country. Right now, you have to turn arround in the cities to find an exit...
Agreed, some NPC do that already, but again, the NPCs in general need a lot of work. It's best to simply ask another player, best in an RP manner.
Quote
And when outside... It's a miracle if you find a city. Place signs. I eventualy prefer a world without hills, trees and rivers, but signs. At least I'm not lost.
About getting lost: I find it amazing to have the possibility in a game to get the feeling of being lost. In no other game I ever had the feeling to just be off the civilisation. In every other game you have those signs everywhere, a map, a compass, whatever.
I love the feeling of being in a completely new and foreign environment. And if you really need help type /pos and ask an advisor in /help or, if you have absolutely no other way, /die.
Quote
Sorry, but it's like an incomplete WoW (I mean, a shame)
Say that again and feel the flame of the RPers here :P
Honestly. You can't compare WoW and PS. PS is meant to be an MMORPG with the emphasize on RP. Take a look at the RP dedicated forum sections, talk more with people in general ingame, and take a look here: http://www.planeshift.it/guide/en/index.html
Quote
If devs agree with me about the fact a complex and realistic economy system is mandatory to make a good MMORPG, then just tell me, I could say more about these two games.
Feel free to fill us in :)


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Karyuu

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Re: Some suggestions
« Reply #2 on: August 02, 2006, 09:37:04 pm »
Please remember that this game is just a version 0.3. Stating that things are unfinished and reminding us that more needs to be done is the biggest waste of time you can committ to ;)

Nearly all of these 'suggestions' are repeats - look through the forums and most importantly at the Wishlist Rules.

*edited to add after further posts*

I appreciate you taking the time to write these all out, though! Serious input like that instead of just short lines is very rare. Good job :)
« Last Edit: August 03, 2006, 12:30:54 am by Karyuu »
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Alfa

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Another suggestion
« Reply #3 on: August 03, 2006, 12:24:11 am »
Hi, i am new in PS, in fact, i did not played the game yet, because i am still downloading the "upgrade", in fact this is the more painfully upgrade i ever had, i have a 512Kbs connection and i have been downloading at 1Kbs rate! for actually 16 hours.

I know that the game is free, and is a alpha,beta,gamma,delta,demo,etc. and that you do not have a fast server, but the long wait can dissuade some people for playing.

Ok, i will continue waiting for the upgrade to complete.

Sorry for my bad english.

Sarah

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Re: Some suggestions
« Reply #4 on: August 03, 2006, 12:28:33 am »
Hi again,

Thank you Kerol for your answer.
Sorry Karyuu for the eventual double-posts. I think, as a "tester", I have to give some feedback, even if it's already done : that could help devs to know which issue is really blocking, and which one only anoy a few people.

So, Kerol, here are my completitions :
- For the "description" problem. Right now, you have to be beside a character to see its description. If you are like 10 meters, you can't get a context menu. I think trading or speaking with a NPC when you are 10 meters far is impossible, so it's normal we can use these functions. But looking at a NPC, and know if it's stronger then us or not (/consider command on any MUD) should be usable when you are like 10 meters from a character. I mean... I don't have to be beside an ogre to know he is stronger then me. But as ingame, rats are enormous by exemple, it's hard to know "by instinct" if a NPC is stronger or not. When beside, most of them will attack you, so you can't use the description option. And most NPC that doesn't attack you are weak, so description isn't really usefull : most of the time, if a NPC won't attack you, then you can kill it. I think "right click" should be available when 10 meters far from the target, but with only the "description" button. That's realistic, and avoid noobs to die each time they see a "new" NPC.
- For the signs, I mean in cities, there should be some panels to say where are the gates, and may be some important places (market places, church, etc.). Also, outside the cities, at crossways, it's normal to find a panel that says where each path go. That won't kill the fact we can be lost, but that would help people finding their path when they know where they want to go.

Now, for roleplay "economic model".

First, I'll try to describe the games FoM and ATID.

FoM (Face Of Manking) : This game takes place in futur, in a realistic world. There are "no" NPCs. I mean most of them have very simple language robots, and you can't interract with them (the only think to do with them is to withdraw your assault rifle, so they start runing everywhere screaming like a pig). The other NPCs are event NPCs, like alien invasions. They won't respawn, and the are managed by GM only. The main game is not playing with NPCs, but with other players.
So, what is FoM exactly ? First , forget all you know about MMORPGs and classical RPGs. There is not really a level concept, nor competences, nor skills. You are just yourself. At the character creation, you choose a faction you'll belong, and a profession. Professions are soldier, medics, trader and commander. What are factions ? In the game storylines, factions are fixed, and can't be changed. But faction are not fixed ingame. I mean... Yes, there are only 8 differents factions, and it won't change. But factions are alive. The whole faction system is ruled by players. I mean the citizen meet themselves, and elect a president, ministers, councils, etc. After, the president and other elected people will state faction guidelines. They fix goals for military effort and economic efforts. Faction members status are fixed by "levels". I mean the president is lvl 8. At ths level, he can change anything in the rules of the faction (set the taxes, manage faction funds and faction pool). Also, he can grand other people to do some tasks. In the faction I belonged, it was :
- lvl 8 : president and high council members. The high council was only for consultation, and was never taking any direct decision. It was a good way to stop the president if he tried to do something against the faction interest.
- lvl 7 : ministers. there were 3 ministers : military, economy and diplomacy. All of these had a lvl 6 team, that was creating missions campaigns for citizens, or were suveying the other faction and take decision about diplomacy. In a week, we could be allianced with a faction, at war the next, and finally, neutral.
- lvl 5 : Mission manager. They were able to set up unit mission according to campaigns, and were directing the opperations on the ground.
- lvl 1 to lvl 4 : citizens. lvl1 was for noobs. lvl2 was for citizen that practiced (only roleplay event, made by players) their profession skills (learning how to market, how to fight, etc.). lvl3 was for citizen who had specific goal. I mean, I was a trader, and my work consisted in supplying the whole faction with medkits and one type of ammo. I had to spend most of my ingame time to do it, and sometimes I had to manage a lvl2 team that helped me with raw material supplies. lvl4 were managing the goals of all lvl3.
All these levels were given by lvl6+ players.  I mean, when doing missions, I could get 1000000000000000 xp, but remaining lvl1, or getting 0xp and being president of a faction. lvl hasn't impact on competences, but only on in-faction role.
Also, there were two sorts of missions : first, auto-generated. A bot was looking on the faction pool, and was taking care about the stocks : if a stock was low, it was creating new trading missions to supply the faction pool with these materials. Another was surveying colonies usages and intrusions : if we were at war with a faction, and many people from this faction were going on one of our colony, it was creating a patrol or defend mission on this colony.
The other type of mission was player generated missions. I mean, if our faction wanted to take an enemy colony (colony could change owner -in mean, my faction lost all its colonies, and took others one, that was quite strange ;)-), then lvl5+ were creating missions about supplying the pool with hight quality armors and ammo, then were creating mass "attack" missions on this colony. Mission awards and goal were setted up by players.
Oh, and I forgot : trading system was 100% player controled. I mean... I go to a market place, then set an offer "100 cr for 20 units of this product".
Then a player could come to the market place, then find my offer, and by it or another one. By this way, we had to supply the market with matrials the other players needed, and nothing else.
By this way also, the selling/buying prices were really following offer/demand rules.
One time, I produced 600 units of medkits, and asked 2000 cr each. I didn't sell one for several weeks... Then a big world war started, and I sold everything in only one hour. I immediately started to produce more, and even at 10000 cr each, it gone. After the war, I wasn't able to sell the remaining units, so I decided to give it to the faction pool.
And I was forgetting... This game has perma-death feature. I mean, you had to buy clones or clone insurance to resucite. When you run out of clone, your character is perma-died, and you just have to restart a new one. By this way "kamikaze" ppl aren't rewarded at all (clones are really expensive).

I think the whole market and mission system is good... The player ruled factions also, I think there are many excellent idea to take from this game.


Next, ATITD (A Tail In The Desert). As this game is payware, I wasn't able to play more than 24 ingame hours.
First, forget again everything you know about MMORPG : no NPCs. The game takes place in the ancient egypt. You're a young egyptian citizen, and you have to become a tycoon.
First, you learn how to plant lin, refine it, make cords, etc. Next, you learn how to make knifes from stones, and making bricks with argile. After that, you start to build some buildings, and recruit other people to help you makig a nive village, and a complexe hierachy and economy. Again, everything is ruled by players, but there are no factions, only guilds. There is no cities : everything is handmade, by the players. The only existing buildings at the begining are the schools, where you can learn new skills.
I can't really explain the game, as I didn't play a long time.
But I have to say there are good ideas from this game also.
- Complete blank world where ppl are building there own cities and industry.
- Complex resources system. I mean, there are thousand of differents ingredients, and thousands of combinations to make everything. At the begining, no any tool exists, you have to build everything.
- Complex politics... due to the lack of storyline (strange, but true).

I mean, in both games :
- RP is not talking about the NPCs you killed last night, but grabbing resources, and following your faction/guild rules
- NPCs aren't the key of the game. Player can play together instead of arguing about "whose rat is it ?".
- Complex and 100% player controled trading and construction systems : the game have nothing, the players have to make everything and sell/buy to each other, according offer/demande rules.
- Simplified storyline : as players are ruling the world, the storyline stops whn the game starts, then it just states what was done ingame. I mean... GM don't have to think about a city background : they just have to say how players constructed it, and what ingame event changed the city. Same for factions/guild alliances : Storyline just have to state what was done ingame.
- GM are "useless". Hight ranked payer are the real GM. I mean, they state the world rules, and their decision just deeply impact the game. GM are just here to present new features, or special events, not ruling the game.

I hope devs and GM team will like thse ideas. I simply love it.

Sarah

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Re: Some suggestions
« Reply #5 on: August 03, 2006, 01:12:23 am »
PS: I just read the "whish list" rules topic (sorry, I didn't before).
I agree, I broke some rules. I play for 2 days, and ask for "things" that exists in other games. But as my wishes (about economy and rules system) are not about "features", but "concepts", I'm not sure these rules apply, coz it's not directly related to these games, and are not "visible" features.
Honestly I think these concepts are interesting, and could take place in the PS world. I think a coherent world isn't ruled only by storyline, but by realistic and complex economics, and politics. I definitely think it can be reach only if it's player ruled.
It gives more ways to take a place abd grow within the world than simple NPCs economics and GM rules.

By exemple, my personal situation :
Right now, I'm not sure, but I think the only way to start this game, is to kill some small animals, then sell the loots. Only after some time, we have enought money to do something else. With my character (38 str, 98 int), I'm not sure killing rats is the solution. I created my character by targeting becoming "architect" (ok, it's impossible now), or at least, a trader/artisan. Fighting is the last think I want to do.
But people could prefer being a hero. And I need heros, to supply my trade with raw materials they can get when looting animals. And they need me, to supply them with weapons or armor.
But rwith NPCs controled economics, I just can't take place in the game, because NPCs trader and artisans are just doing my task.
With player ruled economics, we just open a wide part of the game with new abilities.
And this just impact the politics model.
Imagine : there are two places in the world to mine iron. Iron is used to make armors and weapons. Two groups of people decide to take the place, and forbide any intrusion. Now, they just control the whole armor/weapon market.
So if another group of people decide to be a military team, they just have to be allianced with one of these two groups. If they don't, they won't being able to get equipement, and will collaspe soon.
Again, if one of these two groups want to keep all the materials for themselves, then other groups could make an alliance to take the place. So they need to alliance themselves to have a better protection.

I think GM events can't do the same. But for everyday gaming and RPing, I think this kind of situation is really benefic.

Here is a small exemple of what can be done in FoM, and I'd like the same for PS.
I wrote this speadsheet according my position of EC Hight Council Secretary.
I assisted the meeting, and wrote the decisions council took. There was also the two finalists in presidential election here, so they exposed there program (Hunter and Fritz)
http://magicsite.manga-torii.com/upload/EuroCore%20High%20Council%20Meeting.pdf
« Last Edit: August 03, 2006, 02:16:59 am by Sarah »

Evanger

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Re: Some suggestions
« Reply #6 on: August 03, 2006, 02:15:26 am »
She is quite right with what she says.

[ Referring to Sarah. Please do not quote entire posts just to add a single line of a comment. --Karyuu ]
« Last Edit: August 03, 2006, 02:17:11 am by Karyuu »

Astraea

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Re: Some suggestions
« Reply #7 on: August 03, 2006, 02:15:30 pm »
Hi again,

Thank you Kerol for your answer.
Sorry Karyuu for the eventual double-posts. I think, as a "tester", I have to give some feedback, even if it's already done : that could help devs to know which issue is really blocking, and which one only anoy a few people.

So, Kerol, here are my completitions :
- For the "description" problem. Right now, you have to be beside a character to see its description. If you are like 10 meters, you can't get a context menu. I think trading or speaking with a NPC when you are 10 meters far is impossible, so it's normal we can use these functions. But looking at a NPC, and know if it's stronger then us or not (/consider command on any MUD) should be usable when you are like 10 meters from a character. I mean... I don't have to be beside an ogre to know he is stronger then me. But as ingame, rats are enormous by exemple, it's hard to know "by instinct" if a NPC is stronger or not. When beside, most of them will attack you, so you can't use the description option. And most NPC that doesn't attack you are weak, so description isn't really usefull : most of the time, if a NPC won't attack you, then you can kill it. I think "right click" should be available when 10 meters far from the target, but with only the "description" button. That's realistic, and avoid noobs to die each time they see a "new" NPC.
- For the signs, I mean in cities, there should be some panels to say where are the gates, and may be some important places (market places, church, etc.). Also, outside the cities, at crossways, it's normal to find a panel that says where each path go. That won't kill the fact we can be lost, but that would help people finding their path when they know where they want to go.

You can read a description if you are farther away than 10m. First select the target, the type /targetinfo. The description box will then show up. Also, figuring out how strong the NPC is has to do with your charisma stat.

Sarah

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Re: Some suggestions
« Reply #8 on: August 03, 2006, 03:49:31 pm »
Hmm, ok. I didn't know about this command. I tried "/description" and "/consider" but none worked. As right click wasn't working as well, I thought it was impossible. I'll try this asap.

Next, about economics/politics here is a small spreadsheet saying how I'd like PS world works.
Feel free about giving some feedback. I hope you'll enjoy it.

http://www.bci-logs.fr/medias/suggestions.pdf

Kerol

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Re: Some suggestions
« Reply #9 on: August 03, 2006, 11:33:23 pm »
@ Sarah:
Thoughts on your PDF:
1. NPCs won't be just mobs, traders and event NPCs. It is planned to have a complex NPC economy, involving the player economy but working also without players being involved.
Tribe NPCs will be working as collectives, it's even planned to have them building houses on their own, AFAIK. That's also what the big empty space in the world (like ojaroad) is intented for.
2. I like the idea of respawning dependant on the existing number of same creatures in a specific area.
3. I think the indestructable cities as we have them now, and also the unkillable NPCs in the towns are only a little part of the world, some things that will/should never change in order to have some fixpoints in stories. But that doesn't rule out to have killable NPCs and destructible towns, changing dynamically in the future.
4. Event NPCs already are used in GM events, but we don't have the possibility to script them, yet.
5. I don't get what you mean with "these items should be useful for other purposes".
6. I like the idea of having unreproducable items. But I like to extend the idea. It also could be possible to have a spell or skill to get a recipe/plan of an item, by analysing, in order to be able to reproduce it. For instance, you have some experience in pottery. Take a mug in your right hand and analyse it. It takes some time and effort, but as result you could get a note (similar to a crafting book) that enables you to reproduce the mug, if you have the needed items and ressources.
7. Agreed on the idea of natural resources and I think that already is planned pretty much as you suggested it.
8. Too many skills make things too complex. However, I agree on a complete overwork of the skill and experience system.
9. Why is it needed to have somebody 24 hours inside a building?
10. I don't see any benefit of your suggested trading (sell) system. Having items removed from your inventory for a month (ingame or RL?) without any effect is nonsense, IMO. The idea of having different merchants for different goods is already realised to a big part.
11. I also don't see any benefit of having _guilds_ taking taxes for stuff that isn't related to them. Taxes for the local government that can be run by players, OK, but guilds?
12. All thoughts on guilds you said are implemented already.

Edit:
And thanks Karyuu for the appreciation :)
« Last Edit: August 04, 2006, 12:52:40 am by Kerol »


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Sarah

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Re: Some suggestions
« Reply #10 on: August 04, 2006, 11:11:41 am »
@Kerol
1/ Could you tell me more about NPCs economy, and how it would interact with players ?
5/ I mean on many MMORPG, quest items drops only when you are currently doing the quest. Also, there is no use of these items except the quest. By example, the quest is "give me 10 wolf tails". Then wolves suddenly drop tails, as they didn't before. Also, you can't do anything with these tails but giving to the NPC that gave you the quest. I disagree with this concept. I think it's better to be able to loot and use these objects even when I don't do the quest.
6/ That joins the 8/ point : less skills, but particular "sub skills" that allow you to do specifics things. By this way, I'm tanner. By default, I can do only some items. But by looking some other leather items, I would be able to learn how to design them, without needing to learn a new skill. I like this idea.
9/ I think it should be "hard" to take an enemy building, or the guild wars will become very anarchic. I think also many tools should be found in the buildings, like in ATITD. I mean, to refine cotton, you need some tools, and you need other tools to turn it into textile. These tools should be built in the edifices only (so it give an interest of designing edifices). For this reason, taking an edifice should not be easy, or guilds won't be able to keep any edifice. I mostly think about the fact most of players plays only a few hours a day, and most of guilds will have players from the same timezone, so they won't be able to defend their buildings for hours.
10/ I mean, traders should work like brokers. I have something to sell, so I give it to a trader, then I wait for him to sell it for me. By this way, you can choose which price you want for any item, but also, you can't sell for a hight price things noone need. I dislike selling thousand of rat tails for a good price, while I know there is not any use of that. By the same way, that would allow players to buy only things that other players effectively make. I think it's important that money isn't the only limiting element to buy an item. If a weapon is very good, but very difficult to make, I can't accept to see a wealthy guy buying 10 units of this one in a raw, then give it to his friends. With the system I suggest, he wouldn't be able to buy more than the other players can sell. I think it's the main of my suggestions. This bring a lot of realism to the world, and encourages the roleplay.
11/ I don't make difference between "local governement" and "guilds" in my spreadsheet. That's the same idea in fact. The most important think if that sellings are taxed, then these funds comes to a "governement bank" that high ranked players can use to reward player generated missions. I my mind, local governements are guilds, but guilds could be sorts of "clan" inside a "village". If we think about local governement like cities/village, I think it's very important the mayor and other local autorities are players, than can control the local missions system (I still think about patrol missions, grabbing resources missions, etc.) that can't be automatic, but player generated.
« Last Edit: August 04, 2006, 11:32:10 am by Sarah »

Kerol

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Re: Some suggestions
« Reply #11 on: August 04, 2006, 02:25:57 pm »
A lot of ideas you proposed are already posted in these forums, but nevertheless I like to reply as you seem to give serious thought on these things.

1) I'm not a dev, so I can't tell much about the details of the structure, but as far as I know, NPCs are handled by the server pretty much as players.
The NPCs also don't act as one big mind, but more or less independantly from each other.
Imagine a good path finding and communication system implemented in the future and a nice price-demand routine that determines the price the merchant individually sets for each of his goods and the prices to which he would buy stuff.
I can imagine that the player can try to beat down the seller or try to sell his own stuff for higher prices, depending on charisma, and maybe even a trading mini-game and/or his choice of words.
5) Ah, you mean multiple usage of (quest) items in normal life but eventually also in other quests.
Well. Multiple usage of items like rat tails and such will be there when the crafting system gets expanded. I heard about alchemy and tool crafting but also cooking and so on.
Usage of items in multiple quests is a nice idea, I think that should be relatively easy to do.
6) To craft items you need to have a kind of recipe in your mind-slot depending on what you want to create.
If I understood you right, you want to give recipes a counter (internally, without direct influence by the player) and the higher the counter, the easier it is for you to do the specific item?
9) So far, there won't be any houses with machinery that only can be used by one group. The main production places are communistic ;)
I think though some player owned houses as well as guildhalls and not so central production places could work like you proposed.
Building houses in free PvP areas could help there.
10)
Quote
I dislike selling thousand of rat tails for a good price, while I know there is not any use of that.
Demand and offer. Most economy ingame will be done by the players. In a working NPC economy a merchant will take the tails, but only to the minimum price. The more tails got used (alchemy for instance), the higher the demand, the higher the price.
Ideally, you can make something out of any ressource you find.
11) How do you imagine player generated missions?
How would you implement a player driven government that can set taxes?
BTW, Local government aren't guilds ;)


retired GM leader

Sarah

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Re: Some suggestions
« Reply #12 on: August 07, 2006, 09:54:46 pm »
Hello,

5) When I say "multiple purpose for quest items" is like : the NPC who give me the quest ask me for 10 wolves hides. Ok, I'll hunt some wolves, and bring back the hides. But, I would like to be able to loot wolves hides even when I'm not doing the quest, and being able to do something with that. By exemple, clothes. Most of MMORPG's quests ask for some items we can't loot or use without doing the quest. I think it's not realist. Another thing : when the quest asks to find a weapon or a cloth, we should be able to wear it and just forgeting to complete the quest. After all, a weapon remains a weapon, even if it's a quest weapon.
6) I was not really thining about counters for crafting items, but I agree, it's a good idea. The main idea was : ok, I know how to make swords (general skill). With only that, I'm just able to design simple and low value swords. But if I find a nice sword, I could be able to learn how to make the same sword. Learning difficult should be proprotionnal with the general skill level. I mean. I find a fantastic sword. I'm lvl 1 at sword making. If I try to learn how to make this sword, during investigation, I would break it, and not able to learn how to make it. Now, if I'm lvl 10/10 at sword making, I would be able to learn how to make this item easily.
11) For player generated missions, I imagine according to my FoM experience :
2 examples :
a/ I'm in a trading guild. Most of the people in this guild are weapon makers or armor makers. They need a lot of raw resources, and new places to sell it.
So, a high ranked guild member (guild ranks should not be linked to player level, but guild internal nominations) would create two sorts of missions : first, asking to grab raw materials, and second, asking to sell items in new cities. Players who will do these missions should gain money from the guild bank, and some xp.
b/ I'm in a "mercenary" guild. Most of the members are soldiers. The hight ranked guild players pass contract with other guild to do some assassination againt other guilds members, or protecting other guilds members. Then, they create missions for guild members, asking them to attack other guilds or protect guilds, according the current contracts.
We can imagine players can get missions from some NPCs in their guild HQ or a simple panel on the wall in the HQ.
And for missions reward (money), the guilds need money. This can be done by allowing the guild to "create" traders NPC, and the guild get the benefits from this merchand. Or another solution (the first I suggered), the guild set up taxes on the nearer merchands NPCs arround the HQ.
In those two cases, guilds HQ have to be built near cities, to maximize the chances to get new consumers.

Vengeance

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Re: Some suggestions
« Reply #13 on: August 10, 2006, 07:03:28 am »
Just for the record, when posts are as well thought-out and constructive as Sarah's, I have no problem with some repetition in the requests.  She is coming from a very different place, comparing PS to two other games that few, if anybody else, have compared to.  The least we can do is not discourage these types of analyses in this forum.

Sarah, for what it is worth, I think a lot of your ideas are really just lack of maturity on PS's part.  We aren't there yet.  NPCs sell a lot of stuff because there is no way yet to craft those things.  It would be great to have all that artwork and data setup but it isn't right now.  Some of your thoughts on politics, as you call them, really get into a PvP type situation and PS isn't trying to be that.  NPCs will be an important, if not central, component of the game for most player styles, for the foreseeable future.

- Venge