Author Topic: Several Ideas, in one Lump Sum  (Read 2062 times)

cmhitman

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« Reply #15 on: February 28, 2003, 05:13:51 pm »
I didn\'t flame anyone... I just don\'t like the: \"lets have a huge monster!\" Idea. I\'ve seen it advetised in three games and actualized in one (endlessages). Maybe because I\'ve already seen \"Huge monsters\" in a game and seen how boring it can get for me and twenty people standing on top of a hill waitng for a gigantic spider to come from its cave. I do like your other ideas though.
anyway how mature is it for someone to get **bit-chy** because somebody said something you didn\'t like ? Calling you twelve was immature, I admit. but if anything your rebutle was more flamish than anything i\'ve said to you.

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« Last Edit: March 05, 2003, 12:19:36 am by cmhitman »
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Dirk McDirk Pants

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« Reply #16 on: February 28, 2003, 06:01:05 pm »
Hit, you mentioned seeing huge monsters in other games. You said they where boring. How can they be made to be entertaining is the question?

I believe given the right situation they would provide a excellent break from a players normal routine.
I also believe the purpose of a mmorpg is to interact with real people, because if you don\'t want that interaction then you could easily be more happy with single play games.
What Im saying is that a huge moster could be a excellent ploy to get people interacting and working together.

Am I wrong in this?

I would like to here counter-arguments and supportive arguments.

Lozza123

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« Reply #17 on: February 28, 2003, 09:00:44 pm »
Well big monsters would just mean that more players could statically reach it (unless clipping will take place) so that\'s a good idea.  So say an entire party wanted to kill a dwarf they\'re kinda screwed until they can solo-play it.  That\'s my view on it all.
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cmhitman

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« Reply #18 on: March 03, 2003, 06:19:18 pm »
sorry for the late reply...

 One way you could
make monsters more fun is to have them person controlled, because what we did in endlessages was really exploit the mindlessness of the games npcs. basicly a few low lvls noticed that you could get npcs meant for high lvls to come from there area. then we flew to a big hill were the npc couldn\'t reach us and all shot it at the same time in order to confuse its targeting method so that it couldn\'t lock onto any particular one of us long before another one of us shot him causing him to change focuse,... It\'s this scriptedness that made the game kind of boring.  

I think that allowing dev like players (like game masters ur sum\'n) to control certain monsters for weekly attacks on the village ur whatever would be a good way to make planeshift unique and help make plaineshift less predictable and more fun.
« Last Edit: March 03, 2003, 06:24:30 pm by cmhitman »
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explorer

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« Reply #19 on: March 04, 2003, 03:34:54 am »
Quote
Originally posted by cmhitman

I think that allowing dev like players (like game masters ur sum\'n) to control certain monsters for weekly attacks on the village ur whatever would be a good way to make planeshift unique and help make plaineshift less predictable and more fun.


Now that would be cool. You\'d know something is up when you see three or for gm type people on a hill looking at your villiage  8) . Maybe they could do it like a /me command. Like /me 100 level 2 parrots attack Yakabona. muhuhuahaha. I think there\'d have to be some sort of warning thing though, like right before the parrots attack you hear a horn blow or something. If it was a really big attack you\'d hear a soft sound that gets lounder as more come. :D
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Kahlisi

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« Reply #20 on: March 05, 2003, 12:43:00 am »
Several years back I played on a MUD (text-based game) called Anime where the Immortals (Game Masters) would sometimes animate mobs and run quests.  It was quite exhilarating to bum-rush an area with plenty of other players and attempt at slaying something at near-godlike stature.  Mass carnage ensued and everyone who did not run away died - but afterward, all corpses were returned to their corresponding owners, experience was given and even nice items passed out to the better players.

Having GM-possessed monsters/bosses/mobs/armies running about at various times would certainly add a new edge to the MMOG genre and certainly PlaneShift.  Some could be announced beforehand while others not, this would depend on whoever ran it.  Experience given to all participants is a plus (dependent on level and hits done to enemies so the pansies who ran don\'t get jack), gold is nice, and special items are always favored.

I most certainly back this idea of \"GM-Controlled Enemies\".  Hopefully, the PS Dev Team will add it when ready.  :)
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Pheonix

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« Reply #21 on: March 05, 2003, 12:01:38 pm »
I for one wouldnt mind slaughtering hordes of players with a giant monster or 4.



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kinshadow

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« Reply #22 on: March 07, 2003, 07:22:00 pm »
Quote
Originally posted by Kahlisi

Having GM-possessed monsters/bosses/mobs/armies running about at various times would certainly add a new edge to the MMOG genre and certainly PlaneShift.  Some could be announced beforehand while others not, this would depend on whoever ran it.  Experience given to all participants is a plus (dependent on level and hits done to enemies so the pansies who ran don\'t get jack), gold is nice, and special items are always favored.

I most certainly back this idea of \"GM-Controlled Enemies\".  Hopefully, the PS Dev Team will add it when ready.  :)


They have this in many MMOGs (UO for instance) and it has been discussed as a possibility for PS.  From what I\'ve seen, any idea that povides extra fun for GMs and Devs is usually heavily supported.