Author Topic: Renaming Items  (Read 2726 times)


zanzibar

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Re: Renaming Items
« Reply #16 on: January 09, 2007, 11:55:00 pm »
You do realize that you're god moding?

No, I don't.

I probably don't have to ask, but please explain  :P


You want the ability to create any item at any time, regardless of the game mechanics.

Of course, it's to facilitate your roleplaying, but I don't see how you can ignore the problems stuff like that has the potential to create.
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Nikodemus

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Re: Renaming Items
« Reply #17 on: January 10, 2007, 12:03:43 am »
This topic is not about changing item name, but about adding additional information, besides the basic which is already present.

EDIT: i wasn't very precise. Well, in fact this topic may be about anything. But the valid wish is to add description, not change. Devs won't agree on changing already present descriptions, by players as they wish.
« Last Edit: January 10, 2007, 12:05:34 am by Nikodemus »



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emeraldfool

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Re: Renaming Items
« Reply #18 on: January 10, 2007, 12:17:16 am »
This topic is not about changing item name, but about adding additional information, besides the basic which is already present.

EDIT: i wasn't very precise. Well, in fact this topic may be about anything. But the valid wish is to add description, not change. Devs won't agree on changing already present descriptions, by players as they wish.

No, I created this thread, and I'm saying I want a way to have custom RP items. If not by renaming normal ones, then by simply choosing from a special NPC shop that has 'blank' items of every item-model in the game, which you can re-name upon purchase.

Besides, If you engrave your ring of familiar with your name on it, there should be a permanent engraving on that ring if somebody else picks it up. It's not realistic otherwise.


I'm sure theres ways to minimize the problems.
Even still, scammers seem fairly rare in PS, and complete and utter idiots even moreso.

If nothing else, a massive red message could appear at the top of the item description that says "Custom Player-Made Item; Should not be purchased".

Karyuu

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Re: Renaming Items
« Reply #19 on: January 10, 2007, 03:08:11 am »
I just don't think it'd be worth adding one more thing for GMs to moderate. When there's this much freedom, there's definitely misuse of it. And we get enough problems keeping up with player and pet names

Something as simple as engraving your character's name onto an item can be done later via the crafting system. Complete, full, and open item renaming however is just unleashing something I'm going to be worried about.
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Smith: No, My Lord. I am attempting to conceal it.


zanzibar

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Re: Renaming Items
« Reply #21 on: January 10, 2007, 10:42:36 pm »
I'm of two minds.  I agree with Karyuu that it gives people one more thing to abuse.  Also, if you just find an item on the ground in the middle of nowhere, how will you know what its name is?

A more simple example would be to rename a sac to "Sac called "Magic Jewels" in order to support a roleplaying event.  Here's the problem:  It's still just a sac as far as the game mechanics are concerned.  You're just pretending that it's something else out of convenience.  So why not just rely on suspension of disbelief 100%?  Tell the person you're giving it to that the sac does indeed contain magic jewels.  If they're a good roleplayer, they'll go along with it without needing the item to be renamed.

At the same time, I think that it could be a fun and useful feature.
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Nikodemus

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Re: Renaming Items
« Reply #22 on: January 11, 2007, 12:25:50 am »
Why do you (teh plural form^^(its really weird thing in english you sometimes cant know)) need to need a custom name for a sack while RPing? Can't you just pretend it is this? Simply because you need a proof, while showing it to others.
But there is a problem. Any person may call an item exactly the same way as your given item. So there is no point in custom name for an item, because such an item has exactly the same meaning as item without custom name. You have no proof eighter way. So things may be really the way they are now. Unless you have poor memory and you need different names to remember what this thing is, only i can't see why you need to rename instead of add player made description which should be reed instantly, by any RPer finding such a item. Only don't expect you can make claymore from a dagger. All descriptions, which don't change the provided by game mehanics item, but extend it in valid way is ok. Other variations aren't ok at all. If you don't agree, you don't need 3D enviroment or game mehanics at all, but a GM.



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zanzibar

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Re: Renaming Items
« Reply #23 on: January 11, 2007, 04:13:24 am »
Why do you (teh plural form^^(its really weird thing in english you sometimes cant know)) need to need a custom name for a sack while RPing? Can't you just pretend it is this? Simply because you need a proof, while showing it to others.

This is what I'm saying.
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Suno_Regin

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Re: Renaming Items
« Reply #24 on: January 11, 2007, 04:28:26 am »
Sigh...so I guess I won't be able to name my swords something unique. Sure, leave it to the retards to change a crappy item into some gold weapon of gendownage, but more the reason to make personalized weapon icons instead of daggers all sharing the same invintory icon, so people can tell the difference.

Datruth

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Re: Renaming Items
« Reply #25 on: January 11, 2007, 04:35:43 am »
Sigh...so I guess I won't be able to name my swords something unique. Sure, leave it to the retards to change a crappy item into some gold weapon of gendownage, but more the reason to make personalized weapon icons instead of daggers all sharing the same invintory icon, so people can tell the difference.

Dude Suno, i'd like nothing more to do that, but i have priorities.

My first one is, : Make another home city for another Race, preferably Dwarves.
Or just make another area.

I'd love Personalized items and stuff like that.... but it's not a priority , it's really not that fun or important.
What is fun, is another city to explore with NPC's, quests, and areas.

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zanzibar

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Re: Renaming Items
« Reply #26 on: January 11, 2007, 04:40:41 am »
Sigh...so I guess I won't be able to name my swords something unique. Sure, leave it to the retards to change a crappy item into some gold weapon of gendownage, but more the reason to make personalized weapon icons instead of daggers all sharing the same invintory icon, so people can tell the difference.


Beyond the logistics of it - like the abuse Karyuu is concerned with - you're still god moding.  It's like making a fresh character and then making the claim that you're the most powerful warrior in the universe.  It can be fun, and harmless, and good for RP - but it's outside the settings and outside the game mechanics and there's a whole slew of problems that goes along with that.  We can't all be dungeon masters.  At some point, we just have to play the game Luca has made as he's made it.

That said, I think Planeshift would be boring if people didn't treat it as a platform to RP with.  But there's this duality going on which has dangers implicit to it.
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bilbous

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Re: Renaming Items
« Reply #27 on: January 11, 2007, 06:15:45 am »
So what was wrong with my idea about consecrating items in the temple through an npc character other than it requires implimentation sometime around soontm? Here if you missed it.

zanzibar

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Re: Renaming Items
« Reply #28 on: January 11, 2007, 06:43:47 am »
So what was wrong with my idea about consecrating items in the temple through an npc character other than it requires implimentation sometime around soontm? Here if you missed it.

Maybe you missed Suno's response:

You've gotta be kidding me...renaming weapons is basically giving it a nickname. Why in the hell would you have a huge ceremony just to call your weapon Fido or something? There's nothing magical about giving it a new name...
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bilbous

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Re: Renaming Items
« Reply #29 on: January 11, 2007, 04:40:20 pm »
But you see giving a nickname to a weapon requires no support from the game system, you just start calling it something. If you want to merely engrave it perhaps such a skill could be added to the repetoir of a jeweler or master smith but there would be nothing to prevent offensive or merely out of context engravings. I was under the impression an actual change was desired. Some method of uniquely identifying a particular item without actually changing the essence of the item. How many cheesy wannabe blues players call their guitar Lucille? How many go to the trouble of actually having it inscribed?

I doubt that Stormbringer (Elric of Melnebone's sword) was just called that, rather it was written in runes upon it and was the name of the actual demon bound into it. The same goes for Bilbo's Sting or Strider's whatever the heck it was called in Lord of the Rings. Certainly in Saberhagens "Book of Swords" and "Lost Swords" series this was the case.

Perhaps this is why there is such difficulty, the basic concept was unclear. Just because I call my chair Rudy doesn't mean anybody else can know that just by looking at it. You want to give your weapons a nickname go right ahead, you want a method which changes the item in the database extraordinary methods ought to be required.

By the way. it would take some skill to engrave a weapon without altering its durability or balance. It would pretty much have to be taken into account before it was crafted. I doubt it is something all smiths would master.