Poll

Does planeshift seem to lack IC conflict to you?

Yes.
75 (70.8%)
No.
31 (29.2%)

Total Members Voted: 102

Author Topic: Conflict?  (Read 9097 times)

Mythryndel

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Re: Conflict?
« Reply #60 on: May 11, 2008, 08:17:07 pm »
I believe that the settings allow for conflict, but either players or mechanics do not allow for much conflict. Also, there is nothing that the players can do to make the conflict mean anything. There is not a changing of property values if too many shady characters start migrating to an area of hydlaa, or an economy where the market is flooded with platinum so the price goes down. These are just examples of things that it would be nice to see in-game. The players actions having an observable effect on the game.

Prolix

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Re: Conflict?
« Reply #61 on: May 11, 2008, 08:23:10 pm »
Perhaps, as I suggested elsewhere, you could play up the merchant house aspect, at the moment you can get faction points for merchants but not for say Mikana Trading Company. If you build these companies up the players could associate with one or another and rivalries would be started. This would be a good vehicle for the current wish list thread to do with npc-led guilds. This kind of thing would not fall afoul of the rules as it is not racially, religiously based. It would be politically based but in every utopia there is an undercurrent dystopia.

Shadow1490

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Re: Conflict?
« Reply #62 on: May 11, 2008, 08:38:21 pm »
Perhaps, as I suggested elsewhere, you could play up the merchant house aspect, at the moment you can get faction points for merchants but not for say Mikana Trading Company. If you build these companies up the players could associate with one or another and rivalries would be started.
I like this idea. It'd give mercenary characters more options as well. And other combat oriented characters as well I guess.

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Prolix

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Re: Conflict?
« Reply #63 on: May 11, 2008, 09:43:12 pm »
Doesn't the faction system actually encourage prejudice? If I have a significantly low faction rating that members of that faction, e.g. kran or laanx, etc, treats me like dirt or worse if they will deal with me at all, could I not respond with hatred for all their kind? I suppose it is not certain and that you will take due care when implementing faction effects. Something to think about at any rate.

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Irgendwer

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Re: Conflict?
« Reply #64 on: May 12, 2008, 12:05:17 am »
And here I'm totally lost, whether or not I should vote yes or no. No, the world does not lack opportunity for conflict. You get that automatically, when/wherever people meet (and thats what people do all the time in Yliakum). What PS lacks is the opportunity of making conflict matter. Right now, there is pretty much no gain in engaging in a conflict situation. You can do it for the sake of it, but actually thats a) pretty boring and b) you have to find someone, willing to be your opponent.

What I would really like to see in PS would be player outlaws (see one suggestion here: http://hydlaa.com/smf/index.php?topic=32367.0 ). Make the "Law" faction matter. Everyone above 0 is law abiding, everyone below is a criminal and can be hunted for a bounty. Captured players would be sent to the prison map, where they have to either mine ore till their faction reaches 0 again, so they can be releases (other alternatives would be trying to kill the guards or of course be killed - both preserves faction).

Hrothbert

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Re: Conflict?
« Reply #65 on: May 12, 2008, 01:11:29 am »
I like the outlaw Idea but I foresee the /die command being abused yet again by the inmates so that they can "escape" the prison, and thereby making the prison of no effect other than another map to explore.

Working it off would make sense, a sort of escape, or being killed by interior guild wars would be nice but the suicide command would have to be disabled in the prison

Prolix

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Re: Conflict?
« Reply #66 on: May 12, 2008, 02:47:24 am »
It could be kept if it sent you to a section of the DR with no other exit than back to the prison map.

Irgendwer

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Re: Conflict?
« Reply #67 on: May 12, 2008, 04:04:59 am »
I like the outlaw Idea but I foresee the /die command being abused yet again by the inmates so that they can "escape" the prison, and thereby making the prison of no effect other than another map to explore.

Working it off would make sense, a sort of escape, or being killed by interior guild wars would be nice but the suicide command would have to be disabled in the prison

Sure, you could use /die to escape the prison. That would pretty much be the same as being killed by the guard in a prison break attempt. The downside of this however is, that once being again in the lands of the living, you not only still have your negative faction, but also Dakkrus curse and the bounty on your head ;). Have a read at that PlayerKill proposal I made. The core idea is to give criminals an edge that can easily be used for creating conflict, but the price for it is dear.

As for disabling /die in prison: Whats the point? People would either sent an alt to kill themselves or loose interest in playing.

Mythryndel

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Re: Conflict?
« Reply #68 on: May 12, 2008, 05:17:43 am »
Don't disable the /die command, just have the guards confiscate their weapons/armor. This is reasonable in any armed society, and if they don't either successfully provide the duties assigned, or break out and grab their gear on the way out, then their items are forfeit. I really like this idea. If you /die, then you still have to break back in and reacquire your items. I would assume that you could do this either by stealth, or showing up at the prison with 0 or greater faction in law.

Under the moon

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Re: Conflict?
« Reply #69 on: May 12, 2008, 05:54:13 am »
It is easy to create areas where if you die you respawn back in that same area. NPCroom (Dev testing ground) does this. The only way out is through teleporting. Die all you want, you are not leaving.

Orgonwukh

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Re: Conflict?
« Reply #70 on: May 12, 2008, 02:28:12 pm »
Please correct me if I am wrong, but doesn't the Octarch's decree tell us that the only possible punishments are perma-death and banishment? I see nothing about any jails, although I would like to see them in game.

Hrothbert

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Re: Conflict?
« Reply #71 on: May 12, 2008, 02:29:24 pm »
Now respawning always in the pison would to me be more like torture than trying to navigate Dakkrus realm for the first time. I like the  loss of weapons and armour/personal effects, This would cause a much greater need to 'reform' and/or escape 'legally' without the use of /die command.

And would also cause more strife in the prison. Although as one mentioned it may take to long and make some loose interest. We do have to remember it is a game and not meant to completely emulate real life otherwise we would have to get rid of the magic system and other things that don't match the real world.



MustangMR

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Re: Conflict?
« Reply #72 on: May 12, 2008, 04:36:54 pm »
Now respawning always in the pison would to me be more like torture than trying to navigate Dakkrus realm for the first time. I like the  loss of weapons and armour/personal effects, This would cause a much greater need to 'reform' and/or escape 'legally' without the use of /die command.

This would become obsolete with the addition of bank storage.  Just put the good stuff in the bank and then use some scrub items to go on a killing spree and then just die to get out without losing anything you care about other than maybe faction, but I would assume if you did that, you wouldn't care about faction.

Another possible solution?  Put the jail in the death realm.  When released from prison normally, they have no curse, otherwise they have to escape through the death realm, and guards could be placed at various locations to make that extremely challenging.

Dajoji

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Re: Conflict?
« Reply #73 on: May 12, 2008, 04:44:50 pm »
Note that as development progresses the death realm will be much, much, much bigger than what it is now. Using it as an escape route is at the moment more of an OOC alternative than it would be IC, just like it is when people use it as a shortcut between cities, since the sole idea of going through it should be preposterous for most characters.

The idea of a prison I've always liked. I'd like to see it somewhere behind the Bronze Doors, in the labyrinths or really, really far away from the cities. The death realm escape can be avoided with existing mechs and coherently explained IC as well.


Nikodemus

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Re: Conflict?
« Reply #74 on: May 12, 2008, 04:53:42 pm »
store valuable items in a bank?
Valuable items are to be used, not storing. Why do you even want an item you can't use because it is too valuable and it is good only for storing  ::| ?
I'm very happy you don't loose your items, that Dakkrus take you to DR with all your possessions
(I would be happier if after dying your body stayed where you was with all items behind a deadly field and so unable to be picked up. And Dakkrus servants would know where and when someone died and after a while would take the body and all its items to a body storehouse outside free public viev and it is where you would wake up after coming back from DR ~~ add good climate details to the idea and it is quite good IMO)

And another idea written on these forums already:
Insert quarry works instead of prison. You are trapped there and can try escape or do your due. The higher the crime, the more stones you have to get from the stone pit. and again develop this idea with details and we end with something really usefull. + the anti-cheating ideas people here have about prison



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