Author Topic: Mechanics for Roleplaying?  (Read 9417 times)

zanzibar

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Re: Mechanics for Roleplaying?
« Reply #45 on: April 22, 2009, 11:26:36 pm »
Things that encourage players to interact and that lead to more community and cooperation will help roleplaying.

To that end, I'd like to see helpful spells that you can cast on others but not yourself. 
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ravenrise

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Re: Mechanics for Roleplaying?
« Reply #46 on: April 23, 2009, 12:48:20 am »
I'd like to see helpful spells that you can cast on others but not yourself. 
Ya they would help the whole atmosphere and would definitly help bring a new level of teamwork to the game.


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Xanthan

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Re: Mechanics for Roleplaying?
« Reply #47 on: April 23, 2009, 03:08:29 pm »
Multi-player quests, and high-level quests which have level increases as rewards so that grinding is not as necessary.

Illysia

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Re: Mechanics for Roleplaying?
« Reply #48 on: April 23, 2009, 09:11:27 pm »
Multi-player quests, and high-level quests which have level increases as rewards so that grinding is not as necessary.

For mulitplayer quests, I suppose you could have the NPC give the quest to a group and everyone in that group gets the quest and then you would be able to work it out together. In order to make sure that one person doesn't do everything you can make parts of the quest mutually exclusive so that way at least one other person is involved. I don't know if this can be supported by the game though.

Xillix Queen of Fools

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Re: Mechanics for Roleplaying?
« Reply #49 on: April 23, 2009, 09:35:01 pm »
of what was mentioned so far

-skill decay

-group quests

-doing away with pp

are and have been on the plan.

zanzibar

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Re: Mechanics for Roleplaying?
« Reply #50 on: April 23, 2009, 10:22:22 pm »
of what was mentioned so far

-skill decay

-group quests

-doing away with pp

are and have been on the plan.
Cool.

Is there a wiki document somewhere of the plan that the devs edit as it evolves and that players can have read-only access to?
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Immaturity is FTW.

Bguy

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Re: Mechanics for Roleplaying?
« Reply #51 on: April 24, 2009, 12:00:52 am »
First of all I am completely against limits. But from what I have seen that was argued enough about.

I think there should be more player interaction mechanics. Why can't a master mage teach a new person what they know? I think for that there should be a system where you can teach people skills like npcs can train. Perhaps (to take away the advantage it gives players) the teacher has to give as many progression points as the student who is giving the normal amount. Since the teacher is losing pp for nothing, they can insist on a charge which can very. You might wonder what the point is to have players cost more than npcs, but there are obvious advantages such as: A player can charge for private tutoring so that they follow the student as they train so they don't have to run back all the time; Players can give free lessons as gifts, or decide to cut prices for friends; Players would be able to have a source of income by teaching others opening new economic opportunities; Perhaps the biggest thing of all is that Teacher and Student can rp together.

Xillix Queen of Fools

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Re: Mechanics for Roleplaying?
« Reply #52 on: April 24, 2009, 02:21:44 am »
The plan is and will remain private amongst the devs.

Seriously, you pick apart what's already out there enough to know that from our perspective there is zero win in sharing the plan.

I can say also that might modify that view, the plan is not etched in stone.

There are a couple reasons the plan must remain fluid:

1) We want to leave some room for players to help us help them.

2) Volunteers tend to only work on what they want.

Regardless of the fluidity, there is a base plan out there, and I personally can see no benefit to sharing it before we're much closer to done with our goals. If you've seen the countless (and there ARE many) posts about "why don't you do this NOW" or even earlier today Kaerli arguing in #planeshift that it was absurd that some stupid bug was still open after "A YEAR!!!" (OMFG YOU MEAN A WHOLE YEAR!!!!!? WTF (subtext is mine)). I would never want to subject other devs to players making a ruckus about getting x y or z element of the plan into the game before element a b or c.

The above notwithstanding, we, by which I mean mostly I, are (am?) listening to you.

Please don't make the thread about revealing the plan.

Bguy

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Re: Mechanics for Roleplaying?
« Reply #53 on: April 24, 2009, 02:30:12 am »
Please don't make the thread about revealing the plan.

I know I speak for myself, but I like that the plan is hidden. When it gets introduced it will be so much more interesting.
Just trying to be the supportive weirdo you don't need or care about to show a minority of the players views.

Illysia

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Re: Mechanics for Roleplaying?
« Reply #54 on: April 24, 2009, 07:17:13 pm »
of what was mentioned so far

-skill decay

-group quests

-doing away with pp

are and have been on the plan.

So does that mean my jobs system idea is unique  :D or there are no plans to do anything like that.  :(

zanzibar

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Re: Mechanics for Roleplaying?
« Reply #55 on: April 24, 2009, 09:15:44 pm »
of what was mentioned so far

-skill decay

-group quests

-doing away with pp

are and have been on the plan.

So does that mean my jobs system idea is unique  :D or there are no plans to do anything like that.  :(
There's already a job system in place.  You do apprenticeships with Trasok or Harnquist or the Baker or various other NPCs.  As you do jobs for them and help them out, you learn more about their craft.  Jobs = having a trade = doing quest lines...


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Immaturity is FTW.

Illysia

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Re: Mechanics for Roleplaying?
« Reply #56 on: April 24, 2009, 10:55:50 pm »
of what was mentioned so far

-skill decay

-group quests

-doing away with pp

are and have been on the plan.

So does that mean my jobs system idea is unique  :D or there are no plans to do anything like that.  :(
There's already a job system in place.  You do apprenticeships with Trasok or Harnquist or the Baker or various other NPCs.  As you do jobs for them and help them out, you learn more about their craft.  Jobs = having a trade = doing quest lines...




Yeah but from an RP standpoint it's not so good for RP as many quests require you to solve one shot problems *cough*that keep popping up so that everyone can do it*cough*

A job system would have trasok give a quest where he says" "I have an order for 5 short swords toady. Can you help?" Then the player makes some swords and Trasok gives them money and compensation. This would make an excellent group quest by the way as someone could mine and another could smelt.

It would also be nice, if even possible, if the NPC could only accept crafted items to prevent someone from just buying the item. It would also be nice if the NPC could distinguish between items made by the player with the quest, items made by others, and could respond in some fashion to someone presenting another's work. It would be funny if in some cases it was allowed and in some cases the NPC would become offended because they expected the player with the quest to have crafted the item. Maybe that could lead to some faction changes...

zanzibar

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Re: Mechanics for Roleplaying?
« Reply #57 on: April 25, 2009, 12:35:57 am »
What does it mean to have a job in PlaneShift though?  It means you're producing something that other players want (or that you can sell to an NPC) or you're performing a service that other players need (or that has a reward through the mechanics).

Trasok and Harnquist can already buy the weapons you craft.

All weapons are "crafted".  It's just that some weapons are crafted by players, and other weapons are crafted by NPC shopkeepers.
Quote from: Raa
Immaturity is FTW.

Xillix Queen of Fools

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Re: Mechanics for Roleplaying?
« Reply #58 on: April 25, 2009, 03:39:18 am »
We created some wonderful bugs trying to make npcs tell crafted items, I'll tell ya! (not that we couldn't work it out eventually)

When we get the group quests going settings will do what it can to expand employment quests with groups performing tasks, some of which will be largely social.

We are working on making things a bit more rewarding in and of themselves atm.

For mentoring, it's been discussed internally quite often we'll bring it up again and see if we can't get a design document out of it.

Dajoji

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Re: Mechanics for Roleplaying?
« Reply #59 on: April 25, 2009, 06:28:27 pm »
Personally, I'd like to see some random things happen to players that they can use to further their RP in a non-epic way, like getting hungry or sleepy, mildly sick, contagious (and a throw up animation would be nice while we're at it), drunk, a backache, cramps from swinging a pick or sword all day, be clumsy and trip while running (especially if they have their swords out), etc.