Author Topic: Decreasing The Importance of Fighting  (Read 8597 times)

Sangwa

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Re: Decreasing The Importance of Fighting
« Reply #15 on: April 13, 2011, 01:29:48 pm »
Boni: It'll certainly be shorter if the developers focus less on the eternally unbalanced fighting system and on silly unaffordable items. If they use that energy to create at least 1 new market (like the food one) they'll implement something noteworthy that will have a visible, straightforward impact and imidiate consequences.

Alchemy, harvesting, fishing, herbalism and whatever are just transformations of the current crafts. Creating hunger/thirst would make some of these distinct from each other and from fighting/stat raising (since you'd actually need them to survive as well).

Perlam: Lewl.
« Last Edit: April 13, 2011, 01:31:50 pm by Sangwa »
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Perlam

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Re: Decreasing The Importance of Fighting
« Reply #16 on: April 13, 2011, 01:43:15 pm »
Sangwa,

Not long ago the Klyros Junction organised a poetry contest with a main prize of half a million (if i remember correct)

I have also organised mount races with a main prize of a million in the past

Just two examples that raise trias (by exception, i admit)


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Heleckie: why not a mango

Kanorie Lyanuw

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Re: Decreasing The Importance of Fighting
« Reply #17 on: April 13, 2011, 02:06:27 pm »
Ask me in game how do I get money to buy food :)


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Sangwa

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Re: Decreasing The Importance of Fighting
« Reply #18 on: April 13, 2011, 02:20:56 pm »
So, let me get this straight, are you guys telling me this because you think the system is good as it is and we don't need to diversify the needs in order to diversify skills and market? You agree that everything in-game should be linked only with HP recovery and stat improving in a way that doesn't concern getting characters together or justifying the distinction between food and potions? You agree with this because you've found ways to make money to buy training? Or because you've made up a hunger that doesn't exist and doesn't need to be regarded by other players?

Come on. Don't just type stuff.
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Hawin

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Re: Decreasing The Importance of Fighting
« Reply #19 on: April 13, 2011, 02:22:29 pm »
Hey,
I normally dont get into the discussions on this forum, but i do agree that there is some thing missing in the community of the game.
I have noticed that the economy seems to evolve around weapons and fighting one form of being or another.

So I hope asking for another crafting form to evolve wont upset too many, the thing that i notice greatly is theres no Wood working or joinery, or even carving wood of any type in the game.

Just Imagine the whole new world that could be created, You would not have to buy your furniture or ask some nice Dwarven lady to make you a toy  ;) and if the Devs are worried that there would be a map full of wooden objects lying around !! Well they would just dissapear when you leave ( your loss ).

The crafting of metal though is not used to its full potential, there could be tin toys, steel cabinets and safe's for the Guild House, lets take off the blinkers and look around our world to see what could be possible.

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Sangwa

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Re: Decreasing The Importance of Fighting
« Reply #20 on: April 13, 2011, 02:25:53 pm »
Par of that is what I meant by status items and aesthetic items. Woodwork would also be used for furniture. Still, it'd be pretty useless right now to implement this, when you'd have like 2 or 3 toys and therefore wouldn't have enough diversity for any status gain. That's why I'm focusing on food, because it's already there but it's doing the wrong thing.
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miomo

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Re: Decreasing The Importance of Fighting
« Reply #21 on: April 13, 2011, 03:10:30 pm »
In regards to the second bullet item of the original post, rewarding players for talking, maybe some kind of a rating system could be implemented. A player could indicate their interest in anothers role play, which could lead to that other character receiving some PP.

Of course this opens up a whole can of worms, and many ways to game the system come to mind. However, real-world examples of this exist in the form of ebay ratings, and forum ratings. Lessons learned there might be applicable to this feature.

Pros and cons of this idea may be best left in a separate thread. I'm just throwing it out there.

On the other hand, compliments from other players for my role play are enough reward for me.
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Sangwa

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Re: Decreasing The Importance of Fighting
« Reply #22 on: April 13, 2011, 03:44:09 pm »
In regards to the second bullet item of the original post, rewarding players for talking, maybe some kind of a rating system could be implemented. A player could indicate their interest in anothers role play, which could lead to that other character receiving some PP.
Too much abuse potential. I'd keep it simple and do it like I said. That way everyone gets rewarded and you don't get (extra) social peanuts.

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On the other hand, compliments from other players for my role play are enough reward for me.
What I'd like some of you to understand is that I'm trying to discuss a method here that would motivate the creation and maintenance of social and intellectual characters. Your personal experiences are very cute and all, but they're kinda beside the point. The question here is "would these changes make some careers more attractive?" and not "Can you make your career attractive?"
I believe these changes could make some careers much more attractive, therefore refreshing the character base and making the PlaneShift experience more diversified, interesting and synergic.
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Aramara Meibi

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Re: Decreasing The Importance of Fighting
« Reply #23 on: April 13, 2011, 06:29:56 pm »
have you ever slept on a rat fur pillow?
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ncfbn

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Re: Decreasing The Importance of Fighting
« Reply #24 on: April 13, 2011, 07:20:26 pm »
I have never known any player or character who got rich by doing anything but mining and or smithing(or in a few cases looting a rare item and selling it). The thing is that in RP terms (if I remember correctly) it is stated by an NPC that 4,000 tria was the yearly salary of a guard in Hydlaa. This means that if you loot one good item, or pick up and sell enough apples, then you would in theory be set for a year or more. Now if you want to actually be able to train or buy...anything...then you are obviously are gonna need a more realistic way to make money.

So essentially if you want a pure RP char, then it would be easy to make a living in Yliakum, but if you want a powerful char who can do anything outside of RP, then you are gonna have to spend time crafting or killing stuff. Maybe random GM events or something like that could give players who are willing to RP and don't feel like botting grinding met a chance to make some tria. Regardless, it seems like the economy could use some significant re-balancing, maybe then people would RP instead of standing at the furnaces all day.

Sangwa

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Re: Decreasing The Importance of Fighting
« Reply #25 on: April 13, 2011, 07:37:57 pm »
I agree with you, my only divergence is what you call powerful. An ambassador should have the chance to be powerful in what he does and there's actually a stat that deals with this stuff, so why can't he train it while doing his thing?
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verden

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Re: Decreasing The Importance of Fighting
« Reply #26 on: April 13, 2011, 09:46:58 pm »
It would be nice if lack of water or food degraded your stats over time so that eating and drinking became necessary. It would be nice if you had to find shelter to sleep to recharge your stats when tired. It would be nice if Yliakum could actually face a famine or a plague that had a real impact on the citizens.

Dannae

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Re: Decreasing The Importance of Fighting
« Reply #27 on: April 13, 2011, 11:09:33 pm »
I had this same idea as you Sangwa, that implementing a need for food and drink would help with making a more realistic economy. After thinking about this a bit, I thought it would probably not do much in the way of generating more RP. I think those of us who like RP are doing it regardless of the fact that nothing is gained through game mechanics, and will continue to do so. I wouldn't argue against a reward system for RP if the devs. thought it important. Maybe pp could be gotten for every 100 words you type in main. I doubt non-RP'ers would type nonsense just to get pp this way when they'd rather be off skewering some poor beast anyway.

If things are changed to give some advantages to eating/drinking, those players who don't generally RP are just going to quickly buy what they need and get right back to grinding at something. It would help the economy, but not RP in my opinion, unless maybe exposing more players to RP when they buy may generate some interest.

On a more personal note, I'd love to be able to make jewelry and sell it as another non-violent source of income.

Sangwa

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Re: Decreasing The Importance of Fighting
« Reply #28 on: April 14, 2011, 12:02:58 am »
I mentioned this would help with diversifying the careers, giving more importance to some careers. It doesn't help RP directly, but indirectly it creates importance in some careers, making them more visible and important, therefore contributing to a more colourful assortment of characters which then contributes to a better environment for RP. Improving the economy is also another indirect help to improving RP.

Also, it'd make the taverns obligatory passage points, therefore drawing players to them even if occasionally. You can only stock up on food for as much as you can carry and if you stock lots of food, then you're staying at the tavern longer that time.

I think the results of not eating should be status loss and not death (something like Dakkru's curse) therefore making it less frustrating when you go out of food.
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Elady

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Re: Decreasing The Importance of Fighting
« Reply #29 on: April 14, 2011, 12:36:35 am »
I'd like to think I have done pretty good as a cook. I have been asked to cater many events. When I haven't been using Stonehead food I have been paid for catering events like weddings.

Honestly if I make a high quality pie I can make more money selling that pie to an NPC than what you would reasonable expect a player character to but  the pie for. As an example a 250Q Cinnamon apple pie sells for 850 trias form the NPCs. Is it really reasonable to expect a player character to pay that much for a simple, even if well baked, pie? Before running the Stonehead I have sold food at markets a few times and did very well with my sales. This was even before you could eat crafted food so there wasn't any healing of stamina replacement for the players who bought that crafted food. At least now crafted food can be eaten with the benefits associated with eating it.

I have also sold a number of my very simple cooking books. I'm sure I could have sold my books for more trias but to make things easier for people who are getting into cooking I have kept the price of my book low, only 1,000 trias per copy.

The people who are into role play will come to the Stonehead, eat and drink and many will even offer tips or donations of either food ingredients or trias. Those who aren't into role play will either not come into the stonehead or or only come in to complete a part of a local quest.

Of course for cooking some amount of hunting is involved since you need lard to make pies and breads, terpor wiggle feelers are needed for a couple of dishes and clacker legs for another dish. In the past I have bought lard or other food ingredients from hunters and I have some ongoing RPs with hunters who supply the Stonehead on a regular basis.

Anyway my main point being that for cooking if you are producing a high enough Q for what you are making you can already get paid more form the NPCs that what you would reasonably expect a player character to pay for food and drink. And as I said the people who RP and strive for realism will already hire cooks to provide food and drink for their events. Making it necessary to eat or drink will not really help player run cooks since in most cases, maybe all, it will be less expensive for players ot buy food from the NPCs in the taverns, since the NPC provided food is only 50Q and thus cheaper to buy, so you would still have the current situation of player cooks getting most of their trias from selling food to the NPCs. But as was mentioned making character have to eat or drink would force people into the taverns more often, but then are people who are being forced into a tavern to buy food and drink really going to make for good RP?