Author Topic: weapons are rare.  (Read 15678 times)

Vandel

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« Reply #90 on: April 02, 2005, 07:26:58 pm »
Let\'s revive this.  Sorry for not posting here sooner.

I should have dug through here, instead of posting to the tail end of other threads.

Here\'s how I see it.  Adventuring should be difficult.  An economy needs to be established, and players not NPC\'s should be responsible for establishing that economy.

We have to stop thinking in a way of just things costing money...  

The biggest worry is that economy will drive down the cost.

The game begins.

We\'ve established teachers... that solves the initial training factor, but for the most part schools are for theory.  It\'s not very often that we keep going back to school 100 times to upgrade skills once we\'ve chosen a profession, or trained for a profession.

The reason you go back to school is to learn theory for a different skill.  To impose a constant constraint that requires continual spending of money to level up is unreasonable, real life just doesn\'t work that way.

hmmm... this is going to get long.

When we create our characters we can choose limited birthing characters that are esentially genetically imbred into us.  Each covering a basic line of work.  So when we create out character we are choosing a potential career.

It should be said that often people go to school for a profession and find out when they get into it, it proves to be something they just don\'t want to do, or they find out that there\'s already so many of them out there, it\'s impossible to compete it that job market, so they go back to school.  Unfortunately that\'s how life is, but the fundamentals for this are already established in PS.

Everyone agrees, that it should require multiple people to create nearly everything in the game, and it should be diverse.  I agree 100%.  But the problem is over coming the fears of items being undersold.

The basics for a smith to forge a weapon will always be the guiding factors.  In PS already when I\'m mining, people approach all the time who claim to have great strength and can carry many arm loads of ore, or are willing to ferry items to town.  As crude as PS is, it\'s already begun to form an economy.  We\'ll get to how money factors later.

The miner already realizes he can get say 6-8 trias from a blacksmith for his ore, but may only be able to carry 4-5 based on his strength.  So for each really long trip he\'s making upto 30 tria.  Anyone who has mined, knows it takes a long time to find ore.

Now the ferryman can say carry 30 ore, and sell them for 6-8 trias, and says he\'s wants a 30% cut.

But we can all progress in strength training, so eventually the miner who should naturally get an increase in strength from mining as he\'s working his muscles, and natural gaining experience in how to mine.  Will eventually be able to carry more ore, but at the same time, for the ferrymen not to be eliminated they\'re strength training, or doing activities that natural increase there capacity beyond what the miner is naturally attaining for his job.

Think of this like a miner, compared to a professional weight lifter.  The basic economy is balanced natural on skills are attained and leveled.  Schools should be used to advance skills quickly, natural work should advance skills slowly, but for free once a basic theory has been learned in that skill.

By establishing different metal deposits, which the game has already done, different mining markets have been established, and greater distances needed to be traversed from the mining point back to a blacksmith that is willing, or able to pay for the ore.

From the blacksmiths point of view, he needs some way to make money to pay the ferryman, who in turns pays the miner.

It gets a little more complicated, I\'ve actually other users who have attempted to establish a group to mine, now you\'ve established the miners guild.  And a pyramid effect is born.  You\'ll always have people trying to undercut the union, but by the long and means, natural order states, the guild will put pressure on the little guys to join.  It\'s progressive strong-arming.

Side-tracked sorry.

Back to the blacksmith, as mentioned in the

http://planeshift.oodlz.com/wbboard/thread.php?threadid=15758&boardid=11&sid=e2db3536e577c0b5a4be1fb5adbe443f&page=2#21

Natural trade and the barter system was the primary mode of conduct for currency in the middleages.  It will always have a place.  Leather workers, people raising and slaying cows, or skinning gobbles, or rats, or otherwise.  But we still don\'t have a need for adventurers.

Mines, minerals and things should be guarded or in locations that readily inhabited by creatures that require the adventurers to keep them safe.  Platinum mines should be hard to get to, but I don\'t think so much that creatures aside from the basic ones needed to establish an economy are necessary.

If you permit PKing, the economy would collapse, because the people needed to keep it running will be strongarmed by the thieves guild to give up there goods.

Now you\'ve established guild wars, Hack-N-Slash has been eliminated aside from the natural progression of players RPing out there the class they decided to evolve in.  This is what gives PS the potential everyone is talking about.

The biggest problem is establishing how do we introduce currency.  Even in the middle ages, money was a necessity.  Banks formed and otherwise by the establishment of greedy corporations hoarding money.  Or kings, thugs, and mofia type gang rings imposing the, \'give me your lunch money, or I\'ll pound you\'.  People wanting to play paladins now have a purpose.  More importantly at the time of creation people should start out with some amount of money.  Not a lot, but monsters can drop money.

There\'s a problem with paying teachers as they\'re not part of the economy, so they\'ll effectively be eating coinage.  Think of this as people who burn dollars, or hoard pennies, or money that has to replaced do to natural loss, or wear and tear.  Initially money might be pretty hard to come buy.  But if you introduce a basic farmers market... depending how complicated food is, but bakers and cooks will need grain\'s, wheat, flour, or whatever.  Farming is unrealstic, it would require a bizarre deference in time.  But this is likely to require putting out money... another source for a void to money.

Possibly a mint, or individuals who could manufacture money.  Give mining gold, or something a purpose, through refining it.  Platinum, the same way.  I know there\'s trias, hexas, and such... We still haven\'t really solved a money shortage problem.  For the most part, individuals during that time period were essentially self-sufficient.  

A minting guild, might solve this... But now you have bankers... This oddly enough was usally given to the local Abbey/Church, as they were just, and upheld the beliefs of the kind, and his reigning feudal/monarchy of the time.  If you can trust the church, who can you trust?

Still doesn\'t really solve a neverending pit of vanishing money, and miners/minters from controlling the economy.  Groowl... okay... Even if banks were introduced, along with the local church/abbey/paladin/cleric guild, etc...  it wouldn\'t solve anything, as people would take out loans, and the entire economy would be running a permanent deficit.  And having individuals minting money would create a bigger imbalance.

But if you think about ancient times, money was very scarce, to have a gold coin was considered somewhat well-off.  The king imposed taxes, and hoarded most of the money.  But it\'s believed that most people were required to go work for the local governement for a few days each month, and they recieved a very limited wage.

The problem is establishing what these roles could be.  Possibly on bounty, outstanding warrants, or people on the payroll of the local governement.  How much time passes, would it be a daily payout? monthly lump sum... Or maybe the ideas of NPC teachers isn\'t such a good idea.  If people as mentioned in a couple threads could teach the theory of there honed skills to others, the guilds really then serve a purpose.

Initial character creation assigns basic skills.  They level through use.  People are often born with things are naturally good at, that evolves naturally without formal education.  Money that would have been lost in the NPC teacher pit, is now rotated through players.  Minting is scrapped, but if a bank was instated, that took raw ore materials and paid out cash, then money is being distributed back in the economy through a bank controlled NPC guild.  Miners are still likley to be more profitable, but as is any mining operation.  It\'s a risky business.  

I think you get the idea at this point.  Still has some things that need to be ironed out...

Alright... what about Quests...

We\'ve do away with them.  To a point...

If you scrap NPC\'s

http://planeshift.oodlz.com/wbboard/thread.php?threadid=15750&boardid=11&sid=e2db3536e577c0b5a4be1fb5adbe443f&page=1#11

The economy has created a need to for say a dragon tooth as a regeant for a potion.  The alchemist puts up a post to the mercenary/adventurer guild that he needs a tefusang tooth, and feather from a pheonix, and his own alchemy skills such as herbal gathering, or such, has been able to able identify plants to aid in the final regeant requirements.

I fail to see how restricting, and introducing NPC\'s helps the game.

For that matter, there\'s enough people from around the world, I\'ll bet you\'ll see portions of towns or entire guilds devoted to people of different languages.  You\'ve spawned a whole new portion of trade.  Hiring a translator.  It just so happens the greatest person the game is Italian, and he knows his craft well, but he has no way to communicate to the public.

This is totally how I see PS progressing.  The greatest thing as mentioned in some of my other posts, is that it cuts down on the time required for Developers.  I think these ideas are worth everyones pondering...

Instead of developers worrying about populating the world, let people do it.  Basic NPC\'s are required sporadically through out the game as limited control mechanisms.  PS is free, it will inevitable grow.  There\'s 18000 people registered in the PS database.  That\'s huge.

If the Developers focus on the things required to create the economy, instead of gives means to populate everyone wins.

What we need to do instead of bickering.  I owe all an appology, is find ways to Help the PS Team.

Moogie... My appolgies... ;) Peace...
« Last Edit: April 03, 2005, 03:43:22 am by Vandel »


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Foresteer

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« Reply #91 on: April 03, 2005, 07:31:32 am »
Quote
Originally posted by Ald\'Amun Dungeonrunner
Adventuring is an extremely profitable profession, the only reason more people don\'t do it is because it takes so much skill and is so risky...you kill stuff...doesn\'t get much more profitable than murder, sadly enough....you kill an adventurer and you can double your money...if that\'s poor, then I\'d like to see rich...;)



BRAAANNNT *buzz noise* ohhhh sorry... do try again though :(

Unless you are some spoonscape refugee then adventuring is a poor profession \"monsters\" have just about NO items (unless again you come from the realm of hack-n-cast not reality) warriors where poor and constantly in debt to thier king for buying thier very expensive (yet basic) weapons only the merchant class actualy had very much if any money (this rings true in all civilizations)

About the only rich adventuers where generals and they got rich using thier craptastic items as a poor soldier very well for a long time (and looting the corpses of thier enemies for thier armour to sell or upgrade his own)

Oh well it was a good theory based on knight online or something :rolleyes:

EDIT: also you are right Vandel we are born with things we are good at and dont need a teacher to learn them or progress.. trial and error are the best teachings (how did the teacher get so good.. from another teacher? on that line of thought how did the \"first teacher\" learn so much? trial and error of course and if he can do it why cant i?)
« Last Edit: April 03, 2005, 07:38:27 am by Foresteer »
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Vandel

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« Reply #92 on: April 03, 2005, 12:20:27 pm »
Quote
Originally posted by Foresteer
On that line of thought how did the \"first teacher\" learn so much? trial and error of course and if he can do it why cant i?)


Indeed.  though I don\'t suspect it\'s going to work out that way.

And portions of the previous post certainly don\'t belong tagged in here... gotta stop writing novels...  I\'m running around in circles, and I\'m getting dizzy.  Woooohoooo... ;)

Peace... should try and catch some zzz\'s, damn insomnia...

** EDIT ** bump... keep this thread alive... it has some ideas to work out.  RP it.  get used to reading, \'cuz that\'s what likely going to happen.  Lots and Lots of reading.

 
« Last Edit: April 04, 2005, 02:11:35 pm by Vandel »


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Telumehtar

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« Reply #93 on: April 10, 2005, 05:49:59 pm »
I admit that I haven\'t read all of the past five page, just the bits that looked interesting, but this seems like a good place to post this...

Upon brutally murdering a rogue (that attacked me first!) in the Sewers, I was quite devasted to see that I didn\'t get his sword?

Why not? Where did it go? Did he swallow it just before I beat him to death? If so, I\'d like to tear him open to get it!

I could\'ve done with a short-sword, anything\'s better than my (rather hard and stony) fists - and I thought that killing someone with a sword might just have got me on my feet.

On a realism note - I agree that expensive weapons should be rare, but rusty army-cast-offs probably wouldn\'t be too hard to find, and I\'m sure that I could make myself a pretty hefty quarterstaff with my 100+ strength just by attacking a poor old tree with a hatchet.
« Last Edit: April 10, 2005, 05:52:07 pm by Telumehtar »
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BrotherCaine

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« Reply #94 on: February 02, 2006, 07:18:31 pm »
I think we need an automated economy that adapts to pricing and other factors to preserve scarcity for powerful weapons, and keep \'entry level\' weapons just barely out of reach of the newbies until they\'ve killed some rats.

A system of adapting weapon drop probability in response to number of characters active in world, would keep an acceptable ratio of weapons to characters.

Similarly, adapting pricing to follow tracked auction or trade prices for weapons would create some economic flavor when you go to merchants.  You could even track prices in zone to have different economic impacts in different zones.
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zanzibar

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« Reply #95 on: February 02, 2006, 07:37:18 pm »
If you didn\'t get his sword, then maybe it\'s because it broke during battle.
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fuiloco

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« Reply #96 on: February 03, 2006, 07:10:37 am »
i think we are looking at this all wrong because the fact that no one can yet craft swords or axes and what not only the npcs can so i think that it makes sences the way they have it right now and untill they implement smithing and weapon enchanting it should stay close to the way it is,( im still having a hard time finding a good weapon). you have to kill many things to get a good sword and i dont know about axes because i have never gotten one.
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Nikodemus

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« Reply #97 on: February 03, 2006, 11:56:34 pm »
Quote
Originally posted by Telumehtar
Upon brutally murdering a rogue (that attacked me first!) in the Sewers, I was quite devasted to see that I didn\'t get his sword?

Why not? Where did it go? Did he swallow it just before I beat him to death? If so, I\'d like to tear him open to get it!

You are looking at the problem from its wrong side.
Dont ask why you didn\'t got the sword, but how it come that the same rogue, killed thousand of times before, died again and then reapeared where he died.
The fact that you didn\'t got the sword doesn\'t matter at all near the mistery of rogue existance.
Oh well, why do i repeat myself for the \"n\" time...



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zanzibar

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« Reply #98 on: February 04, 2006, 02:00:22 am »
Quote
Originally posted by Nikodemus
Quote
Originally posted by Telumehtar
Upon brutally murdering a rogue (that attacked me first!) in the Sewers, I was quite devasted to see that I didn\'t get his sword?

Why not? Where did it go? Did he swallow it just before I beat him to death? If so, I\'d like to tear him open to get it!

You are looking at the problem from its wrong side.
Dont ask why you didn\'t got the sword, but how it come that the same rogue, killed thousand of times before, died again and then reapeared where he died.
The fact that you didn\'t got the sword doesn\'t matter at all near the mistery of rogue existance.
Oh well, why do i repeat myself for the \"n\" time...




mystery..... \"n\"th.... and Telu\'s observations are valid....


Personally, I think it would be better if humanoids only dropped the weapons they were carrying, and more often than not in a broken state.  The only way for a rogue to have a fire longsword in his inventory would be if the rogue hadn\'t yet identified the sword, or if the sword was damaged beyond use.
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Choren

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« Reply #99 on: February 07, 2006, 01:25:17 am »
Object to Buy Trias Hexas Octas Circles
a pint of good beer 2 tria - - -
a lunch in a tavern 5 tria - - -
leather pants and shirt 25 tria=2 hexa,
a good steel sword 350 tria=35 hexas=7 octas=1 circle, 2 octas
farmer\'s one month salary 250 tria=25 hexas=5 octas=1 circle
healthy, trained pterosaur 45,000 tria=4,500 hexas 2,400=octas=180 circles

This is there money seples a Hexa=10 tria\'s, Octa=50 tria\'s,   and a Cricle=250 tria\'s.

Consdering this at this point I think the specle wopans are being underchagered.

A fire stort sword, sould not be colse to the price to a fire long sword.  This is true.  As this game is more depoved it will have better prices and these prices will change.

Frist they need to devepole the economy before they change the prices.  Next they will have to furge how much each itme is worth.  Such as food, wpones and other things.  Then you would need pleaces to store the itmes such as a bank.
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zanzibar

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« Reply #100 on: February 07, 2006, 01:38:10 am »
I thought that a Farmer only made 200 trias per year, not per month?
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derwoodly

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« Reply #101 on: February 07, 2006, 09:49:42 am »
If a rouge has a sword in his hand when he attacks and it is not on his body when you loot it then I must assume that it went with him to the death realm, just as my equipment does.  Thus, you should never be able to loot anything!!! Of cource that would take a good deal of fun out of the game, so maybe you could have a random chance of droping something when you die.  That would explain why rouges drop there swords sometimes and take them with them other times.

I agree with most of the other posters that said rusty/broken weapons should be common and good one should be rare.  I also think the the truely magical ones should be unique.  Owning a weapon the does 10 times more damage than a good quallity one should practically make you a king or in PS case an Octarch (sp?).

BrotherCaine

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Why not have monsters drop weapons.
« Reply #102 on: February 10, 2006, 12:08:11 am »
Just because you find a weapon doesn\'t mean the monster manipulated it or has to be humanoid.   I mean, if you slice open a consumer (or whatever that oja monster is called) might you not find a sword in its gullet?  Perhaps with a gauntleted hand attached?  Could it be that loot is an abstraction not of what the monster actually carries, but what is available in it\'s lair or den that you couldn\'t get until you killed it and tracked it\'s spoor back?  Is this any less realistic than camping all the humanoid monsters over and over because they drop the best loot?  I\'d like to see more scarcity of weapon drops from any one creature, and more incentive to go after monsters.  

If not, then could monsters drop parts more in line with the value of weapons?  I mean I sold a 4.05 broadsword for 21.5k the other day.  I\'d have to loot trepors for something like 166 hours to get that kind of money.  Also, unarmed humanoid creatures should give a lot less pp and loot.  If they can\'t afford a weapon, would they really be that rich in loot?  They certainly shouldn\'t drop an iron short sword!
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Karyuu

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« Reply #103 on: February 10, 2006, 02:43:21 am »
Quote
Originally posted by BrotherCaine
I mean, if you slice open a consumer (or whatever that oja monster is called) might you not find a sword in its gullet?


Not really ;) I don\'t know any current monsters that can swallow blades - that\'s why they are so effective against them at the moment, no?

Quote
Could it be that loot is an abstraction not of what the monster actually carries, but what is available in it\'s lair or den that you couldn\'t get until you killed it and tracked it\'s spoor back?


Once actual dens will be implemented - right now it would be a good idea to stay away from unrealistic \"suggestions,\" when we\'re all aiming for exactly the opposite.

Quote
Is this any less realistic than camping all the humanoid monsters over and over because they drop the best loot?


\"Camping\" may disappear in the future entirely, as the NPC AI evolves. Instead of saying \"This and this isn\'t realistic right now, so why can\'t we do something else unrealistic too?\" try to think along the lines of \"This and this isn\'t realistic, so in addition to changing it, let\'s try something else related in a realistic manner as well.\"

Quote
I mean I sold a 4.05 broadsword for 21.5k the other day.  I\'d have to loot trepors for something like 166 hours to get that kind of money.


More NPCs and more diverse NPCs will be found in the future, that no doubt will have parts of greater value. But in the meantime, the economy is not only highly player-driven, it\'s a mess (that a character wipe will attempt to fix in the ((near)) future).
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BrotherCaine

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« Reply #104 on: February 10, 2006, 07:08:39 am »
I agree with your statement:

Quote
\'Instead of saying \"This and this isn\'t realistic right now, so why can\'t we do something else unrealistic too?\" try to think along the lines of \"This and this isn\'t realistic, so in addition to changing it, let\'s try something else related in a realistic manner as well.\"\'


But disagree that non-humanoid monsters dropping loot is necessarily unrealistic.  I mean what happened to the gear of the intrepid adventurer who failed to slay that ulbernaut.  Are all monsters finicky about peeling that adventurer out of his armor before eating him?  What can be unrealistic is the presentation of said loot.

I do think that if monsters drop weapons they should generally be rusty and/or broken.

Also some sort of justification for the value of monster parts would be good.   Hides having value makes sense, other stuff not so much.  Maybe when alchemy gets implemented they can be components in preperations.  Or perfumes, ala ambergris.

Oh, and a character wipe is not going to solve the 21.5k for a weapon problem. As long as their are skill maxes, people are going to build up massive disposable income over time, and weapons will be valued according to scarcity out of proportion to their in game effect. The only cures for weapon inflation are entropy, currency devaluation, rent or taxes. Basically without economic outflow beyond training (which currently peaks), hyperinflation is a given.
« Last Edit: February 10, 2006, 09:06:05 am by BrotherCaine »
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