Author Topic: Mistakes You dont want to see Repeated  (Read 15414 times)

Harwen

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« Reply #90 on: July 10, 2004, 05:47:43 am »
Forgot to add some stuff, could just kick myself...

11) Bunnies. No bunnies. I swear to God, if I have to beat the love of our Lord and Savior into one more \'Hare\' or \'Lesser Cockroach of Infinite Weakness\' with my \'Sabre of Woeful Inadequecy\' I will probably try to slit my polygonal wrists with the oh-so-blunt kitchen knife that passes as my weapon.

 Oh yes, just because I haven\'t slaughtered over 700 bunnies I must take a horrendous amount of damage from such a cute furry little b*stard.  My neighbor had bunnies, they were no match for my broadsword that I ordered online. Albiet they did have several large coins inside their carcass, as well for several pairs of leather boots.

12) \"Drops\" um...I killed it, what\'s inside its flaming, rotting carcass is mine...all mine.

13) Attack of the clones!!! Character customization...I know, I know, I wouldn\'t want anyone to screw with my cal3d models that took so much hard work....I\'m assuming  :D , but seeing so many copies of myself would just piss me the heck off after a while. Plus this would give the player a sense of individuality.

That\'s all for now... ;)
 

Watcher

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« Reply #91 on: July 10, 2004, 11:24:27 am »
Harwen techicly it wouldnt be a rotting carcass cause rotting involves nature and unless you are master of time it would just be a flaming carcass.

Harwen

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« Reply #92 on: July 10, 2004, 09:45:34 pm »
14) Nigh-impossible \"experience\" curve.  Since this is based on a stats and not levels, I\'m not too sure how this would work out, because I haven\'t played many games with this kind of system.

The few games I have played just base wether you get skill points or not  by how difficult the battle was for you, depending on the strength of the monster and duration of the battle.

15) \"Oh, I just crafted 500 iron bars, and all I could make was an iron toothpick. Hmm... I think that brought up my crafting skill by.... .000001 points!! Wow!\"

Was that enough sarcasm? Good :D

16) \"Hey Sir Bob Nibbleback! May I see your \'Wrath of the Fire Monkey\' spell? Wow, that looks just like my \"Gas Cloud of \'I Couldnt Hold My Enchiladas\' \", and you know what, it also looks like the oh, 6 other spells that are possible to learn. Bet you thought you were special Bob.\"

( And Watcher, I was sorta hoping there would be Necroancy in the game, so I could make the corpse rot.  ;) )
 

Seytra

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« Reply #93 on: July 11, 2004, 05:47:13 am »
@Harwen: How does necromancy affect rotting? I don\'t think you\'re in the right aspect. Rotting performy well without necromancy, it\'s either _time manipulation_ in which case you\'d not affect the rotting itself, only the time the object experiences, or earth magic, which does not have anything to do with necromancy IMO.

@ Questspaces/party/logging off:
Why would that be a problem? I mean, if you\'re in a questspace with a party and you or someone else logs off, there should be no difference for the remaining ppl. They\'d be in the same questspace and you simply vanish (here we have the inevitable problem of immersion loss due to RL constraints). If you reconnect, you get to respawn at the same point as you left, or at the point most of the members are or were last (assuming they logged off as well). No splitting. As long as the quest is _active_ it could be held on the server until they finish it, since the same would be done without questspaces: hosting the quest state per player, wouldn\'t it?
If it\'s not the current quest, we might have to resort to store it per player to avoid inconsistencies (or rather, make them the rule).

Same if you afterwards change your party and add new members: the ony who _invites_ the others sets the master questspace, overriding all other\'s.
Suppose three ppl. have started the quest, one hasn\'t and two have already finished it.
The guy who hasn\'t yet started the quest invites all these into his party and they enter the quest: -> it\'s entirely untouched.
It wouldn\'t be usable for item duplication, because there will only be the same amount of stuff in the questspace, regardless of the number of players, so they\'ll effectively be worse off compared to doing the quest alone.

So they enter the questspace and this replaces the questspaces they might have had, deleting the old ones.

After finishing and leaving, the space would be split, assuming they will most likely not go back anyway.

Not perfect, but the best I can think of currently.
Of course, it would be impossible to \"meet at the place of the old wizard we murdered last year\". :(

Maybe I (or somebody else) can think of a better way later.

Harwen

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« Reply #94 on: July 11, 2004, 06:27:04 am »
Quote
@Harwen: How does necromancy affect rotting? I don\'t think you\'re in the right aspect. Rotting performy well without necromancy, it\'s either _time manipulation_ in which case you\'d not affect the rotting itself, only the time the object experiences, or earth magic, which does not have anything to do with necromancy IMO.


I think that was a very dumb joke between me and Watcher  ;)


17) Bad magic system, i.e. Runecrap\'s Rune system, made magic use impractical and clunky. I\'m just not sure how the Glyphs will work in PS. Then again, I trust the Devs will make something nifty :)

18 ) \"Wow, this dungeon looks familiar, oh, lookit that rock, it reminds me of the rock in the past 100 dungeons I have been to! Wow, what a sense of deja-vu.\" (I hardly think this\'ll be a major problem, I just wouldn\'t want this to be repeated)

19) Idiot NPC\'s....

Me: Hello there!

Zak Jr.: I\'m sorry I don\'t know anything about that.

Me: Um, Hi...

Zak Jr.: I\'m sorry I don\'t know anything about that.

Me: (After beating my keyboard) G\'day Mate!

Zak Jr.: I\'m sorry I don\'t understand your accent.

Me: Do you have a job I can do for you?

Zak Jr.: I\'m sorry I\'m an idiot, but perhaps you would have better luck shouting single random words from my speech at me.

Me: Idiot

Zak Jr.: I\'m sorry I don\'t know anything about that.
« Last Edit: July 11, 2004, 06:27:23 am by Harwen »
 

Brinksia

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« Reply #95 on: August 03, 2004, 08:25:21 pm »
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Mistake number 5. In most, if not all, other online games it is not possible to put away your weapon, whenever you wish. People should be able to sheathe their sword or axe, and city guards should enforce this. If you draw your sword on a crowded market place, you\'re asking for trouble.


i like that :D
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Harwen

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« Reply #96 on: August 04, 2004, 06:49:26 am »
Quote
Originally posted by Brinksia
Quote
Mistake number 5. In most, if not all, other online games it is not possible to put away your weapon, whenever you wish. People should be able to sheathe their sword or axe, and city guards should enforce this. If you draw your sword on a crowded market place, you\'re asking for trouble.


i like that :D


Yeah, that would be nice if it was automatic with \"peace mode\" because I\'d hate to accidentally get killed by the guards flying through the walls cause I accidentaly hit my \'S\' button...
 

Melbourne

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« Reply #97 on: August 04, 2004, 09:23:53 am »
There\'s nothing like coming into a conversation halfway and not bothering to read a thing but anyway...

Quote
Originally posted by Dargerok
Problem 1: If there is an area where only one player can enter, the quest area, this mean that he can hide easily objects (and sometimes himself from other people who attack him) in this area, and nobody will can enter. This could be a problem.

I assume you are talking about instanced indoor missions.  If thats the case, once the player or party leaves the cave/building/dungeon/whatever, the place will be cleared and noone will be able to enter that place again, not even you.  Now the next person to go through that door will get his own randomly generated area.

Quote
Problem 2: Got special areas, quest areas, for each player, give the same problem. A big big amount of space dedicated to quests, and making lag in the server.

Have you any idea about this?

If quests are balanced, so that not every quest is in an instanced area and so that not everyone is in one of these areas at the same time, there shouldn\'t be a problem.  They will be decent sized areas but probobly won\'t be areas that are a huge dungeon crawl that takes several hours to get through.  And if they disappear the moment the player leaves there shouldn\'t be too much of a problem.  Other games have done this and it works quite well.

Then again you could be talking about something completely different.
I\'m not racist, I hate everyone equally.

Bigfoot

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« Reply #98 on: August 04, 2004, 09:48:33 am »
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a mistake all fantasy games make IMO is when the artists tries to make characters less symetrical but they always overdo it, I\'m so tired of the gigantic shoulder pad warrior have on there right shoulder (BGA, NWN etc.).
Nothing big I just irretate myself on it. maybe you have no idea what I\'m talking about but now that I\'ve said it you will find it on every game


Whats wrong with a large shoulder pad on one of the shoulders?

Historicaly speaking it was actualy rather common for suits of armor to have a more protected side of the upper body. Particulary armor used during jousts, Some of the pauldrons and colars where very far out in there design. From a practical stand point it would be usefull sicne more often than not you would be faceing one side of your body (the weapon hand) towards the enemy. youd want to protect that side the most, if not and you got wounded badly you wouldnt be able to defend your self.

Quote
The problem is the wait queues at the quest NSCs. In this system, the i.e. head boss would need to be killed by every player doing the quest. However, it is only there _once_, therefore the other players will have to wait until it has respawned after you killed it, and so on. Therefore, the quest experience is higly unrealistic in that it clearly displays the game mechanics, completely destroying the immersion once you think about it (and I inevitably do that, that\'s why I didn\'t even finish NWN  ).
 

Why would that stop you from finnishing the NWN single player campaign?
« Last Edit: August 04, 2004, 09:54:25 am by Bigfoot »

Magerranger

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« Reply #99 on: August 05, 2004, 02:03:19 am »
i will surely be flamed or laughed at for this post but in the interest of a lag free game and to stop quest repeters from obtaining many of the same quest items... you could always take the RS aproche. After you complete a quest the npc just says \"good job you did of saving my crops\" or \"wow you slayed that dragon good, so do ya wanna trade\".

Im infavour of player invisability in the \"boss\" area of the quest to keep quests realistic but instead couldent you have the place un accesable untill one played has been sloughterd by the boss or killed it of course this means making final fights shorter but fighting a awsomely strong boss wouldent take long because you would be a strong warrior and it would be a strong beast so youd both deal alot of damage and have realistc health as not survive more than 5 min of being bashed by an king oger as he would not survive 50 glanses of your Deadly Axe of Ultimate Pain and Unstopable Itching or being repetedly set on fire by a high lvl mage spell.

\"Jesus Wept\"

Seytra

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« Reply #100 on: August 05, 2004, 03:33:25 am »
Quote
Originally posted by Bigfoot
Quote
The problem is the wait queues at the quest NSCs. In this system, the i.e. head boss would need to be killed by every player doing the quest. However, it is only there _once_, therefore the other players will have to wait until it has respawned after you killed it, and so on. Therefore, the quest experience is higly unrealistic in that it clearly displays the game mechanics, completely destroying the immersion once you think about it (and I inevitably do that, that\'s why I didn\'t even finish NWN  ).
 

Why would that stop you from finnishing the NWN single player campaign?

Wait queues of course don\'t (as they don\'t exist in the single player campaign, of course), but there have been many instances where I could clearly see game mechanics. Like the alchemy tables / chests. Or the unopenable doors. Or the exp cap. Or the headhunter quest. Or the supposedly unique items that aren\'t unique. For the exp. cap, I needed to dig deeply into the game, and even before this, the other things made the limitations so clear that it eventually hurt the immersion too badly to still enjoy the game so there was no reason to finish the game. :( I inevitably pick these things up and think about them, see the system behind them and when they reach sort of a critical mass, the game world falls apart and becomes the collection of graphics, sounds and scripts that it really is.

Seytra

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« Reply #101 on: August 05, 2004, 03:45:46 am »
Quote
Originally posted by Melbourne
I assume you are talking about instanced indoor missions.  If thats the case, once the player or party leaves the cave/building/dungeon/whatever, the place will be cleared and noone will be able to enter that place again, not even you.  Now the next person to go through that door will get his own randomly generated area.


Well, I was advocating questspaces as _stored personalised zones_, i.e. they would reamin forever in the state you left them in, including holes in walls and dropped stuff. Nobody else would be able to enter your particular questspace, instead they\'d get their own one freshly made the first time they enter. This would indeed be a perfect hiding spot for items and players. Offloading to the client can remedy most of the server space problems but adds synch issues with parties.

Harwen

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« Reply #102 on: August 09, 2004, 11:41:47 pm »
Again, I stress, cause I can\'t stress this enough.

NO Rabbits....bunnies, little weak pathetic unreasonably small creatures that in reality you could step on and watch them squirm in agony, but for some reason in this universe you have trouble felling them with a SHARPENED  blade....please. And again, please.
 

steuben

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« Reply #103 on: August 10, 2004, 12:00:46 am »
i\'m not sure if it has been mentioned before.

what happened with parsec (http://openparsec.sourceforge.net/) happening here. an insanely long wait for the next version, news, anything and the collapse of the project.

while it may not happen here given the size(?) of the dev team. and i know they are working hard on cb. it would suck if it happened here too.
« Last Edit: August 25, 2004, 09:15:27 pm by steuben »
may laanx frighten the shadow from my path.
hardly because the shadow built the lexx.
the shadow will frighten laanx from my path.

Watcher

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« Reply #104 on: August 25, 2004, 08:48:24 pm »
This was going well but it suddenly dropped this could be a good thread again. (Hey I need a excuse for a BUMP!)