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![]() Didn't we do the "exploiting women" discussion in another thread? I really like the looks of what you have shown us and appreciate you showing it. Also, the explanation of graphics related to lag was helpful. I would prefer a little less variety if it means little or no lag in pvp. Maybe one could use it to their advantage by wearing a bright orange, wildly ornate outfit and just lag their opponent to death. *grins* ![]()
![]() I hope with the plan to allow only small amounts of players over time will weed out some of the rude, anti-social people seen in the general population of the games we have now. I know we have to deal with them in real life all the time but I really go out of my way to avoid them. You know the kind I mean. The kill stealing, in your face, rude people that go out of their way to make other peoples game time miserable because they find it "fun". On the other hand, it would be nice to see a way for the players to dispense justice instead of the generic /report thing. Just my 2cents for today ![]()
![]() From what I gathered following the info here and in the blogs, there wont' be PVP points or currency earned just from killing others that will be spent on desirable gear or other things (example: DKP or AP). This should make random killing a lot less attractive when coupled with the penalties and the fact that it is not full loot PVP. Please correct me if I am wrong. ![]()
![]() Fiendish wrote:
If you are in an evil settlement will it really matter? Won't everyone there be flagged the same and therefore able to kill you without care anyway? ![]()
![]() Fiendish wrote:
Me, also!! ![]()
![]() Decorus wrote:
But that's actually a nice outfit. And I don't mind wearing chain mail that isn't skimpy. Just saying that variety is good and different looks appeal to different people at different times and in changing situations. Seems to me like a lot of people want a game that gives everyone the freedom to use their imagination...as long as it agrees with their own particular tastes. When I played Star Trek in my own sandbox, Captain Kirk wore a sundress. =) ![]()
![]() I was under the impression that gear was not going to be of the importance in this game that it is in other games to prevent the "I want only the best" type play style. Perhaps I was mistaken. I am a woman and I play female toons. I don't really want to wear men's clothing no matter what class I choose to play or whether the other players like it or not. On the other hand, I don't think a male sorcerer should have to wear dresses if they don't want to either. I really hope there are different looks to choose from so my cleric doesn't have to wear her chain mail when she is cooking, or marketing, etc. (yeah, yeah, I know. We aren't playing house here but I like that part of games as much as the slaughtering part) ![]()
![]() Yeah, but in a sandbox world its what adds spice and pizzazz. If it's not a game breaker, why not let the players be inventive. When you have too many rules you inch toward the themepark side, imo. Besides, won't we the players be able to police our own to some extent, and won't there be mechanics in the game itself that will "know" when the line is crossed and smack you with faction hits? ![]()
![]() Nihimon wrote:
Me, too! Especially since that is not something I am very good at. =) ![]()
![]() It didn't feel like boredom tho. During those times people socialized, and the difficulty made it necessary to depend on other people. Having to wait made things more sweet when you actually accomplished something, unlike the instant gratification of more recent games. When you take all of that time, and the interdependence between the players away you take one step down the path that leads to what we have now in games like gw2. ![]()
![]() Ryan Dancey wrote:
I game I can't solo comfortably (or at all) with a great friendly community. The occasional massive event to participate in. Plenty of personal goals to work on. p.s. Yes, I realize you weren't directing that at me. Just thought I'd throw that in there in case it makes any difference =) ![]()
![]() GrumpyMel wrote "While this makes sense from a logic standpoint, I'm not sure how much book-keeping it makes sense to impose on the game engine. I'm not really sure how practical it is for the game to be keeping track of the fact that the 4th apple in John's backpack will go bad in 3 days and multiply that out by X number of players. Even though, I'm sure, they could build a system to do that if they wanted, those same resources could probably be used to better effect elsewhere. To that end, I'd likely argue for non-perishable food items (although given they are carried in inventory, they would get destroyed if the player was looted). If you wanted to make INN'S more attractive to visit, you could simply make it so that things consumed off the menue at an INN provided a much longer "Well Fed" boost then anything you could consume out in the field. So the smart play would be to goto an INN to eat-up before heading out in the field and to carry some rations with you if/when that extended timer for the boost ran out. I do have to caution though that guys who are purely interested in the mechanical advantages of play aren't going to be any more inclined to RP just because you send them to an INN to get those advantages. They'll just go wherever they need to go to get the advantage that they want and avoid RP when they are there." I agree with this. Besides, its just my own preference but I don't particularly want that much realism in my game. ![]()
![]() Elth wrote:
I agree with this. ![]()
![]() Blaeringr wrote:
Which is what we play games for in the first place. I see nothing wrong with finding ways to "mess with" things in unexpected ways. Remember kiting and pet or feign death pulling? Both totally unexpected and unintended but turned out to be vital parts of the game and a heck of a lot of fun. ![]()
![]() Ryan Dancey wrote:
I LOVE THIS!! You are my hero! ![]()
![]() I agree. Groups, companies, organizations of players should strive against each other for the top spot in game. Not just in economic arenas but in actual territory and accomplishments. There should actually BE a top spot in the game world instead of everyone able to do everything and all by themselves. There should be things that can only be beaten or accomplished by all people working together. Huge things. Hard things. Unexpected and unusual things. Things that are added by a game company that takes an ongoing hand in the game world. Not just a "put it in motion and step back" type thing. Remember gm run events? Or added content every 6 months or so? ![]()
![]() yes it does. My point is that maybe games have become too tame and homogenized. The trains, conflicts and striving to be top dog or just plain survive or even win were fun. The games i am playing now everyone is a winner but everyone is exactly the same in a lot of ways and to me that means there are no challenges and no real winners. I go thru the game winning each little battle and crafting things that are no different or better than the next person. No healers needed, no buffs, no need for anyone else at all. Just go from place to place and do your own thing. The epic battles, the epic quests, the trophies were exhilarating. Even getting that rare recipe for something excellent that gave a little edge in the fight against hostile opponents or a dangerous world or made you relatively rich in game was exciting. I just don't see what's wrong with a social set of some kind coordinating kills for the good stuff. Random timers, random fight mechanics, random locations would make it hard to farm but even more challenging. Having to watch your flank for the sneaky, underhanded worms just adds a new dimension of hardness. ![]()
![]() I really don't understand what is so wrong with having rare mobs with better loot for folks to watch for. A lot of people had a lot of fun hunting them and in a world with open pvp you would have the added fun of more than one team, guild, company or whatever competing for them. Trying to be the first group to get to the rare spawns was a heck of a lot of fun for me. Am I the only one? ![]()
![]() "What I would do is this. Make the monsters spawn randomly around a much larger area. The white stag with it's valuable fur and antlers spawns in the Exalted Woods, but it could be ANYWHERE in the exalted woods. So there is no one area to find the white stag. You have to hunt it down." Like the flying horse for the mage epic in EQ? Took perseverance and one gained a sense of accomplishment when it was done. "IMO rare Super monsters. Things that literally take huge armies to take down. Dragons beasts etc... that roll over cities and if not dealt with quickly leave a wreckage of rubble in their path. Settlements should actually be encoraged to beg for outside settlements to help to deal with the threat quickly, rather than want horde the kill for themselves." This brings to mind The Sleeper for me. "When it all comes down to it, the one thing you want to avoid is a situation where two people want the same item, and are both equally entitled'" Why? Rare items should be....rare, imo, whether its gear or materials for crafting things needed by players. "Are you familiar with the sea towers from Darkfall? I think its like every 12 days, they become vulnerable to attack. Everyone is aware they became vulnerable to attack, and whichever clan manages to take the sea tower first wins some massive rewards, as well as having a statue flying their clan's name in front of every major NPC city for all the new players to see. The result is a MASSIVE sea battle between hundreds of players every 12 days in order to gain control of this sea battle. That may be one way to do it. Have an invasions come from parts of Golarion outside the PFO map. Scouts could report that the invasion is coming so that NPC heralds can say "THE CHELISH ARE COMING, THEIR FORCES WILL COME THROUGH THE EXALTED WOODS IN FOURTEEN DAYS AND FIVE HOURS! THE PALADINS OF IOEMEDAE ARE OFFERING A SUBSTANTIAL REWARD TO WHOEVER TAKES THEIR GENERAL'S HEAD!" That would create an interesting situation. You would need a strong force to fight through the invasion and take the head of the commander, but other forces might try to take all the glory for themselves. Either way you get some meaningful player interaction." I like this idea. It sounds like the old style large raid events I used to love only not every night or two. I would love to see gm events a few times a year that are truly difficult, game wide things. Something that emerges from the depths of the earth or the heavens and threatens the whole known world and requires massive amounts of people, resources, time and cooperation to conquer. Loot? I don't really care what you do about that but there was a time when a person could have a one of a kind item and be proud to have it. Its what /drool was all about. =) Maybe that could be one of the "themepark elements" to the sandbox. ![]()
![]() Pannath wrote:
I don't see it totally destroying the system. Might make it a little harder which isn't necessarily a bad thing. But the same argument could be made for any number of abilities. Like hide, sneak, invulnerability, etc. Imo, these things have their place in a game world based on magic. Its just a matter of balancing them well. ![]()
![]() What about putting a distance limit as well as a recast cool down on any teleport spell, if you have them in game? That way no one can skip entire regions or hop across them but it would add a decent ability for the squishy magic folk. Or maybe a summon group member or summon corpse spell where the person has to be within a certain distance to the summoner? A game with magic should have classes with some sort of magic movement spell whether its teleport or a speed buff or whatever. Its just one of the basic bread and butter things in a magic world in my own mind. So is the ability to shape shift for bonus effects, invis occasionally, float, etc., as well as being a benefit to a group by being able to cast those things on others. I really don't see anything wrong with using teleport to go from one particular, very specific and small area in a very large region to another specific, very small area in another very large region. Say, like going from the original game area created to the next major game area created in a future addition to the game.
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