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All Posts by Amorphism - 87 found

5/20/08 12:49 AM
Viewed 47559, Replies 813

May I be the chosen one? (for a buddy pass of course!)

Email - amorphism@gmail.com

4/29/08 12:47 AM
Viewed 521, Replies 6

This is a great addition to this game. I'm hearing so much complaints about "No PVP" thing that this feature should bring new blood or ex-players to the check the game once more.

 

Originally posted by Keogh

 

 

There are no PvP factions of the alien race that the humans are supposedly fighting. That means humans, that are suppose to be on the same side must PvP against each other.

This is extreamly weak (lame, stupid, etc.).

 

Well, I pretty much agree. I've strolled through the site and I can't find any explanation to why there are even clans.
1/26/07 7:43 AM
Viewed 826, Replies 30

BigMango, you've summed it up real nicely.

I want to ask the OP, who is a female from US, what kind of sexual gameplay mechanics do you wish to add to those WOW/EQesque games? And how will it add depth and fun to current games? Thanks.

1/24/07 4:30 PM
Viewed 786, Replies 22

Osnowy, great first post! And welcome to the forums my friend !

I agree with you, magic has to be needed as part of gameplay, in the world itself, not just be there for people to tackle and say "oh well, what's next?". Maybe you can make magic the only way to achieve certain goals for a city or a realm. Let's say there are bunch of Wraith Dragons that shift planes to the game world and cannot be defeated by weapons, only by ancient combination of spells. In this case you'll HAVE to get some wizards to train and achieve a high level of knowledge and skills in the arcane.
It can be also a great part of PvP, if used correctly as TruthSeeker suggested in his post (Kudos to that idea man!) it can be a winning ticket for players that combine their skill to cast unique spells that requires several strong wizards.

I would also suggest some limits to acquire spell knowledge. Let's say a wizard practice Necromancy, he focus his efforts on dark energies, but now suddenly he's interested in mastering White Magic, this shift shouldn't be easy, maybe he's necro spells would suffer a varying weaknesses in range/duration/dmg etc'  He'll have a hard time learning those strange techniques of his opposite proficiency.

1/23/07 6:19 AM
Viewed 411, Replies 11

I think one kind of advancement should be in this kind of a game - Reputation.
It's not really realistic for a newbie player who's a guild leader to pop into the game with his guild and just start spitting out orders all around, beacuse *in-game* the characters don't know who the hell he is, and they don't really care.

So this could be something a veteran will be proud of, having reputation by doing this or that.
You play the game, you fight in the Battle of Merilot - you get a little reputation for that. You craft some swords and armors - you get little reputation for that etc'. It's not the same as XP, because this reputation won't give you new skills or advancement in old ones. What it can give you is enough respect from characters to manage people in this PvP world. But I'm not sure exactly how this idea can be implemented, just a thought.

If you got almost no advancement by playing, and most fun relies in being part of struggling society, then unsocial people, or people who aren't really good in communicating will be feeling out-of-place or even lonely in that sort of game.

1/22/07 12:33 PM
Viewed 1245, Replies 44

AlteredCarbon, I here by grant you the rank of a Jedi.

(talk to me if want to be Sith instead )

1/22/07 12:16 PM
Viewed 2619, Replies 80

You guys are really whistling to a dead man (got no idea what I just said!).

Checking for life signs on a MMO is *after* it has been released. And half a year is the smart way to go, not the first week/month.
The Flop will be visible to any idiot after half a year, not before that.

1/22/07 7:33 AM
Viewed 406, Replies 8

An Idea can be a true strike of genius in one place, and the dumbest thing in another.

Id Est, if this idea is combined with other appropriate systems - skill-based game (no levels and classes), real-time combat etc' - it will be great and fun for most participants. In most today mmorpgs it will suck as hell.

Edit: oh and btw, TruthSeeker - have you heard on paradigm shift?  It's a term mostly used in science and philosophy but it can be applied to almost of field that has ideas and a fixated frame of thinking.

1/22/07 6:52 AM
Viewed 866, Replies 9
I like the fact that using mysterious energies (a.k.a magic) can have dangerous consequences to the attempter.
I just wonder what those may be and how this system works. Looking forward to more info on AoC.
1/19/07 5:12 AM
Viewed 373, Replies 15

what if the player controled mobs gave no xp or equipment. but all of the mobs under thier control give an xp boost of say 10%. that would give insentive to go to areas with these HAL's but not nessarraly the desire to kill the HAL. but as always the human factor is something that is not predictable. if there is a "bug" in the system then it would become the largest PK exploit in the game. thus i agree with the idea that HAL's should not get xp. last note on this is that i think there should be a limited number of HAL's in the game. other wise it could be a ballance issue from hell.
@lord_shilvet

Well, I'm not sure I follow.
- player controled mobs = HAL
- Regular players wouldn't know for sure what mob is HAL and what is plain AI. There's no graphic indication.
- Killing HAL is not the same as killing a player, it's not PKing! The player that's uses the HAL system is there to be killed.
-
I haven't decided if killing HAL monster should give more XP. It can be done, but the player wouldn't know he fought a monster controlled by another player until he kill that monster.

What do you mean by - "thus i agree with the idea that HAL's should not get xp" ?
You mean the player that controlled the monster? or the player that fought the HAL?


I get the feeling I wasn't so clear in my posts. I've shown this thread to a good friend and he didn't understand it until I explained the idea extensively.

1/17/07 6:22 PM
Viewed 373, Replies 15

Hmm... Truthseeker, did you read my *first* post here entirely?

It's late here in israel and I'm half asleep, but it seems to me that your AI DM idea has no direct relation to my HAL Reincarnation System.
My idea does involve DM/GM/"any supervisor title you want" but it's pretty negligible and he's still a human, not computer AI.

Please read every post I've made here, it's only 3 posts, but I'm sure they'll show you that you got the wrong idea.

(or... I'm too drowsy to think clearly )

1/17/07 10:20 AM
Viewed 373, Replies 15

Vinzent, I think I've stated this system as voluntary here -

My idea involves a Reincarnation System, which lets you *be* the fauna itself - the goblins, the bears, boars, bosses, the dragons and maybe even the NPCs etc'. You can, once connected to the game server, choose your own charcter or let your "soul" be transfer into one of the many AI condiuts scattered around the world.
I've also added afterwards that I think the Recinarnation System should be via seperate registration. So only players who *want* to add more interest and variety to the world will be able to participate + makes it easier to monitor them.

You "respawn" as a monster (or NPC) with some forced rules - moving only to specific zones, chatting only with your own kind (if you're intelligent enough), using specific set of skills etc'. So, if you're getting the role of a Lich, you'll be confined to a zone with graveyards and ruins, commanding an army of undead etc'.

But here's the benefit of this system! If you rank high enough in Reincarnation Points, you can get to be a part of written story, and then for instance you'll be able to take your lich with his undead army and conquer another zone/realm/whatever.
Seeing where I'm getting at? this could be a great solution for player created content, when the players themselves play the opposing side.

I'm also aware of the fact that this system requires massive programming.

1/16/07 5:02 PM
Viewed 373, Replies 15

@ Vinzent

To address your points -

A - Yeah, it's pretty much how its implemented.

B - In the begining this should be a succession of quick games while you play the dumbest, easiily killed, unskilled creatures. But you always know that along the line you'll get more powerful, more interesting creatures. Just like rising lvls with you character.
The game combat mechanics should be pretty much the same for your character and your reincarnation, so just like when you
play FPS, let's say Quake, your learning curve for Unreal Tournament is almost non-existent. And likewise it's a question of implementation.

C - They won't be able to do that easily, as I mentioned in my OP, they got restrictions upon them (e.g, unable to chat).
And calling your friend, directing him where your current controled monster resides is pretty dumb, because it will take time till he shows up and someone else can arrive and slay you until he does.

This system can evolve to a lot of other things, like your multi-creature control, which has some RTS elements in it.

@ Phasmatis

This can work in a specific, built from the ground up, world. And then it won't be an enhancement system, but rather a core system, which everyone must considers as a part of the game. I also considered a different registration for this option, this will decrease the number of players that aren't serious in contributing to the game, and just want to kill players for boredom.

1/16/07 1:49 PM
Viewed 373, Replies 15

I want to bring an idea to the table, it's unfinished and needs to be examined by eyes which don't belong to me.

In another thread here (dealing with crafting) I've spoken on behalf of the "Human ALgorithm", from now on abbreviated as - HAL. We all know that standard programmer written algorithm is pretty much fixated. And in most games the AI is dumb or at least *very* predicted, once you encounter it once or twice. PvP is different because we're dealing with HAL which is ever changing, shifting sides, surprising and in short "feels alive".

So, the more HAL in the game, the better. How can we shift from AI to HAL?
My idea involves a Reincarnation System, which lets you *be* the fauna itself - the goblins, the bears, boars, bosses, the dragons and maybe even the NPCs etc'. You can, once connected to the game server, choose your own charcter or let your "soul" be transfer into one of the many AI condiuts scattered around the world.

Important note - this is an enhancement system, not core (like combat, questing, skill etc')

It can be random at first, you'll be transferred to low level creatures, like skeletons, bugs etc' but there can be points for progression that let's you play some of the more "uber" creatures with less restrictions and of your choice. You'll have certain areas to wreak havoc in, certain attacks/skills at your disposal.  Maybe as you get into higher levels of the reincarnation system you'll be observed by GMs that can give you certain tasks to make the world richer in content and more interesting for players.

The most obvious problem I thought about is people taking their hosted monster and going to towns to kill specific players or doing out-of-character  things. But I think this can be restricted by mere programming. You won't fight a dragon just to get a msg from him saying: "HEHE! I kick3d your lousy a$$ n00b!", because of the restrictions forced upon him. A trusted "reincarnator" will be one that invested time and observed by GMs and can get more freedom of choice, knowing it can yield a better experience for players.

So, what do you say? What "bugs" can you find and how can we make it better?

1/16/07 12:49 PM
Viewed 464, Replies 16

^ why the lol? don't you have a serious reply or is it just you wanted to laugh at his reply?

/me working on his manners by telling other they're rude

Edit - Apologies to the OP, I hate spamming a serious thread, sorry about that.

1/16/07 9:27 AM
Viewed 136, Replies 1

I have tested this on SPAM discussion thread. You can't make more then one poll. For various reasons this is something that should be amended. And multi-polls should have the option to reside horizonally to each other.

Example:

1st Poll      2st Poll      3rd Poll
1>               1>               1>
2>               2>               2>
3>               3>               3>

1/16/07 8:45 AM
Viewed 131, Replies 2

CONCLUSION - YOU CAN'T CREATE MORE THAN ONE POLL, AND THAT'S LIMITING AND.. QUITE STUPID!

1/16/07 8:33 AM
Viewed 131, Replies 2

<div id="" class="panel forumPoll" style=" ">
<div class="panelTitleBar">

<div class="title">
<h3 class="">Forum Poll</h3>
</div>
</div>
<div id="" class="panelBody ">

<table border="0" id="forumInsetTbl" width="100%">
<tr>
<td colspan="2"><p class="pollTitle">second poll</p></td>

</tr>

<form action="/discussion2.cfm" name="pollVote" method="post">
<input type="hidden" name="poll" value="10825">
<input type="hidden" name="postAction" value="pollVote">
<input type="hidden" name="post" value="1160387">

<tr>
<td width="1%"><input type="radio" class="radio" name="pollAnswer" value="42175"></td>
<td width="99%">yes</td>

</tr>

<tr>
<td width="1%"><input type="radio" class="radio" name="pollAnswer" value="42176"></td>
<td width="99%">no</td>
</tr>

<tr>
<td width="1%"><input type="radio" class="radio" name="pollAnswer" value="42177"></td>
<td width="99%">uh?</td>
</tr>

<tr>

<td colspan=2 align=center><input type="submit" value="Vote!" class="submit"></td>
</tr>
</form>

</table>

1/16/07 8:31 AM
Viewed 464, Replies 16

@ airhead

I really love the Hell MMO idea. I thought about it ages ago but nothing came to my attention so far (CCP + Whitewolf? maybe).

But I thought about another idea, very similiar - You are born in a dimension called Abyss (or something more creative than that.. =))
which is the birth place of every low-ranked minion. This dimension is a pocket universe (any1 knows Ravenloft?) that is connected to all other dimensions of existence feeding on their strife, hatred and every act of evil. You start out as a minion, serving under a dark lord which gives you all of  the starting missions (good explaination of those dumb get-to-know-the-game quests you have in most MMOs).
This could be semi-instanced for better feel of uniqueness - your lord gives you missions and let you rise up the rank in his realm, teachs you dark arts (whether it be spells, combat, crafting and cross-dimensions skills). This is done until you can perform the act of betrayal.
You can betray your lord by revealing his secrets to another lord or by just becoming a refugee, and maybe for the brave of  (black) heart - by killing him. Anyway, I'm rattling so I'll make more consice - you can become increasingly powerful by doing evil acts and the minion becomes a lesser-demon, dark lord, demon, demon-lord etc', other plains of existence await once you reach a true demonic state.

One of the refreshing thing about this game is that while you can be a awe-inspiring demon in one realm of existence, your *manifestation* on other dimensions are different, and your abilities are more limited and affected by the dimesnion you wish to enter and create havoc in. And there you'll meet other player, demons as well, and PvP takes a leap.

1/16/07 7:32 AM
Viewed 1714, Replies 70

@ Truthseeker

So why aren't we discussing here of a PvP crafting system ? I understand you, but sometimes... geez it is a game, it doesn't have to seem real.
True, there are plenty of games that don't emphasis realism. But the MMO genre is different, it invites more realism for better immersion. MMOs are persistent and you mostly play a character inside a world built around stories. All of the those reasons, and maybe more I can't remember at the moment, will make PvP craft system *really* weird and out of place for most players.
The only reason for this system is competition and "human algorithm", and I think we got better ideas in this thread alone to make
crafting PvP centric (a faction/clan/city/realm PvP in a world with no "phat lewt" from bodies of slain boars, items come only from crafters).

Think of it this way - You're in a clan war, your clan is in dire need for long-range weapons for shooting off the coming mass-assault of the rival clan. Now you're under pressure of your clan leader and commanders for this task. They need you!
In this case, You don't need to compete head-to-head in craft mini-game to *know* that you ARE competing with other crafters, because game mechanics themself put you in this position. The overall arching PvP makes your crafting PvP Centric, without the need to lose realism and create strange game mechanics.

I don't think any other system than PvP will offer this. Any ideas, or am I just out of my mind ?
Every idea can lead to something unexpected and innovative - and You're brainstorming like a maniac, and that's great! keep it up man!

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