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Ta`lia of the Seven Jewels
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« Reply #30 on: 21 December 2001, 06:02:00 »

Lol, puzzles, but without a solution book then please, but that may discourage some people if the riddles are to complicated...(haven't solved Riven yet and have already Exile, oh dear)  

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"For me there is only the traveling on paths that have heart, on any path  that may have heart. There I travel, and the only worthwhile challenge is to traverse its full length. And there I travel looking,  breathlessly. ~Don Juan"
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Koldar Mondrakken
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« Reply #31 on: 21 December 2001, 09:47:00 »

I loved Myst because the puzzles were all isolated so you could figure them out one by one. My greates prob' (and the reason I took a solution) with Riven was that all puzzles were connected and I had no idea where to start and what is for what, when and why...

Hope Exile is more the old Myst-style because I love this kind of game. Far more relaxing than Quake III and Unreal Tournamen! *hehe*

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quegon
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« Reply #32 on: 24 December 2001, 09:00:00 »

I prefere games like monkey island I got the whole series and I have also played every game from lucas arts rpgs that is. I also have a fetish for games like the old exile games where you have to kill monsters to gain levels and raise stats dues ex is a good one so is ultima online.

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Myrik
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« Reply #33 on: 23 February 2002, 20:49:00 »

I will certainly have all the above.  Characters won't be based on levels.  We have thrown out a lot of ideas and we have decided to go with the complex method instead of the easier one.  There is a level associated with skills.  various actions require certain levels of skills but there is no level of a player.  We have structured this thing so that performing the same action over and over for a solid hour won't change stats more then performing a couple of harder tasks.

Skills increase while you rest, rather than when your actually performing that activity.  Kind of like working out in a weight room.

a task is a one step event a player may perform for a very minor reward.  a quest is a series of tasks getting told the next step as you go.  A puzzle is where the player collects hints to guide them towards various tasks that need completed.

None of these will be in the version we are coding now, but I certainly feel they are an important part.

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Aya Sei
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« Reply #34 on: 28 February 2002, 22:18:00 »

Don't make the stats too complicated !! People won't join if they have 20 different stats, it will just be really confusing and people wont know what is good or what is bad unless they read liek 3 pages on stats. I say keep it simple, give the basics, such as  Streangth, Hit Points, Stamina, Magic Points, and possibly some sort of meter telling how hungry the cahracter is? I dont know if you will all agree with me, but i say simple is the safest and most popular way in general.


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Rubentide
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« Reply #35 on: 02 March 2002, 21:23:00 »

Yah what it says right there ^ :D   Ok, in Rubies of Eventide, its alot more real than alot of games, as in any race can be any class and can learn any skill no matter what class they are.  In other words you can have an Ogre (the most mentally incapable character IG) Mage with a 9 in mace.  The way that they balance this out is that they will have tremendous dp (development points) cost as compared to the leshy (the most adapt with the brain).  

They also have an hp/bp system. Hit Points and Blood Points. A mace, because it is bash/crushing damage, does more hp than a rapier (since you tend to stab more than slash or bash with a rapier), which does lots of BP.  You have 1/3 of bp as you have hp.  They also have mp/ep.  Mana Points and Essence Points.  Essence Points could be defined as Soul Points.  

You would really actually have to go and play (its quite free right now, as its beta, just sign up and you get an account, you can dl the game before your cd gets to you) to see how it works, maybe do something similar, but put it into your own style (I read the stuff about originality :D ).  oh yah, and a sorcerer in rubies can learn a summoning spell or an illusion spell..  They did this for more diversity, and I think complete freedom to train would be good (although you do have to be a troubadour to be able to learn bardic magic, as its an exclusive magic that is more ?empathic? (whatever the word is for "born with it") than most other magics that can be learnt.  K, I'm done.

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Gandoria
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« Reply #36 on: 22 April 2002, 12:17:00 »

I have an idea that I "Hope" Would be good...

Anyway, they would also have fear and Adrenaline (Or other names) Which would be connected, to solve the equality problem characters would reduce the power to roughly match that of the enemy, but if they are scared they will get adrenaline and their Stats will bost up to liven it up a bit, eg...

A halfling sees a large orc still in the woods, charging towards it he draws his short sword. The ogre notices the pathetic animal and merely swats at it with his club. The halfling feels the pain from the larger character then adrenaline fills his body, he ignores the chest wound then stabs at the ogre...

Now fighting at the same strength level both characters enjoy a challenging fight, so...

This would encourage weaker players to pick a fight on larger characters with more confidence, meanwhile large veteran ogre wont be able to charge into an inn and kill 30 new players making the new players get bored and wander off...
What do ya think?

Long live the Razarek, rightful Orc lords.Come Help out at the island of ... http://pub30.ezboard.com/btheislandof

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Myrik
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« Reply #37 on: 25 April 2002, 12:53:00 »

A complicated stat system in my opinion is fine as long as the player doesn't have to allocate points, and do research to play the game.  If the stats come natural by using the skill then you avoid having to have the player mess with stuff at all.

We will do more studies on this later of course.  As of right now I envision a few bars to represent the currentLevel of an attribute compared to the user's maxLevel.  For example a current hitpoint bar showing the percentage of the max hp level.

I havn't determined how to or even if it's necessary to show skills.  If we didn't show skills it would certainly add a new level of realism the rpg.  Like I said earlier we will visit these issues a bit later and do some additional research.

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Edwark
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« Reply #38 on: 27 April 2002, 16:34:00 »

I do like the idea of stats improving as they are used, and I like the idea of no levels.  This tends toward competition rather than good RPing.

Also, I like the idea of there being many stats, rather than just 4 or 5.  Istead, I think there should be a few main areas (say, four or five:p ) and then each of these areas would contain a few sub-areas.  For instance, Reasoning (the ability to get along with people and avoid conflicts), Street Wisdom, and Charisma would all go under Appearance.

Well, that's about all for me, escept that I'm making a table-top PRG with my friends, and I could share those stats and sub-stats with you guys if you like.

"And the youngest of the family is moving with authority! Building castles by the sea, he dares the tardy tide to wash them all aside!" - Jethro Tull

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Gandoria
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« Reply #39 on: 28 April 2002, 02:59:00 »

I used toplay a lot of table top Rps but something something... :rolleyes
I kinda stopped but they still fun. Anyway... watya all tink bout my fear and Adrenaline Stats...

Long live the Razarek, rightful Orc lords.Come Help out at the island of ... http://pub30.ezboard.com/btheislandof

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Tekradon
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« Reply #40 on: 28 April 2002, 20:20:00 »

I kind of like the idea Gandoria.  I do agree that, as in real life, any given person has at least the slightest, most far-out chance of killing another, no matter how much stronger that other person is.  That's why I suggested the idea of not gaining HP (is opened a different post for this).

"Deep red are the sun-sets in mystical places. Black are the nights on summer-day sands. We'll find the speck of truth in each riddle. Hold the first grain of love in our hands." -Jethro Tull

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Raoneth
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« Reply #41 on: 16 May 2002, 12:14:00 »

Um... probably a stupid question, but:
Are you thinking of putting stats and rules and other shit (sorry) in to the "adventures of sorren" RPG board?

Memeto viti.

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Artimidor Federkiel
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« Reply #42 on: 16 May 2002, 12:39:00 »

Nope, that's for the 3D game only.


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Myrik
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« Reply #43 on: 16 May 2002, 14:22:00 »

The Adventures of Sorren and The Lands of Sorren games will not be effected by these changes at this time.  It will not be my decision to make if the Adventures of Sorren decide to adopt the stat gaining formula's but I'm of the opinion the the system we have now is too complex for human players to calculate and has to be part of game server itself.  I don't think it would be appropriate for a play by post system.

The Lands of Sorren could potentially use a similar system.  I have considered this, but the person to add the code would be me and I think my time is better spent focusing on developing the 3D game itself.

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King Arthur of Camalot
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« Reply #44 on: 16 May 2002, 19:01:00 »

i am back i have not got to read the rest of this forum but it look like this place has grown.

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