The Players Corner Archive

Character History System

Category Role-Playing (4)
Topic Character Background Statistics System (30)
By SIMU-MELISSA from PLAY.NET
On Mar 12, 2002 at 14:58
Subject Character History System (1)

I started this topic so that I can get your input on the upcoming character history system. I'm sure this subject is of a great deal of interest to a number of you. Everyone is going to have very strong opinions, so I want to be clear from the first that we're going to build something that's possible, rather than something made of dream-stuff. :P

Also, at the present time, this project is still in design phase, so anything said in this topic by any staff member can and will change at any moment. I hope you folks enjoy participating in the design phase of the project, and understand that being involved in something at this point in a project means that EVERYTHING is up in the air.

We have a lot of add-ons and enhancements dreamed up, and we'd liked to hear some of yours too. But the basic system is going to be based on a survey of questions which a player may optionally answer in the character manager. A character may also choose to have the questions answered randomly.

The questions and answers themselves are likely to vary depending on the profession and race of the character. Truly unique answers are something we will not be providing for in the first release of this system. It's likely that such things will be made available in the future in the form of "history alterations". :P

After exiting the character manager, a character will be in possession of a magical journal which outlines their early history. This journal may be shared with friends, but will probably have to have some retreaval mechanisms.

Our primary interest in creating this topic at this time is to get input on the types of questions (and maybe answers) that we should use in this original (basic) release of the system. Discussions and dreaming about future add-ons and enhancements is also welcome, but I hope we can get a lot of input on questions. We're a little stumped.

Brauden, myself and the rest of the staff look forward to your input!

Melissa reg

I like the new things Simu is rolling out, but how about fixing existing problems before we add new features?

1. Treasure
2. Spell Lists reg

quote:
Originally posted by Dustin Brookthorn:
1. Treasure

And what a problem it is! I keep getting killed when I'm weighed down with 30 pound boxes. Ugh.

Listen, if you don't know where to look, and aren't currently playing, then please, shut up. reg

...and where might I find such things? reg
quote:
Originally posted by Gnomad:
Originally posted by Dustin Brookthorn:
1. TreasureAnd what a problem it is! I keep getting killed when I'm weighed down with 30 pound boxes. Ugh.

Listen, if you don't know where to look, and aren't currently playing, then please, shut up.


I do know where to look, but thanks for the kind words of advice. You might want to take some of that advice yourself.

Some things are rich, very rich. But instead of making one thing very rich and making everything else very poor. How about spreading out that wealth? Make every creature (that should carry it) drop money.

Have a set range for all the critters to drop in. The lower the level of the creature the lower value of coin it should drop. There should be some exceptions to that, there should be a few creatures that drop less then the rest, maybe the ones that spawn more often, there should also be creatures that carry more, that spawn less often. This way you have a nice balanced system.

The way it stands now I think, is that certain creatures drop all the money, and most of the other creatures drop very very little.

In one of Zentalins post of the rift, a raving lunatic, one of the hardest creatures in the game didn't drop anything. That in my opinion is wrong. It should drop at least 500 silver for the type of area it is. I'm sure you get nice gems in that area, but you should get something every time, and it shouldn't be a 10k gem or a 3k gem, it should have a maximum and a minimum and your treasure should fall somewhere in that range.

Anyone have an opinion? Except Gnonads.

[This message has been edited by Dustin Brookthorn (edited 03-15-2002).] reg

Do you know how the Gemstone treasure system works? If not, I'm not going to waste my time with you. It has a tiny flaw or two, but otherwise, it works very well. reg
quote:
Originally posted by Gnomad:
Do you know how the Gemstone treasure system works? If not, I'm not going to waste my time with you. It has a tiny flaw or two, but otherwise, it works very well.

Would you be refering to the overhunted creatures drop no treasure, the creatures that are rarely hunted drop more? reg

quote:
Originally posted by Dustin Brookthorn:
Would you be refering to the overhunted creatures drop no treasure, the creatures that are rarely hunted drop more?

And this is wrong because... ? reg

Rereading all of those posts I'm not sure what I was going for. Let me think about it and I'll post again in a bit.

My only question is... What about the times or places where you don't have a lot of choices of what/where to hunt?

Undead for an example. There are only so many places to hunt the undead and most of those places don't drop a lot of treasure.

quote:
And this is wrong because... ?

I think that no matter how overhunted something may be, if they carry wealth they should always drop wealth. Even if it's 10 silvers or 100 silvers, something to take home is nice. reg

Nobody makes you hunt undead. I have a friend who refuses to hunt the living out of morals, but beyond that minority, you can hunt whatever you damn well please.

The biggest flaw that I see is that - as far as I know - creatures that don't normally carry treasure (animals and such) also are factored into the treasure equation*, and thus are underhunted and low on treasure.

*If this is incorrect, feel free to correct me. reg

So just because there are limited numbers of undead everyone is supposed to hunt the living for money? I was going more for the consistancy of things then randomness. Wouldn't it be nice if you knew that you were going to get something out of a hunt no matter how overhunted they are? I don't disagree with the fact that overhunted creatures should drop less, but I think that if something carries wealth it should always drop wealth even if it's only a few silvers.

reg