Tenebrae2005-08-04 22:27:59
Can anyone add a list here on what could be added to Lusternia to make it more realistic? More emotions that portray people's moods perhaps.....
Richter2005-08-04 22:31:48
Depends how realistic you want to get. Because it's a game, we have to make some sacrifices, like no bathrooms, not having to eat three times a day, and time going faster than normal.
To make it more real? I don't know... maybe if everyone would stop hitting each other and saying "how much???" it would be a little more real. Maybe if there was a way to show emotion over channels, like when you throw in a or a at the end of a say.
To make it more real? I don't know... maybe if everyone would stop hitting each other and saying "how much???" it would be a little more real. Maybe if there was a way to show emotion over channels, like when you throw in a or a at the end of a say.
Soll2005-08-04 22:32:55
Best you could do there is probably chuckles and says, laughs and says, slowly says, says angrily etc. That'd be quite cool.
Richter2005-08-04 22:36:36
Not a bad idea. Any way the gods can code something like this?
I'd like a way to say something sarcastic on a channel, and have people know I was being such.
I'd like a way to say something sarcastic on a channel, and have people know I was being such.
Ialie2005-08-04 22:38:19
Toys,
teddybears, and other stuffed animals. More ideas for gifts to give people just because.
teddybears, and other stuffed animals. More ideas for gifts to give people just because.
Richter2005-08-04 22:39:41
QUOTE(Ialie @ Aug 4 2005, 02:38 PM)
Toys,
teddybears, and other stuffed animals. More ideas for gifts to give people just because.
teddybears, and other stuffed animals. More ideas for gifts to give people just because.
161576
Ah, miscellaneous items. I like it! We need a common skillset for making random items.
Sylphas2005-08-04 22:41:54
Yes! A way to make items with no use other than RP or looking neat would be awesome, and even better if they have minor useless abilities (bouncy balls in Achaea were fun!).
Ialie2005-08-04 22:44:58
Can't believe I am saying this but NO sex toys.
Even I can see how those can get out of control.
Outer circle.
Superimposed over this location, an ethereal forest reaches up to the sky. The stars twinkle in the clear night sky. A tunnel of tree-branches shelters this segment of the walkway. The wooden path is easily ten foot wide, providing ample room for the many pedestrians who traverse this section of the Commune. The houses here have been crafted with tremendous precision, many sporting ornate carvings and decorative artwork. Unlike the other parts of the circle, there are many repairs being made here, faelings and elfen darting to and fro with large pieces of timber. Fourty-five vibrators lie here buzzing away. A sigil in the shape of a small, rectangular monolith is on the ground. An elfen forester stands here, tending to the surrounding trees.
Even I can see how those can get out of control.
Outer circle.
Superimposed over this location, an ethereal forest reaches up to the sky. The stars twinkle in the clear night sky. A tunnel of tree-branches shelters this segment of the walkway. The wooden path is easily ten foot wide, providing ample room for the many pedestrians who traverse this section of the Commune. The houses here have been crafted with tremendous precision, many sporting ornate carvings and decorative artwork. Unlike the other parts of the circle, there are many repairs being made here, faelings and elfen darting to and fro with large pieces of timber. Fourty-five vibrators lie here buzzing away. A sigil in the shape of a small, rectangular monolith is on the ground. An elfen forester stands here, tending to the surrounding trees.
Richter2005-08-04 22:46:03
Ahahahahahhahaha...
Bad!
Make random items with usefulness, but not those kind.
Bad!
Make random items with usefulness, but not those kind.
Sylphas2005-08-04 22:51:44
Charities = no approval for vibrators.
Richter2005-08-04 22:54:29
Allowing us more patterns would help with realism.
So far, for non-combat-oriented items, I've made a carpenter's hammer. Woo.
What about a farmer's sickle? Iron bars? Frying pans? More patterns Charites!
So far, for non-combat-oriented items, I've made a carpenter's hammer. Woo.
What about a farmer's sickle? Iron bars? Frying pans? More patterns Charites!
Sylphas2005-08-04 22:55:30
I'll rent my sickle to you, Richter. It'll just cost you a bit.
Richter2005-08-04 23:00:23
I asked the charites if we could forge them.
No response.
No response.
Elryn2005-08-04 23:15:47
I still believe non-combat interactive affective skills are the answer for high levels of realism.
I've been campaigning for them as long as I can remember, and they really will take Lusternia away from a hack and slash 'game' and more towards a virtual world.
Almost exclusively, the only thing a character in Lusternia learns is how to fight. Or how to make their fights easier. Or how to prepare better for fights. Or how to avoid fights temporarily.
I've been campaigning for them as long as I can remember, and they really will take Lusternia away from a hack and slash 'game' and more towards a virtual world.
Almost exclusively, the only thing a character in Lusternia learns is how to fight. Or how to make their fights easier. Or how to prepare better for fights. Or how to avoid fights temporarily.
Richter2005-08-04 23:17:02
QUOTE(Elryn @ Aug 4 2005, 03:15 PM)
I still believe non-combat interactive affective skills are the answer for high levels of realism.
I've been campaigning for them as long as I can remember, and they really will take Lusternia away from a hack and slash 'game' and more towards a virtual world.
Almost exclusively, the only thing a character in Lusternia learns is how to fight. Or how to make their fights easier. Or how to prepare better for fights. Or how to avoid fights temporarily.
I've been campaigning for them as long as I can remember, and they really will take Lusternia away from a hack and slash 'game' and more towards a virtual world.
Almost exclusively, the only thing a character in Lusternia learns is how to fight. Or how to make their fights easier. Or how to prepare better for fights. Or how to avoid fights temporarily.
161608
He makes my point better than I can. Give the man a
Unknown2005-08-04 23:38:51
* Advanced quests/NPC hard-coded opportunities that open based on interaction with certain denizen villages/organizations. In addition, or conjunction, I'd also recommend a system where denizens hold some sort of esteem toward a character (Which would in turn reflect on the organization that they support) where the more quests you do to benefit them the more recognition you receive. Benefits would include lower personal costs (Though not much) of commodities and probably other items (Steeds, etc), if later introduced.
I could greatly expand on the above if necessary. Might not look appealing in its condensed form.
* Non-combative abilities/skillsets that act as substitute to guild skills, depending on the guild. You may say "Why??" but it'd add realism and we could also further diversify the already unique archetypes (within archetypes, considering the choices available within). It would be interesting to have non-combative sects of guilds, but I'm a bit blank on suggestions since I'm not sure how they'd fill whole skillsets. If anything perhaps it'd be another addition to the flexible Runes/Dreamweaving/etc slot since the other two skills define the guilds.
I could greatly expand on the above if necessary. Might not look appealing in its condensed form.
* Non-combative abilities/skillsets that act as substitute to guild skills, depending on the guild. You may say "Why??" but it'd add realism and we could also further diversify the already unique archetypes (within archetypes, considering the choices available within). It would be interesting to have non-combative sects of guilds, but I'm a bit blank on suggestions since I'm not sure how they'd fill whole skillsets. If anything perhaps it'd be another addition to the flexible Runes/Dreamweaving/etc slot since the other two skills define the guilds.
Gregori2005-08-05 00:22:47
QUOTE(Tenebrae @ Aug 4 2005, 04:27 PM)
Can anyone add a list here on what could be added to Lusternia to make it more realistic? More emotions that portray people's moods perhaps.....
161559
I really want to not sound rude here, but if I want realism I will play.... real life.
However, if what you really mean is "what can we do to make Lusternia more immersive?" No idea, but the posts above mine look good for a start.
Hajamin2005-08-05 00:43:23
QUOTE(Richter @ Aug 5 2005, 07:36 AM)
Not a bad idea. Any way the gods can code something like this?
I'd like a way to say something sarcastic on a channel, and have people know I was being such.
I'd like a way to say something sarcastic on a channel, and have people know I was being such.
161572
(Celest): You say, "Quick and painless, heh."
-OR-
(Celest): You say, "Quick and painless, *chuckle*."
Cwin2005-08-05 00:45:09
That's a good way to look at it. We should not be trying to make the game more like real life. Instead, we should look at it in the realm of world building. The more ways we can remove the things that make you think "oh, it's just a game" the better.
My idea is an odd one: more ways to 'get around the code'. Instead of trying to hard code more things in the game, make the code such that it can be put aside if needed. The whole Angkrag slaving situation is a perfect example as I see it. The less times a person thinks "Well, I like to do that but the mechanics don't allow me..." the better and the only real way to let that by not letting the mechanics be the end-all-be-all to life.
Oh yah, and, to ruin my whole argument, I want jobs. I want to be able to be employed by the farmers of Estelbar, complete with pay, expectations, perhaps promotions and the like. Even if it's just the same comm quests 'with a kick and a nifty title' that will be nice.
My idea is an odd one: more ways to 'get around the code'. Instead of trying to hard code more things in the game, make the code such that it can be put aside if needed. The whole Angkrag slaving situation is a perfect example as I see it. The less times a person thinks "Well, I like to do that but the mechanics don't allow me..." the better and the only real way to let that by not letting the mechanics be the end-all-be-all to life.
Oh yah, and, to ruin my whole argument, I want jobs. I want to be able to be employed by the farmers of Estelbar, complete with pay, expectations, perhaps promotions and the like. Even if it's just the same comm quests 'with a kick and a nifty title' that will be nice.
Unknown2005-08-05 01:19:06
QUOTE(Cwin @ Aug 4 2005, 08:45 PM)
That's a good way to look at it. We should not be trying to make the game more like real life. Instead, we should look at it in the realm of world building. The more ways we can remove the things that make you think "oh, it's just a game" the better.Â
My idea is an odd one: more ways to 'get around the code'. Instead of trying to hard code more things in the game, make the code such that it can be put aside if needed. The whole Angkrag slaving situation is a perfect example as I see it. The less times a person thinks "Well, I like to do that but the mechanics don't allow me..." the better and the only real way to let that by not letting the mechanics be the end-all-be-all to life.
Oh yah, and, to ruin my whole argument, I want jobs. I want to be able to be employed by the farmers of Estelbar, complete with pay, expectations, perhaps promotions and the like. Even if it's just the same comm quests 'with a kick and a nifty title' that will be nice.
My idea is an odd one: more ways to 'get around the code'. Instead of trying to hard code more things in the game, make the code such that it can be put aside if needed. The whole Angkrag slaving situation is a perfect example as I see it. The less times a person thinks "Well, I like to do that but the mechanics don't allow me..." the better and the only real way to let that by not letting the mechanics be the end-all-be-all to life.
Oh yah, and, to ruin my whole argument, I want jobs. I want to be able to be employed by the farmers of Estelbar, complete with pay, expectations, perhaps promotions and the like. Even if it's just the same comm quests 'with a kick and a nifty title' that will be nice.
161667
I like that idea.
Something else to toss around. I can't remember how long the cities hold control of a village, but how about during that time that a city/commune has a village, they could elect some player to be a "Ambassdor to this village" or "Minister of Trade to that village" (I'm terrible with titles if you haven't already guessed). Then that person could organize things in that village, like giving out jobs and such. Also, that person could play some kind of role in keeping control of that village.
I'm not really sure on how that system works yet, but it's just an idea to toss around or just toss out.
Oh and here's another. Or a question, rather. Does anyone RP still having family or friends back in their character's racial villages? I have an Aslaran and I was in their village a few days ago. Since it wasn't under the control of my commune I figured I might be told to leave (It has happened a few times, so I figured it'll happen again). Well, if I was told to leave, that'll be my RP. I'm from this freaking village and I'm not freakin' leaving. Of course, that might have started a big mess and my lovely fresh out of novice-hood behind might have been killed. Oh well, I would've only been mad for a few moments. Anywhoo, I hope you guys get where I'm going here.