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Message ID: 6612
Date: Thu Sep 16 02:41:34 BST 1999
Author: Naeeldar
Subject: Re: Plane of losses


Heh actually they've changed a couple things startign with feing death not
working and normal gating plus a few others. I don't remember them all but
they definitly work diffrently then normal zones. Ahh well we all have are
opinions.

One thing I did find I like about your current post is you mentioned you
could be off bases kind of nice to not have somebody shove their opinion
down your throat.

Naeeldar

-----Original Message-----
From: Reece, Tom - 25IDL G4 <g4mntofcr@...>
To: 'eqbards@onelist.com' <eqbards@onelist.com>
Date: Wednesday, September 15, 1999 9:31 PM
Subject: [eqbards] Plane of losses


>From: "Reece, Tom - 25IDL G4" <g4mntofcr@...>
>
>Let me give an analogy to try to better explain what I was saying.
>
>The only "fear" that exists in the Plane of Fear is what the players, not
>their characters, have in their own mind. This "fear", due to the current
>way the Plane of Fear works, is that 1) they will automatically die and
lose
>hard earned experience and 2) most likely not be able to recover their
>corpse. Thats some bad mojo and rightfully so. I agree something needs to
>be done about it.
>
>Now I will use myself as an example. I'm a 22d level bard. Suppose I was
>considering camping the basement in Unrest or the castle in Mistmoore. I
>use these places as examples because I would almost certainly die if I went
>to these locations. My reservation about going to these places is for all
>practical purposes the same "fear" that the 46+ level players are having.
>The only difference is that I have a better chance of recovering my corpse.
>If my corpse is deep in the basement, I couldn't do it myself but I could
>get the assistance of someone much higher level than me to protect me while
>I was recovering my corpse. 46+ characters don't have the luxury of
someone
>higher helping them retrieve their corpse so, IMO, thats the only
difference
>between me camping the basement in Unrest versus them camping the Plane of
>Fear. You could argue that this luxury makes a world of difference and
>makes the entire analogy invalid. I could be totally offbase here so take
>it with a grain of salt. It does make for an interesting, allbeit
>off-topic, discussion:-)
>
>IMO, the Plane of Fear, as well as all others, should have something
magical
>about them that takes into account that the Norrathian laws of physics and
>magic don't apply in the planes. Thats pretty much how it works in most
>fantasy games I'm aware of. Verant even stated when the Fear plane opened
>up that magic worked different in there. In order to do that, they need to
>add the magical fear, hate, etc. element (or something along the same line)
>I discussed in my original post. Obviously if they were to do that, they
>would have to do some major tweaking of how the planes work. Offensive
>capabilities of the mobs would need to be reduced to the point where, when
>combined with the ideas I proposed, a players chance of survival is
>near/equal that of what it was before the Plane of Fear was tweaked to the
>point of where it is now. Bottom line is that characters should, with a
lot
>skill, good planning, and a little luck, have the chance to go to the
Planes
>(or anywhere for that matter) and afterwards sit around the campfire and
>celebrate their accomplishment. Verant will get it fixed eventually (we
all
>hope).
>
>My brain hurts after this one.
>
>Galtin of E'ci
>
>
>> Heh what your suggesting would make the zones worse then it is now.
>> Believe
>> me being thrown halfway across zone is enough don't need anything else
>> like
>> that added.
>>
>> Naeeldar
>>
>> >Just an idea, but perhaps Verant could reduce the toughness of the
>> combats
>> >in the Planes so people have a better chance of survival but also make
>> the
>> >Planes somehow reflect what they are. For example, in Fear, the players
>> >magic resist rate gets periodically checked to see if they become
scared.
>> >Could be at anytime, in combat or while they are sitting around. If so,
>> >they start fleeing in a random direction. In Hate, make it where a
>> player
>> >can, if they fail their resist, become consumed by irrational hate and
>> start
>> >attacking anything nearby, monsters or players. In Fire, players are
hit
>> by
>> >constant heat that affects health and/or stamina. In Air, constant
gales
>> >that cause damage. I came up with these on the fly so I'm sure there
are
>> >other things that could be done similar to these.
>> >
>> >I don't think this is a problem I will have to worry about for another
>> year
>> >or so. By that time, who knows how the game will work.
>> >
>> >Galtin of E'ci
>> >22 bard
>
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