Shattered Kingdoms

Where Roleplay and Tactics Collide
VOTE NOW!
It is currently Sat Nov 23, 2024 6:37 am

All times are UTC - 8 hours




Post new topic Reply to topic  [ 166 posts ]  Go to page Previous  1 ... 5, 6, 7, 8, 9, 10, 11 ... 17  Next
Author Message
 Post subject: Re: Incentives for RP: Continued
PostPosted: Fri Jan 04, 2013 1:28 pm 
Offline
Mortal

Joined: Thu Dec 13, 2012 8:57 pm
Posts: 64
SK Character: Vicasharie
ObjectivistActivist wrote:
Help (att) will give you the breakdown of stages. From there its a bit of trial and error with mods to find exactly where in each range you sit.


I'm familiar with the breakdown of stages but I wasn't sure if there was a way to know more precisely... so I take from your answer that it is 'no'

Rodwen wrote:
Furthermore, stats that show no change in attributes or score are even harder to make sure you're perfectly at max. With strength, when the amount of weight doesn't go up after adding one strength mod, you know you're one over. Dex is when the number of items you can carry. Con is when your health percentage doesn't drop because of the increase in total hp. Wis, Int, and Cha doesn't give an evident change other than "Wis: Sagacious".



Definitely good to know... thanks for the help.


Top
 Profile  
Reply with quote  
 Post subject: Re: Incentives for RP: Continued
PostPosted: Fri Jan 04, 2013 1:31 pm 
Offline
Mortal

Joined: Wed Apr 24, 2002 11:51 am
Posts: 1500
Vicasharie wrote:
ObjectivistActivist wrote:
Help (att) will give you the breakdown of stages. From there its a bit of trial and error with mods to find exactly where in each range you sit.


I'm familiar with the breakdown of stages but I wasn't sure if there was a way to know more precisely... so I take from your answer that it is 'no'



Actually, the answer is yes. There is a precise way to know for every stat. You can also accurately predict the exact stats you will start with out of creation once you know the total number of stats for each race (hint: it is the same for every race except griffon and human and the creation system is zero sum).

However, since this is the Incentives for RP thread and not the How to Twink thread - not sure how this subject even came up.


Top
 Profile  
Reply with quote  
 Post subject: Re: Incentives for RP: Continued
PostPosted: Fri Jan 04, 2013 1:34 pm 
Offline
Mortal

Joined: Fri Dec 26, 2008 1:22 pm
Posts: 1648
FinneyOwnzU wrote:
Actually, the answer is yes. There is a precise way to know for every stat. You can also accurately predict the exact stats you will start with out of creation once you know the total number of stats for each race (hint: it is the same for every race except griffon and human and the creation system is zero sum).

I err to the side of this might be OOC info but I know that literally everyone that's worth anything at all in PvP knows and uses this info with every character ever created. Maybe there will be a mass don't do that coming along soon.


Top
 Profile  
Reply with quote  
 Post subject: Re: Incentives for RP: Continued
PostPosted: Fri Jan 04, 2013 1:42 pm 
Offline
Mortal

Joined: Wed Apr 24, 2002 11:51 am
Posts: 1500
Rodwen wrote:
FinneyOwnzU wrote:
Actually, the answer is yes. There is a precise way to know for every stat. You can also accurately predict the exact stats you will start with out of creation once you know the total number of stats for each race (hint: it is the same for every race except griffon and human and the creation system is zero sum).


I err to the side of this might be OOC info but I know that literally everyone that's worth anything at all in PvP knows and uses this info with every character ever created. Maybe there will be a mass don't do that coming along soon.


Maybe, maybe not. I have always considered stat points and the resulting character builds to be part of the "tactics" of the game. I am speaking in general terms anyway - not going to break any rules.

I guess I should go back and read the last three or four pages, since I'm still not sure how an Incentives for RP thread ended up being a discussion of stats and stat mods.


Top
 Profile  
Reply with quote  
 Post subject: Re: Incentives for RP: Continued
PostPosted: Fri Jan 04, 2013 1:48 pm 
Offline
Mortal

Joined: Thu Dec 13, 2012 8:57 pm
Posts: 64
SK Character: Vicasharie
Since we ARE talking about making RP more interesting and attractive for people to do in game... I'll get back on that subject here.

What about making custom socials for your player in a manner similar to the alias?

I mean... for example if I use a pre-made social like "smile gnome" and I see "You smile at him" and he sees "Vicasharie smiles at you" but if I go outside the premade socials which are extremely limited I believe, then I have to write extremely long emotes so that it makes sense from both sides. Couldn't we have a 'social' command where a player could create for example "coverface gnome" and I had programmed in as 'coverface' to be "Social cover &S face with &S hands and peer through &S fingers at &1" so that &S would be the person sending and &1 would be the person recieving and all the pronouns would be adjusted according to respective in a way similar to the pre-made socials?

Sure... this isn't incentive in the way of XP... but for those who want to do RP but find that writing out long emotes can get very tiresome... this would allow for the development of a character's personality and typical reactions while still being ordered quick enough to repond in-line to the RP being played in the situation. What do you guys think?

Then again... as has happened in most other comments I make... something similar probably already exists that I am just oblivious to though I have searched long and hard to find out how to personalize social commands.


Top
 Profile  
Reply with quote  
 Post subject: Re: Incentives for RP: Continued
PostPosted: Fri Jan 04, 2013 1:49 pm 
Offline
Mortal

Joined: Wed Nov 28, 2012 1:05 am
Posts: 333
Location: Newbtown
FinneyOwnzU wrote:
I guess I should go back and read the last three or four pages, since I'm still not sure how an Incentives for RP thread ended up being a discussion of stats and stat mods.


Probably because, deep down, everyone knows the best idea is to award mentor points as well as XP for good RP.


Top
 Profile  
Reply with quote  
 Post subject: Re: Incentives for RP: Continued
PostPosted: Fri Jan 04, 2013 1:54 pm 
Offline
Mortal

Joined: Wed Apr 24, 2002 11:51 am
Posts: 1500
Vicasharie wrote:
Since we ARE talking about making RP more interesting and attractive for people to do in game... I'll get back on that subject here.

What about making custom socials for your player in a manner similar to the alias?

I mean... for example if I use a pre-made social like "smile gnome" and I see "You smile at him" and he sees "Vicasharie smiles at you" but if I go outside the premade socials which are extremely limited I believe, then I have to write extremely long emotes so that it makes sense from both sides. Couldn't we have a 'social' command where a player could create for example "coverface gnome" and I had programmed in as 'coverface' to be "Social cover &S face with &S hands and peer through &S fingers at &1" so that &S would be the person sending and &1 would be the person recieving and all the pronouns would be adjusted according to respective in a way similar to the pre-made socials?

Sure... this isn't incentive in the way of XP... but for those who want to do RP but find that writing out long emotes can get very tiresome... this would allow for the development of a character's personality and typical reactions while still being ordered quick enough to repond in-line to the RP being played in the situation. What do you guys think?

Then again... as has happened in most other comments I make... something similar probably already exists that I am just oblivious to though I have searched long and hard to find out how to personalize social commands.



Part of this is already available through the pemote command. Rather than making it a reward, I would simply encourage Dulrik to make it possible to use wildcards with the pemote command.

Pemote help file.

The @ or * symbol could be used within a pemote to insert your character name/adjective.

EDIT - Could also have another wildcard to target the pemote at a specific character name/adjective.


Top
 Profile  
Reply with quote  
 Post subject: Re: Incentives for RP: Continued
PostPosted: Fri Jan 04, 2013 2:02 pm 
Offline
Mortal

Joined: Thu Dec 13, 2012 8:57 pm
Posts: 64
SK Character: Vicasharie
FinneyOwnzU wrote:
The @ or * symbol could be used within a pemote to insert your character name/adjective.

EDIT - Could also have another wildcard to target the pemote at a specific character name/adjective.


that is basically in a nutshell what I was trying to say... thanks for putting it into better words :)


Top
 Profile  
Reply with quote  
 Post subject: Re: Incentives for RP: Continued
PostPosted: Fri Jan 04, 2013 2:08 pm 
Offline
Newbie

Joined: Thu Dec 13, 2012 11:08 pm
Posts: 5
Vicasharie wrote:
What about making custom socials for your player in a manner similar to the alias?


I really like this idea. I've seen a couple people with aliases for emotes, but with a limit of 20 aliases, I think many people are not so inclined to devote them to roleplay.

Unlike the built-in socials, one thing you can't do with emotes is use them with args. Being able to write custom socials which incorporate variable objects and pronouns would be way cool.

i.e.
Alias kisshand emote reaches for (object)'s hand and plants a soft kiss on (posessivepronoun) knuckles.
or
Alias mercy emote falls down at the feet of (object), sobbing and pleading for mercy from (pronoun).


Top
 Profile  
Reply with quote  
 Post subject: Re: Incentives for RP: Continued
PostPosted: Fri Jan 04, 2013 2:13 pm 
Offline
Mortal

Joined: Thu Apr 14, 2011 10:26 am
Posts: 1252
SK Character: Rolf
What about using your client's alias system instead of the in-game alias system. That way you aren't limited in the number of aliases you can make.


Top
 Profile  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 166 posts ]  Go to page Previous  1 ... 5, 6, 7, 8, 9, 10, 11 ... 17  Next

All times are UTC - 8 hours


Who is online

Users browsing this forum: Google [Bot] and 34 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group