My Illarion Suggestions
Posted: Tue Mar 06, 2007 12:31 am
After playing this game since 2003 and lurking in the backgrounds of the forums for just as long, I am going to toss a few suggestions out. These are not intended to be flammed, insulted, or even cheered for. These are merely here for others to contemplate over.
These come from solely me, a normal player, who does not recieve gm support for anything and probably never will.
#1) Illarion is not based on skills or experience points.
PART A - VIEWABLE SKILLS
This has long gone out the window. Anyone looking through the forums is bombarded with exactly what numbers their attributes should be. In game they have color meters to go by to tell how far along they are in gaining skill in a certain aspect.
Rid the system of the colored words. If players need to know how good they are at something, they can use a little logic.
"Charlie can kill a skeleton with 3 hits from his club, yet I need 20 to kill him. Obviously he is better at club-warfare than I am or he is much stronger."
I am sure there would be many complaints at the end, but this alone would help stimulate RP more than leaving it there.
The developewrs also need to keep their numbers a little more hidden. All that can be seen right now is
You need 30+ in the magic stats to do this and that
and
To be a thief you should have at least 15 in this and at least 10 in this
Keikans long post on breaking down the numbers and how well you would perform in that area was perfect. Simply you were weak, average, or strong in that area. As long as a list like that is kept CURRENT AND UPDATED there should be no problems at all.
You could even post each attribute (Strength, Agility, Perception, etc) and keep a CURRENT AND UPDATED list of what exactly each one will affect.
Example : Stength : Affects damage dealt with swords, maces, axes, clubs. Affects lumberjacking, mining, yadda yadda yadda.
You get the idea, right?
Illarion has long since left this ideal place where XP and Skills mean nothing. Anyone with half a brain can easily tell not only do 80% of the players cherish their skills and strive to gain more, but the developers are making it extremly easy for this to happen.
#2) Magic, Fighting, Trade occupations, Heroes, and Villians
This is a large one, but it intertwines. Hopely some system like this would actually help cure some of the powergaming, extremly make RP more rampant on the island, and make life a little more interesting for us illarionites.
I will lump Fighting, Magic, and Trade occupations into one class at the moment, to simply make this easier. For now we can call this Occupation.
Any occupation has its level of difficulty. They are broken down here (I know, this is so dumb sounding and a complete oxy moron to what I wrote above but I persoanlly cannot explain it any easier way) by XP points
Simple Tasks -0-100 XP- are easily done and even the unskilled can actually pull it off once in a while.
Moderate Tasks 101-200 XP - Require some skill in that specific area, but with practice can be performed with some bit of ease.
Difficult Tasks 201 and above XP - Require an expert touch in the specific area. Only a few in the known lands have mastered these specific tasks.
Now then....
Anyone can do a simple task, and each time they accomplish it they gain XP. Once they hit 100, they are isntantly capped and can gain no more skill. They cannot preform any moderate tasks until another player "Yes, a human player" teaches them how using your teaching system. From there they can go from 101-200, being able to accomplish the moderate tasks. Once at 200 they are again capped until a GM has recognized their ablilty to RP extremly well and have noticed the player is more of an addition to illarion than a hinderance. Once bumped up they can continue on.
Examples :
Magic -
Simple = Simple illusiary tricks such fake fireballs, opening/shutting a door/etc.
Moderate = True healing spells, True destructive spells, Teleportation
Difficult = The few remaining most powerful spells that even the GM's are wary about giving out.
Fighting =
Simple - grab an item and whack something with it tactics, whether it be a sword, axe, pitchfork, chicken, etc. No true artform to it.
Moderate = Tactical training such as parrying forms, the most efficient ways to use a shield, how to looks for weaks spots on an enemy, etc.
Difficult = Godlike in their ability to weild a weapon. They have an uncanny balance and always know exactly when to strike.
Are you getting the idea....this system lets anyone in the game do anything they wish to do...to a point. If they wish to advance another player must teach them how. If they wish to become renowned across the lands, they would need to rove themselves to the mods/developers themselves.
This would help create help create a better Hero/Villian system. Villians can actually have a chance to become a little more powerful without walking on eggshells the entire time. Also now not everyone good walking around is a true hero. Simply because you powergame at the skeltons should not make you into a hero status. Hero status should be more of a reward for great roleplay, and not for how many monsters you have killed.
#3) Racial ablities
If you guys can prgram each race to start with their own racial language, you can start each race with other starting attributes I am sure.
Dwarves can be more magic resistant. Elves naturally have the ability to wield a bow. ETC. This is limitless and still unknown as to why it has not be done yet.
#4) GM's/Dev's creating more RP
Do not get upset yet, but read first. We all know the GM's plan these great elaborate quests and they are usually all good fun. For this, I thank them.
I do however think they need to stick their hands into the pot a little more. Perhaps actually have a King in Northerot/Silverbrand/Trollsbane that is GM controlled. Control a little more of the politics. I know you want the players in control, but frankly it does not have seemed to work.
I feel if the right people could get behind this, they could add alot to Illarion. Have these people take the game and view it as a story, and begin adding chapters. Get some racial tensions built up. Start a true War with true battles. Have the GM king walk around in town with his GM guards to make an appearance. If done correctly, and the key word there is CORRECTLY, the world of Illarion would be a much more interesting/fascinating place. It would get more of a story book element to it as opposed to feeling like you are just playing yet another "The Sims" game.
I am tired, so that is all for now.
These come from solely me, a normal player, who does not recieve gm support for anything and probably never will.
#1) Illarion is not based on skills or experience points.
PART A - VIEWABLE SKILLS
This has long gone out the window. Anyone looking through the forums is bombarded with exactly what numbers their attributes should be. In game they have color meters to go by to tell how far along they are in gaining skill in a certain aspect.
Rid the system of the colored words. If players need to know how good they are at something, they can use a little logic.
"Charlie can kill a skeleton with 3 hits from his club, yet I need 20 to kill him. Obviously he is better at club-warfare than I am or he is much stronger."
I am sure there would be many complaints at the end, but this alone would help stimulate RP more than leaving it there.
The developewrs also need to keep their numbers a little more hidden. All that can be seen right now is
You need 30+ in the magic stats to do this and that
and
To be a thief you should have at least 15 in this and at least 10 in this
Keikans long post on breaking down the numbers and how well you would perform in that area was perfect. Simply you were weak, average, or strong in that area. As long as a list like that is kept CURRENT AND UPDATED there should be no problems at all.
You could even post each attribute (Strength, Agility, Perception, etc) and keep a CURRENT AND UPDATED list of what exactly each one will affect.
Example : Stength : Affects damage dealt with swords, maces, axes, clubs. Affects lumberjacking, mining, yadda yadda yadda.
You get the idea, right?
Illarion has long since left this ideal place where XP and Skills mean nothing. Anyone with half a brain can easily tell not only do 80% of the players cherish their skills and strive to gain more, but the developers are making it extremly easy for this to happen.
#2) Magic, Fighting, Trade occupations, Heroes, and Villians
This is a large one, but it intertwines. Hopely some system like this would actually help cure some of the powergaming, extremly make RP more rampant on the island, and make life a little more interesting for us illarionites.
I will lump Fighting, Magic, and Trade occupations into one class at the moment, to simply make this easier. For now we can call this Occupation.
Any occupation has its level of difficulty. They are broken down here (I know, this is so dumb sounding and a complete oxy moron to what I wrote above but I persoanlly cannot explain it any easier way) by XP points
Simple Tasks -0-100 XP- are easily done and even the unskilled can actually pull it off once in a while.
Moderate Tasks 101-200 XP - Require some skill in that specific area, but with practice can be performed with some bit of ease.
Difficult Tasks 201 and above XP - Require an expert touch in the specific area. Only a few in the known lands have mastered these specific tasks.
Now then....
Anyone can do a simple task, and each time they accomplish it they gain XP. Once they hit 100, they are isntantly capped and can gain no more skill. They cannot preform any moderate tasks until another player "Yes, a human player" teaches them how using your teaching system. From there they can go from 101-200, being able to accomplish the moderate tasks. Once at 200 they are again capped until a GM has recognized their ablilty to RP extremly well and have noticed the player is more of an addition to illarion than a hinderance. Once bumped up they can continue on.
Examples :
Magic -
Simple = Simple illusiary tricks such fake fireballs, opening/shutting a door/etc.
Moderate = True healing spells, True destructive spells, Teleportation
Difficult = The few remaining most powerful spells that even the GM's are wary about giving out.
Fighting =
Simple - grab an item and whack something with it tactics, whether it be a sword, axe, pitchfork, chicken, etc. No true artform to it.
Moderate = Tactical training such as parrying forms, the most efficient ways to use a shield, how to looks for weaks spots on an enemy, etc.
Difficult = Godlike in their ability to weild a weapon. They have an uncanny balance and always know exactly when to strike.
Are you getting the idea....this system lets anyone in the game do anything they wish to do...to a point. If they wish to advance another player must teach them how. If they wish to become renowned across the lands, they would need to rove themselves to the mods/developers themselves.
This would help create help create a better Hero/Villian system. Villians can actually have a chance to become a little more powerful without walking on eggshells the entire time. Also now not everyone good walking around is a true hero. Simply because you powergame at the skeltons should not make you into a hero status. Hero status should be more of a reward for great roleplay, and not for how many monsters you have killed.
#3) Racial ablities
If you guys can prgram each race to start with their own racial language, you can start each race with other starting attributes I am sure.
Dwarves can be more magic resistant. Elves naturally have the ability to wield a bow. ETC. This is limitless and still unknown as to why it has not be done yet.
#4) GM's/Dev's creating more RP
Do not get upset yet, but read first. We all know the GM's plan these great elaborate quests and they are usually all good fun. For this, I thank them.
I do however think they need to stick their hands into the pot a little more. Perhaps actually have a King in Northerot/Silverbrand/Trollsbane that is GM controlled. Control a little more of the politics. I know you want the players in control, but frankly it does not have seemed to work.
I feel if the right people could get behind this, they could add alot to Illarion. Have these people take the game and view it as a story, and begin adding chapters. Get some racial tensions built up. Start a true War with true battles. Have the GM king walk around in town with his GM guards to make an appearance. If done correctly, and the key word there is CORRECTLY, the world of Illarion would be a much more interesting/fascinating place. It would get more of a story book element to it as opposed to feeling like you are just playing yet another "The Sims" game.
I am tired, so that is all for now.