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players' startup knowledge

Message 107

From: darshan
Date: 2002-01-07 18:56:41


Take a skill which produces eg. swords.
Players of different races and cultures will use the same skill but produce items particular to their own cultures. Thus each player's statistics will include a list of everything he can construct. It could be postulated that this list defines a large part of the player's cultural identity. Thus a list of basic knowledge should be constructed for each race describing what a new character of any given race knows and can do at its creation. Thoughts?

Message 156

From: beregar
Date: 2002-01-11 15:07:15
In-Reply-To: 107


Do players still retain their cultural identities. I recall someone suggested that cataclysm made total mental wipe out? I'm strongly against that though and Darshan's suggestion looks very good for me.

I'm still slightly confused about how crafting skills work. How can you determine what your character actually creates and how can you learn to create new items. Is there some sort of blueprint system which is innate to each person and he or she can learn new by reading blueprint scrolls?

If so, there should be also some sort of limit (perhaps based on int?) of how many blueprints a player can "memorize". It would seem logical that the player must first know how to create something (a blueprint). Perhaps these blueprints actually give the player some sort of "modifier" to item creation skill based on how detailed they are. After all, it is a lot easier to create an item from a detailed document.

Beregar

Message 157

From: darshan
Date: 2002-01-11 15:14:46
In-Reply-To: 107


Certainly players retain cultural identity. Total mental wipe out?`I find it hard to believe that anyone would have suggested that seriously. Naturally nobody can memorize everything. Mental capaticies will be dependent on whatever stats affect them. (now that's a diplomatic statement if there ever was one) I haven't considered crafting skills in general at all yet - merely touched the topic in my architectural musings.

Message 161

From: beregar
Date: 2002-01-13 00:29:20
In-Reply-To: 107


I believe the judgement behind that "mental wipeout" was to explain why players couldn't remember anything about their previous culture or life before cataclysm. I was always against it so I certainly see your idea a lot better and give my total support for it.

Beregar