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Topics - Gilrond

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16
Just 3 days to go: http://www.kickstarter.com/projects/1949537745/armikrog
If you like Neverhood, this new project from Neverhood creators needs your support.

18
http://www.mud.co.uk/richard/hcds.htm

It's written in context of MUDs, but very much applies to MMORPGs as well.

21
Wish list / Practice points gain output
« on: January 30, 2012, 01:08:47 am »
Can you please modify the system message for practice points gain from "some practice points" to the exact amount? It shouldn't be a major change, and it will help players to better understand practice logic and choose optimal paths for training. Especially with all the latest changes (which are far from final as can be expected) it will be very helpful.

22
Wish list / Storing containers and inventory protection
« on: January 23, 2012, 07:33:56 pm »
It would be very useful to be able to place container in storage preserving the content (and to be able to retrieve it back in the same shape). Right now it's impossible.

Another idea is to protect your inventory from accidental mistaken transaction with NPCs. For example if you have a bunch of items in your inventory, and some of them are in a sack, when you trade, all items are shown, and you can by mistake sell a rare or unique item (like clicking extra time and etc.). The bad part is - transaction isn't even reversible, because after you sell the item it's gone from the NPCs items list, and you can't buy it back (may be NPCs should retain these items for some time by the way?). In order to prevent it, you can make that items which are inside containers in your inventory can't be easily sold, unless you take them out, or for example at least open that container first. This way you can place valuable items in separate containers and protect them from accidental erroneous sale transaction.

23
The Hydlaa Plaza / Noises with SoX
« on: January 10, 2012, 06:40:04 pm »
SoX ( http://sox.sourceforge.net ) has a sound synthesizer, with which you can get really interesting effects:

Deep space engines effect:
Code: [Select]
play -c2 -n synth whitenoise band -n 100 24 band -n 300 100 gain +20
Sea waves effect:
Code: [Select]
play -t sl -r48000 -c2 - synth -1 pinknoise tremolo .1 40 < /dev/zero
(Tested on Linux. Install sox package if you don't have it).

24
The Hydlaa Plaza / Far Over the Misty Mountains Cold [notes]
« on: January 08, 2012, 03:09:38 am »
Just found these notes for "Far Over the Misty Mountains Cold" from Jackson's Hobbit trailer (the author of the music is Howard Shore).

For those who aren't familiar, it's a great song which dwarves sing in the Hobbit (one of my favorites):

Quote
Far over the misty mountains cold
To dungeons deep and caverns old
We must away ere break of day
To seek the pale enchanted gold.

The dwarves of yore made mighty spells,
While hammers fell like ringing bells
In places deep, where dark things sleep,
In hollow halls beneath the fells.

For ancient king and elvish lord
There many a gleaming golden hoard
They shaped and wrought, and light they caught
To hide in gems on hilt of sword.

On silver necklaces they strung
The flowering stars, on crowns they hung
The dragon-fire, in twisted wire
They meshed the light of moon and sun.

Far over the misty mountains cold
To dungeons deep and caverns old
We must away, ere break of day,
To claim our long-forgotten gold.

Goblets they carved there for themselves
And harps of gold; where no man delves
There lay they long, and many a song
Was sung unheard by men or elves.

The pines were roaring on the height,
The winds were moaning in the night.
The fire was red, it flaming spread;
The trees like torches blased with light,

The bells were ringing in the dale
And men looked up with faces pale;
The dragon's ire more fierce than fire
Laid low their towers and houses frail.

The mountain smoked beneath the moon;
The dwarves, they heard the tramp of doom.
They fled their hall to dying fall
Beneath his feet, beneath the moon.

Far over the misty mountains grim
To dungeons deep and caverns dim
We must away, ere break of day,
To win our harps and gold from him!


Here is another rendition: http://www.youtube.com/watch?v=XiuKbcol8Hw

25
The Hydlaa Plaza / About Bob Anderson
« on: January 02, 2012, 12:11:35 pm »

26
Wish list / Please balance skills progression
« on: November 29, 2011, 06:57:48 pm »
In response to the quote below, I thought it's good to start a new topic:
weapon/shield/armor making takes ridiculous amounts of time. It took me 7 hours one time to get one low level of shield making (8-9) compare that to 10 minutes to get one level in the 60-70 range in two armor types at the same time.  Crafting is a waste of time.

Yes, I agree, current crafting progression (except may be for metallurgy where parallelism helps) is very unbalanced and is simply horrible. Please correct me if my calculations below are wrong. For example, let's say it takes 14 practice points multiplied by skill level to level up the blacksmith skill to that level (from the previous one). Since now there is still no graded practice gain (see proposal to implement it on the bug tracker), character can only get 1 practice point for some action (not even for every action). Therefore blacksmith training can be reduced for example to rehammering heated sword handles (since there is no benefit in points in any of the other actions now). Hammering one heated sword handle takes 1 minute.

Therefore to level up from (N-1) to level N, it takes 14 * N minutes (and I'm not even counting heating time for simplicity). So, for example getting from lvl 29 to lvl 30 will take you 30 * 14 = 420 minutes (7 hours). Sounds hard enough? Let's take a more distant look. Since some managed to max other skills, why not to max blacksmith with some effort? How long do you think it'll take? Let's see. You have the following sum:

14 + 28 + … + 14 *200 = 14 * (1 + 2 + 3 + … + 200) = 14 * (200 * (200 + 1) / 2) = 14 *20100 = 281400 minutes = 4690 hours = 195.41(6) days...
Hm, more than half a year of real time hammering? No wonder you don't see many maxed blacksmiths around. So what about adding graded practice to reduce the crazy grinding?

27
I tried to compile PS client on current Debian testing following instructions here:
https://planeshift.svn.sf.net/svnroot/planeshift/trunk/docs/compiling.html

Compilation worked, but running psclient even with all needed settings in LD_LIBRARY_PATH fails:

Code: [Select]
DLERROR (.../build/cs/xwin.so): .../build/cs/xwin.so: undefined symbol: libgtk_x11_2_0_is_present
SCF_WARNING: factory returned a null instance for crystalspace.window.x
        if error messages are not self explanatory, recompile CS with CS_DEBUG
WARNING: could not load plugin ‘crystalspace.window.x’
Could not create an instance of crystalspace.window.x!
WARNING: failed to initialize plugin ‘crystalspace.graphics2d.glx’
Error loading Graphics2D plugin.
WARNING: failed to initialize plugin ‘crystalspace.graphics3d.opengl’
DLERROR (.../build/cs/sndsysopenal.so): .../build/cs/sndsysopenal.so: undefined symbol: libopenal_is_present
SCF_WARNING: factory returned a null instance for crystalspace.sndsys.renderer.openal
        if error messages are not self explanatory, recompile CS with CS_DEBUG
WARNING: could not load plugin ‘crystalspace.sndsys.renderer.openal’
DLERROR (.../build/cs/xwin.so): .../build/cs/xwin.so: undefined symbol: libgtk_x11_2_0_is_present
SCF_WARNING: factory returned a null instance for crystalspace.window.x
        if error messages are not self explanatory, recompile CS with CS_DEBUG
WARNING: could not load plugin ‘crystalspace.window.x’
Could not create an instance of crystalspace.window.x!
WARNING: failed to initialize plugin ‘crystalspace.graphics2d.glx’
Error loading Graphics2D plugin.

Is there anything needed so it could find  libgtk_x11_2_0_is_present? I have libgtk2.0-dev and libx11-dev installed.

Also, how can one make psclient.bin with statically linked libs? The client which is produced doesn't look like the one shipped with PS. At least it'll remove the need to set that LD_LIBRARY_PATH all the time.

28
General Discussion / Magic - spells proposals [comments]
« on: August 29, 2011, 08:27:39 pm »
This thread is for commenting and discussing spells proposals.

29
General Discussion / Magic - spells proposals
« on: August 29, 2011, 08:26:07 pm »
Following the recent meeting of players with Tuux who is the primary PS magic system developer, and discussion about the state of magic and its future plans, we decided to publish a list of proposals for various spells. Currently most spells tend to be combat oriented, and PlaneShift could benefit from having more variety in the way the magic can be applied. Traveling and transportation, prospecting, fishing, summoning or charming animals, creating enchanted items, illusions and so on. All these and other areas could enrich magic which is currently mostly reduced to bashing monsters.

This thread will be dedicated to spells themselves. A separate thread is dedicated for discussion on this topic. Please direct all comments, flames and arguments to the supplementary thread. But if you have a sensible spell to propose (insane may be too, but logical in the context of the ways and glyphs meaning), or an update to previously added spells, post it here, and it'll be merged with the list.

Note: proposed spells realms are shown in brackets.

30
Adept's and master's Brown Way bracers affect the Blue Way, and not the Brown. It has been buggy for a while already. Is anyone fixing this issue?

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