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Topics - Eonwind

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1
Unreal Engine / Unreal development: June 2018 News
« on: June 25, 2018, 02:02:43 pm »
Greetings!  :)

A few month have passed since the last update, but PSUnreal project hasn't stopped at all and there have been many steps forward!

Here is a short list of what has been sucessfully been ported so far:
  • Character Creation - Quick Paths & character selection
  • Quest system
  • Chat system
  • the user interface (to visualize stats, inventory, etc.
  • NPCs and their AI
  • Crafting system (combinations and transformations)
  • Equipment & Inventory

These are huge steps forward, meaning the first PSUnreal version to be released will include basically all the features of the current version (so there will be quite a few regressions or none).
So far what is still left to do before the new version can be released is:
  • Character Creation - Custom
  • Combat System
  • Spell System
  • Guild & Alliance manager
  • Natural resources and hunting areas
  • Storage & Banking

I plan to post updates on the roadmap on a regular base, so stay tuned!  :sorcerer:

2
Development Team Blog / The Weapon Academies
« on: December 22, 2016, 01:55:46 pm »
This post is to keep you up to date while the weapon academies are being implemented. As you may have recently read in the update news we have just released the first Weapon Academy: The Order of Keen Edge.

Each combat Academies will stage:
  • a new combat style for the related weapon (e.g. The Order of the Keen Edge will teach you swordplay);
  • a quest chain to join the academy, raise in rank and learn the new attack moves they will teach you;
  • a roleplay playground setup in the Arena for the academy members and everyone interested.

Do not hesitate to post your feedback, inputs, criticisms, ... this post is made for that as well.

3
Development Deliberation / Rules: small Development News
« on: December 21, 2016, 12:11:59 pm »
The team as a whole is continuing the effort to smooth the rough edges of PlaneShift to improve the gameplay and overall gaming experience. As of now we are working on small side projects. In particular:

  • the experimental implementation of random crafting modifiers already released, has proved to be too much expensive in term of inventory capacity, producing lots of non stackable items. Starting from the next update we decided to only calculate the chance to get the modifiers on the final item transformation. This will reduce the problem of stacking too many intermidiary items.
  • Support for recycling lootable steel and leather items: starting from the next update metal workers will be able to produce small amount of molten steel (low quality) from metal weapons, armor and even some leather piece from leather armor pieces. Miners will still have the advantage of producing higher quality ores.
  • Starting from next server update miners will be able to produce more than a single ore for each mining attempt.

Thanks to Ravna for providing the necessary engine support.

4
Development Team Blog / Changes to lootable magic modifier
« on: February 01, 2016, 08:25:54 am »
Hello everyone! A new update is closing in and just before it happens we want to tell you about a big change that's going to be part of it: fix the magic modifiers from looted items.

First off we would like to explain you the bases in case you're new to planeshift: magic lootable modifiers are obtainable only by killing NPCs (means you cannot craft them, if you want to add magic to your crafted weapon ask a mage or an expert crafter and he will tell you what to do). Based on a few factors, including the modifier rarity and the maximum value your character can loot, you can loot items (usually weapons) possessing up to 3 modifiers: a prefix, an adjective and a suffix (e.g. Perfect Crystal-Steel Knife of the Warrior). Some modifiers are easier to find than others (rarity) and each modifier has a cost multiplier that will rise the base weapon cost and usually rise as the rarer is a modifier. Each modifier will give you or your weapons a special bonus, thus making your looted weapon not only precious, but an effective tool for your character.

Updating the magic modifiers is something we really wanted to change since a while. For a long time we knew they required a big review and a re-balance, the reasons are many:
  • some were really not interesting (the bonus was too low compared to its cost modifier);
  • some modifiers could add up creating combinations that are too powerful than it was intended;
  • a damage of over 2000 damage (possible with the most powerful combinations) is completely out of the range we deem acceptable both for PvP and PvE;
  • the new combat system will introduce more attack options, some of them will affect the damage output too, thus making the previous point even more serious than it is today.

For the reasons explained above rebalancing the attack modifiers before the new combat system is rolled in was mandatory and so we did it applying the following principle:

  • the items relative power have to match their relative modifier cost; this means many modifiers have been empowered
  • magic lootable modifiers work differently than enchanted modifiers: this means looting weapons is meaningful becuase you cannot find the same type of modifiers in craftable weapons (e.g. attack bonus are only available in lootable magic item.)
  • it's no longer possible for a single modifier to have both an attack bonus and a bonus to the item damage. In the future Prefixes (Steel, Tin, Crystal-Steel, ...) will no longer give attack bonuses and Adjectives (fine, perfect, ornate, ...) will give attack bonuses but will not give any damage multiplier to the weapon base stats.
  • Suffix have been reworked as well: to follow the previous point requirements they will no longer have an attack bonus and a damage multiplier in the same modifier (except a notable exception). To make up for this loss more bonuses have been added in place to make the modifier more meaningful from an IC point of view (see below);
  • some effects have been changed to better match their name: usually you could expect a Fire or Frosty weapon to deal fire or frost damage, but the previous setup was only giving a damage bonus multiplier. With the current changes these weapons will give a real elemental bonus on top of a (rebalanced) damage bonus;
  • stats bonuses were designed when the skills an stats caps were lower, therefore many of them have been refitted (usually doubling the bonus)
  • the cost modifiers haven't changed: so no need to rush and have your characters sell their stock of precious looted weapons before the release ;)
  • what was powerful now will be powerful tomorrow: while the above changes were necessary we don't want to have your precious loot become crap all of the sudden. Therefore we tried to maintain the scale of power between the existing looted weapon. As a consequence your ultra-powerful weapon will still be the most powerful weapon around. Of course some modifiers had to be tweaked and their power scale had to be refitted to match the cost modifier;
  • missing abilities: some magic modifiers are buffing way skills, but there is only one modifier buffing a sword skill. Why cannot a magic weapon buff their own weapon skill? We think there is no reason and therefore some weapon modifiers will buff its own weapon skill (e.g. a sword will buff the Sword skill, an Hammer the Mace & Hammer skill);
  • no lottable modifier rarity has been changed: if you're asking yourself if, in the next update, some magic modifiers will become harder to get than now, the answer is a plain NO!

What after? For now we're pretty happy with the current loot modifiers setup but we're eager to know your opinion and tests about the current setup.
In the near future more urgent priorities will occupy the rules department, but there are still some improvement and possibilities we would like to explore in the future:
  • a more comprehensive and readable description of weapon bonus;
  • the possibilities for some bonuses to be looted only for a specific category of equipment (e.g. Spidersilk only lootable for armors)

We hope you will understand the need of these changes and they will suit you as much as they suit us.
We are looking forward to hear from you!

5
Development Deliberation / New combat system - under development
« on: March 18, 2014, 05:28:18 am »
Greetings!

For all of you interested in Rules and the new combat system under development I'm opening this thread both to keep you up to date with the latest development news and hear your opinion about things that will need to be addressed about combat.

First of all a few words about the new system: beside the current system which allows you to make a "standard" attack you'll be able to queue up to 5 "special attacks" or "special maneuvers" (as I favour to call them).
These special attacks will work in a similar fashion like spells, so upon relying on the powerful scripting interface we can have these attacks buff/debuff stun the attacker or the defender and finally play a graphical effect and sound like spells.
Each attack can have prerequisites like require a certain strength or agility, skills requirements, race, etc.

The results we would like to achieve with the new system are:
  • create a realistic system with different styles to suit everyone need and taste
  • make a realistic system (while still preserving gameplay) with the ability to make maneuvers and counter-maneuvers. (The system I have in mind may resemble the late medieval - early renaissance european swordplay styles).
  • Attacks are not spells: we don't want the two systems to overlap (aka attacks will not be just a different form of spellcasting/magic)
  • the system will encompass all type of (implemented) weapons and some style will be cross-weapon
  • some basic special attack will be available to anyone (as long as they've the prerequisites) some other will be purchasable by trainers or by completing quests

You can find the latest informations on styles and special attacks in the wiki.

One last very important thing I want to mention is the current system will force us to make substantial changes to the already existent system, including the standard attack. I will not go down into boring math details, our objective would be to keep the same damage output we have at the moment.

Suggestions, questions and comments are welcome :)

6
General Discussion / Update to Mining, Harvesting and Fishing Rules!
« on: June 12, 2012, 04:08:45 pm »
At the next server reboot the mining, harvesting and fishing skills will give items (ore, crystals, plants, ...) with a variable quality based on the following factors:
- relevant skill
- relevant tool quality
- a random factor

This will allow blacksmiths, cooks and herbalists to get higher quality base materials to use.

We hope this rule update will be helpful for your crafting :)

7
As the crystal sun began to shine Eonwind closes the ancient alchemical tome he's been reading all the night.

"Finally something supporting my own theory"

He turns Cedrica, petting the little yulbar that growls happily receiving his master's attention.

"Listen to me my little Cedrica: if this theory is correct everyone is subject to the fundamental natural laws, even ... the gods. Surely their powers are beyond the mortals understanding but not even them can break the fabric of the creation, they can blend it but not break it."

"An so what is now broken can be mended."

"The problem now is how to achieve that result: since we have to mend both broken soul and body there is only one substance I know that is able to mend, heal and recover the body, the spirit and the soul to make it whole, my little Cedrica: the Lapis Philosophorum.
Unfortunately this is the hardest and most complicated result to achieve for an alchemist.
Most will never be able to attain such result in their lifetime, others become crazy and the few that make it won't reveal their secrets.
My father was a master alchemist as his father before him and so on for many generations Cedrica, I don't know if they ever attempted the 'great philosopher work' least if they succeeded but they uncovered a wealth of knowledge about alchemy.
When I was young and I helped him in his laboratory I remember he wrote the most precious secrets uncovered in his private diary. A diary he never showed to anyone but my mother.
If we need to attempt the 'great philosopher work' Cedrica we need his diary but..."
Eonwind face grim as he speaks again.
"... I met my father in the death realm, no longer after I left my home, you cannot remember Cedrica since we were not master and familiar yet, but he saved me showing the way out of that place... but he's gone ... forever ... never to return"

"My poor mother looked for his diary long and hard but she was never able to find it. It was missing or stolen. Now if we really want to be able to go on we needs someone able to retrieve the diary from my old city: the City of the Stars, on the fourth level".


your body, spirit and soul just make it whole
pray the gods or pray the lords just not to betray them all
as you will start your work the path will fork
the way is humid or dry but the lead must die
shorter time if you choose the latter but care will matter
with sulphur, salt, and mercury the start is better
not to have dread, just make the stone dead
then make the black bright by mixing air, earth, water and fire
invite them all to the Sacred Marriage
and mate the king along with the queen
soon the white egg will raise in between
let the egg ripen and grow until the white becomes like fire
when the lead becomes like gold then the secret will unfold...



[this is the first chapter of a series of open events - fell free to join (or counter) Eonwind quest for his father's diary :) ]

edit: grammar corrections

8
Forum and Website Discussions / Forum problems - unable to reply to PM
« on: November 18, 2011, 05:23:18 am »
Hello! This tread is for Forum Administrators  :)

I cannot reply to Personal Messages sent to me, and I can't even send one myself!!
When I try to send a new message all I get is:

Code: [Select]
An Error Has Occurred!
You are not allowed to send personal messages.


I looked into my profile, account and settings but the problem persist.  >:(
Please can some Administrator thake a look at this?
Many thanks!!
Modify message

PS I opened the same thread by mistake here (http://www.hydlaaplaza.com/smf/index.php?topic=40459.0), it wasn't mean to cross post it was just a mistake, I apologise.

9
Hello! This tread is for Forum Administrators  :)

I cannot reply to Personal Messages sent to me, and I can't even send one myself!!
When I try to send a new message all I get is:

An Error Has Occurred!
You are not allowed to send personal messages.

I looked into my profile, account and settings but the problem persist.  >:(
Please can some Administrator thake a look at this?
Many thanks!!


I got the wrong forum section, I'm sorry. This tread can be deleted. Thank you.

10
In-Game Roleplay Events / Event&Storyboard Proposal
« on: November 16, 2011, 01:21:03 pm »
Hi, everyone!
It's not long time since I began playing PS (even if I know about the project since it's early stage) and my overall opinion is largely positive (even if there are many areas still needing improvements, but it's a  :beta: ).
However, while I like the overall setting, the first impression I had about Yliakum's world is it's a bit "static". I'm not talking about the players that I believe are doing a good job in keeping the things moving and interesting for the others players (especially the new ones) but I'm complaining about the events that seems rather few and lacking (in my opinion), please note that it's not a complain about the GM's.

So this is my proposal:
what I'd really like to see is a big storyboard playing in the background and able to keep the players interest wake and forcing the guilds to join one or the other side involved in the storyboard. In my opinion the storyboard should develop in about 1 year. Each "chapter" should be played in a Event where all players would be able to attend. There should be 1 of such event every 3 months (so a complete storyboard would be completed in 3 to 4 events).
Obviously the storyboard would just be an input and open up new chances for RPing. The storyboard would also involve event significant enough to catch many factions and guilds attenction (I believe the designers could involve some guild into the events developement, even without letting them know all the story  ;) ).

I know such proposal is hard to come by but involving many people (even players) could become reality (in RP term  ;) ). By my side I can offer to help designing (with the developers and GM's aid) the storyboard and a sketch for each event.
About me I've been a Game Master (and a Dungeon Master too  ;D ) for more than half of my life, and when designing stories I usually care more about the plot, the feelings and the player's enjoyment than about the rules.
So if you like my proposal and you think I may help let me know!  :D

PS I don't know if it's the right section for this topic, so sorry if I got wrong.

11
Wish list / Implementing Alchemy
« on: November 16, 2011, 07:59:24 am »
Hi! Everyone!
One of the things I'd most like to see impemented as soon as possible is Alchemy. This will open up places for professions other than the miner, the arms and armour crafter etc.

My proposal is to impement alchemy "softly" and eventually expanding it on a later stage. I'll try to explain myself better:

1- Game Engine:
if I'm not wrong everything necessary to implement alchemy is already in place: we have "bowls", "mortar and pestle", "fireplaces", ecc. basically we could start using the same game mechanics usable for cooking. Most of the work would be about filling up the database tables so it would be possible to create alchemical items.

An example:
Book (about alchemy) + Alchemy skill + ingredient A + ingredient B + combined within container (ex. "bowls") = Healing potion

2- Game element to be designed
Basically a simple Book would be sufficent to start with, plus a mini quest where the player can get it from a NPC

3- in the future...
Once the basic system will be in place it will be possible to create new kind of potions, masterwork potions, etc. but that's best left for the future.

I can offer to help the project, by filling up the data or something like that (I've some knowledge of the SQL if it may help)

I hope someone will find those ideas useful  :D

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