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Messages - Eonwind

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1
General Discussion / Re: Tips and Tricks
« on: June 09, 2021, 06:47:38 am »
Here's my list of tip-and-tricks coming from the online Player's Guide:
http://planeshift.top-ix.org/pswiki/index.php/Players_Guide#Strategy_Advice

2
Wish list / Re: NPC shouldnt walk away while i speak with them
« on: June 09, 2021, 06:08:56 am »
dear devs,

another thing which troubles somehow, is, when the npc walks away before i can finish the quest. that happened a few minutes ago by Lori Tryllyn. and i had it by Jefreca aswell. it would be nice if they dont do it in the new client aswell.

greetings fayrene

yep, it would be nice indeed. Quick tip: if they are trying to walk away while talking to them (not very polite), speak with them again and they should stop. At least you can work around their unpoliteness.

3
Wish list / Re: Gobble Identity
« on: June 09, 2021, 06:04:47 am »
hello devs,

here is a funny idea. i dont know if you will do that one or not.

Alot of player liked to be a gobble (event-fun) and one of them is still a gobble and laying around by Harnquist... lol. maybe you could make a new race "gobble" so that he and some other ones could make a new gobble-character?

greetings fayrene

if memory does not betray me there is a certain spell that hsould allow the caster to assume, for some time, a gobble form...

4
sadly no :(

5
Development Team Blog / Re: Missing Skill-Boosting Quests
« on: January 28, 2020, 02:45:15 am »
I've done so. Here's a quick summary of where it stands. The remaining quests that need to be added are:

Blacksmith: I swear I'll get to it!
Body Development: Apparently I wrote one! Awaiting testing
Leatherworking: Waiting for testing/items
Lockpicking: Waiting for testing/items
Musical Instrument: Someone is writing it
Repair Armors: Someone is writing it
Repair Weapons: Someone is writing it

great progress, thank you a lot!  :D

6
Development Team Blog / Re: Missing Skill-Boosting Quests
« on: January 20, 2020, 03:54:44 am »
Uadjet: could you please strikeout the skill-boosting quests that have already been implemented in the first post. Thanks.

7
Development Team Blog / Re: Missing Skill-Boosting Quests
« on: January 18, 2020, 04:14:37 am »
Instead of making Mishka (I'll stop saying 'my character' and use her name now :'P) train and grind and maybe once in a blue moon get an order for weapons or armors, I have turned her into a commissioner for the Octarchy/Guards/Arena/Squadrons. It has given my character a new purpose, to be fair.

opening up new possibility, also from a RP / character development point of view, was one of the main reason we designed this gameplay change. It is very hard to reconcile RP and gameplay in RP-focused game like PS (believe me, we try  :D) but we feel like training and raising own character skills should be possible in-game and in-character as well. It should be fun too.

In regards to quest writing, if the system hasn't changed from back when I wrote some, I am more than willing to offer my skills as a writer in my free time to offer ideas, flux diagrams, possibly quest-writing/drafting, and proofreading. After all, unless it's been rescinded, I have an NDA contract signed still...

the system has always been the same but with a few more edges added from time to time, feel free to discuss your ideas and drafts in discord-prospects. The NDA is still valid.

8
I haven't done the assembly instructions, but I've done the x ingots makes y lines. About 650 lines of steel and the same of plat steel. They need a thorough checking, but it's a start! As for books, I've been thinking spears and quarterstaves in one book, and polearms in a second. Plat steel items would be two more books with the same division, and the race-specific items would have their own book. Honestly I'd love for each race-specific spear to have its own diagram type book, but that's just too many books to add.

Excellent.
About books I would prefer to strip down the number as much as possible, possibly to 2 books (normal stuff, plate steel stuff), if possible (aka the number of items is not too big and it is not too hard to read/use). Reason is when it comes down to make fixes/maintenance in the database I find it easier to perform the task and another reason is I perceived players prefer to change the mind slot (book) as less as possible. Third reason is we need a quest for each book and for me each quest have to be unique and I don't like simple copy & paste quests (so the creative effort and challenge to put in quest writing is a bit more). Aside these consideration is more a matter of "philosophy" than real technical problems.

Quote
I can't think of any NPCs who use staves, but I'm sure it'll come to me. I assumed this would all fall under Blades Making, and there's already a skill that trains that, and the combat skill could be raised with the same quest that trains the other skills. Just need to add a branch for staff, spear, and polearms.
this because we hardly have polearms in game. Once they are available this may change, with settings permission, and we can assign some NPC to be a polearm trainer or crafter, etc.

Quote
The Academy thing... sounds fun actually. I'll take a look at the moves in that school.
actually you can get some inspiration from the Academy already released, and we have already a full set of quest for a second academy (unreleased, yet), written by Zunna. If you are interested I can let you read them.
We also have a couple of inspiration, draft for 2 more academies: archery and axes, but we haven't had anyone starting the quest writing yet. Fun thing is most of special moves (archery, hammer) are ready rules side, bu we won't release them untile the whole package (which includes their own academy quest) are ready to deliver.

We still miss an idea, draft for polearms completely, so, if you have an inspiration, let us know.  :)

9
Excellent job Uadjet!!!

Just a  side rules note: to have the polearms ready to go and up to speed with other fighting styles we also need:
  • Some crafting rules: many crafting rules could already be there (to be checked) but it surely requires a new book with new recipes.
  • Quests: new crafting requires a quest implementation to get the crafting book, it also requires one more training quest (for crafting skill)
  • Combat: we have already designed some special moves (http://planeshift.top-ix.it/pswiki/index.php/Combat_System#Staff_and_Spear) but still it's required an Academy a full set of quest to tell a story about the academy and lead the character to learn the special moves they teach.

This may sound a tremendous amount of work but it could be a community effort  :)

10
Development Team Blog / Re: Missing Skill-Boosting Quests
« on: January 13, 2020, 02:54:46 am »

The skill boosting quests make level up too easy, in part because they reward an entire level.

Just as an FYI it does not grant an entire level. It takes you to the next level. so if your bar is halfway to 155 it will only take to you the start of level 156, not to 156 and a half. Also, a lot of these quests require you to gather items, travel have knowledge or information of certain things not to mention the fact that they have all a timer so you can't just sit there and repeat it and get 10 levels right away. The quests scale as well depending on your current level.  I think this was the compromise for several players who felt they were spending way to much time and energy grinding skills that it was cutting into roleplay time. As well as with the current engine we have the possibilities are very limited. The server can't even tell if you are wearing skill-boosting jewelry and will not award you a point if your boost takes you over the max skill level. As with most things we are excitedly awaiting the Unreal Engine upgrade to be able to really start focusing and fine-tuning issues such as this one.

I just wanted to add a few technical notes to this discussion:

  • Awarding practice points: we have the technical means to award skill practice instead of a full level. The first implementation of the skill-boosting quest (never released) did that. However we felt awarding a whole skill point once in a given amount of time (8h IIRC) was just about the right compromise. We reasoned that a player wanting to grind their skill he may gain more skill points/day by questing & grinding as usual. We knew we would hardly cover everyone needs ad expectations (as always) but we felt it was the best tradeoff we could offer.
  • Skills not awarded by possessing a skill bonus: skill bonus etc. are not an Unreal specific implementation and such things can be debugged right now and there could be a solution. I'm quite confident this bug can be fixed right away but I need to investigate better to be sure.

11
Complaint Department / Re: Claymores and Their Useless State
« on: February 18, 2019, 11:19:48 am »
I just want to add a small update about the topic.
As of now the task of balancing claymores (and weapons generally speaking) must be put on hold.
The reason is, as we are working on the PSUnreal combat, some mechanic like weapon speed will probably be dropped in favor of a more real-time and responsive approach. Therefore the weapon balance maybe radically different from what is today. Since we plan to port the current database, at some point, I think it could be a waste of time to try to fix the problem now. Given my current time restrain I will focus on working on the new system.

12
Complaint Department / Re: Claymores and Their Useless State
« on: December 23, 2018, 05:36:30 pm »
When this topic was first raised two-handed weapons were not fully supported (so you could wield two of them despite they were 2-handed). So, back then it was not advisable to change the claymore stats.

Now the 2-handed flag is fully implemented and only one two-handed weapon can be wielded at time, it could be a good time to revise their damage.

The change is not difficult to do, we only need to change one vale in the database. It's just a matter to get it right, which means going after all the weapons damage output to be sure they are quite right and avoid messing up the balance again.

13
I understood that none of the developpers have Mac.
...
i remain at your disposal to any information, file, part of file you would need.

cool!  :)
as you said none of us actually own a Mac, but we would like to continue supporting Mac platform. The current version however will be the last one released with the legacy angine, the next version will be using the Unreal Engine.
Still we need to compile for Mac, so when we will get to compile the PSUnreal version we may need your help, if you're still around.  :thumbup:

14
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:

15
I want just to point out a single but yet important thing: transition to UNREAL engine is not just for fancy graphic and cool feature... it's necessary for PS to survive. Current engine is no longer developed, Cal3d (a component required to compile) has been recently shut-down. Not to mention a lot of tools and feature we'd need to make the game more intuitive and easy to play are not available.
In time we may no longer be able to compile on recent systems. No need to say it's not good at all.

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