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Messages - Eonwind

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16
Wish list / Re: [Help offered] Tool making manuals
« on: September 11, 2017, 09:33:30 am »
Tool making is on the list of skill to implement, so yes. It's currently not on the top list because we're focusing on completing other missing parts (e.g. have all the repeatable quests for all crafting skills etc.).
A bit of help can speed things up.

17
Complaint Department / Re: Death has no impact
« on: July 06, 2017, 06:45:34 am »
Reading about the lore and how things are enjoyable to me but a lot needs to come from IC books, being restricted to the library to read those books isn't something I like and I don't think it should be the case. The obvious objection to putting the books online on for example the wiki is that players will cheat the "go find out which plants Nolthrir children play games with" quests. but I don't think there is a problem with that as except for walking to the library the player still fulfilled the purpose the quest has: learning about the world.
sometime ago we discussed about releasing some of jayose library in the wiki section of planeshift and we agreed it would be fine to let the players read some lore outside the game so they can learn what they need to RP.

However, as of now, we have not the resources to start this task.

Tell me which books you want in the wiki and you'll get them there. No questions asked.

Best course of action would be to contact Venalan or Moordan (settings) via IRC.

18
Complaint Department / Re: Death has no impact
« on: July 05, 2017, 02:05:36 pm »
Reading about the lore and how things are enjoyable to me but a lot needs to come from IC books, being restricted to the library to read those books isn't something I like and I don't think it should be the case. The obvious objection to putting the books online on for example the wiki is that players will cheat the "go find out which plants Nolthrir children play games with" quests. but I don't think there is a problem with that as except for walking to the library the player still fulfilled the purpose the quest has: learning about the world.
sometime ago we discussed about releasing some of jayose library in the wiki section of planeshift and we agreed it would be fine to let the players read some lore outside the game so they can learn what they need to RP.

However, as of now, we have not the resources to start this task.

19
Development Deliberation / Re: PlaneShift as a start into game programming?
« on: February 08, 2017, 05:10:33 am »
While I guess the actual code base is not the best sandbox for getting started, I remember there was lot of documentation material floating around. E.g. descriptions for GSoC projects and the engine documentation stuff on the PS wiki. I also remember some nice slides about the design of the game and networking, but I have no clue where you can find that right now.

For the design related documentation you can start from here: http://planeshift.top-ix.it/pswiki/index.php?title=Main_Page

20
PlaneShift News and Rules / Re: An Unreal Arcade
« on: January 10, 2017, 12:22:25 pm »
I managed to compile UE4Engine on Linux. With some luck I should manage to package the game for linux.

21
Wish list / Re: The next skill implemented-Pick pocketing
« on: January 08, 2017, 10:24:42 am »
The problem with this approach is enforcing a player action upon another player, even if the outcome is not to actually steal items or money they possess but just reward the pickpocketing player with a generic reward.
Generally speaking the devs team doesn't like this kind of approach, so it's unlikely we'll ever implement the skill that way.

Well, this was neither my nor, if I understood correctly, the initial poster's idea. If I want to PvP with another player they have to accept the challenge, and my idea was that pickpocketing another player could require the same consent everywhere, except perhaps some designated areas which could be the same areas where PvP is allowed.

There is an important difference between PvP combat and PvP pickpocketing, even if consent is explicitly required: in PvP combat you can fight back, in a "PvP pickpocketing" the pick-pocketed player is always a victim (not much fun).

I'm not really interested in a player picking mechanic of any kind. My interest is in the mechanics for pick pocketing NPC creatures and quest NPCs(the non player inhabitants of Yliakum).
I would hope that there would be some kind of reward for successfully picking anything,however small that reward might be. It's the incentive for training the skill. "You successfully picked the Riverling's pocket for 1 hexa and 4 tria." or alternatively "You failed to pick the Riverling's pocket. The riverling retaliated,hitting you for 16 health damage,and stunned you for 5 seconds."
Just as with the Lock Picking skill,if you never get any reward from any chest you successfully lockpick,then there's no benefit,and no motivation to continue training the skill. It would render the skill pointless.

The exact reward will be decided when the skill will be implemented, but there must be a reward or this in game action would be pointless.

22
Wish list / Re: The next skill implemented-Pick pocketing
« on: January 06, 2017, 01:28:06 pm »
Honestly, I can't see how a PvP pickpocketing mechanic would improve a pickpocketing RP.

The current RP setup is open to godmoding, who is to say what he chance is for a specific pickpocket to succeed in picking the wallet of any one character? Implementing this in game will imho allow for ambiguities to be removed and a clear framework to be laid down: This will become a skill one character can train to improve their chances of success, while another's traits (e.g. agility or charisma) could determine their own ability to thwart the attack.

The problem with this approach is enforcing a player action upon another player, even if the outcome is not to actually steal items or money they possess but just reward the pickpocketing player with a generic reward.
Generally speaking the devs team doesn't like this kind of approach, so it's unlikely we'll ever implement the skill that way.

23
Wish list / Re: The next skill implemented-Pick pocketing
« on: January 06, 2017, 05:24:30 am »
Honestly, I can't see how a PvP pickpocketing mechanic would improve a pickpocketing RP.
However when pickpocketing will be implemented it will be possible to pickpocket the NPCs.

24
General Discussion / Re: HAPPY 2017!!!!!!!!!
« on: January 01, 2017, 06:32:30 am »
Happy new year to everyone!  \\o// \\o// :sorcerer:

25
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.

26
The Hydlaa Plaza / Re: Shaders
« on: December 22, 2016, 01:15:01 pm »
No, I don't have such an insight, just a little generic knowledge. But I guess it is similar to Minecraft: The texture stores the luminance at least, but the chrominance will be exchanged. No clue about the exact formula, though. May not even happen in RGB color space (maybe in HLS instead)? One may have to check if there are sources of the shader program in the PS source repository.
I admit I have no insight myself, but given I have never spotted this piece of code in PS source code and given there is no GM or scripting command to adjust/change shaders in real time I suspect they are only handled by CS at the moment. I hope this help.

27
Development Deliberation / Re: Rules: small Development News
« on: December 22, 2016, 01:10:04 pm »
Yes, only the final process, the one before creating the final item will have the possibility to get a modifier.
...
In the end how often a given modifier is attributed can be controlled by setting a different chance depending on the crafting or the minimum chance to get it.

Alright that can work, as long as it doesn't take too long to get a rare it can have the same affect. The idea is just to give the player a little unpredictable extra to look forward to. Thank you. :)

I agree! Finding out the right setup may not be easy. However once the system has been setup we will collect player's feedback and adjust the settings accordingly. Afterall changing the chance involve changing a single number. It's 5 minutes task.

28
Any luck yet? I've been trying to make an account for a few days now with the same problem.
We are still in contact with the ISP, still digging to find the problem. Sorry for the problem!

29
Development Deliberation / Re: Rules: small Development News
« on: December 22, 2016, 05:09:21 am »
After thought: Do you mean that players will have to wait until they get to the finished product before they can get a modified item and intermediate items will have no affect on that?

Yes, only the final process, the one before creating the final item will have the possibility to get a modifier.

The stacking system do not allow to stack items with a different properties, and this is good, otherwise it would be impossible to retrieve a given item within a stack.

Initial idea was to allow the gain of a random modifiers along every step of the process, however it's true the number of intermidiate items can get easily out of hand, and what would have been conceived as a feature becomes an hassle and that's not good.

How often the bonus is given also depends on how difficult is the crafting in term of necessary number of steps required to craft the final objects. There are some simpler crafting, like herbal where it's really easy to produce a final item and it doesn't take long at all. Likewise for cooking there are short recipes and longer recipes.

On top of this I should add getting to the final items instead of repetedly crafting a single intermidiate items usually gives more practice points. Encouraging the creation of final products may ideally speed up training as well. One problem often reported was the lack of primary items to continue crafting after a final item has been produced. This is why we are introducing "recyling" recipes, this will somehow extend the availability of material adding lootable 50q items to the list of items usable to train on.

In the end how often a given modifier is attributed can be controlled by setting a different chance depending on the crafting or the minimum chance to get it.

30
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.

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