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Messages - Eonwind

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31
The Hydlaa Plaza / Re: A Small Victory for Competitive Games
« on: December 16, 2016, 05:14:41 am »
Though I thought the dummies were implemented because of players who wanted an alternate path to training their characters since slaughtering every living thing under the Dome would be OOC in some cases.

Thats along the lines of why I thought they were add too.

Yes and no.

I'm always up to provide more options to the player, however if we are speaking about OOCness and "IC reality", nobody will really get too much better just sparring against a dummy. In the end the only way to master a weapon is to train against someone able to put up a real fight, not just standing in place like a dummy.
Still speaking about IC there are other options available not to kill things: gladiators and mercenary will try to retreat when they're wounded enough (fleeing). Another option is to try to avoid the final blow and get out the arena pit, they won't chase outside the pit and you can spare their life.

From a OOC pov training these ways may be not practical, but then again just using dummies will only give half of the benefit from training: since they don't fight back, charaters won't get any armor training. So it's an "asymmetric" training in any case.

32
Wish list / Re: Regonizing new players
« on: December 15, 2016, 06:44:13 am »
Also let's try to preserve the new players privacy. Some may not like to be marked as "newbie" with a great sign on their head.
I think the idea behind the request is noble, but maybe the best solution is still to try to take an eye on new characters around and meet them with a RP greetings.
Also the tutorial area has been opened to senior players to allow them to greet an help newcomers.

33
The Hydlaa Plaza / Re: A Small Victory for Competitive Games
« on: December 15, 2016, 06:40:11 am »
The training dummies were designed in the first place to allow players to test their spells, new weapons and attacks in a safe (from damage) environment. They weren't designed to allow AFK training or "speed up" practice.
Let's try to use them properly without abusing this game feature, I would hate having to change it, removing lot of their HP or making them invulnerable. This would damage players that use them in a reasonable way and I don't like it.

34
A few updates ago I added in support for asking bar keeps about gossip. They have logic checks for all quests in that city (for which it makes sense they might know about) and if you have a quest(s) you can start in the city the NPC picks one of them and hints you towards it.

We could do the same with the main NPC belonging to a faction (smiths, magic circles, etc.): if there is quest available for their faction they could ask for help (at least ofr relevant quests).

Also we could add a golden man to the barkeepers (proximity KA) so the players are informed about this very useful gossip feature.

35
Yes, but I bet there's far more people who can help you add support to UE4 than can help you with Crystalspace. If I understand, Crystalspace isn't being actively developed anymore while UE is very popular and lots of people use it.

This is exactly why we really need to switch engine.

36
General Discussion / Re: Mine Indicators
« on: December 13, 2016, 06:47:18 am »
I'd totally forgotten about that feature. That would certainly work and we wouldn't need to add anything else.

Ok, I will work on it. No promise it will make it for the coming update (few days) but it won't certainly take a lot of time.

37
General Discussion / Re: AFK Indicator
« on: December 13, 2016, 06:27:58 am »
some games do even better ... they kick you from the server after you've been inactive for some minutes  ;D

38
General Discussion / Re: One Shot Indicator
« on: December 13, 2016, 06:22:58 am »
This would fall into to the realm of nice ideas which need server and client work so can't be done now. Things like this would be nice once we get into UE4.

The description does give an indication of how tough a mob is right now, which should keep you relatively save.

... and, many (but admittedly not all) mobs have ways to detect the player strenght and when this happens they output a message some people may think is weird (Ulbernaut thinks you're weak/strong/etc.). That messge was left by me as an indication to the players so they know more or less if the mob can be easily defeated or not.

39
General Discussion / Re: Mine Indicators
« on: December 13, 2016, 06:16:07 am »
When I started as a prospect and then Dev I very much though with the POV that 'In Character-ness' was more important than 'playability'. Over the years working with players and Devs on implementing things this view has basically totally swapped, but there are limits to what I'd do if to break immersion too much.

This idea would greatly increase the ability for a player to find a mine on a map themselves so I would be happy to trial something. I have been working on developing some droppable effects, after the next update I will drop a rock pick and effect at some mines some of you guys can then tell me if you think it works as a mine marker well.

We could do the same things we do for harvesting: the server has the ability to spawn a few items in the mining zone. For mining areas this capability is disabled for reasons Venalan has explained very well. However I can't see why not make them more visible; we could spawn 1 or 2 ores just to point out the mining place, this without even relying on special effects (or a slight special effect could be added to the ore items itself).

40
Fan Art / Re: Illysia's Render Gallery
« on: November 20, 2016, 04:54:30 pm »
really nice  :)

41
General Discussion / Re: Art Submission Questions
« on: October 28, 2016, 08:42:45 am »
A quick answer: more or less these guidelines are still right, the more the hardware progress anyway the more the polycount can be relaxed. Speaking about the file format I think blender is advisable and the current and future engine both support it.

42
Newbie Help (Start Here) / Re: An assortment of minute questions/remarks
« on: October 27, 2016, 10:14:25 am »
As the title indicates I've some small questions and remarks. For some I think I already know the answer but I might have overlooked something.

1. (How) is distance/weight/volume tracked IC in the game?

meters/Kg

2. Why aren't basic recipes(like cutting plants) which aren't timed(i.e. pot/furnace) inherent in all books of the skill? I mainly ask because it's quite annoying to hassle with the books.
most of the time basic recipes have been shared across similar patterns to avoid changing book too often. If you can be more specific I can look deeper into the subject.

Quote
3. Is there any way to make honey/cloth for poultice/kitchen knives currently in the game?
some items are currently only available for purchase by NPCs, this include all the tools. When the tool making skill will be implemented it will be possible to craft the tools and (given time) some of the item for purchase.

Quote
7. Brewing isn't yet implemented?:
"Combine 2 dry roasted malts, pot of hot water into 0 beer mashs." It will just fail to combine them though.
brewing is implemented, the combination is working too (just tested), double check, you may be doing something wrong.

43
Edit:And is this page, http://www.planeshift.it/Join%20Us, up to date? Honestly it looks like it could use a reworking so it doesn't give the impression of the game being farther along than it is. :whistling:

partly yes and partly no. Generally speaking we never refuse by default anyone logging in #planeshift-prospects. We try to give a task (and the support to get it done) and see how they handle it.

Generally speaking Talad is alright to update info in hte website, we just need to provide him the text to change or load.

44
mhm ... it must have been broken while transitioning to the new server ... anyway I personally send a new version by email to all the interested prospects.

45
Alright, now how about the procedure for people helping out with making the crafting books? I mean helping to determine the steps for the unimplemented skills.

This is better worked out hanging on IRC #planeshift-prospects, but it's something not terribly hard.
The pipeline requires to compile a datasheet like this: http://www.planeshift.it/download/example_crafting_sheet.xls (but there is an updated one), including:

  • the items and item characteristic for all the ones needed for the craft (including intemidiate and final items and tools)
  • transformations
  • combinations

Talking about the repeatable quest format, what I meant is we have a few of them that can indeed provide a good base to work on. In my experience that's much easier and less intimidating than starting from scratch. However I dunno if settings is happy to share one of them outside the team :P ... but I'm pretty sure if someone is interested working on them we can share what is needed for the task.

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