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Topics - Jawir

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1
The Hydlaa Plaza / Goat MMO simulator
« on: November 27, 2014, 04:55:14 pm »
If you didn't see it before... well you have to!
It's too fun to be real! ;D ;D
http://arstechnica.com/gaming/2014/11/goat-mmo-simulator-impressions-massively-moronic/

 :ban:GOAT MMO // MICROWAVE GOAT?! - Goat Simulator - P…: http://youtu.be/bmf_5z2RCNg

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Wish list / Bubbles showing typing activity and AFK
« on: October 20, 2014, 08:56:38 am »
Hello, before cluttering flyspray with a feature request I thought it could be better to run a poll and see if you think what I'm going to propose can be useful or not.
In my opinion it could be useful to have bubbles popping out when people are AFK or people are typing, so you don't have to wonder anymore why people aren't answering to your question!
To better understand what I mean give a look at this 2 pictures:
AFK:

While typing:

What do you think?

3
The Hydlaa Plaza / SmartBody
« on: May 03, 2014, 11:47:19 am »
I found this "SmartBody", an opensource character animation platform. In my opinion it's very interesting since it's licensed under thet GPL and it seems quite powerful so I would like to share the link with all of you, if you already weren't aware of it: http://smartbody.ict.usc.edu/
It could be very inetersting to have that technology integrated with Planeshift!  :) :woot:

4
Hello, I'm writing here because I noticed a bug, but since I can't reproduce it (I'll explain in the following) I won't clutter the bugtracker.
The mentioned bug I noticed is this: when someone wears a magic robe and magical bracers the bracers appear at the feet of the character. My character is an Enkidukai so if I wear a robe it can't be seen and I noticed this happening to other characters. Could someone please confirm this so we can file a post on flyspray?

5
Wish list / A new character creation and leveling stats/skills process
« on: April 20, 2012, 02:26:36 pm »
Hello, what I would discuss here regards the stats of a given character when created and the process to level up. As everyone knows, choosing a race and a gender instead of another is only a matter of appearance, and in some cases only a matter of names, because some races share the same model. So, I would like to propose a way to give a reason, to a player creating his own character, to choose the race and gender that best fit his own taste. In my opinion, a way to do it, is to give different stats and different ratio at which they level up based on the race and gender. So, we can identify 2 stages to do this: the stage 1 at character creation and the stage 2 when leveling the character. What I would like is the following:
1) Character creation:
It is known that each living beings has his own peculiar characteristics and those are common to his race. Being common doesn't obviously mean that all individuals have exactly the same characteristics, but they vary slightly based on various factors, like inheritance and gender. All this to say I would like that when you create a character, his stats are assigned based on the race and gender you choose. I would like also that those stats aren't statically assigned, but with the introduction of a randomness as none can choose how to be before he born. To make this we could have a Gaussian distribution for each stat (like for example the IQ curve, that it's a Gaussian distribution with an average conventional value of 100 and a standard deviation of 15). In this way we could have a population made by really unique individuals. We could choose as a reference the male Ylian, and to assign, for example, a conventional average value of 100 to all their stats. With those with reference, then we could assign a proper average value to the stats to all the others race/genders of characters defining in that way all the Gaussian distribution needed (well, it's needed to define the standard deviation too). In this way, when you create your own character you don't know a priori how you will be and if you are lucky, you could be even better than you could think!
2) Character leveling up:
The character creation it's only the first step of the process I have in mind. Let's say that each individuals have his own attitude to develop a particular stat or skill. To apply this to PS I would like that each stat/skill follow a non linear function "of the grinding" with its own saturation value (see attached figure named "a" where there is a saturation value indicated by NMs). Moreover, the leveling function could be different for each race, not in cap value, but in function shape, so some race could require more time/effort to reach a certain value than another, and so on. Here I would like also to say that i don't like too much to have a cap value of 400 for stats and 200 for skills. Instead I would like a cap value of 65535 (well, all of us know this magic number :P) that correspond to a value reachable only after something like infinite time of grinding. In this way, even if the practical value will be far less than that, i.e. the value where the leveling function change visibly its slope, the power levelers still will have a reason to stay in game to grind again and again. Moreover, in this way, if someone put in his head to be the best in something, with this leveling system there will be really the opportunity to be unique proportionally to the effort he puts on grinding.

I hope to have explained it in a understandable manner.

I see some drawbacks in the char. creation: someone could be intentioned to try to create new characters until he find the stats combinations he like. To prevent this it's needed a sort of limitation on number of char creations.

I would appreciate any opinion and suggestion on this subject: thanks of reading it! :)

P.S.: the image has nothig to do with this subject, but it resemble what I have in mind!


6
Wish list / Armor protection overview
« on: December 11, 2011, 01:09:39 pm »
Hello, I did search a post with an idea similar to mine but I haven't found, so, feeling quite discouraged by the "wishlist rules"  :-[ :-[ I try to explain my idea. Now I'm playing regularly from some months and I have found could be useful to have a way to figure out how much protection the armor I'm wearing can give me. For example, if I RMB(right mouse button) on a piece of armor I can see how much it protect from blunt, slash and piercing. But this is a fixed value and it don't give me the information about the real protection that depends also to my armor skill level. Moreover, if I want to compare the effectivness of the various piece of armor of one kind, for example light, with its counterparts of medium armor or heavy, I haven't a direct feedback on it. So, I would like to see, for example in the Inventory Window, beside my char doll, a value showing the protection given by armor, so I can, for example, substitute one piece of a kind of armor with anothe kind and see how the protection change. This could be integrated with the protection given by shield too, and all of this not just with a fixed value, but the real value based on skills.
I hope this could be useful not just to me.
Any opinion/suggestion are welcome!  \\o// \\o//

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