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Messages - MirceaKitsune

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1
+1 about the fields... great idea! They could also be a place to easily collect items on the ground from :whistling: (nah I know you can't sell food for a lot)

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Wish list / Re: Indicators above NPCs who have quest information
« on: October 25, 2010, 06:46:41 am »
Been thinking about this yesterday. Not sure if I'm going a bit off topic here... but to be honest, I think this feature falls in the conflict between "realistic and clean RP" and "wanting to skill and do quests like a game". I'm not so much the RP person, and mostly like skilling and completing quests performantly. With pointers to indicate who to visit, numbers to indicate exact monster skills, etc. I'm not sure if PS only plans to be on the side of those who play it for RP, and if additional features for those who like skilling and seeing everything will have an equal side on the balance. I think my NPC indicators idea isn't (or won't be) the only thing that falls in this conflict to some people. Just to be clear, I like RP as a general thing... just that I'm rather on the side of playing and skilling and such.

I'm mostly thinking about something that many people said: "Put it on the non-RP server but not the RP one". The server side of PlaneShift could contain such options in a config file. Either a simple 'RP mode' variable that disables all such features (that brake immersion and make PS more of a scoring game like other RPs), or each setting as an individual variable. Or, this choice could be entirely client side, so the person chooses if to play in a clean RP-ish way or with all the indicators and such. Not sure if that will ever be done, but I think it would be nice to find a better balance between the two styles. So if the idea of RP servers and non-RP servers containing different features will ever be implemented, I think this is a great first feature to do it with :)

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Well if these ideas go against the theme, I had some alternatives in mind that should probably be ok. No more snowy mountain... perhaps that's a bit too much. But could it occasionally snow around BD however? A forest still matches the same style of vegetation, so perhaps it can stay on the list. As for a desert... I still think we can make an area outside of Oja that uses the sand textures instead. I already seen sand in PS... there's a small patch in front of BD where Sand Anagramas spawn for instance. Since the storyline also seems to contain info about a desert outside of Oja (if I'm correct), perhaps some new valleys that use sand instead of grass would be alright (no need to call it desert if that's bad).

These new sand areas could also be used to do something I heard other players suggesting as well: Linking BD to Oja, so the main cities and roads form a complete ring, and you won't have to travel through Hyd between Oja and BD. But of course that's a separate idea, though it sounds good to me :)

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Complaint Department / Re: Planeshift is getting to hard to play.
« on: October 24, 2010, 09:16:43 am »
Yet MirceaKitsune's point was that you shouldn't have to. And we can find many reasons for that.

It is indeed wise to ask people for directions, better ways, secrets and whatnot, in a proper conversation, but not so to force people into OOC technical chat because some tools are not intuitive enough. For example, why the need to rely on the fortunate presence of an experienced crafter (or the help channel) to tell you "open your inventory and put the xxx book in your mind slot" when a system message could remind you that?

For quests, it's also fine to ask people where to find a NPC, but it doesn't make much sense if a NPC sends you to another one without telling you roughly where to find her; I would call that a simple omission or inconsistency in the dialog. Easy to correct, if only by adding proper question/answer pairs in said dialog.

I agree with this, yeah. Although for quests, I'm also considering the situation where you forget what to do, and your chat logs are the only thing you can rely on (if you still have them). I had several ideas on how to "unblock" people who are stuck in forgotten quests though.

One was my marker idea that I linked here (symbols above NPCs you need to see in a quest). A good alternative someone proposed was NPCs you need to visit in quests saying messages to you as you pass by, which I also support. Another idea would be automatically logging what a NPC tells you in the quest notes (or perhaps a new quest window area specifically for this). So when you click a quest, you see everything the NPCs said on that quest. A third idea was allowing people to cancel one time quests too so they can take them again (you can only abandon repetitive quests currently). Not sure if this would cause any issues (like allowing one to get quest items for free by re-taking the same quest), but that way if you forgot what to do you cancel the quest and take it again from who gave it to you, hearing all the instructions and all. But yeah I think a solution of sorts would be good to find.

5
I understand. I didn't necessarily copy this from another game. Just thought it could make the world larger and more diverse to have different forms of environments and landscapes. If it goes against the game's theme then yeah, this idea wouldn't count.

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Granted or negated Wishes / Re: My thoughts on a better skybox
« on: October 23, 2010, 03:03:38 pm »
But don't forget: It is not "sky" as we are used to. It is the look at a huge crystal's surface. There is no open atmosphere. There is no sun raising in the morning and setting in the evening (at least not inside the Stalactite called Yliakum). You won't be able to see stars in the night (at most maybe cracks in the crystal).

Aah, I understand. That's why the current sky was left to look like this. Should have read the story better... didn't know PS takes place in a large crystal :)

But even so, I think the current skybox can be improved and a cubemap used instead. We could draw the huge crystal surface on the sky image, with many shards and perhaps cracks through which the real sky shows. I think a giant crystal covering the sky on a high res skybox (but big enough to look very far away) would be totally awesome and surreal. Or if it still respects the theme of the game, a normal sky but full of crystal shards and floating pieces of crystal, covering more than half of it. I actually agree that would look much more surreal and amazing than a classic sky, but drawn on an high-res env-map rather than a model.

To honor the day / night cycle properly, the crystals could also change their color to reflect the time of day... just like the real sky. Light blue crystals during the day, orange during sunset / sunrise, and almost black during the night. Can already imagine how awesome that looks <3 Otherwise, the current sky I still don't agree with myself. Looks too fake and simple to me even for a crystal cover (I didn't even figure that's what it's meant to be).

7
Wish list / Ideas for new outdoor areas: Desert, Snow Mountain and Forest
« on: October 23, 2010, 01:00:40 pm »
I think this would improve the immersion of the world a lot, and expand the space in a nice and diverse way. Currently, PS seems to have about 4 cities (if BD can be counted too) and in between them, empty hills you travel on. I've been thinking about how that could be continued, and what new outdoor areas I'd like to see most (that don't look the same as the current ones).

I think it would be awesome if a desert area, a snow area and a forest area could be added. This would make the environment much more diverse and immerse imo, and players would get to spend time in different themes of landscapes. I'd personally go with making all of them very large... possibly as large as the whole landscape around the BD cave if not even larger than that :)

The desert area could have a city of pyramids somewhere... possibly with an underground temple of that theme too. The snowy mountains could host a huge ice / crystal palace (or a large palace that gives such a feeling) like an enormous cathedral with many rooms and levels. Forests could be like the current hills, but all covered in huge trees that you navigate between, everything complex and covered in plants (possibly with rays of light shining through the trees). Those places could either host new cities, or large places that you can visit (like the BD fortress is). Now that weather effects are coming too, this would also offer a place to permanently snow in, and a place to have some sandstorm weather.

As to how each of these areas should be linked and located... I have a good idea about that too. The desert area should be accessible from Oja in my opinion. That's the city with the best desert / arabic theme. Possibly through the door in the back (the round door opposite to the entrance to Oja). The snowy area would likely be best put near the BD fortress. A huge cave like that is likely the best place to access a huge snowy mountain from, possibly from one of the cave walls. As for the forest, I'd go with making an entrance from the current forest paths (where Levrus and the magic shop are located, possibly from behind Levrus's shop). If a city in the forest is to be made, that could be a great spawning spot for the elf species (the human females with blue skin... I don't remember some factions by name sadly :P ).

I'd like to try helping with making some of these zones, since I mapped for different games in other editors. But I don't really know if I can do it, especially since I can't test maps or code on my computer (although I could try to model them in Blender and ask someone else to put them in PlaneShift). If there's any chance for new places happening soon, those are the outdoor areas I'd go for most, and hope at least some of them can happen :)

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Granted or negated Wishes / My thoughts on a better skybox
« on: October 23, 2010, 11:08:30 am »
Yes, I know this is something obvious that everyone likely knows by now. I just wanted to post my thoughts on it, and an alternative that I had in mind.

The main factor which I believe harms PS when it comes to good looks is the current skybox system. Everyone who tilts their camera up can notice the sky is just an inside-out sphere, which is most visible when you walk too close to the edge of an area. In many cases, it also overlaps with neighboring skyboxes in ugly ways (I took a few screenshots of it here http://img442.imageshack.us/img442/583/buggyskybox.jpg ). Now again, I know this is likely temporary and I'm not complaining or anything. Just wanted to post some of my thoughts for a good alternative.

Even if the overlapping would be fixed, I don't believe a sphere stretched over the whole area will ever do. If you look up while walking and moving the camera, you see the skybox is right above you and very close, braking the illusion of a far away sky. I also don't believe a correct day-night cycle can exist with the sky using a single texture at different brightness levels (you need stars during the night, a blue sky with white clouds during the day and so on). So on the technical side, the way I understand the engine (not a developer though I wish I was), this is my suggestion:

I'd go with completely removing the fake sphere models, so if someone looks up they see the infinite 3D space. Currently, if you look into infinity (happens in buggy situations) you only see models leaving trails over the black space. So my idea was rendering a cubemap skybox over that infinity, and letting players see it (most realistic skyboxes are done this way afaik). The cubemap itself would always be full bright and not affected by lightning, so lightning can be decided from the texture only. By making the infinite space display the sky as a cubemap, it would also look realistic when you move around. A cubemap makes the sky move with you, so you see it as far away as possible without it looking fake. If placed over a model like it is now, even if the model is large, it's obvious the sky is close and fake when you compare its movement to objects around you.

As for a the sky reflecting the time of day, I'd use multi-texturing with a fading effect for that. So for example, we could have a blue sunny sky cubemap for daytime, a red sky for sunrise / sunset, and a black starry sky for nighttime. At 12PM, the skybox only diffuses the daytime image. As the clock advances to 6PM, the red sky texture fades over the blue one, until at 6PM it replaces it completely. Then from 6PM to 12AM the red sky texture starts doing that with the black sky texture and so on. This can probably be synced with the ambient lightning system, to assure they both work properly. There could be some better alternatives here... like having the clouds as a separate layer that move across the stars / sun. But imo that's less important for the time being.

I know I'm probably pointing the obvious. Just posted this with the hope of inspiring the devs and making this happen sooner... if implementing an envmap system isn't too hard. I'd love to see a wonderful high-res sky when looking up, which I believe would make the environment much more beautiful and have a great impact :) Here's something I quickly photoshopped with a random sky image, to get a little taste of if: http://img824.imageshack.us/img824/183/shot143.jpg

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Complaint Department / Re: Planeshift is getting to hard to play.
« on: October 22, 2010, 04:58:06 pm »
Hope this ain't too old to revive, but I agree with everything being too hard. Especially mining, and training many skills. My biggest issue is being unable to discover some things on my own unless someone tells me how to do them. Don't get me wrong, I'm not complaining or anything... just supporting the idea of making it all easier.

From discussion I had in other topics, I got the impression many people rely on other players guiding you through. And that if you can't get past something, you should ask someone you come across in-game to help you. Like I said in those topics, I don't believe having stronger players teach you must be a dependency to be able to do things. I think PS should be fully understandable to someone who is new and starts doing stuff without anyone else's guidance. Some may have not gotten to make friends yet, or want to play alone or not ask others what to do.

All of my PlaneShift friends are offline now for instance (haven't seen them since I got back), and I'm having a very hard time figuring out how to do a large number of things. Some are impossible for me to gather on my own. I actually found this topic while googling for help (trying to find a mine somewhere, but mines aren't marked so without help there's no chance of finding where they are). Yesterday I tried learning some cooking, which was ok thanks to the tutorial quests in Oja that are good. But at the end I needed help from someone on IRC to understand a real recipe from the book. There's also my biggest pain of them all: I'm completely stuck on many quests, because I don't know who to visit next (and where a NPC I need to see is located) and therefore can't continue them. I posted my idea for a solution in this topic, but many players don't seem to agree and believe I should rely on chat logs instead (I was lucky to still have the logs from this spring, but they still don't help me almost at all).

At this moment, I can actually say I find parts of PS unplayable without other players teaching you things, which means a newbie can't do them unless he finds someone in-game to bug with questions (which imo is not a good thing and should not be a necessity). As for skilling, that's also very hard sometimes in my opinion (even though you know what to do there at least). Not complaining or anything again, just saying what I seen and felt on the matter.

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Wish list / Re: Numbered monster skills
« on: October 22, 2010, 03:29:53 pm »
Yes, I agree it's much better with friends. When I first joined I met a group of nice people, who guided me through the necessary quests in order to get a mount (don't think I could have otherwise). However, since I've been away from PS for the summer, they seem to be offline now. So for the last days, I need to figure everything alone or occasionally ask for help on IRC, and don't really interact with other players in-game (since there aren't many that I come across either).

So my vision about being helped can be summed up to: It's totally more awesome if you have friends to play with (and more boring otherwise). But one must never depend on that, and Plane Shift should be as reasonable to players that play alone. If it's next to impossible for someone to get something done by theirself, I personally see that as a reasonable problem. Playing together is fun, but I don't think it should ever be dependency imo.

11
Wish list / Combat training dummies
« on: October 22, 2010, 10:31:36 am »
This came to mind as I was trying to find good monsters to train my weapons on. It could make combat training more fun, and should be pretty realistic too imo.

I was thinking of some training dummies or poles that players could keep hitting, helping them skill their weapons just like fighting real monsters. Such training poles could be normal objects that you fight without destroying, and of course without them fighting back. They would make sense to place in yards near weapon trainers, perhaps in designated combat training areas. As a separate idea, there could also be movable pole structures, that can be used in training your armor skill. They swing around and hit you but without doing any real damage, training you for the armor you are wearing.

The only downside that comes to mind is this making training too easy (although in my opinion training is hard enough for most skills once you get too far). Dummies could have special skilling rules to prevent that perhaps. Like you can keep training on them for 5 minutes, then need to take a 2 minute brake before you have another 5 minutes and so on. Or, the skills you get from them can be slower than skilling on monsters, so you would need fight a training pole for much longer to advance.

But yeah, I don't see why not :) I think it's nice for players that find monsters who either fight back too much, or don't fight back but die too easily for them to train on. Any form of combat has places you train in, and the field where you put that training to use (fighting monsters in our case). They would also make PS more complex and realistic... I'm thinking of them as functional combat training yards. I actually seen this in another mmo a while ago (it was a japanese themed rpg... forgot its name but it was pretty popular). Hope this can be considered for 0.5.5 :)

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Wish list / Re: Numbered monster skills
« on: October 22, 2010, 06:36:32 am »
I wouldn't compare this feature to other games, since imo it's a common feature in almost any mmo. Never played Runescape though so I dunno about that :P

Wasn't aware of this spell, I guess it helps and makes sense. Not sure how good this is as a spell really. I'm thinking spells and skills are mostly for affecting certain properties (doing damage, restoring health, shielding), rather than popping up info on the HUD, which is usually a default feature that anyone has. Perhaps a ring would be more useful, if it can't be default (when you wear it, it grants you the ability to see the exact skills of any being). That makes most sense to me.

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Wish list / Re: Indicators above NPCs who have quest information
« on: October 21, 2010, 09:53:12 am »
The problem with this approach is that it might take the fun from some quests by solving them already for you. If you have to look for a thief and instead of gathering infos about him just go to the NPC with the "!" above the head there is not really any riddling involved anymore. Or if you look for a person who introduced to someone else with an anagram of her name and you have to figure this out a "!" will tell you who to speak to without any thinking. Or you get told about someone a NPC knew a long time ago...and now have to figure out that looking for a dead person might be not as good as looking for the heir. So I think a better solution would be to improve a NPC chat system that allows you to locate NPCs by asking other NPCs.

Then markers could be used only on NPCs you don't need to guess. That sounds like a great idea really :) If a quest requires you to identify someone by traits, no marker. But if a NPC tells you who to go to, the target NPC can be marked (since it means you already know who you're looking for, so it's also logical). Markers for NPCs who have quests to offer aren't so needed imo, although I personally support these too to help questing go even smoother. But they are more optional and not urgent I think.

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Wish list / Re: Indicators above NPCs who have quest information
« on: October 21, 2010, 08:52:59 am »
That's why there are quest notes and at least in Hydlaa an NPC who can tell you the location of any other NPC in this city.  :)

I've only recently started using quest notes. They are indeed great, but if you forget to use them once you may get blocked (I'm prolly not the only one who has more than once :P ). An idea could be automatically logging quest dialogues inside quest notes, though I think that's a separate matter from marked NPCs. I didn't know about the location NPC however, although I remember coming across something like that once. That was a nice idea :)

But really. The only thing I believe these icons would do, is showing info on a NPC when standing near them without having to click them to see it. Pretty much an alternative to going to each town and double-clicking all NPC's one by one (which would prolly take half a day with how many there). Only to go back and do it all over again, because a NPC might have been intermediary in the quest :P Of course if you have several forgotten quests, that you can only do at random.

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Wish list / Re: Indicators above NPCs who have quest information
« on: October 21, 2010, 07:59:58 am »
You could still look up in the chat logs what the NPCs told you to do for the quests...no need for a good memory there. And for finding NPCs....how about asking other players?

Chat logs can work, for people who still have them and can look through lots of texts. As for asking other players... what if there are no players around at that moment, or the ones who are don't know or don't want to be bothered about it? Imho, if questing is based on using chat history that could be months old and asking players you come across for help, I don't see a good direction personally. I mean... that really doesn't sound like something to constantly rely on in order to be able to quest, in my opinion.

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