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Topics - mikeloeven

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1
i find it odd that in a game with both a swear filter and the ability to turn said filter on and off that a gm should have the right or the obligation to warn a player for swearing in clear text. those who are offended by language will leave their filters on and those who arren't should turn them off. the game has a obvious option to turn the filters on and off. personally i think the gm's should only address swearing on the instances that players use special characters such as @$% or spaces to knowingly bypass the filter.

2
Wish list / ok no daily builds for ps but what about weekly builds ?
« on: October 13, 2010, 12:06:50 pm »
for those of us idiots who dont know how to compile source code the possibility of daily builds was discussed and deemed not feasable due to lack of a dedicated server to perform the build.

what about weekly builds of the client into it's binary installers? it would use less time but still allow the players to stay relitivly close to the cvs/svn (not sure which you use) version

3
the jail system from what i have heard is a nothing more than a temporary ban imposed by game masters for bad ic behavior. there are pros and cons of any system but at the moment the system has some major flaws. and to compensate for this i am making the following suggestions.

1) the guards while normally pleasant and open to role play are still gm's and are not obligated to play fairly the ability to freeze a fleeing crimanal needs to have a range restriction similar to that of a normal ranged spell such as taste of death or flame burst. and must have a visable cast time.
2) the guards must be required to take the resisting criminal down to less than 1/4 of his health to simulate wounding him enough so that he can be dragged to jail.
3) minor ic offenses shal be punished by the death penalty since it both inconvienances the player and provides a 30 minute debuf
4) for capitol offenses and other violation jail times must be no more than 1 day at most for the most henious crimes or 30 minutes for minor offenses.
5)the game does need criminals but especially muggers and theives in the big cities. the law needs to be fair and pose no more than a minor inconvienance to the player. severe multiple day jailing or banns should be reserved for harrasment or ooc violations. but in character criminal activity should not result in sever punishments that restrict the freedom of movement and the ability to play the game at least not for inordinant ammounts of time.
(6 killing onesself to escape from a in character imprisonment should not become a warning or bannabe offense prisoners hang themselves in prison all the time to escape from life sentances. as long as the player properly roleplays the suicide attempt (he must do it in front of the guard and give the guard ample opertunity to talk him down and or intervine)

i am expecting many flames from the hard core rp community claioming that it promotes realism and encourages players to follow the rules. but remember people planeshift is and always will be a GAME meant to be played for FUN. any disciplanary measure that prevent a player from having FUN or restricts their freedom of movement will result on players being alienated and leaving the game for good. especially newer players who are expirimenting with criminal rp for the first time.

4
Since the beginning of plane shift people have been saddled with a clunky and inefficient user interface that requires allot of mouse movement and keystrokes resulting in far more abuse to your hands than should be necessary. The main reason people cannot do anything about it is an archaic rule that lumps bots and attended macroing into the same category under hacking/cheating.
There are primary differences between the two systems and while an autonomous bot does indeed fall under the definition of cheating. I do not believe that a user created macro should be criminalized in the same manner.
For starters let’s define the two different items in question as well as an excerpt from the ps rules on cheating.
The plane shift rules on cheating can be found here please read them prior to reading the rest of this post
http://www.planeshift.it/cheating.html

A bot client also known as botting is a complex program that is designed to perform one or more tasks with 0 user input. and more often than not utalizes a non authorized client to directly communicate with the server. A bot client is essentially a personal npc server that allows you to program your player character and walk away from the computer while it tirelessly spends the rest of the night mining fishing farming xp or generally advancing your level without having to play the game.
A bot client falls under the category of “tools that the game designer didn't create for him, basically spoiling the original creation of the designers.”
A bot client breaks realism because the character in question will act similarly to an npc monster with jerky movement’s unrealistic actions. Complete inability to communicate with anyone or anything.
A bot client breaks balance because it advances your character to a skill level that you did not take the time and effort to reach
BOTS ARE CHEATS

There may be several definitions of a macro but the one I am referring to consists of a simple input program that sits between the keyboard driver and the operating system and allows a single key to trigger a complex series of mouse paths clicks and keystrokes.
Macros are used for a process called attended macroing. This involves a player who is actively engaged in the game but who through use of the program has taken a long tedious process of clicking and keystrokes and turned them into a single button.
 
For example, taking ore out of a furnace. Say you have 8 stacks of ore you wish to make into a stock without a macro you could easily end up with carpel tunnel syndrome because to move each stack you have to first open your inventory one by one drag the stacks while holding down the stack key. After that you than have to open the stock casting and drag the stacks in one by one yet again. Once your finished you may have even send the stocks back to the furnace for further purification.  

Now because a macro program directly inputs the mouse movements and keystrokes it in no way alters the game or effects the game play its self. So a macro does not fall under the category of a tool that destroys the creation of the developers. If anything it improves the gaming experience by fixing flaws in the ui that result in an overly complicated task and inordinate amount of clicking.

Now back to the ore smelting example. A macro is not a bot and cannot do everything for you. But you can program the macro to click on each square while holding the control key and when you press your hotkey trigger the mouse will move from slot to slot transferring the items automatically.

Due to limitations in the engine of the game and the fact that it is direct input the process will take more or less the same time as it takes a human to perform the action.

In essence attended macroing is balanced because you advance at roughly the same rate as normal while you yourself are actually taking part in the leveling process and are using your mind and skills to guide the program to your ultimate goal.

Once the macro runs its course control of the computer is returned to the user who will then proceed to his next step. Macros are dumb scripts they cannot execute themselves without user input and they cannot handle environmental variables such as say window or npc moved. The script would start clicking in the middle of the screen and do absolutely nothing without the human readjusting the window.

This also makes the macro balanced because it forces the human to stay in the seat and interact with the game. It also keeps realism intact because your character will continue to walk and act with human input and aside from the few macro assisted tasks (durring which you would be standing still anyway) you will be more than capable of staying in character and replying to any question asked.

So the only thing a macro does is cut down on the sheer number of mouse clicks. Now I am sure some brilliant person out there could find some way to modify a macro program to work autonomously but in doing so he would have turned the system into a bot anyway.

But as stated a properly assembled keyboard macro does not give players any sort of advantage and additionally allows people with physical injuries or disabilities to play the game where they formerly could not. In all macroing in my opinion does not classify as cheating and should be exempted from the list at least until the crafting system is fixed to the point where the ui is more intuitive and easier to navigate.

aside from all of my arguments planeshift actually has a macro program built into it in the form of the programable shortcuts. however since the input from these macros is limited to the console it is of little use for crafting or other tasks that require constant babysitting.

5
Wish list / bullet points and extra returns in the crafting books please
« on: September 18, 2010, 07:44:28 pm »
the crafting books are very rather difficult to read because there is no extra return between lines and no bullet points to seperate eact action. it would probibally require a few minutes in any word processing utility to clean up the crafting books and it would make it easier to read

6
Wish list / for gods sake give us highlight and copy/paste support
« on: September 17, 2010, 09:18:16 am »
copy and paste support using the windows clipboard would be very usefull for quests. perticularly the ones where you have to repeat somthing back exactly with punctuation to trigger it.
it would allow you to simply ctrl-c ctrl-v important information from npc's into your quest log. as well as conversations in the master chat log into books.

addendem there needs to be an option for logging npc text so that on a server crash you can see the last few npc messages as well as normalcha

7
Wish list / guarding items with familiars?
« on: September 15, 2010, 05:58:42 pm »
it is great that when someone tries to steal somthing from under your nose it is marked as guarded. however when you move out of guard distatnce your rights are revoked. I was thinking why not extend asset protection to familiars?? if you need to leave say a crate full of ore that is too heavy carry and decide to make several trips back to the smithy, whats to stop someone from taking the crate??

my idea is to allow the familiar's guard command to function on items.

summon your pet, make it target the item you want protected and type /guard.

and as long as you have the power to maintain your pet that item will still be considered guarded by you untill either you return to within guard range of the item or the pet is forced to return to the netherworld.

8
Wish list / dakkrus curse and londris
« on: September 15, 2010, 02:00:14 pm »
it is clear that the curse can not be lifted but at the same time there is a quest that requires traveling to the death realm. my proposal is that the curse be removed on sucessfull completion of each leg of londris's quest as part of the npc's script. the first leg is completed when you speak with (CENSORED) before leaving the realm. you could have him put in a good word with dakkru. prior to entering the portal
and the second leg should be marked complete after you return the second time and londris sends you to (CENSORED)  after giving you (CENSORED) londris seems rather important so the script could simply have londris offer to transport you to hydlaa directly from the library. as i recall each quest can only be completed once so i dont really see this being exploited unless the quest system changed ??
 


alternatively you could add a portal that allows you to enter and exit the death realm withought being marked as dead. securing the portal would be as simple as setting a Death flag on the player . if flag = 1 than player has died and and must travel to the main exit of the realm and cannot use the portal. curse is applied on exit and the flag is reset to 0
if the flag = 0 player has entered the death realm via the portal and is still considered alive. he may freely exit through the same portal he arrived through with no curse but at the same time he will not be permitted to enter the portal used to respawn at hydlaa.

9
noone cares about this and noone ever will execpt perhaps the npc guards and a gm who has an itchy ban finger. this is a rather new installment in a long list of restrictions that have stripped the fun out of the game and why i have stopped playing for months on end waiting out the storms and hoping things will get better.

if there must be such a rule than make it a reasionable one such as no dueling or guild wars within city limits without prior planning and express permision of a gm

also do not allow gm's to ban players for violating RP laws allow the other players to deal with the person on an rp level (throwing in jail or confescation of weapon, or have the guards give them a fine)

1 as long as there are rogues wandering the streets people will carry weapons inside the cities
2 it takes time to unequip weapons and alot of players are lazy and just passing through
3 noone cares
4 the guards are just annoying
5 in mideval times everyone was armed and no crime can be comitted unless you actually choose to attack another player not to mention that you cannot attack quest npc's so the point is moot
6 untill this rule is removed players may run the risk of being banned for acting out RP's


10
Wish list / model offset switches for the /sit command
« on: September 15, 2010, 09:15:50 am »
what i am looking for is a set of switches that can be added to the /sit command to offset the character model from the actual player agent.

the format can be somthing like sit X\Y where X is +/- units up and down and y is rotation in degrees. since the chairs ingame have no usable script for properly aligning a sitting character it would enhance realism and role play to allow a player to manually set the coordinants.

or you can utalize the system used to position dropped items

/sit manpos (manual position)
this will trigger a transparant image of your character will appear at the cursor

set XY click
set Z click
set Rotation click


note to avoid abuse the system should move the model of the player while keeping the actual agent in it's origional position so you are not moved to an invalid location when unsiting

11
General Discussion / is the death penalty crippling casual gamers?
« on: September 14, 2010, 02:51:20 pm »
a game needs to have a penalty for dying. loss of gold, loss of level, loss of corpse and all your belongings. but at the same time a death penalty needs to be ballanced and not game breaking. as it is now the game curse timer is set to 30 minutes realtime. the average casual gamer will at most be logged on for 1 or 2 hours at the most. can you see how losing half of your stats for 30 minutes can significantly eat away at the average person's enjoyment of the game. the death penalty needs to be ballanced by either becomming much less severe or having the timer reduced to somthing more reasionable such as 5 - 10 minutes.

as it stands with all the ballance issues and bugs that plague the alpha version of a game there are too many ways to end up in the death realm through no fault of your own.

a ai bug or stat error allows a innocent looking creature to kill you in one hit

falling off a cliff because of lag or a hole in the map


dying from a creature  that is listed as not as strong as you but can splatter you across the walls.



a penalty of this nature effects new players far more than it effects a skilled player with a high level. while they  still lose half their status they can still cast magic and preform their daily routine .

new or casual gamers can have all sorts of nasty effects. unable to move because they are too weak

unable to cast simple spells because they no longer have a mana pool.

the death curse is game breaking to anyone who doesent spend more than half their day logged on.




i have a new idea for a death penalty which is self ballancing and not as destructive.

when you train a skill you need practice points
when you buy a skill you need progression points

my idea is to make both practice points and progression points temporary when you first earn them. every hour you stay alive those temporary progression points and practice points become perminant.

when you die you lose all skill progress and progression points earned since the last hourley save.

of course you can make it shorter or longer if you wish but at least consider the idea



anodther idea to reduce the sting would be to apply the curse when you enter the death realm not when you exit

12
time and time again new skins are added to the game and time and time again the developers fail to include a appearance editor into the game. it is not fair to any of the players who are stuck with temporary skins or incorrect player models to have to delete the character to check out the new skins and make their characters look more individual.

there needs to be a system that allows you to change the appearance of a pre existing character to compensate for all the new content that was and is continually being added. you may think it is not natural to be able to change appearance after your character is created but is it really natural to have an entire server of clones and people trapped in another races body???

please do not disregard this post. i am not a big forum user and although it says i only have a few posts to my name i have been playing planeshift on and off for a few years. there are very few topics that can drag me out of the crystal's depths to post somthing on the internet but this topic deserves a rant.


this rant is also a petition please include you signature with your thoughts

13
there used to be a few other planeshift gui's Stone and Default. with the new version were stuck with only the dumb Elves one which alot of people dont like. can you please bring back the old skins and fix them to work with the new client

14
the ingame map editor is great it allows you to make little sketches of your surroundings and tailor the maps to your needs. however there is no freehand tool which makes it difficult to use.

i would also like to see jpeg support so you can load images into your maps there are some really detailed maps available on the internet buy no way to put them on the built in maps

thirdly the premade maps you buy should allow you to place markers for unlisted npc's

15
Wish list / Online Security
« on: September 26, 2006, 03:04:35 pm »
I know this may sound strange but can you add on a Secure connection mode for planeshift along with a nonuniform packet configuration protocol

No thread titles in all caps please.

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