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Messages - apyj13

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1
Server Status / Re: What's going on ?
« on: March 13, 2016, 03:49:36 pm »
check this thread for details.  the server is being updated.  http://www.hydlaaplaza.com/smf/index.php?topic=42839.msg479311#new

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Wish list / Re: Resurrect the PVP Zones
« on: February 24, 2016, 07:42:02 pm »
We could always bring back the brigand and his merry band (and his pies  ;) ) at a PvP location with beefed up stats. :thumbup:

Not sure how I feel about making the plat mine more annoying than it already is.  Perhaps another plat mine in a second location that is in a non-pvp area that is more out of the way/difficult to get to, but would be safer to mine at could be a potential compromise (plus it would be fun to look for a new mine again).

3
Development Team Blog / Re: Putting gold man pop ups to use.
« on: February 18, 2016, 09:13:20 pm »
I assume by pterosaurs, you mean the fast travel we have. And if you do mean that I'm not sure which bits of them you think would benefit from an additional explanation. The quest based system of travel seems pretty clear to me. But I might be wrong.

Yes, I was talking about the fast travel system.  And the quest system is nice, but it may not occur to a new player to walk up to the pterosaur handler and ask them for a quest as a way to travel.  they may not even be aware that fast travel is an option, so having a tip to say "hey, come check this thing out and see how it works" might be useful.  /2 cents.

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Development Team Blog / Re: Putting gold man pop ups to use.
« on: February 14, 2016, 11:06:57 pm »
Having one for the pterosaurs might be useful.  Might also be good for explaining the mechanics for music scores and player made books too.

5
PlaneShift Mods / Blue Way Themed Skin - Water_V1.1
« on: December 31, 2014, 03:40:05 pm »
I've been tinkering with skins over the last few months and wanted to share my first Way themed skin.  This particular skin is a Blue Way skin.  I've also made a few modification to the GUI including:

- Ability to make the buddy list narrower than the current default settings
- Added equipment slots to the small inventory window (the one that pops up when you open inventory from a container or when you trade with someone).  These equipment slots can be "hidden" by resizing the window.
- Added custom icons for:  Open Inventory, Transfer to Inventory, Take All, and Take Stack All buttons.
- Added inventory weight to the small inventory window.
- Modified the chat panel to have the tabs between the dialog box and the reading pane.
- Slight modifications to the location of decorations for the main inventory window.
- Slight modifications to the crafting and spell casting progress bars (moved the button down to remove overlap with progress bars).

I've included a link to couple of screenshots and zipped skin below.  If you want to try it out, simply place a copy of zip folder in your skins folder. It should appear in the skins list the next time you launch PS.  For windows it's located at C:\Program Files (x86)\PlaneShift\art\skins or C:\Program Files\PlaneShift\art\skins (depending on if you're running 32 bit or 64 bit).  I've been testing this skin on my computer (windows 8); an earlier version was tested on Mac; it has not been tested on linux.  If you have any issues or suggestions, let me know. 

https://www.dropbox.com/sh/p3at5gkffb915nz/AACEGLqcTlodOCqN4ET9goxma?dl=0


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General Discussion / Re: Fenki Robe
« on: December 31, 2014, 03:09:33 pm »
For those interested, I added the .dds file to the dropbox folder.  The original link should still work.  If it doesn't, let me know.

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General Discussion / Re: Fenki Robe
« on: December 30, 2014, 05:45:52 pm »
Thanks for all the positive feedback!

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PlaneShift Mods / Re: PAWS preview in a browser
« on: December 30, 2014, 02:20:12 pm »
I've been using this today, and it's been extremely helpful with small alignment tweaks so that I don't have to restart PS every time just to see where something lines up.  Thanks sharing it!

9
General Discussion / Fenki Robe
« on: December 29, 2014, 11:00:05 pm »
Inspired by the new update, I also took a stab at the Fenki robe.  https://www.dropbox.com/sh/0p2l7ql4r3466vw/AAB5LTOb3b5JW0Be45dxMMSna?dl=0

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Development Team Blog / Re: [Dev Team] Crafting GUI
« on: October 16, 2014, 10:02:17 pm »
This looks like a great improvement from the current system!  Is the bar in the center pane intended to be the individual item progress bar? If not, it might be nice to include that on this window also, rather than the separate popup.  Might also be nice to have a count of overall progress i.e. 1 of 3, 2 of 3, etc (might not as necessary if the right pane updates after each item is crafted).  Also, on an unrelated/semi-related note, would it be possible to add a quality "tooltip" on hover so you don't have to right click on an item when it's in your inventory to see what quality it is, or perhaps a small number in the corner (similar to what is done with the quantity)?

11
PlaneShift Mods / Re: Request for testers for ingame window changes.
« on: August 02, 2014, 12:02:49 am »

2 - I've added 'mind' 'left hand' and 'right hand' inventory slots into the 'bag' or 'small inventory' window so that you can move items in and out of your hand and mind slots without the need to open the full inventory window. This should mean you can keep your screen tidier while crafting.

Thanks Venalan!   \\o//  I was trying to do this very thing with my own skin and couldn't get the mind slot to work properly.

12
General Discussion / Re: Combine quality considerations.
« on: February 20, 2014, 06:34:23 pm »
Just to be clear: the question was only about the combine step.

Combination don't know anything about: skills, different items weight and such, we don't even have to because the mathscript will never be able to handle them one by one; in fact we've been given the Total sum of qualities and the number of items.


If that's the case, then having a randomness factor for the combine step that decreased with increased skill wouldn't be possible?  I was more suggesting a way to calculate the randomness factor for the combine step if the random factor were to change based on skill level.  There seems to be a random factor in the transformation step, but over time, if you do several test runs, the average for all of the test runs tends to be +5 q points of each other.  Though, I suppose adding an additional random factor before a transformation which also has a random factor could result in an even larger range of values, especially when you get two positive random factors (one for the combine and one for the transformation) or two negative random factors on the same item.  I'm not sure that's desirable.  It might make failure rates much higher for low skilled players at the transformation step, and I'm not sure that it's desirable to lose items because the quality drops too much on a step (combining) you get no practice for (but that's probably another discussion for another time...).   

13
General Discussion / Re: Combine quality considerations.
« on: February 20, 2014, 05:27:18 pm »
Wouldn't it be easier to just randomize critter drop quality and have npcs sell a variety of quality stuff?

I wouldn't be opposed to this, but I would hope that the critter drop q is a little more limited than harvesting and mining are right now so it's not every value between 50-300 (perhaps limit quality it to every 25 or 50 q points).  Having to manually stack things in your inventory when you are mining or keeping multiple stacks is annoying enough when you're mining one thing, but if you start doing that with multiple animal parts while hunting, inventory management is going to turn into a nightmare.

Also like the idea of reducing randomness as skill increases.  I'm not sure if you could do this on a per item basis, or if it's already set up this way. 

Example:  Making leather gloves is easy but making a chain mail torso is hard, and making leather gloves will be "mastered" much earlier than making a chain mail torso so the script should take into account at what skill level each item is considered "mastered" and have the lowest randomness assigned at the "mastery level" for that item.  So say you can master leather gloves at 20 levels of armor making, then the lowest random variable will be assigned around level 20 for leather gloves, but say you need 80 levels to master chain mail torso, then the lowest random variable will be assigned around level 80 for chain mail torso.  If two skills are needed in a step to make something, the random variable should be averaged between the two skills needed, or possibly slightly weighted toward the primary skill.

14
Wish list / Re: Sanatorium -> Building
« on: December 14, 2013, 12:36:56 pm »
It might encourage more RP, just because new players will be drawn to the area to be healed and if others are there RPing doctors they may decide they'd rather RP being healed.  Most players, after they've played a while have the spell to heal themselves, or various other means for healing, but when you're new, these options are much more limited.  Knowing that you could always receive healing, even when a player isn't there RPing a doctor seems like it would draw more players in.  There certainly could be limits placed on it, say once or twice per in game day for free.  If you keep coming back, the NPC could get progressively irritated with the players "carelessness" and refuse to help them right away.

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Wish list / Re: Sanatorium -> Building
« on: December 13, 2013, 09:11:21 pm »
It might be nice also, if NPCs are added, to be able to request to be healed (either free or for a nominal fee) to help new players.  Maybe you have to do a quest to get healed for free or something along those lines.  Just a thought.

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