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Topics - tman

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1
Wish list / GM Lockbreaker Event
« on: August 04, 2014, 12:19:06 am »
So, from what I understand, the game currently has a whole bunch of locked chests but no way to unlock them.  So, if lockpicking is a long way off, it would be cool if there was some other way for people to open their chests.

I know GMs sometimes show up as merchants to sell or auction items that can't normally be purchased by players.  What about an outlaw GM hiding out in the sewers or in Oja or something, who will unlock a player's locked chests for a fee?  There could be a limit of one chest per person, or require each player to perform some task per chest, or something along those lines, to prevent a huge line or overcrowding.

2
Wish list / Harvesting Time
« on: July 29, 2014, 11:49:13 pm »
So, I know I mentioned this before because harvesting was nearly impossible to raise, but that problem is solved now that you get practice even when you fail.  So that's good.  It's easy to level up harvesting fairly quickly.

The problem that remains, however, is the fact that it still takes a LONG time to actually gather the plants you need.  From what I can tell, the time it takes to complete one act of /harvest and one act of /dig are roughly the same.  This is problematic for a few reasons:
  • It just straight up doesn't make sense.  Mining involves breaking rocks and extracting ores.  Harvesting involves picking berries, cutting leaves, and sometimes digging up roots from the dirt.  Mining should be both more difficult and more time consuming.
  • Mining products are many times more valuable than harvesting products.  Ores can sell for hundreds or thousands of tria.
  • Herbal recipes (in particular, the wragberry, gobo, and lavender oils) require many pieces.  A single stack of gobo oil requires a stack of gobo root and five stacks of wragberries.  These take forever to harvest.


One solution would be making each attempt take half as much time, and give half as much practice.  That way, the rate of leveling up stays the same, but you get twice as many chances to receive the plant you want.

Edit:  This was not a problem before, because you used to be able to pick up all the plant parts you need.  With the reduced drop rates, harvesting is now necessary.

3
Wish list / Filter
« on: June 06, 2014, 04:06:10 pm »
Now that you don't need training for skills, the filter button is useless.  Can it be changed to filter out all skills at 0? 

4
Wish list / Area Just Outside Hydlaa's Gate
« on: August 16, 2013, 10:21:54 pm »
The roads just outside Hydlaa's gates seem really out of place and unfinished.  It's just empty space with invisible walls on either side of the road.  The gate to the magic shop isn't all that bad but the Oja gate is pretty bad.

As a way to make this area look better and less out of place, what if the invisible wall were replaced with a wooden fence, and behind the fence some farmland?  It would look nicer and help explain how everyone in Hydlaa manages not to starve, despite the apparent lack of food sources.  In order to take up minimal resources the plants could be done like the trees in the magic shop road.  Another option would be rows of the kingsfoil or clackerweed 3d model (going over a small hill and out of sight, so it doesn't have to be that big).

5
Wish list / Sandwich Recipes
« on: August 13, 2013, 03:11:17 am »
It recently bothered me that PlaneShift has all the ingredients to make sandwiches but so far none have been implemented (that I am aware of) so here are a couple sandwich recipes that could help change that:

Nut Spread and Jam Sandwich
[There already exists a bread with jam item]
Crush mixed nuts into crushed nuts using mortar and pestle.
Combine crushed nuts and oil into unmixed nut spread.
Mix unmixed nut spread into nut spread using mixing bowl with wooden spoon.
Combine slice of bread and nut spread into spreading nut bread.
Spread spreading nut bread into bread with nut spread using preparation table with spreader.
Combine bread with nut spread and bread with jam into unprepared nut spread and jam sandwich.
Prepare unprepared nut spread and jam sandwich into nut spread and jam sandwich using preparation table.

Cheesy Steak Sandwich
Combine pile of sliced meat, sliced lake mushroom, sliced bogo pepper, hot cooking oil into cooking steak sandwich base.
Panfry cooking steak sandwich base into steak sandwich base using iron skillet.
Combine steak sandwich base, crumbled cheese into cheese covered steak sandwich base.
Mix cheese covered steak sandwich base into cheesy steak sandwich base using iron skillet with wooden spoon.
Combine cheesy steak sandwich base, 2 slices of bread, into unprepared cheesy steak sandwich.
Prepare unprepared cheesy steak sandwich into cheesy steak sandwich using preparation table.

[The same recipe above could be used with diced kikiri meat for a chicken philly cheesesteak too.]


Anybody else have sandwich ideas?

6
Wish list / Dynamic Tribe Behavior
« on: August 13, 2013, 02:51:21 am »
With all the recent progress on monster AI, I had an idea I thought would be cool.  What if the server kept track of how many of a given monster type were killed recently, and their behavior was influenced by recent kill counts?

For example, let's say there's a tribe of ulbernauts along the road.  If nobody has been killing them in while to keep their numbers in check, they may spread out and roam a greater area looking for food.  They may be more aggressive to passers-by, and their respawn rate might be faster (to account for there being "more" of them).  However, if a group of hunters go out and kill a bunch of them over time, they may retreat to a smaller area of the map further from the road, they may take a more defensive stance against those passing by, and they may take more time to respawn (because there are "fewer" of them).  Other creatures might have different behavior (for example, if they are hunted they may retreat to a small area, but become more aggressive and territorial).  Kill counts could be calculated relative to all kills in a given time frame, to prevent all monsters spreading out during times of low player count and retreating in times of high player count.

This could even lead to sort of dynamic quests, in which guards might tell you they hear rumors of a certain monster type becoming more aggressive lately, and pay some bounty for each one killed or certain parts recovered.  Packs of hunters might be assembled to combat the threats and keep the roads safe.

Overall this would make the game world feel less static and more like a living, changing place.

Thoughts?

7
Wish list / NPC Faction-based Hostility
« on: May 24, 2013, 03:25:07 am »
Now that the NPCs have some pretty interesting AI/behavior, it would be cool if certain NPCs would attack you only if you had certain faction associations.  For example rogues and cutthroats would attack anyone not associated with the thieves, certain sewer residents could attack those who don't have connections to the cabal of whispers, etc.

8
Wish list / Variety Pack of Sacks
« on: May 07, 2013, 04:04:54 pm »
Maybe I'm atypical, but I'm kind of OCD about my inventory and I like to keep things sorted as much as I can.  So I usually have one sack for quest items, one for skill books, one for alchemy/cooking tools, etc.  I remember a request a while ago to allow renaming of containers, which would be ideal.  But if that doesn't happen, then it would be nice to have a few different colors of sacks available in order to tell them apart (black, tan, maroon, etc.).  I don't know a lot about game development but this seems like it would be easy to do.  You'd just need to play with the hue slider on the current sack icon.

Thoughts?

9
Wish list / Alchemical Poisons
« on: January 07, 2013, 07:28:57 pm »
I really like alchemy so far.  I had a char with like 17 alchemy from creation long before the skill was implemented, so I was pretty excited when I finally got to start using it.  If I'm not mistaken though some of the NPCs during the quests talk about using poisons.  It would be cool if the alchemy skill could be used to craft poisons to help in fights.

Some other games let you apply poisons directly to a weapon, and the next X amount of times that weapon is used it does extra poison damage (perhaps with diminishing effect each hit).  I'm not saying PS should necessarily copy that, but that's how it has been done in the past.  Another thing I think would be cool is to have a special kind of dagger or dart that's hollowed out specifically for to put poison in.  The next time the dagger/dart is used it will dispense its poison all at once, doing significantly increased damage (perhaps time to implement "Assassin weapon" skill?  ;) ).

Poisons could also have other effects than just damage.  Some ideas off the top of my head:
Freezing poison: freezes the flesh it affects, causing stiffness (decreased agility), crafted from ground frost arangma quartz.
Fire poison: burns flesh, causing intense pain and leaving the victim vulnerable to attack (increased damage taken), crafted using fire carkarass feathers and/or grendol fire blood
Infection poison: infects the victim with Raging Fever, crafted with concentrated diseased rat blood
Paralysis poison: prevents the victim from moving or attacking for a few seconds (allowing the attacker to flee)

Crafting poisons would improve the alchemy skill, but it would also affect the game in other ways.  Poisons could help sneaky rogue/thief-like characters have a chance against the warrior type characters (since a dagger could be poisoned more effectively than, say, a battle axe).  Also poisoned arrows/darts would help the ranged skill be more worthwhile.  Poison effects could ignore armor (assuming the initial attack is not dodged or blocked) which might help balance the problem of armor being overpowered.  Also the idea of the "assassin weapons" skill being implemented sounds awesome to me.

Thoughts?  Suggestions?

10
Wish list / PlaneShift Lite
« on: January 07, 2013, 03:42:31 pm »
Low player count has been something that's been discussed a lot, and there are a lot of complicated reasons for why this might be, but I think some part of the problem might have to do with the fact that a lot of people simply don't have computers that can run PlaneShift well.  This has always been a problem with open source games.  The type of people who go online looking for free open source games are generally not the type of people who are willing to spend hundreds of dollars on a powerful gaming machine.  We're looking for free games for a reason.

With this in mind, I feel like I see a lot of forum posts that go a lot like this:
"HELP! I downloaded the game but it's really slow and keeps crashing! My computer specs are []"
"Oh, your computer probably won't be able to play it very well, if at all"
"Well that sucks..."
Now that potential player is gone forever.

I've had the pleasure of playing PlaneShift with full graphic details only a couple of times, and I was impressed.  But most of the time I have to play on low settings just to get it to run at a decent rate.  And I don't feel like THAT much is lost in terms of gaming experience when playing on low settings.

So, my idea is (and I realize this may be difficult or impossible) would it be possible to release some sort of "PlaneShift Lite" version that is stripped of all the fancy graphics, shaders,spell effects, and anything else that causes slowness or crashes?  Simpler models and textures, and maybe take out some of the detail in the slower areas like the plaza or the arena.  Basically prioritize performance and reliability at all costs.  Having this available would help expand the potential player base and might lead to more activity in-game.

(As a side bonus, this seems like it could potentially lead to the possibility of an ipad/kindle version to expand the player base even further)

Thoughts?  Would this be worth the time?  Would this even be possible?

11
Fan Art / Idea: Community Art Contests
« on: July 24, 2012, 07:03:11 pm »
So I was thinking, the devs are overworked already.  And it seems to me that they're not really utilizing their largest asset - the community.  As a way to speed up development, what if the devs made a list of artwork that needed to be worked on but they haven't gotten around to.  Then every once in a while they could start a contest on the forums for the community to design one of the missing pieces.  It could be as small as an inventory icon for a quest item to as large as a new cave/dungeon.  When the contest is over, the devs can check out the winner to make sure it meets their quality standards and doesn't conflict with settings in any way.  If everything checks out, it can be added to the game.

As for rewards, I would think the satisfaction of seeing one's own artwork in the game would be rewarding enough.  Also, contest winners could have their names put in a special thanks section of the credits.  As a bonus, it might be nice for first-time winners to receive a special artist cap in-game or something, but that's not the point.

A couple of rules:
1. Artwork must be completely original
2. Contestants must agree that if their work is chosen, it can be released under PlaneShift's art license.  Sorry, but from everything I've seen/heard this is never going to change.

Please, please, PLEASE do not turn this into yet another thread complaining about PS's art license.  Please.  I'm begging you.

12
Complaint Department / Harvesting Skill
« on: July 11, 2012, 02:26:47 pm »
The way things are now, the harvesting skill seems to be pretty much worthless.  I have a character who gathers all his own herbs, and he has an herbal skill of 30 while his harvesting is still not quite to 3 yet.  Harvesting using a tool takes a long time, and at low levels you are only successful like a third of the time anyway.  And even if you are successful, it took 10 seconds, time which could have been used to just run around and pick up five other pieces instead.

Some things that could help this problem:

1. Make the harvesting time shorter.  You're not breaking a rock with a pickaxe, you're picking fruit from a branch/vine.  They shouldn't take the same amount of time.
2. Give some practice even for failures.  That way at least you get something with every attempt.
3. Make failure less common.  It's picking fruit, not mining for ores.  It should be a lot easier.

If even just one of these things is implemented it would help a lot.  Thanks.

13
Granted or negated Wishes / Hunger
« on: July 07, 2012, 05:33:15 pm »
So with the introduction of herbal remedies and alchemy, I think we no longer need food to be the primary way of healing.  It's unrealistic that foods would heal wounds anyway (something that has always bothered me in video games).

So I'd like to propose a new system, in which a hunger bar is added to player status.  This bar would slowly fill up over time, but would fill up more quickly during activities that decrease your stamina (running long distances, fighting, mining, etc.)  When the bar becomes about half full, players start to see a slight drop in stats.  As the hunger gets worse and worse, the stat penalty gets more and more severe.  If the bar fills up, the player should die of starvation, and respawn with the bar like half full.

Rather than instantly healing characters, food should decrease their hunger.  Basic food like apples and bread should decrease it a little, while more advanced cooked and baked items would greatly decrease it.

Potions and herbal remedies should be used for quick healing.  However in order to prevent foods from losing their value, cooked and baked items should also heal gradually over time (for example, 3 hp per second for a minute).

In terms of time, hunger should not be something that a character has to worry about all the time.  I'd say for a character that's just sitting down doing nothing, it should be 2-3 (in game) days before hunger sickness starts to set in, and another 2 more or so before death.  Characters who are exerting themselves fully (ie running/fighting/mining continuously) should probably feel the effects of hunger after about 1 day in game.

Overall I think this system adds a lot of realism to the game, and it gives cooking/baking skills another, more realistic purpose.

14
Wish list / Reduce Dakkru's Curse for Dark Way Mages
« on: June 29, 2012, 11:51:34 pm »
Personally I think it's really annoying that I have to suffer Dakkru's curse for a half hour every time I want to train Dark Way up a level.  If my character dies on purpose for the sake of studying Dark Way magic or doing a Dark Way quest, I don't see why he/she/kra has to suffer the same as someone who "fell" off the Bronze Doors or got eaten by a tefusang.  After all, Dakkru should be pleased.  Originally, my idea was that everyone with enough Dark Way skill should see a reduction in Dakkru's curse, but this has too much potential for abuse.  What would really help is a way to distinguish who dies for the sake of Dark Way training, and who dies legitimately (or as a means of fast travel).

Idea 1:
Have the game track what your Dark Way skill level was the last time you died.  If it has gone up since then, have the severity or duration of Dakkru's curse reduced.

Idea 2:
When you receive training in the death realm, have the trainer cast some kind of curse resistance spell on you that partially resists or negates Dakkru's curse.

Idea 3:
Introduce a new Dark Way suicide spell that kills the character, but reduces Dakkru's curse when he/she/kra comes back to life.  Ideally, the spell should only be able to be cast when the character has full health and magic, to prevent people from using it during a fight in which they would die anyway.  Alternatively, make it have a really long cast time so that it would be impractical to cast while fighting or falling.  If possible, make it so that when the player comes back, he/she/kra returns to the location the spell was cast rather than Hydlaa, to prevent fast-travel abuse.

15
Wish list / Make Selling Books Worth 0 Tria
« on: June 28, 2012, 11:51:54 pm »
If you make it so selling already used books doesn't give any money, players would have no incentive to take down other people's posted books or steal stuff out of mailboxes.  The character might have other reasons for digging through someone else's mail or tearing down posted stuff, but at least this would prevent people from taking stuff down for no reason.

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