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Topics - tman

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16
Linux Specific Issues / Crashing in Open Areas
« on: June 11, 2012, 11:45:54 pm »
I'm running Ubuntu on a laptop with an Intel HD graphics card.  I had PlaneShift working for a few years now.  But ever since one of the recent updates, my client crashes in open areas.  I can go around the cities just fine, but when I try walking on the roads my game shuts down immediately unless I look straight down at my feet.  As soon as I look up at the road it crashes.  I'm already on the lowest settings so I'm not sure what to do.

Any advice?

Thanks in advance.

17
Wish list / First-Person Controls
« on: June 08, 2012, 01:58:01 am »
I'm a big fan of first person view.  I think the game's more immersive when you can see the world through the character's eyes.  It would be nice if the camera followed the mouse though, like a first person shooter.

18
Linux Specific Issues / Version 0.5.9 Not Working
« on: April 23, 2012, 10:55:44 am »
I recently updated my client to 0.5.9 and it no longer works.  I tried updating and repairing my old client as well as downloading a fresh installation.  I'm running Ubuntu on an HP laptop with an Intel Integrated HD graphics chip.

pslaunch works fine, and on psclient I can get to the login screen, when I hit login is says "Connecting to server" or something and then crashes with a segfault.

I know my laptop isn't the best for gaming and PS doesn't play nice with intel chips, but all of the previous versions of PS ran perfectly fine.

Any ideas?  I can post more info if needed.

19
Wish list / Improved Wish List
« on: April 06, 2012, 01:59:45 pm »
Hopefully this isn't too meta, but right now what I'm wishing for is an improved wish list.

Right now what I see is a bunch of ideas, good and bad, that get either discussed or shot down.  Either way, it seems the majority of these ideas are forgotten a week later.  Maybe the devs pay more attention than they care to show, but it seems most of the ideas here go unnoticed.

What I'm proposing (more like wishing for) is tweaking the system to get the good ideas noticed.  The author posts his idea.  After that, there is a three day waiting period during which the idea is discussed, flaws are pointed out, suggestions are made, etc.  This period serves as a "polishing" stage.  The author is able to edit his original proposal to include any fixes or tweaks that were pointed out.  Once the three days are up, a poll opens, in which players can either vote "Yes," "No," or "Not yet" (indicating it's a good idea but it's far from being a priority at the moment).

To prevent players from creating new accounts simply to boost their idea's vote, we could limit voting to accounts that have a certain number of posts or that have been around for a certain amount of time (or some combination of the two).

Then, when the devs look at the wish list, they can sort it by number of "yes" votes, best "yes" percentage, etc. to get an idea of what the community thinks would most improve the game.  Of course at any point the devs can decide to accept or decline an idea regardless of the voters (but I'd expect an explanation if they decline a well-received idea).

20
Wish list / Different Occupations
« on: February 22, 2012, 10:33:55 pm »
I recently started a new wizard character, and while trying to train him I realized that I did not have a reliable way to get money.

Right now there are really only a few ways to make money: mining, smithing/smelting (usually coupled with mining), leatherworking, hunting, and questing.

Since my character, a scholar, is weak and tires easily, it's unlikely he'd spend his time mining.  I don't want to break character by mining all day.  (And, OOC, mining is really boring.) That also eliminates smithing since he has no source of ore.  Leatherwork is a possibility I guess, but since he is a new character he can't kill the riverlings.  He could try to hire a mercinary to obtain them for him, but that requires money of which he has very little.  Even if he could start leatherworking, it's hardly a job fit for an academic.

Hunting is a possibility, but it has its own problems.  My character knows a few basic spells but can't kill anything much tougher than a diseased rat.  After a single fight he usually has to rest for a while to restore his magic reserves.  This makes hunting take a very long time, and since rats don't drop very good loot, the income is extremely low.  The problem is that you need money to train, but you need training to make money.  I can spend a few thousand tria training one or two magic ways, but by the time I rank them up I've only made 500 tria or so in loot.

Last is questing, a decent but unreliable option.  Basic quests like "go get my lunch" and "buy me some paper" are good easy ways for someone with no skills to make some quick cash.  These can only be done every so often though and once you do use them up you have no income for a few days.  Longer quest chains are good, but IC reasons prevent me from doing many of them.

So basically my request is, can we please have a few more ways to make a living?  Alchemy would be very good for wizards, maybe something for the sneaky type like pickpocketing NPCs or looting shops while they're closed.  Maybe something like enchanting where an item plus a series of magical ingredients can be combined to give the item special properties (shields that resist fire, daggers that have a chance to pass through the target's armor for a critical strike, "holy" helmets that resist dark way magic).  The ingredients for the strongest enchantments could be quest rewards where the character must choose only one.  Maybe have Levrus or other wizards buy certain plant parts or animal parts at increased prices for potions, so that herbalism is a viable occupation.  Maybe have prices of various goods vary over time between cities, so merchant characters can make a living running caravans between the cities when prices are favorable.

These are just some ideas I came up with in the last 5 minutes.  I'm sure we can come up with some better ones.  My point is I'd like to see the game progress to a point where the attitude isn't "Oh, you're new?  Need money? Grab a pickaxe."

21
Linux Specific Issues / Spell Effect and Lighting
« on: January 30, 2012, 01:13:12 am »
I'm running Ubuntu on an HP laptop with 4GB RAM and Intel HD Graphics card.  I've heard PS has a lot of problems with intel cards but I can usually work around them.  Two things are really bugging me though:

Whenever anyone casts a spell my game grinds to a halt.  It doesn't matter if it's me or a character 100 feet away.  As long as the casting animation happens on my screen, the game pretty much freezes.  As soon as the animation is over everything goes back to normal.  The same goes for spell effects (if I cast defensive wind my game is unusable until the effect wears off).  I realize this is probably an issue with the graphics card and there won't be a quick fix.  As a compromise, is it possible to disable magic effects?

The second issue, I usually play with shaders on the lowest setting because if I put them any higher the game slows down in more detailed areas like Hydlaa plaza.  However on the lowest setting the lighting seems arbitrary.  Sometimes it's dark at noon, sometimes it's bright at 1 am, depending on where I am.  This doesn't really bother me, but what does bother me is that places like the Death Realm and the tunnels in the road on the way to Ojaveda or Bronze Doors are pitch black.  Every time my character dies I have to quit, put the shaders to medium, escape, quit, and put them back to low.  I can deal with it (just a little extra punishment for death) but it's inconvenient.  Also when going through the tunnels I just have to push forward and left-right in sequence and hope I eventually make it out.

Any help would be appreciated.

22
Wish list / Improving the Quest System
« on: January 21, 2012, 02:11:20 pm »
As a relatively new player who enjoys questing, I have a few suggestions that I think will help make questing more enjoyable and easier for new players.

The problem right now is that as a new player, you don't know where everything and everyone is.  So you talk to a few NPCs and get a few quests.  Not so bad.  However, you aren't sure where to go to do these quests, so you start talking to more NPCs hoping to find one you're supposed to talk to.  This just leads to getting more quests, for which you have to find more NPCs, and the spiral continues.

Eventually you find your quest log cluttered with dozens of quests, most of which you can't remember anything about.  So "questing" for the most part just turns into talking to every NPC you can find and seeing if they have any quest info for you.  To make matters worse, some of the quests involve things like killing tefusangs or making gold ingots, which are way out of reach for new players.  So I have a few suggestions for reducing the clutter and confusion of questing.

1. Distinguish between "Quests" and "Tasks"

Quests should be moderately long and story oriented, and as being story-oriented they should only be able to be completed once.  Tasks, on the other hand, are simple things that require little or no skill and can be done over and over (for example, Harnquist is Hungry, Jayose Lamp Fuel, Paper for Charisa, etc.).  Quests and tasks can have separate tabs in the quest journal to help reduce clutter.  Also, quests should have significantly higher rewards than tasks.

2. Reputation Point System

Another thing that would help reduce the overwhelming amount of quests new players face is to introduce a "reputation score" to the quest system.  Each quest or task should have a reputation requirement based on its difficulty.  Easy quests like learning leatherworking or the "tasks" mentioned above would have a requirement of 0 (anyone can do them) but harder quests that involve things like killing tefusangs, making gold ingots, or traveling to multiple cities would have a higher reputation requirement (new players wouldn't be able to do these anyway).  After all, you wouldn't hire someone you've never heard of to kill a tefusang and bring back its hide or carry your important delivery to the bronze doors.  You probably would ask them to bring you a couple apples or collect some rat eyes.  For each quest the player does, the reputation score would increase.  Quests or tasks that can be done multiple times would only give you reputation points the first time.

I think that these changes would help new players get accustomed to the game more easily and not feel overwhelmed by the amount of quests they have assigned to them, some of which they are not even able to do yet.

23
Complaint Department / Armor Making Training
« on: January 18, 2012, 10:22:20 pm »
At the end of the Making Leather Armor quest Jeyarp says he can train in armor making but I can't train with him.  Seeing as he does the quest about introductory armor making he should train beginners in the skill.

24
Wish list / Skill Training Quests
« on: January 18, 2012, 07:22:12 pm »
I saw this discussion somewhere and I think it deserves it's own thread.

Let's face it.  Grinding is boring.  So why not make it a little more fun by adding the ability to train things like blade making and cooking with some skill-oriented quests?

For example, Harnquist tells you that he just got an order from the city guard for 4 new longswords.  They need them fast, and he's busy with another project.  If you agree to make them for him, he'll agree to give you a few pointers about swordmaking (and pay you for the swords, of course).  Now when you finish the quest, instead of getting experience and money you could get blade making practice, blacksmith practice, and money.  This way, people learn in a realistic way by creating a product rather than by repeatedly hammering sword handles for hours at a time.

This could apply to a variety of skills.  Mining practice could be given for the Harnquist Iron Ore quest, cooking practice for making stuff, leatherworking and armor making for making pieces of leather armor, etc.

I know there are some details to work out but I think this would help make training a little less boring.

25
Wish list / Development Tracking Website
« on: January 11, 2012, 01:13:25 am »
I think this might already exist but I've looked around and I haven't found it so I'm putting it here.

The thing I'd most like to see is a website made by the devs to let the public know what's going on behind the scenes.  In my opinion this should have a few sections:

1. Things already completed (either just released or going on the next release)
2. What's being worked on now (ie things to be included in the next release)
3. Next in line (to be done within the next few months, 1 or 2 releases down the road)
4. Long term goals

Things further down on the list should be more general (for example "balancing stat progression") and as they move up they should get more specific ("make this change to this skill/item/npc/location for this reason").

I realize this would take a bit of work but I believe it's worth it.  It would generate excitement and support.  Plus people could look at it BEFORE posting on the wish list to see if their brilliant idea is already planned.

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