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Messages - tman

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31
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.

32
PlaneShift News and Rules / Re: 0.6.0 Release!
« on: July 29, 2014, 01:20:07 pm »
Good to hear, thanks!  Any hints on when that might be?

33
PlaneShift News and Rules / Re: 0.6.0 Release!
« on: July 28, 2014, 11:59:04 pm »
Let me explain the puzzle problems.

1 - When the server starts it is NOT broken.

2 - Due to bugs in the code it is possible for players to FORCE a piece change, to add pieces, and apparently remove piece. Once a player forces this to happen they break the puzzle and a server restart is required to reset the puzzle.

I had a similar problem today as what Gilrond described.  Six game pieces instead of 5.  I tried for a long time but no combination seemed to do anything.

Is it possible to add a reset button to puzzles like this so that if something goes wrong, we don't have to wait for a server reset?

34
PlaneShift Mods / Re: Unofficial PS art update, V1.0
« on: July 24, 2014, 05:32:30 pm »
I had always assumed "armored riverling" meant like a turtle shell.  Does this mean riverlings are intelligent and advanced enough to smith their own weapons/armor?  Or are they like hermit crabs and find armor laying around to occupy?  Or I suppose it's possible that the riverling body could convert minerals in the water and food supply into a protective casing over time, like our bodies do with calcium to make bones.

35
Complaint Department / Re: Can't understand your intentions
« on: July 20, 2014, 02:57:22 am »
Training skills has actually gotten a lot easier in the last year or two.  More practice is given out and you no longer need to waste time finding trainers and paying for training.

Also, I really think this is key:
Regarding the amount required to train a skill: well yes I know it really high (honestly reaching around rank 50 is something not too time consuming imo) but maxing out a skill is really time consuming. In my opinion a skill of 100 should be the craft of masters and getting to 200 should be something rare and exceptional...

It really doesn't take a super long time to become competent in a skill (especially with the changes).  Maxing out takes forever but in my opinion is totally unnecessary.  That's just my opinion.

Now where new players are most disadvantaged is knowledge about the game mechanics, locations, etc.  This is where teamwork and finding older players to guide you helps.  New players a lot of times don't know where to ask for help (the guy pounding at the anvil or mining for 6 hours straight probably is less likely to help new players than role players in Kada El's).

36
General Discussion / Re: PVP styles
« on: July 20, 2014, 01:01:36 am »
Just because player A knows more about fighting in real life than player B, that doesn't mean player A's character is a better fighter than player B's.

After all, when you throw in the different races and such, how much super detailed RL fighting knowledge actually translates to PlaneShift?  Sure, if you have two Ylian fighting you can imagine it like a real life fight, but what about kran, or kylros, or enkis?  Surely moves/grapples/holds that would work against real people would be totally ineffective against them and vice versa, since their bodies are shaped differently and move differently.

The point is, requiring players to have deep knowledge of RL fighting is unnecessary.  It's a game.  It's not a simulator.  All that should be required is common sense and the ability to envision actions in three dimensions.  On that note, the more specific you are about what your character is doing, the easier it will be for everyone to envision the same thing.

37
Wish list / Re: Recycling Loot
« on: June 19, 2014, 12:50:44 am »
More often than not they'd probalby need to be melt with newly produced metal stocks.

This makes sense to me.  You could combine the looted weapon with molten metal to get more molten metal, maybe with a 50% return rate.

For example, IIRC a steel sabre takes 12 steel ingots (10 for the blade and 2 for the handle).  So let's say you could combine a steel sabre with 12 molten steel into "melting steel sabre" and then melt that in a forge to produce 18 molten steel (the 12 you put in plus the 6 from recycling the sabre).  The quality of the produced metal should be affected by the weapon quality too. 


38
Wish list / Re: Development gamification
« on: June 11, 2014, 05:16:22 pm »
The idea of using in-game rewards to motivate player contributions has been talked about before.  It's a good idea but so far nothing has come of it.

I like the idea but I don't think the rewards should be too big, to promote fairness.  Maybe some purely cosmetic pieces of equipment.  For example, someone who contributes some textures or 3d art could have one of their characters receive an artist's hat.  Someone who writes a book or a quest could have get an equipable quill pen.  Stuff like that.

Of course, someone would have to make the rewards first.  That could be the first task.  If you create a piece of character customization equipment, one of your characters gets a copy of it free.

39
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? 

40
Newbie Help (Start Here) / Re: Are these skills implemented?
« on: February 21, 2014, 06:49:47 pm »
Another skill under testing is bow making and mace making.

Fletching/arrow crafting as well?

41
General Discussion / Re: Is This Game Too Hard?
« on: February 21, 2014, 06:48:14 pm »
I'm pretty sure "iron arrow" means an arrow with an iron head.

Ideally, if crafting is available you'd be able to use many more metals or even gems to make arrows that tradeoff durability, damage, weight, enchantability, etc.

42
General Discussion / Re: Is This Game Too Hard?
« on: February 05, 2014, 07:45:27 pm »
Just for the sake of throwing my two tria in...

There seem to be 2 relatively unrelated issues being addressed/argued here.

1. The game is too hard for new players starting out.

2. The game takes too long for people to max their skills

Problem 2 seems to be what's under debate, and that's fine.  It takes a very long time.  A lot of people think it's too long, others are ok with it.  Personally I don't see the big deal with "maxing" skills anyway.  Unless you're doing PvP (which doesn't seem to be the majority of players) then skills in the 100-150 range seem fine for most purposes.  In my experience you only need ~100 in a crafting skill to make 300q items regularly (correct me if I'm wrong, I've only done a few skills).  Some people have reasons for wanting to max, and I understand that.  Whatever.

Anyway that's besides the point.  However you fall on issue #2, I think it's universally agreed that issue 1 should be addressed.  Current "oldbies" are starting new characters and having a hard time leveling them up, and these are players who already have extensive knowledge about the game world and mechanics.  For someone just starting out, who doesn't know where anything is or how to do anything, it's even more frustrating.  I think this is the problem that should be focused on first.  If we can make the starting out process less painful then maybe player retention will improve.

The new tutorial is a good start.  Maybe to help, we could do something as simple as double the starting skills you get from character creation.  Make new characters just a little less pathetic at the beginning.  Make the first ~15 or so levels take less tria/PPs to train.  Stuff like that?  I don't know, I'm just throwing out random ideas.

43
Technical Help: IN GAME bugs (after loading world) / Re: Lighting Issues.
« on: January 22, 2014, 07:21:43 pm »
I had a similar problem where places like the DR were totally pitch black. 

If you're using the "Low" shaders setting, try bumping it up to "Medium," or if your system has trouble with that, go down to "Lowest" (which, from what I understand turns off lighting and particle effects entirely).

44
General Discussion / Re: Hunters & Looting
« on: January 22, 2014, 07:17:59 pm »
That metric would have to be normalized though.  Obviously the total value of looted goods should be higher back when there were hundreds of players than this fall when there were ~40 on average.

45
The Hydlaa Plaza / Re: Player count on the rise
« on: January 21, 2014, 12:06:30 am »
 \\o// \\o// \\o// \\o//

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