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Messages - Hrothbert

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16
Fan Art / Re: Ingame drawing of Plaza Center (WIP)
« on: May 06, 2010, 06:22:22 pm »
That is very talented I hope that in the future the in-game ability is increased for true works of ark, Very clever to even think of it.

17
General Discussion / Re: Get out there and RP more!
« on: May 02, 2010, 06:28:32 pm »
Lumping the coals together seems now to be part of the reason for the single Spawn point implemented, I mean if everyone who dies is forced to start in one place they are bound to meet eventually are they not?

Now I know I have few posts but I have been around these forums for a few years and I am most disgusted with the flamitory style comments made here towards those that are simply trying to fan flames of what used to be then wasn't then was then wasn't a solid RP culture, Now I don't want to start more argument but if I used to frequent a location where there was many enjoyable bands or shows then it all died, I would be overjoyed to find that the caretakers or patrons of said place had revived it that I would try to tell all the friends that were there with me before.

Sorry that might be rambling but that is the way i see the original post just a friendly reminder that 'Hey PS is still here and there are some great things goin on"

Thanks

Hrothbert.

18
The Hydlaa Plaza / Re: PlaneShift History Trivia
« on: April 30, 2010, 07:06:55 am »
@ligh as that not steel blue??

19
The Hydlaa Plaza / Re: PlaneShift History Trivia
« on: April 23, 2010, 07:17:54 am »
molecular blue?

20
Development Deliberation / Re: How a Yliakumic compass could work
« on: April 09, 2010, 06:01:09 pm »
The only problem with having the crystal as centre or as the 'north' is that you cannot tell on which side of the stalactite you are on, Just your relative height from the bottom or distance from centre, a similar effect to being at the north pole everything is south. Now if Say the blue magic could be used to 'magnetize' the Eagle fortress or one of the other stone labyrinth fortresses then you would have a reference point that would be valid, The reason North works so well for most of the World is that it is a Point outside of the map that is used as reference, Like perspective in art. 

That all being said I think that the elevation part would be a very good addition to the compass so that it would 'Yliakumised' as one ex-settings dev once told me.

21
General Discussion / Re: You might be a noob if ...
« on: April 03, 2010, 12:21:38 pm »
...if you think the colours of your keyboard make you less of a newb.

22
one thing that got me was that you need to choose a skin before trying to start the game, I updated/repaired and almost reinstalled before i found that simple fix

23
General Discussion / Newly returned
« on: March 22, 2010, 10:38:12 pm »
Just want to say that after a lengthly time away I am very encouraged by the progress made by the dev, settings and GM teams, I believe my last post was way back in Nov '08 and time in game some time around dec/jan.

Anyways gled to be back and see the beautiful new set up, The bump mapping on the armour is great and the colours have definately improved, Only thing that seems a little odd is that on my Computer everyone looks like a plastic doll really shiney hair and such, but the detail is much improved.

I have only visited Hydlaa, The Arena, and the DR (run in with a dlayo and had forgotten my combat skills  :whistling:), Hope to visit the rest of the world soon.

Godspeed Hrothbert

24
Guilds Forum / Re: Tainted Silver
« on: February 01, 2009, 10:32:11 am »
A work around for your rings is possible in game you can loot them from specific npc, find out who and collect some for your guild. The story is good, there is still some tweaking needed but feel free to do that as you learn history from the game and the style in the community.

All in all very nice.

25
PvP,PK and Thieving / Re: Combat realism
« on: January 31, 2009, 11:24:17 pm »
I disagree about a claymore not being a two-handed weapon<re. last post> Not because fo design or ability but sure strength, Most of all races should only be able to wield a claymore at max strength [current 200] but only there, I see Kran capapble of weilding two because of their size and the fact that they currently make Short swrods look like Daggers and long swords look like sorts [also their physical structure being made of a crystaline substance would lend to a much strong wielding arm], Been thinking of this for awhile and not sure how hard to implement it would be but to set a 'you cannot wield this because you are using a claymore' when trying to equip a shield or second weapon, or to put a strength limit on them like Armours currently have as well as named special weapons.

I agree wholely with Ulfer on the humorous look of Dwarves carrying claymores, it also stand that we should not be able to carry as many weapons as we do, Being that most blades are made of more than on steel stock, the weight of the weapons is a little low but not suggesting that be changed just that wielding 2 claymores/longswords seems a bit much, longsword and a knife or dagger seems reasonable. Just thinking about physical abilities of the actual races and the 1.5 meter claymores and 1 meter lonswords.

Well just sharing thoughts thanks for reading.

26
General Discussion / Re: What kind of GM events would you like to see?
« on: January 22, 2009, 09:35:58 pm »
I would like to see events, like those mentioned earlier, that will continue and grow the people and characters and atmosphere, but the challenger here would be to make the events not to difficult for others to join in the middle, fact is in life events happen all the time but not everyone is affected by the beginning of it and/or only play a small role somewhere in the middle, or just hear about it from those that were there. Size for the amount of people doesn't matter to me.

27
PlaneShift Mods / Re: Glass and paper gui skin
« on: January 22, 2009, 08:10:45 am »
Ya sure change it just as I figure out the other one!! :o

This is even better than the other radical skin, I like the look of the changed target highlighter, and an actual spell 'book' Very nice.



28
PlaneShift Mods / Re: Glass and paper gui skin
« on: January 21, 2009, 08:21:44 am »
Thanks alot I got it to work finally but I had to move each item from the 'data' folder in the unzipped skin to the 'data' folder in the root directory seperatly or else it just replaces the folder, DOn't matter it works now and I like to the look of it. very clean and large chat window is nice.

Thanks so much yet again

29
PlaneShift Mods / Re: Glass and paper gui skin
« on: January 20, 2009, 10:43:20 pm »
I know I am goin to sound like a newb at this but thats only because I am, the first skinn you told us not to unzip it, so it worked for me now this one you say to unzip it, which would be fine but it automatically unzips unlike the first version, I would like to see this one on my client so that I can try it out I like the first one alot and will keep using it if I can't get this one to work. Zipping/compressing it again doesn't seem to help I see it in the Setup choices but when I close PSsetup or launch the client it auto reverts to my last selection.

I play on a Mac.

30
PlaneShift Mods / Re: Glass and paper gui skin
« on: January 14, 2009, 12:51:17 pm »
Hey I just got this one added to my client and I like it, Sorry to revive this after so long though. the space under the tabs at the top of the screen is a little annoying but easy enough to work around.

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