PlaneShift
Gameplay => General Discussion => Topic started by: Talad on August 11, 2007, 12:20:17 am
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This thread starts from a notification I received today, a very simple report in the bug tracker about sacks not being very usable. I checked it in details and basically it was saying that current sacks where usable only for very small items, like apples or glyphs, but not for other items. After some investigation, the sack was defined as too small, and so bigger items didn't fit. While I think it is meaningful to keep the sack under a realistic size, it's also true that it should be useful and there are sacks of every dimension. How many players have hit that problem which went unnoticed for years? Well, in addition I saw that the size of the item is not displayed in the description window, but can be useful to determine if it will fit or not, and to understand the encumbrance of your char.
Two very simple things to fix, took about 1 hour, but potentially quite beneficial to everyone.
So my question here is : Can you list up to 5 SIMPLE things you would like to see implemented, which you think will benefit game play immediately? I suggest to avoid listing items like: "make NPCs smarter" or "create 3 new areas", if you really want you can list them anyway, but the point here is to find small improvements in terms of effort which can make the game more user-friendly. A perfect example is the size problem I encountered today. Maybe there are no others, maybe there are plenty we are not aware, but you are.
Even one is good to list!
Thanks.
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1. The ability to name your weapons.
2. The ability to float windows anywhere on your desktop, instead of within the dimensions of the client. (Not a programmer, don't know how much would be involved.)
3. Better variety of weapon types in loot. Axes, for example.
4. As mentioned elsewhere, quality ratings of weapons in terms, instead of Q ratings. The health of the weapon would still be xx/xx when viewed, but name would be preceded by good, fine, superior, masterwork, etc.
5. Political and economic structure run by players.
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1. The ability to cast defenisve spells on group members (things like rock armor and defensive wind)
2. A different chatbubble option (I like the idea but I just don't like the look)
(if I think of more I'll modify...)
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1) When sitting, having a higher hp&stamina recovery rate than when standing. [Talad edit: done]
More options for the chat window and GUI, like
2) Chat tabs flashing either more frequently or in a specific color, whenever your name was said.
3) The ability to seperate emotes from system text (Currently you can either have emotes in main or in system, but if you want them to be in main, you are forced to see the regular system chat there too).
4) The ability to resize and move onscreen messages like 'You must be facing your enemy'.
5) The ability to choose from different fonts. (Should be simple, but perhaps it doesn't really benefit gameplay that much, only the atmosphere :))
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1. A reevaluation of the difficulty of obtaining gold vs. the difficulty of obtaining iron. (Frequently harped upon, I know, but it seems simple and many people feel the same way about it)
2. I have no idea how large of a change this would be, but the option of performing an action via text rather than targeting seems pretty handy to me. Ex. /loot <thing>, or /greet <person>.
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3. Some sort of banking system where you can leave things safely. For example, you could deposit your oh-so-heavy armor and weaponry while you're crafting, so you can hold more.
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1. Sitting down and stamina: Regenerating Stamina at a faster rate while being seated would, besides making sense, greatly reduce unnecessary waiting times. I am aware that players are no cars, but standing alone in the wilderness for extended periods of time, doing nothing but waiting for your stamina to recover is not a really inspiring, besides stamina-recovering phases can turn travelling in a group a real pain in the bottom. [Talad edit: done]
2. Beverage and stamina: Similar to the request above, beverages (water/ale,etc.) should, in my humble opinion, regenerate stamina in a similar fashion to health potions regenerating health.
3. Alcohol and stats: In my opinion it would make sense if alcoholic beverages had a minor impact on some of the stats. With Charisma, Intelligence, Willpower and Agility getting a slight malus while Strength and Endurance would get a minor bonus.
4. "Attributed" weapons and merchants: It would probably make sense to have some of the more common "Attribute" weapons (i.e: Alexandrite-encrusted Broad Sword) available from the various weapon smiths in Yliakum, probably giving the option of buying "budget" class weapons (lower slash / stats) and "quality" weapons (higher slash / stats)
That's it for my suggestions.
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- 1. mouse cursor change when moved on something you can interact with (objects in the world with descriptions, characters, NPCs). Just like there is limited distance you can click things and target for instance, the cursor won't change if it's too far.
This would have to be switchable on and off in options to satisfy those who doesnt like this feature.
(http://psgrafika.republika.pl/pointer_desc.png)(http://psgrafika.republika.pl/pointer_normal.png)
- 2. Proper mouselook turning, smooth and precise turning around. Currently if you move semi fast, it will jump from one turn angle to another, without smooth turn. If you move really fast, to perform 180o turn around, you won't because the cursor will fly off the window (in windowed mode, no idea how on fullscreen), so no turning at all.
- 3. Ability to interact with what is around while in mouslook, same as you right, left, middle or whateverclick in normal mode, only in mouselook you always click what is in the center of the screen. So you can target things, click and read their descriptions and alike. clicking, won't bring you to notmal mode and quit mouselook. In 3rd person viev, you won't click your character and keep targetting it. A pointer of some kind has to be visible in the center of the screen, with conjuction with the 1. wish
- 4.If we for instance include system messages in main tab and set the system tab to not flash when something new comes, the main tab also shouldn't flash because of this. Ability to disable main tab flashing because of system base messages.
- 5. When the loot window appears, ability to eighter set keys for looting all and group looting all, or eighter simple unchangable "enter" key (for now) to confirm group looting all.
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Simple things, eh?
1- View option: 3rd person camera lock on target. Keeps target centered in your view no matter how you turn. Either an option in the menu, or a toggle key per occasion.
1a- Combined with the above, the not so simple change of switching the turning commands into circle/strafing while center locked on target. This would make your character walk to either side while circling your target and keeping it in your view while locked on. This would make combat much more realistic and enjoyable.
2- Not an implementation, but a change. Right now to read a book, you right click to open a bookcase menu, then left or right click on the eye/inspect icon, followed by right clicking on the book you wish to read. Since most other programs use left clicking to select final options within a menu, I would like to see books selectable with the left mouse button as well.
3- Marker stones on the sides of the roads.
4- Another change. Lower the cost of training, and lower payouts for items. Players are dropping millions of tria on NPCs weekly. Harnquist might not be rich, as he sells low quality items and buys high, but the trainers of fighting skills, such as Percival Hawthorne, would be rich enough to buy a small country by now. Maybe two.
5- Assistance request for mob killing and sharing of training. Only being able to stand by as those weaker than you are killed is bad and limiting for RP. http://hydlaa.com/smf/index.php?topic=29555.msg338854#msg338854
Durn... ran out of numbers, or I would have asked to get rid of random loot upon death to a mob, and replace it with identical items for every creature of the same kind, slightly randomizing them by what might have been damaged. Example, a rat: All rats have one eye, one tail, and one hide. But, in fighting, some of them could be damaged. One perfect eye (100% payout), one torn hide (60% payout), one mangled tail (10% payout). Rogues should be looted for whatever they are holding and using in battle. Gladiators should give you nothing but piles of tria for defeating them.
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bravo i commend this thread its real nice to see
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1. Devs realy playing game
engine devs - to explore what does it mean roleplay
settings devs - to explore what settings they made and how it allows people to play
arts devs - to compare their creations against reality and daly life
2. Main Dev not trying to poke people on forums but sticking to bugtracker and keep fixing bugs
connected to old bugtracker when where were realy annoying bugs hanging there for more than 2 years (yeah...)
3. Being _realy_ open
ok you don't wish to say what you are doing in arts/settings, that part is closed/proprietary, but I'd like to see todo list of code related stuff.. I'd like to see exploits reported (even backwards) I won't like to see another Eid like stuff (when exploit got reported, deleted from bugtracker hanging there for few months in game runing it....) so I'd like to finaly see old dupe bug reported on bugtracker with appology to Eid, I'd like to see few buffer overflows reported there too, I'd like to see /show_gm security bug reported there too..
4. One server is not enough
yes npcclient and database would probably love to try to be on different machines...
5. Gm rules public
noone knows what GM can or can't do what are the rules from them, people are mad on them for following and at the same time for not following the GM rules...
Yes I think that these things needs to be fixed as soon as possible.... :sweatdrop:
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@socia: An artist cannot create good art without using previously approved assets as reference, and studying real life materials :) I hope you don't mean that it looks like we don't do that already..! Which "main dev" are you referring to as well? Remember that you can create bugtracker reports as easily as anyone else. If you feel that something should be there, take the first initiative and post it. The BT is for the players just as much as for the development team.
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1) five utms
2) openness to and all os junkies to step off, i mean really, Eid, as hero??? Are you full of tefu-dung? Go and fall to your death off mount miadon.
3) nice players, ones that can rp evil and still be educated and engaged in the settings.
4) ridable mounts
5) A means to teleport for advanced players.
If i have to create a new nick to list more i will ;)
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I think many seem to be struggling with the concept of this thread, 5 "easy" things you'd like to see implemented, not 5 things you'dl like to winge about.
Anyway, here's my 5
1. Extra furnace/stock casting at Trasok's (Like the new ones at harns would be fine)
2. Option to switch off/change size of chat bubbles
3. Font scaling in the buddy list (mine ends up too huge with the defualt size)
4. Quicker mana/health/stamina regeneration when sitting down (allready mentioned i know, but it's a good idea)
5. And the biggy, Open PvP in the wilds (I'd love a guild of real cutthroats out there :D)
I hope these are easyish to implement, i didn't go for the classic "I want mounts man"
Edit... Thought of another one : Glyphs, could they be reduced in weight to say 0.2 instead of 1.0, carrying round 25+ glyphs is tiring these days :)
Edit... And other....Armor levels, there seems to be little difference between what low levels and very high levels can block/reduce, maybe the balance needs a tweak?
Opps that's 7 now, hope i'm forgiven :oops:
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1) Some of the newly released NPC's should be re-considered in my opinion. Having tough NPC's are one thing but putting them alongside widely used roads is another. I understand the need for the stronger players to have an NPC challenge but I don't think these should be placed in areas where everyone can be attacked and easily killed by them.
2) Give NPC's the skill to repair items for a player, at a steep price. This isn't something urgent because usually there are plenty of other players willing to repair goods for you. But sometimes you can't find one or find one skilled enough.
3) Let us buy a larger number of items with only a few mouse clicks, instead of having to buy them all one by one. This feature exists with a slider to determine the amount but for some reason is not available on most NPC sold goods.
4) Make the running speed substantially slower when equiping items in your hands or wearing medium and heavy armors.
5) Allow older characters to convert to newly created skins when they become available, similar to how it has been done once before with buying hair dye potions.
@Roderyck ... your 4th point is already done for handcrafted weapons, check their names out ;)
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I would like to change Zan's first request to: Wandering NPCs of greater power that start far from the roads. If no player kills them by the time they find their way to the road, then the roads should be unsafe.
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1. Bepules came accross this http://hydlaa.com/smf/index.php?topic=29488.0 (http://hydlaa.com/smf/index.php?topic=29488.0), but it holds true for ther other parts of the information window, not just mental stamina. Mental, physical, and magic have a minimum threshold of 30%, you need to keep the bar above 30% to do things. The issue is it is 30% might be 30 points for some or 3 points for others, it's dependant on how much you trained the stat that they are linked with. Those that trained their stats have to wait far longer for the meter to reach 30% than a new character.
2. Zan hit the mark with #3, My addition to it is simple. there are already 2 buttons that control the action in the sale of items to the NPC. The same two buttons act as one, for buying. So give the buttons the same action for buying as it is for selling. The first one brings up the input/slider box and the second buys everything in that catagory, which in the case of NPC everything constitutes as one item. This might not be a problem now, as the major consumer item is repair kits, but when alchemy and cooking come into play, players wil be complaining more that they are made to buy mulitple ingredients one by one.
3. The NPC server status on the web page, NPC's are what control the quests and PP gain and it will relieve frustration to know before logging in that the NPCs are working or not.
4. More furnaces in Oja, there are already 2 that aren't being used, the one downstairs just needs a dunk tank besides it.
5. Get rid of PP for a week and see how it works out. No need of the PP for training, simply pay to learn and practice as usual.
6. Make item stacking, an on/off option. so you can stack when smelting and turn it off when smithing.
7, Two handed weapons/tools/objects block the shield hand from usage. Claymores, Battleaxes/hammers, Rock picks.
8. A "NO Loitering" sign in front of Harnquist's smithy. thats what the taverns/gazebo/benches are for and free up some of that lag that permiates that area now..
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Just one from me:
1. Allow and encourage players to vote on bugs in the new bugtracker.
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Just one from me:
1. Allow and encourage players to vote on bugs in the new bugtracker.
for what purpose? votes have nothing to do with when a bug will get fixed that is what priority and severity are for
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Just one from me:
1. Allow and encourage players to vote on bugs in the new bugtracker.
for what purpose? votes have nothing to do with when a bug will get fixed that is what priority and severity are for
Well....
If players were allowed to vote on bugs then they could go and vote on the bugs that annoy them the most and then you would have a dynamic list of the top 5 things that players would like to see implemented. Which, coincidentally, is the subject of this thread.
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I dont think I can come up with five..and I am not in any way at all a programer or technal so I am thinking more on a players point of view here, one that thinks questing gets old and boring doing that all day especially alone, and to some it could seem ooc, I mean why would a theif delever some item for somone, or get it repaired or whatever and then return it.. I donno that's not my point at all. I would like to see more GM's online to help players in need because often when online I dont see any and if I am on advoisor mode and I don't understand how to help tihs person my options are limited and I feel helpless, lucky for me I do know lots of smart players that I can turn to and them quesions so that I may help this person in need. Also I think the there should be more GM events, that does not take any programing just planing, and I understand its a lot of hard work and everything but I am sure there are alot of players that would love to contriubte to some brainstorming ideas for roleplay events. I mean version 0.3.019 is out, and has been for a while with all these cool new features and newly implemented things but I have not seen any GM events to promote these or anything, and I am not talking a seven week event..it can be something as simple as Trasok talking to people as they enter to look around his shop he just got a new shipment of things or something..
Once again you all are doing such a great job and I apprecate it all, I do.
also maybe a rotten apple would be fun to role play with as well---I really dont know where that came from...
one other thing I just thought of--and I am not sure if its possable but what about cursed items...something that you cant take off without a certian spell or potion even,
or maybe the ablity to be posioned and untill you get the cure potion or whatever it continues to take X amount of damage from your char.'s health..
I really don't know..maybe you should not take my ideas into account and just ignore this post...hehe
[edit] I knew I had one more...weather..i would like to see more weather more often..like rain or whatever..even snow..how are we to tell the sesasons apart? and what about the crops that must be somwhere to supply us our food..they need water to live. I love rain it makes for great roleplay because lots of chars get involved and some dance in the rain and splash about and lots of them get mad and hide at harns under his roof and grumble about getting wet, its fun!
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Five wishes? Thats two more than a genie! :D
1. Copy and Paste function, from and to outside applications (eg: copying text from MS Word into an ingame book)
2. Joysick/Game Pad support
3. Ability to return to the character selection screen without reloading the game
4. Your stamina should effect your ability to fight and run. Perhaps visible wounds should be seen.
5. Ability to name your books and maps
EDIT: Due to revelations in the following post, number 5 has been changed
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it can be something as simple as Trasok talking to people as they enter to look around his shop he just got a new shipment of things or something..
Wish granted pending restart :)
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I'd love to see devs not trying to highlight bugs on forums as like bugtracker has some lower priority and looking on BT wishlist (all these requests are there..).
I'd love to see devs slowing dowin in feature adding stuff and better fixing bugs. Yes idea of let's fill it with features, bugfixing later doesn't smell right to me.
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thats not how the development process works. This process has been discussed and explained many times. use the forum search feature.
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This thread is a good idea, and it's different from the BT. The BT is, IMO, for major things, and small things like GUI optimisation should be in the wishlist or this thread. Sadly, I have significantly more than 5, so I'll order them according to priority and if you wish ignore the ones after 5.
However, please do NOT implement Nikodemus' wish for a floating mid-screen cursor. It's excessively annoying, and it's why the cursor is hidden now! At best, it'd be crosshairs, which will look like an FPS. However, the status window could indicate what the screen center is hovering over. Or, if need be, have an option to turn it off.
Please also have NO open PvP in the wilderness, at least not unless there's significantly more land available; land that can actually be considered unsafe by it's distance to secured places of any sort. It may be unrealistic to have all places safe, but it's just as unrealistic to have every place crowded by hordes of criminals (and this is what will happen, it happens in other MMORPGs, so it'll happen in PS.).
1) cast while sitting. I know the animation won't work right, but that's been the same for sitting and casting before. Some spells might even require sitting to be done. Glyph purification and spell research should require sitting, anyway.
2) evaluate /me and /my in the middle of text as well, so that:
Hello there! /me waves Greetings!
becomes:<char> says: Hello there! - <char> waves - Greetings!
or similar.
3) /cast beneficial spells on yourself instead of selection if selection is an enemy
4) make models appendages (arms, legs, wings, etc.) use different resource lines in cal3d file for left and right, so that custom skins can be different for left and right. This wouldn't need additional files; only people with such skins would edit the lines and add / rename the files.
5) Not simple: non-lethal combat option (using stamina instead of HP).
6) Not simple: editable buddylist comments, possibly a treelist with groups (like in an IM)
7) Not necessarily simple: Make weapon state reflect in it's name: call it "tattered longsword" only if it's quality is low.
Alternatively, remove these qualifiers from randomizer
In any case randomize quality of looted stuff.
8) not necessarily easy: make the entire char clickable (ATM, most of the time it's either only the lower half, or pixel hunting)
9) not easy: ability to click throuth transparency. If one can see something through something else, one should be able to click through it, too.
10) maybe easy: make keys that are not letters, numbers, punctuation, text positioning (pgup, cursor, etc.) keys bypass chat window even if it's active (F2, for example, or when numlock is off).
11) have decayable items (maybe only food, or take significantly longer for animal parts and fur) reduce in quality if they've been lying on the ground for an extended time (2 ingame days, or even RL days). Upon reaching quality 0 they either turn into a "rotten" equivalent or vanish. When turning to rotten, reset quality, reduce again, and when that is 0, then they vanish.
12) maybe easy: make /me-denotion consistent for NPCs and PCs (NPCs have - <action> - in magenta instead of <name> <action>)
13) Not easy / long run: implement a waste chute or other bin to get rid of items; sale value of 1 is fine ATM (not sure if many would use it though).
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2) evaluate /me and /my in the middle of text as well, so that:
Hello there! /me waves Greetings!
becomes:<char> says: Hello there! - <char> waves - Greetings!
or similar.
But what if you have to explain to someone a command like
Newb: [Hey, how do you bow to someone?]
You: [all you got to do is target someone and type /bow]
But instead you get
Newb: [Hey, how do you bow to someone?]
You: [all you got to do is target someone and type, You bow to Newb]
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But instead you get
Newb: [Hey, how do you bow to someone?]
You: [all you got to do is target someone and type, You bow to Newb]
Good point. I'd put a space between the "/" and the rest, and tell the other player to leave the space out. Might be too much of a fuss though. Maybe only evaluate / things if they're not enclosed by quotes (use "/bow")?
Edit: A bit like keeping the board from making "8)" into a smiley.
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1. Killing a creature with the weakness spell should credit you with the kill. Right now you can't loot it, and you don't gain experience.
2. Spells should have more than the tiny effect they do now. Multiply everything they do by ten or twenty and they will begin to be comparable with a weak weapon or armour. I know this needs tuning, calculation, and thought to get right. But really, what spells do now is eye candy only. You can seriously crank the spell effects without having a negative effect on the game. Then we'll begin to be able to test what a Planeshift with magic will really be like.
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Xanthan, I believe number 1 has been fixed according to the changelog. Probably just has to be committed. :)
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My List:
- 1.) Add ability to change gui skin on the fly
- 2.) Implement less of the gui in global xml so windows can be defined on a per skin basis
- 3.) Let me fix up the BD Region!
- 4.) Update Hydlaa maps to use higher resolution textures. This isn't the era of the Rage128 anymore
- 5.) Big one. Rip out 20th century style loading tunnels for zoning and update to terrain2 with paging terrain
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What I'd like to see:
1. Font Scaling in the info window, right now there's only transparency changing.
2. Food to be equipable in your hands.
I really can't think of anything right now so I'll edit more to my post when I think of some.
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- 4.) Update Hydlaa maps to use higher resolution textures. This isn't the era of the Rage128 anymore
You are going to kill me with that one ;o ;D
Maybe i start using that downgrading texture quality in setup then *sniff*.
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Resizable inventory windows. I find it most annoying that rooting through my pack prevents me from keeping an eye on my surroundings. Perhaps make the panes collapsable so that if I am not equipping something I do not need to have the figure pane open. Better still would be adding a resize button so they (inventory, spell combine screen, skills) can be dynamically scaled although that might be more difficult.
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1. Make training magic cheaper - at least PP-wise, if possible also a bit money-wise (otherwise I really can't understand why Levrus is still living in such a small house ;) )
2. Ability to cast defensive spells on friends (I know that has already been said, but I'd really like it)
3. Make magic stronger (also been said before)
4. Some in-game possibility to find out about new spells, even if no helpful player is around
can't think of more at the moment...
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I would like to see:
- More types of containers, not just because of the size of the items you carry, but also because from a RP standpoint not everyone will carry or use a sack all the time.
- More types of food because the ones we have are nice, but they are basic. Also the lack of more food models leaves different types of food up to people's imagination, and this can potentially cause a conflict with settings. (i.e. the death realm discussion and how people were upset about how the current settings doesn't match how they perceive the death realm.)
- More spawning resources, even if they are only pictures on planes, so that people can at least RP something like cooking and they have real ingredients to pick from. Such as berries, herbs, or some such thing.
- Actual gems in game. I have seen many [gem] encrusted [weapon]s, however most of those gems have not actually been seen in game and so it is any body's guess if they look like the real world version or if they are a special PS version.
- More celebratory items like bottles of wine, wreaths and other decorations, fancy plates, wedding arches, present boxes, etc... Many parties now consist of food everywhere, some crystals for decoration and an interesting venue. I think a little bit more party specific items would be appreciated.
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*More effects for weather... Like, when it snows, the floor should change to have snow on it.
*Visible jewelry.
*Maybe... there should be a GUI skin for each race?
*Kickable and/or throwable balls.
*Secret doors!
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I have only one, really .. one that would make a significant difference.
1. Do not make duels end in certain death. When someone loses a duel (their HP reaches 0%), that person should be incapacitated but still alive. The winner of the duel then gets a choice to spare their lives or help them on to the Death Realm by performing a 'coup de grâçe'. If they are left alive they'll lie there for a handful of minutes until they recover enough to move around or until they get medical help. A second side-effect (regardless of being killed or kept alive) is a complete dueling lockout time for an hour or so (RL), due to being too weak to fight. This second side-effect shouldn't matter in the Death Realm, where people can still fight all they wish.
This should be relatively easy to implement and would change dueling and PS combat as a whole. It'd even give guild wars a chance to be actually won by disabling every opponent within that hour.
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I don't know a about the dualing lock out. Means they can't be knocked down again if they get up too quickly for the RP. Maybe have a stamina drop quicker.
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It would make sense if you could accept a duel, but not challenge after losing. If you're still too weak to fight, but accept a duel, it's your fault...
I really like that idea \\o//
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2. Joysick/Game Pad support
::) You already can, With my game pad I got a program witch can be programmed to program to game pad to use it's key's as keyboard keys :) Though it's only nice when traveling long distances, I mean I can't type with a game pad :P
My wishes:
1. CLOTHES! And yes I do mean clothes in the means of clothes and NOT in the means of Armor. Socius just has got something against tight leather pants and doesn't want to be can food but neither want to be approaches every once and awhile with questions "Why are you naked?, are you a noob?, Do you need some trias? If you join our guild you get free 'clothes' and weapons" And yes, I know I'm not naked without armor, but neither does Socius have to wear the same clothes everyday. (And to make this wish are real wish: Let it be a fully blue suit, with that I mean a suit that covers the whole body except for the part that a suit doesn't covers ;) )
2. Keep the things going the way they are, I mean I can wish for a whole lots of things but luckily my greediness knows a limit, So this wish is going to be (It's kinda a stupid wish for I know it's granted already :lol: ) : "Give me a Fun game that put RP in RPG :lol: "
>.>If you happy and you know clap your hands *clap clap*<.<
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This is a really interesting thread overall - not only because we get to see what people want, but because we get to see what people consider simple or easy to create :)
Keep the ideas flowing!
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1. Random NPC baddie spawns on roads. (This IS wilderness after all, walking from one town to another SHOULD present some element of danger, but keyword is random)
2. Jewelry. Rings and amulets that carry viable attributes.
3. Option to set visibility of containers or contents. ( In .18 stuff in sacks wasn't visible say when selling things, in .19 its always visible when selling. I should be able to set whether is visible or not.)
4. Group quests. (Ok, probably not simple, but could be much fun...)
5. Already said, but needed... Killing by weakness should work like killing by any other means.
5b. Stronger magic.
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Ok this is kind of NOT that simple. I mean it requires a lot of work, and it's only one little 'ittle request.
1. I'd like to see updates coming in two months as previously promised.
Now granted, the last update was much larger and so took a little bit longer then requested. But after that update i'd still like to see updates coming in an estimated time of two months.
Hopefully it's not that big of a request...well it kind of is but i'll pretend like it's a ridiculously easy thing to do :whistling:.
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Rings and amulets that carry viable attributes.
Some of these already exist.
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1.) Allow us to carry more weight. I know that we can add str to be able to carry more, but that has limits. I have to create mules to hold things, since this game doesn't have a warehouse system. Allow us to carry more stuff, so we don't have to sell everything we get to NPCs or make stupid mules to hold things.
2.) Mouse/joystick/gamepad controled movements
3.) Make Death Realm easier (or make so noobs don't go there when they die). I can get out of there easy now, but when I was new to the game I died, and got stuck there. No one would help me, I had to create a new char. This can result in a lot of lost in new players. If you notice that a lot of accounts are created but only a few ppl are online at a time. This is because of 2 reasons, ppl are just creating mules (look at #1) and new players get discourage. I know that the goal is to ask others for help, but this game doesn't have a lot of ppl playing it, so it is not always possible to find help. Lets not make things worst by making it impossible to find your way out of hell if you are a noob.
4.) More advice magic (yes I know it is coming, but I just had to ask :) )
5.) Signs/road markings
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Maybe a couple of campfires and tents in different spots, just as static models. On the far cliff of the volcano, or on top of some of the hills in between Oja and Hydlaa, or BD and Hydlaa. You know, just some little gathering spots...
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Notifier that object you are pointing (with pointer) in interactive (highlight ocr cursor change)
Ability to set up which words will be highlighted (essential for characters with nicknames) - Really easy to code
Ability to train other charakters (new training skill will be implemented)
Collision detection for certain items like forges near harnquist
More weak monsters, when you're noob you are able only to kill rats and game is definately not funny that way
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1 - 5. Documentation on using src/common/util/psprofile.h versus using CS_DECLARE_PROFILER. :sweatdrop:
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1. Stopping tells from going to main if you don't type "/tell <name>", it is easily forgotten and might leak private conversations. (the way I solved it was to use the name that you would get if you pressed F on the default key setup, or the first word in the text if it's the first message)
2. Random NPC spawn points, possibly separate from where the NPC will stand and "wait" - for realism and to make it harder to camp an NPC
3. Full ignore, even if you don't see what they say OOC troublemakers can still jump around and visually ruin the gameplay
4. Either making players able to attack from their back or make NPCs unable to attack from their back, atm you can stand back-to-back with an NPC and he can hit you while you just get "You must face your enemy to attack"
That's all I can think of atm for being easy things & things many people won't be fully against :)
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Notifier that object you are pointing (with pointer) in interactive (highlight ocr cursor change)
Duplicate ;p
See first page ;>
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1. The ability to repair items while sitting down. Sitting shouldn't need too much concentration to make you busy.
2. A relatively easy way for new players to make money. Something between looting rats and mining gold: nothing that would make you rich instantly but something that would give you a moderate income and enable you to train and buy basic equipment. Just to smooth things up a little bit in the beginning.
3. Animals. Birds, small mammals (something like squirrels, rabbits and hedgehogs), insects, cattle, domestic animals. Different ways (not) to interact with them. Some of them could be caught and eaten, some them would just move around to make the place more livelier. Some of them would give you stomach ache / lower your stats for a while if you'd eat them. Some of them would bite your fingers if you'd get too close, then flee from you.
4. Berries, birds' eggs, mushrooms, fruits - things you can easily find and eat. Some of them poisonous (see #3).
5. Children running around, walking around, playing, fighting with sticks, standing close to their parents. Parents carrying their babies. Elderly people - Enkidukais with grey fur, bald Ylians. I wouldn't mind if they were all NPCs at first, even just having them around would be nice.
Great thread by the way.
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After talking to others I can agree I'd like to see such things as:
1) The ability to work the shield parts, such as the buckler or round shield, back to stock like a sword maker can when making blades {a;pha/beta/delta/back to stock}
2) Leather crafting so maybe leather armor can at least be made along with possable sacks of various sizes..as seemed needed in the org. post.
3) Since both blacksmith shops seem to always get crowded, why not re-open "The Steel Bazzar" or something such as that area for blacksmithing and the sale of such items.
4) At least one more Trainer in Med.Armor, since there are more than one trainer for most others "Combat" stats yet only one..the in the BD.. can one train in MA at lvl 30-60
5) Finally..but not last {hehehe}..maybe a Hvy Armory at the BD. Since only the Finest of the Guards in our World are found there, it would make sense that they must get such fine armor somewhere..so why not allow those of the citizens that are trained to wear such..buy such.
\\o//
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1) Non Lethal Duels
2) Treasury
3) Consistent Economy
4) Decaying Abilities
5) Consistent Death
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1- weather
2- a way to prospect mines
3- that the mining skill would use up physical rather than mental stamina primarily. as well as not draining it as quickly. EDIT- or just not use mental stamina at all. mining doesnt affect mental stamina much. -EDIT
4- a quest log that logs NPC Chat from past log-ins
5- other skills besides mining that produce income efficiently
gotta love these kind of threads
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1. Not to lose so much mental stamina when mining or doing other rude jobs. The logical thing is to lose primarily physical stamina, right?
2. That NPCs "understand" when you speak... or at least "help" you to reach the right point of the matter by asking things to you when you are saying something that is close but not exactly what they expect. I mean that if you have to say "X sent me" and say "I was sent by X", the NPC is still able to recognize the name X and ask you something about that X char and not just say "uh?" I just can't bear NPCs when they don't understand the (aprox.) correct sentence for more than 10 times.
3. Make quests give better rewards: trias... but specially experience. Something that would put "questers" at the level of "miners" or "gladiators". In this sense, maybe learn abilities in certain quests (don't know: if you help Mirra with her apple cake, you could learn some baking/cooking exp for instance - no matter these abilities still don't work)
4. Allow personal stats to improve with practice, not just training (paying). You could train endurance by running or intelligence by solving quests, practicing brown/blue magic or even reading books at the library... In fact they seem more logical forms to improve your personal stats than payng some guy for a lesson.
5. Improvements in dialogue box. A shortcut to change dialogue tabs without need to use the mouse. A shortcut to use tell from the buddy list with the mouse or directly to the selected person.
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1. Not to lose so much mental stamina when mining or doing other rude jobs. The logical thing is to lose primarily physical stamina, right?
Just a little comment. Maju is right, but there is something more about mental stamina.
I heard i think a dev wanting us to be unable to gain practice in a skill we use, while our mental stamina is too low. It is like that currently, but we should still be able to eg mine, while the mental stamina reached 0, only then we won't gain any practice, as our mind is too "tired".
People will take a rest more often if they want to continue practicing and this is decreasing the PL activities advatages over the RP, which is good.
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2. That NPCs "understand" when you speak... or at least "help" you to reach the right point of the matter by asking things to you when you are saying something that is close but not exactly what they expect. I mean that if you have to say "X sent me" and say "I was sent by X", the NPC is still able to recognize the name X and ask you something about that X char and not just say "uh?" I just can't bear NPCs when they don't understand the (aprox.) correct sentence for more than 10 times.
Then help me out. Tell me what they're not understanding, as per my "Think NPCs are dumb? Click here!" sticky in general. If you're still not convinced, ask anybody who's submitted information to me if they've come away disappointed.
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what about an ingame compass.
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what about an ingame compass.
In a world you are not even sure there is magnetic field?
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I suggested something on IRC the other day to replace a compass that is more of an indicator of what your character can just tell, the direction of the Azure Sun in accordance to your current position. In time perhaps a real Azure Sun can be made to illiminate the need for this, but it would for now provide a good point of reference. Just a little pointer that shows the direction of the Azure Sun.
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"In a world you are not even sure there is magnetic field?"
in order for life to exist or even water to be on a planet there must be a magnetic field... the magnetic field is what shields our planet from deadly solar winds and radiation... without a magnetic field you get a planet like Mars.. Mars has no magnetic field that is why there is no water.. there is ice but no water... and no water means no life. At least humanoid life...
So there must be a magnetic field.. if you want to realistic
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Erm.... Or hundreds of miles of rock....? Heck, your logic might show why no one has gone to the surface and returned to tell about it...?
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"In a world you are not even sure there is magnetic field?"
in order for life to exist or even water to be on a planet there must be a magnetic field... the magnetic field is what shields our planet from deadly solar winds and radiation... without a magnetic field you get a planet like Mars.. Mars has no magnetic field that is why there is no water.. there is ice but no water... and no water means no life. At least humanoid life...
So there must be a magnetic field.. if you want to realistic
Not really, all the races in Yliakum are either created by Talad or Laanx, or have come here from other worlds with the use of portals ;)
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I have another idea :) I dont know how hard it would it be, because those that know me, know I am not progamer at all...
I don't suppose you can make it go darker when its nighttime and lighter during the daylight hours, (like game time..not rl) it would be a way to differ the days and nights and then all the wifes can yell at thier husbands for not being home by dark :D
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The lighting already changes based on day or night - if you're using the -fullbright command however, you won't be able to see that.
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I don't like going by yliakum days cause it would mean either the days are very very quick or that everybody moves extremely slow and talks extremely slow RP-wise.
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re darkness and fullbright-- that reminds me of a third suggestion. (Since I only listed two before I figure I can make a second post.)
Allow some control of gamma or brightness in-game, or at least make it not pitch-dark at night. I gave up on the normal light mode and always use fullbright because it was impossibly dark at night and in places like the death realm and the centre of the arena. My monitor is calibrated for graphics work and I don't want to mess with that.
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/me does not think she is usuing fullbright.....
/me goes to check her settings
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Can you list up to 5 SIMPLE things you would like to see implemented, which you think will benefit game play immediately?
Of course I can!
1) Ability to specify number of ranks in a guild. (Second step is multiple rank-trees within a guild so you can make "sub-guilds".)
2) Name books and ability to "lock" them so only the author can edit them. (I think Acissej is busy with this though.)
3) Make -debug_load available for binary clients too, to help slower computers.
4) General and GUI update of the GM-interface, it's incredibly ugly, clumsy and limited now.
5) Ability to keep on walking when passing sector or map border. (Was being worked on by Rioja, but he stopped).
By the way, Talad, that bug you mentioned only existed since the .19 release. The sacks had max size/weight values but they weren't enforced at all by the inventory. Nilaya then fixed it so sacks did enforce it. However, this meant that sacks couldn't hold much anymore as the values weren't actual anymore. So it wasn't around for years ;)
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OK, here's my 3 things:
1. Ctrl-click support for Macs
2. Not really an implementation, but could the Death Realm music be changed? It's kinda grating.
3. Being able to customise your size (fat, skinny, in-between).
Thanks!
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/me looks a little embarasses "erm..how do you know if your running fullbright or not? I dont *think* I am.."
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You add the -fullbright tag to the target line of your PlaneShift shortcut. Right-click on the shortcut icon, hit Properties, and look at the Target line :]
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1) each npcs must have a surname and first name ;o to respect the "New Naming Policy".
2) trade icon should shown while trying trading by being overweight (like 320/300 for example)
3) glyph sacks should only being able to carry glyphs.
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4) Decaying Abilities
Are you really sure that you want this? It will mean that an RPer isn't "just" forced to grind once until they reach the levels their character is RPd with; they'd then be forced to keep grinding in order to maintain this level. I've barely reached the RP'd levels (which are far from "high"), and the last wipe was years ago. Would skills decay, I'd be at zero in everything, and would definitely not bother with grinding at all (to me, ranking up is just an act of goodwill towards the game mechanics).
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4) Decaying Abilities
Are you really sure that you want this? It will mean that an RPer isn't "just" forced to grind once until they reach the levels their character is RPd with; they'd then be forced to keep grinding in order to maintain this level. I've barely reached the RP'd levels (which are far from "high"), and the last wipe was years ago. Would skills decay, I'd be at zero in everything, and would definitely not bother with grinding at all (to me, ranking up is just an act of goodwill towards the game mechanics).
While it sounds bad its only because of the current system to gain levels. When the level gaining system changes then it won't sound as bad. Also remember that no one can completely forget how to do something. I think it would more so be like losing just so many levels but never being able to lose more than 75%. If it was balanced in such a way ability decay would add to rp and lessen the grind for the fact that you may have to gain the same levels over again, repeatedly.
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If you were to have decay, I would think it would have to be at least one order of magnitude slower than training. For example if it take 10 minutes to go up a level it would take 100 minutes to lose it. At that two or more orders of magnitude might be better so 1000 or 10000 minutes and etc.
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This is not a simple suggestion, and there are multiple really detailed threads about this in the Wishlist section. I suggest that discussions about details of skill decay are done elsewhere, for the sake of keeping this thread organized.
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:offtopic: Thanks Karyuu! and nope, not running with Fullbright.
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1. A completely new mapping system that allows all areas to be properly integrated rather than having to run through areas that act as portals between different maps.
2. *Some* attention to ergonomics in the interface.
3. A faster method of transport, whether that's strategically placed portals, NPCs that offer a transport service or mounts.
4. A much larger death realm and one that isn't so linear in design. The current one is effectively a single path with a room or two coming off it and it's difficulty to escape is largely dependent on your gamma settings or monitor brightness.
5. Instead of having 3 applications and a seperate process for reporting bugs... have a single launcher application that does it all in one:
a) Manages updates.
b) Allows selection of settings/configuration.
c) Error-report-submission-system (automatically triggered when the game is launched after a crash)
d) Launches the game.
EDIT:
#2 can be achieved with some tweaks and minor changes.
#3 could be achieved by dumping two NPCs in different locations and creating a portal between maps using a mechanism similar to the Winch access - all of this stuff already exists.
#4 would be a map change, but the amount of black space doesn't require a lot of detail, just a few more walkways could give the place a bit of depth.
#5 is consolidating existing code/applications rather than developing anything new.
#1 though, after reading Thom's post below... I take back... my bad... that'd be far too major a change... but the rest could make use of existing code and existing functionality.
Also, remember that "simple" can be a subjective term. To me, re-using or consolidating existing code/functions/etc. is "simple" (I'm a developer btw, so that may have some influence)... so besides my bogus #1 suggestion... I personally consider the rest to be fairly straightforward. ;)
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Dude(s), didn't Talad say SIMPLE (in caps, yes) things?
That's not simple things you're summing up!
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yeah, since some 3 pages or so, with small exceptions.
I gues all the famous simple ideas got coverd after second page and you hsave to think really hard to find something new.
Sorry for off topic, but people: !
You are in fact off topic too!
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Just thought of another:
#4 a keypress to close the loot window (as opposed to having to use the mouse).
UPDATE: actually, I think a command would be more useful. some way to quickly and easily get the look window out of the way when you find yourself in a battle.
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I've got just two simple things I'd like to see (the first is a bit silly, though):
1. Player corpses should remain in the same place without disappearing until the character escapes the Death Realm or logs out. I wanna make a pile of dead bodies an' take a piccy of it. ;D ...
2. Closing doors! Just about every day I find some couple doing "something" in the Kada-El Tavern, and it's a bit inappropriate for younger eyes, which there are a few of in my house. Shutting doors would also keep any roleplay-smashers away from a secret guild meeting.
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I just want one thing. It's not simple tho.
Ability to load data on the fly from the database (http://hydlaa.com/smf/index.php?topic=29691.0), thus allowing for some sort of randomisation. Economy for example.
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I wrote already my 5 fixes, but... who cares ;P
6. In skills window, clicking on each skill position, you see its description. In factions tab, clicking each faction should bring its description too.
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1- A wide choice of crafting (encrusted or reinforced swords for example) .. Having a definite technique for encrusting and another for reinforcing and so on.
2- Prices at NPC's to be let to Offer-and-Demand Process .. So an NPC raise or lower the price automatically based on the Demand at least.
3- Experience points to be more from peaceful activities (for example : Trading with NPC's and with other players, mining and crafting to give more exp. points)
4- The ability for every player to look unique (if not by face and hair .. then just by clothes or jewelery)
5- The ability for every player to be unique in what they can do .. (i.e : a special attack, a unique spell, some different crafting techniques or anything else )
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So my question here is : Can you list up to 5 SIMPLE things you would like to see implemented, which you think will benefit game play immediately?
Evidently, no, most people can't.
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Most likely because many people don't read the initial post by Talad or the whole thread, they only care for the superscription, which doesn't say anything about 'simple' - yet. ;)
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you know, I've sat back and wondered about that too. ...... Fixed. :)
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I've got just two simple things I'd like to see (the first is a bit silly, though):
1. Player corpses should remain in the same place without disappearing until the character escapes the Death Realm or logs out. I wanna make a pile of dead bodies an' take a piccy of it. ;D ...
2. Closing doors! Just about every day I find some couple doing "something" in the Kada-El Tavern, and it's a bit inappropriate for younger eyes, which there are a few of in my house. Shutting doors would also keep any roleplay-smashers away from a secret guild meeting.
1: Corpses are teleported to the Death Realm upon death. Only True Death makes the body stay. The body is then thrown into one of the "waste bins". Near the ruins there is a gaping mouth where bodies are thrown in. The tunnels that start in those mouths supposedly run all the way to the bottom of the stalactite. So this wish is not valid.
2: Some hints:
-The Tavern is public. Only the bartender should be able to shut the doors. She is an NPC and she'll only do it when she closes for the night.
-Couples should get a room and use /group as nobody is supposed to see it anyway. Or can you look through walls?
-Don't hold secret guild meetings in a public tavern. (Instead, wait for the new guildhalls to arrive)
1- A wide choice of crafting (encrusted or reinforced swords for example) .. Having a definite technique for encrusting and another for reinforcing and so on.
2- Prices at NPC's to be let to Offer-and-Demand Process .. So an NPC raise or lower the price automatically based on the Demand at least.
3- Experience points to be more from peaceful activities (for example : Trading with NPC's and with other players, mining and crafting to give more exp. points)
4- The ability for every player to look unique (if not by face and hair .. then just by clothes or jewelery)
5- The ability for every player to be unique in what they can do .. (i.e : a special attack, a unique spell, some different crafting techniques or anything else )
1: Implementing jewelry crafting plus the ability to embed it in items isn't what I would call simple.
2: A dynamic economy is very hard to implement, not simple.
3: Valid.
4: Unique appearances are hard to implement, though it's planned and the pieces are being brought in place.
5: Every player can have something completely unique? Why? Not only is it interfering with the Settings, it's useless and not simple to implement.
You guys, as I said before, SIMPLE things only.
Examples:
"When in third person view, zooming in to one notch over the max will now switch camera to first person. Zooming out of first person will switch to the last used camera mode."
(Nicer camera handling.)
"If moving items inside container, no need to check for weight/size restrictions."
(You couldn't move heavy or big items within a sack to another slot, but you had to move it to your inventory first)
"Stamina now regenerates faster when sitting."
(It's realistic, as you rest more.)
"where the last used spell wasn't highlighted in spells window after window reload."
(The last spell you used is now highlighted in the Spellbook when you open it.)
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Examples:
"When in third person view, zooming in to one notch over the max will now switch camera to first person. Zooming out of first person will switch to the last used camera mode."
(Nicer camera handling.)
"If moving items inside container, no need to check for weight/size restrictions."
(You couldn't move heavy or big items within a sack to another slot, but you had to move it to your inventory first)
"Stamina now regenerates faster when sitting."
(It's realistic, as you rest more.)
"where the last used spell wasn't highlighted in spells window after window reload."
(The last spell you used is now highlighted in the Spellbook when you open it.)
That gave me another idea:
2. After each server rebuild, add new MOTDs with the new features and bug fixes. It would make people more aware of the work that the team is doing and might encourage more people to report bugs and test them.
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Hmm, five simple things? Despite the whole thread, how diffuclt can it be?
1. Increase the complexity allowed in sketches.
Should be pretty simple. ~200 lines just isn't enough for good maps. A decent outline of the temple is more than 40 lines already.
2. Show guild and rank in player descriptions.
You can already find out what guild people belong to, and what position they hold, through the labels and /who.
The player's description seems like a logical place to show them.
3. Save sitting state when logging out/in.
Right now you're always standing when you log back in.
I don't know how difficult this is, and it's not very important, but it'd be a nice touch, I think.
4. Trade while sitting.
You can't trade while you're sitting.
This is pretty irritating when you're sitting around a table and want to pass the salt. Well, or a mushroom, newspaper, etcetera.
5. Tweak the foliage system.
There's already a foliage system in PS, but it's only used around the temple, where the grass doesn't blend in particuarly well with the texture below it.
This one is probably a bit beyond 'simple', but it could really use some attention.
Hmm, well, that wasn't that hard.
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1/2/3/4: I think chatting with NPC should become less frustrating. The problem mostly is that you don't know if the problem is that you have it wrong or that the NPC doesnt understand your form of english (which seems to be very much related to typography and habits). For instance none of my keyboard accents (quotes) work in the game and I think I might have gotten stuck because of this several times.
What about putting an A.L.I.C.E. artificial intelligence chatting bot behind every NPC as back-end? It could run on the same server ofcourse but just use a different knowledge base for each NPC. This roleplaying virtual knowledge base would have to be created anyway since it currently has a real world knowledge base. Players could be asked, when asking a question, to either:
a) Do nothing and certainly don't input any garbage, when the answer is not satisfactory and they don't have the knowledge themselves, or if the answer was fine.
b) Write a little line that will be kept in the database if they have the knowledge themselves and the answer wasn't satisfactory.
Since every player has his login this could be done in a wiki-ish style where previous states of a certain item of knowledge could be restored and current ones could be edited. For instance all these annoying:
Asking Harnquist:
Player# Who is Jayose?
Harnquist# What? Could you say that again?
Could become:
Player# Who is Jayose?
Harnquist# I don't know, who is Jayose?
Player# I don't know either. <hangup>
Player# Who is Jayose?
Harnquist# I don't know, who is Jayose?
Player# Jayose is the librarian.
Player# Who is Jayose?
Harnquist# Jayose works in the library.
I for one would certainly enter text fragments like these if it was part of the game experience. The current hardcoded(?) entries of knowledge could be kept preceding the AI back-end.
5: I think there were quite some demands for a more balanced economy. Now this seems something that's not practically realizable. To have good gold prices, there would need to be something like a central bank that would make decisions to prevent inflation etc. For this you would need a bunch of players whose job is bookkeeping, banking, stock trading,... In other words you would end up making a copy of the (not even proven stable) real world economy and would just introduce back into the game all those boring jobs that we all are escaping from in the first place.
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Why are people so hung up about using chatbots? Seriously, that's like the opposite of "simple."
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I hope my wishes are simple enough ;)
1) When doing quests NPCs should give back items of interest if the conversation about that item is interupted.
2) Make description windows larger and the font smaller.
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I hope my wishes are simple enough ;)
1) When doing quests NPCs should give back items of interest if the conversation about that item is interupted.
2) Make description windows larger and the font smaller.
#1 is tougher than you think.
I actually like #2. Those description fonts are pretty big. At least, certainly big in comparison to the communication window.
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2) Wish granted (http://crimsonorder.freepgs.com/things/ps-mc/detailwindow.xml)
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Some wishes here.
Now those are good wishes, good job Manar!
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#5 show weight and trias in info window so we don't have to keep opening and closing the inventory window just to see this.
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1. A chat bubble for married couples.
2. Better loot for the gladiators in the arena. (Cause fish get old really fast)
3. A new area to explore (Not sure how easy that will be, but I'm dying for a new city :sweatdrop: )
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A new area is definitely not easy. If it were, we'd have lots of them everywhere. But it takes planning, modeling, texturing, and a lot of settings work to put it together.
What do you mean with "chat bubble for married couples"?
Well, I'm married in the game, and if we're not in the same area, it'd be nice if we didn't have to uses tells to talk, being that we don't have a guild and all of our friends usually invite us to a group. It'd be a really nice, easy way to stay in touch with your better half.
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I really don't see how chat bubbles are a solution to this - they appear above your characters. Besides, it's really not that big of a deal to use /tells if you're only contacting one person. Is there really a need for something else?
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I really don't see how chat bubbles are a solution to this - they appear above your characters. Besides, it's really not that big of a deal to use /tells if you're only contacting one person. Is there really a need for something else?
Haha, I didn't really mean bubbles, more like a tab? But you're right, it's not that big a deal, but it would be nice.
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i agree with the married couples chat tab, with my wife it is often hard for us to communicate effectivly due to friends and guild chat, would be really perfect to have a tab that was just us :flowers:
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Use tells people! :) A chat tab just to talk to a single person is way too much.
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I have not read the entire 8 pages, I hope i dont post a dupe. If so, I am sorry in advance :oops:
Here is my wish list:
1a. Make tabs in chat window switchable with <ctrl>+<pgup> and <ctrl>+<pgdown> as in many guis.
1b. Make editing of text in chat window more comfortable. I miss things like jumping words with <ctrl>+<cursor left|right>. Also things like marking text and copy&paste would be a great help.
2. Make gui behave nicer. Happens often to me that I see the chat window is not translucent and has a blinking cursor, it looks at is has focus. I start to type and stupid things happen like my char running into abyss in BD, because the chat window (alltough it looked very much like that) did not have the focus and i typed a word starting with r :(
3. Rightclick into graphic (where no other window is) -> make char running and controllable with mouse. I miss an more intuitive way to steer my char.
4. typing </tell Talad planeshift rocks> all the time during tell isn't too comfortable. When I type stuff in /tell tab I want to tell. So when I start typing foobar in the tell tab as soon as i hit <p> ps should prepend a </tell Talad > before so that i get </tell Talad P> and can type on without worries. That should help to make /tell more comfortable. When the player name cant be guessed because there was no conversation going on before, just prepend </tell >.
5. Make odd characters of other languages like öäüÖÄÜß work. I know spanish and french at least have their own odd chars. It happens to me that I continue to type PS style in IRC and other chats to, because i get used that those chars are missing.
Hope you like on or the other idea. The usability of the UI isn't that bad when you got used to it. That you need to get used to it isn't good :)
Cheers
Zwenze - teacher of the way of the hammer :sorcerer:
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I only have one.
1. Increase the height the Klyros jump, I mean even if they can't fly let they should be able to normally jump higher than a Kran.
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Stop making excuses... Just use /tell or group chat for doing that. X-/ (@ people from last page.)
I've got a good idea: a compass. People are always telling me something is north, southeast, or some direction of a something when I'm lost, but that leaves me confused. So, someone could sell compasses, there could be one in the inventory window, or you could press a button and it'd show up on the screen.
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they idea of a compass is very old and has been mentioned more than any idea except maybe mounts. if that were easy to do, it would have been done already.
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Will compasses be possible in the finished version?
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Another thing i realized during playing that is annoying is that I often forget the [ ] around ooc lines. Pressing <alt> + <o> should at that.
Example:
/group oh yes, i love your rp style
then i press a key combination like <alt> + <o> and the lines above becomes
/group [oh yes, i love your rp style]
Should be esay to implement and improve the usability a bit.
King regards
Zwenze
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1. It would be nice if each tab in the communication window was stored in it's own log file. This would help with finding information instead of sifting through lines and lines of combined tab information. name_main.txt, name_npc.txt, name_guild.txt ... etc.
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I got another one. Not sure if it's that easy though.
6) Make either only crafted weapons or all weapons meltable. It doesn't make much sense, that a blade looses its ability to be molten again after being combined with a handle. Perhaps give it a slight loss of steel stock, if neccessary (like the handle could just turn to dust). This would also please those crafters whose weapons came out much worse than they used to, so they can start over again instead of selling the weapon for a handful of trias to Harni.
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- The ability to load/unload books from the client, perhaps just as XML files.
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- The ability to load/unload books from the client, perhaps just as XML files.
Indeed, something I would very much like to see, although I'm more interested in this for sketches.
Some more I came up with:
1. Extend the mining animation.
The curent mining animation loops through an attack four times and then just stands around waiting. It should be easy to make it a bit longer to fit the actual mining time. About nine should do it.
2. Non-scaling entity-labels.
The labels currectly scale with distance; far away they're too small to read, up close they're big neon signs that get in the way. However, the chat-bubbles don't scale over distance. Using a similar effect doesn't sound too difficult, and I'd consider it quite an improvement.
3. Never mind, bug.
4. More descriptions for large objects.
I'd like to see some descriptions for some of the really large objects like the Dome's Wall in the Bronze Doors region, or the stalagmintes. They seem like the sort of thing people would give names.
5. Chatbubbles for emotes.
If you're just looking at the bubbles, it's easy to miss emotes like /wave and such, exepting those that have an animation. Ofcourse, some people will hate this, but the ability to add them to chatbubbles.xml would be nice.
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I hope I am not repeating things too much here...I got to about page 4 and stopped reading. :P
There have been some good suggestions so far: here are mine
1. Ability to name your weapons (this one was mentioned early and its a great idea. I have 3 sets of short swords, ruined ones for practice, regular 50 quality ones so I don't overkill a rat, and a set of 300 quality ones I use for those serious battles. Those I need to equip in a hurry with a shortcut, but the system cannot distinguish between the different short swords. I therefore have no control over which will be chosen.)
2. Potions or food that effect stamina. Just about every food you consume regenerates HP. But nothing for stamina?? Even water should help a bit. I would like to eventually see food items regenerate combinations of things...a little HP, a little stamina, a little mental stamina... Even a range rather than a set number of points. For instance, you eat an apple and you get 5 HP. Maybe next time its 3 HP. Not all apples are created equal. Maybe you even occassionally get a crappy apple, or a crapple if you will. ;D But that's more advanced stuff. For now, anything that will increase that annoying stamina.
3. More stamina ideas: Its great to see sitting speeding up stam recovery. :thumbup: One more interesting concept in the interest of realism: less stamina used going downhill and more going uphill. It was always curious that I used the same amount of stamina coming down a hill. Shouldn't you use less? Again, maybe not so simple - a gradient would have to be identified and some sort of formula constructed to compensate. Maybe some day.
4. There are a few graphics issues around zone points. There is a jerky motion that occurs when coming out of those korogan passes. Its a minor bug but kind of annoying and its been present for years. Also the map change at bdoorsout to bdoorsin (I forget the exact names...on the path up to the fortress just past Raerul) needs to be tightened. I actually took a closer look around there once and fell through. Again, hopefully that's a minor thing, but you DID say easy. :D
5. Banking system. My mules have mules. Ok, that one is anything but easy.
Since that's a major feature addition, I'll offer an alternate:
5a. Resizing of all windows, especially the shortcuts setup window. The slot where the hotkey goes is very small. If you have it set to something like <ctrl>+a , you only see about <ctr... Annoying to set a hotkey, forget what is was, and have no way of seeing what you set it to.
Oh and while I'm at it, what the hell happened to Harvis? He used to be guarding the entrance to the bronze door canyon. Maybe we can do an RP event at some point and find him. :-)
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5a. Resizing of all windows, especially the shortcuts setup window. The slot where the hotkey goes is very small. If you have it set to something like <ctrl>+a , you only see about <ctr... Annoying to set a hotkey, forget what is was, and have no way of seeing what you set it to.
Wish Granted (http://crimsonorder.freepgs.com/things/ps-mc/shortcutwindow.xml)
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Wish Granted (http://crimsonorder.freepgs.com/things/ps-mc/shortcutwindow.xml)
:thumbup:
Obviously this thread was started some time ago. I need to catch up on some things. :)
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3. More stamina ideas: Its great to see sitting speeding up stam recovery. :thumbup: One more interesting concept in the interest of realism: less stamina used going downhill and more going uphill. It was always curious that I used the same amount of stamina coming down a hill. Shouldn't you use less? Again, maybe not so simple - a gradient would have to be identified and some sort of formula constructed to compensate. Maybe some day.
I think an attempt to do that led to the current system. Obviously it needs a lot of improvement.
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Mordaan:
No, it is not in game, no idea when it will be. I can only say i'm flustrated that i have fixes for 2 wishes in this thread total since over so long i can't even remember and they aren't in game. And the only reason is there is no single dev who would implement this, because they are all busy. They are so busy that they can't implement ready stuff. I gues the answer is wait..... but um, put yourself on my stand.
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I have some non-ingame improvements:
1. (very easy) Save the configuration and so on in ~/.planeshift/ or something like that like nearly every other program does. So I could just make a backup of my home-folder and the ps-stuff is saved too and I won't need write-permission to the planeshift-folder. This would also fix the problem, that an update deletes the shortcuts. People, that have to share the pc with others, would benefit from that too cause everyone would have his/her own settings.
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2. (harder) Debian-packages and a repo for them would be great, but that's not really urgent :)
And some ingame:
3. (medium) A separate "chat"-box for the system messages would be nice, so you don't have to switch between tabs all the time.
4. (medium) resizeable Inventory-window and so on, I can still see everything when I'm some meters away of my 20" screen but I don't have more space than on a 12"-Subnotebook.
5. (easy) It would be nice to have the furnace and stock-casting window opened at the same time, but one replaces the other one now.
edit: another one non-ingame
6. Make it possible to relight the maps without logging in on the server, just a simple command-line option a la --relight-only would be perfekt here.
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You can already relight specific maps from within setup.
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You can already relight specific maps from within setup.
since xal runs linux and xordan does not include that lib that means that setup will not relight maps for him
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OK, I'm over five now, but these are very simple and potentially quite useful:
#6: put a tool tip on the skill status bars to tell users if we need to practice or buy training.
#7: change the formatting and/or font size in the "examine item" mini-window so that all the critical stats can be seen without scrolling.
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#7: change the formatting and/or font size in the "examine item" mini-window so that all the critical stats can be seen without scrolling.
Wish granted /o\ Sooner or later i gues (http://crimsonorder.freepgs.com/things/ps-mc/itemdesc.xml)
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Perhaps a "remindme" command for the NPCs. It would give you the last response that they gave to you. So if someone misses the response from an NPC, maybe they have to reinstall or it takes them a while to get back in game, they can go back to that NPC and get the last response that was given to them.
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Okay, I think this is my number four.
I'd really like to see the climb ability up! High places are awesome, especially when there's an Ulber chasing you.
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Now that we have houses, we have ironically lost the ability to knock on the doors (with /me - command).
Wouldn't it be nice to have a forth button on the door's context menue that displays a message in the chatbox
"Someone is knocking at the door", only to be seen inside the house?
Greetings,
Minks
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#7: change the formatting and/or font size in the "examine item" mini-window so that all the critical stats can be seen without scrolling.
Done
Update of /cvsroot/planeshift/planeshift/data/gui
In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv6791
Modified Files:
itemdesc.xml
Log Message:
- Patch from Caarrie specifying a font in two places in the item desc window.
Index: itemdesc.xml
===================================================================
RCS file: /cvsroot/planeshift/planeshift/data/gui/itemdesc.xml,v
retrieving revision 1.5
retrieving revision 1.6
diff -C2 -d -r1.5 -r1.6
*** itemdesc.xml 10 Aug 2007 17:10:08 -0000 1.5
--- itemdesc.xml 13 Sep 2007 23:49:25 -0000 1.6
***************
*** 13,20 ****
--- 13,22 ----
<widget name="ItemName" factory="pawsTextBox" >
<frame x="10" y="10" width="300" height="20"/>
+ <font name="/planeshift/data/ttf/verdana.ttf" r="255" g="255" b="255" size="8" />
</widget>
<widget name="ItemDescription" factory="pawsMultiLineTextBox" >
<frame x="117" y="65" width="181" height="120" border="no"/>
+ <font name="/planeshift/data/ttf/verdana.ttf" r="255" g="255" b="255" size="8" />
</widget>
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If a compass is too difficult, how about a roseline/compsas rose GL Overlay or (probably even easier) constellations that give us our bearings. as far as settings go, they could simply be imperfections in the "ceiling" surface of the stalactite or something.
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5a. Resizing of all windows, especially the shortcuts setup window. The slot where the hotkey goes is very small. If you have it set to something like <ctrl>+a , you only see about <ctr... Annoying to set a hotkey, forget what is was, and have no way of seeing what you set it to.
Done
Modified Files:
shortcutwindow.xml
Log Message:
- Patch from Caarrie; long keyboard shortcuts are now fully displayed. Also reverts part of an old bugfix that isn't needed.
Index: shortcutwindow.xml
===================================================================
RCS file: /cvsroot/planeshift/planeshift/data/gui/shortcutwindow.xml,v
retrieving revision 1.9
retrieving revision 1.10
diff -C2 -d -r1.9 -r1.10
*** shortcutwindow.xml 30 Jan 2007 07:40:54 -0000 1.9
--- shortcutwindow.xml 14 Sep 2007 00:56:32 -0000 1.10
***************
*** 13,17 ****
<frame x="30" y="30" width="330" height="320" border="yes" />
<title resource="Blue Title" text="Edit Shortcut..." align="left" />
! <bgimage resource="Blue Background" alpha="200" />
<widget name="Infobox1" factory="pawsTextBox">
<frame x="20" y="5" width="45" height="20" />
--- 13,17 ----
<frame x="30" y="30" width="330" height="320" border="yes" />
<title resource="Blue Title" text="Edit Shortcut..." align="left" />
! <bgimage resource="Blue Background" />
<widget name="Infobox1" factory="pawsTextBox">
<frame x="20" y="5" width="45" height="20" />
***************
*** 26,34 ****
</widget>
<widget name="ShortcutText" factory="pawsTextBox">
! <frame x="200" y="22" width="35" height="20" />
<text string="" />
</widget>
<widget name="SetKeyButton" factory="pawsButton" toggle="no" id="1102" notify="ShortcutWindow">
! <frame x="240" y="22" width="50" height="15" border="yes" />
<notify name="ShortcutWindow" />
<buttonup resource="Blue Title" />
--- 26,34 ----
</widget>
<widget name="ShortcutText" factory="pawsTextBox">
! <frame x="200" y="22" width="50" height="20" />
<text string="" />
</widget>
<widget name="SetKeyButton" factory="pawsButton" toggle="no" id="1102" notify="ShortcutWindow">
! <frame x="260" y="22" width="50" height="15" border="yes" />
<notify name="ShortcutWindow" />
<buttonup resource="Blue Title" />
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You certainly responded quickly to some of those formatting requests, Carrie, and you certainly know your way around .xml code.
Are you one of the devs, and will these (very good) widget changes make it into 3.020?
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Lot's more than 5, and some stuff ain't simple...
Grouped by topic and in decreasing order of simplicity
Techy:
1. switch between windowed / fullscreen and change resolution in game (not just setup program)
2. keep previous map loaded (not all maps, just the last one you were on) and/or preload nearby regions in the background.
3. select items by name ("/target next Apple" or "/target next item Apple")
4. add a command to put items in containers ("/put sack Apple" or "/put sack" to put the targeted item in the sack)
5. loops and conditions for shortcut macros. I'd have the maximum number of repetitions required for any loop so you don't end up with infinite loops.
Apple picking macro:
/loop 50
/target next Apple
/if target_name Apple
/put Sack
/else
/break
/endif
/endloop
loop at most 50 times, target an apple, if an apple was selected, put it in a sack in your inventory, if an apple wasn't selected (no more apples) break out of the loop
6. crouching / sneaking players should be treated as though they are shorter than when they are standing (so that, for example, players other than dwarves can pass through the tunnel at the bottom of the Laanx dungeon)
NPC:
1. backup quest data and NPC status to the database (see [url href="http://hydlaa.com/smf/index.php?topic=29306.msg343753#msg343753"]here[/url])
2. cannonicalize user input for NPCs ([url href="http://hydlaa.com/smf/index.php?topic=29813.msg343510#msg343510"]here[/url])
3. NPCs should sometimes resell the items they buy from players (if someone who normally only sells carp buys apples, they should (sometimes) sell those apples, or something made from them).
Especially armor and weapons.
Monsters:
1. random descriptions for monsters (generate it when spawned, not when clicked, so that you can identify a specific monster by its description (like, for example, if the same monster kills you repeatedly, you could decide to wait till someone else finally kills it off and it respawns, hopefully weaker))
2. (some) monsters should heal over time like players do
3. have well defended monster generators, not spawn points (like a rats nest, or a thieves' hideout and a recruiter which turns harmless peasants into thieves or whatever, etc). More realistic than having a creature simply appear out of thin air. See [url href="http://hydlaa.com/smf/index.php?topic=29726.msg343761#msg343761"]here[/url].
4. Monsters/NPCs should sometimes fight amongst themselves.
5. monsters should level up if they live long enough (GMs have a command to kill the unkillable already I think...)
Maps:
1. move the region boundary between the sewers and Hydlaa's main map near the outpost back to the broken barrier. Too easy to switch regions accidentally while fighting rats and fanatics near there and the load time is way too long when heading out and back in.
2. kill monsters (not just players) that fall to the bottom of the Death Realm. Sometimes, if the server's been running for a while, all the monsters will have fallen to the bottom of the world and just wander about there harmlessly.
3. make Death Realm bottomless. At the moment, you can fall against a supporting pillar and survive, then walk down the pillar to the ground, which then tells you you've fallen to your death. It would make more sense to have a player fall off the pillar, then pass through an invisible membrane which kills them. Their body would keep falling, but the player would be dead and transported back to the beginning before it hits the actual bottom of the world.
Items:
1. footstool: something a player can carry around and stand on to get at something that's too high to reach (like the apples in one of Harnquist's trees)
2. use only one type of tree as apple trees, or have different types of trees produce different types of fruit. The apple trees around Harnquist's look like they're several different types, but they produce only one type of apple.
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locking thread here per request of bugs Team. please see http://hydlaa.com/smf/index.php?topic=30057.0
for continuation of thread. thank you.