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Messages - Dali Llama

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1
General Discussion /
« on: September 24, 2004, 12:10:50 am »
Quote
Originally posted by Mezasa
I just love the idea of defending your hometown. What game was that, BTW?

I think the game you\'re thinking about is WISH, Mezasa. That\'s the only one I can think of off the top of my head where you had to defend your hometown. I\'m sure there are others, but that one jumps immediately to mind.

Quote
Originally posted by Androgos
In technical aspects: HELL NO!
Have you seen the MB database? more than 250 000 accs (included linkdeads :(), very many having atleast 1 crystal and stuff like that.

The MySQL can take it, it won\'t be a problem

You go, Androgos! From a purely database standpoint, Mezasa, Androgos is, of course, correct. The data we are talking about storing here is miniscule when compared to real-world data that is stored by corporations every day about their accounts.

Some of the questions in this regard are: would the devs wish to code the game mechanics to handle this kind of data I/O. Would they be willing to entertain changing the storyline to include these kinds of issues into it. What we are discussing here can certainly be done, from a technical standpoint, but would require careful thought because of all the objects (NPCs, books, quest clues in different game locations, et al) that would be impacted by such changes. Would they be willing to go to that extra effort to make any of this happen? Who knows, only the devs could succinctly answer such questions.

And Gronomist, I realize the game/engine mechanics, as they exist at this moment, were not coded with these things in mind. Be that as it may, those same mechanics could be changed by simply adding objects, classes, data values, or changing existing ones--that\'s one of the benifits of working with an OOP language... ;).

You are complely correct in that there is nothing a player can do from an RP standpoint that is not allowed by the game/engine mechanics (other than in their mind,). However, what we are saying is that the game mechanics can be changed to accommodate things as the developers wish that to be done if the technology is capable of getting there from here. I say this last because our visions constantly push, and even outstrip, technology many times in our zeal to have the bestest, biggest, brightest game going...   ;)

Since we appear to have reached an unfortunate stalemate with this tread, I shall back out of it now as it is turning into an argument of semantics at this point and therefore moot.

Cheers!
Miago

2
General Discussion /
« on: September 21, 2004, 04:39:13 am »
Quote
Originally posted by Phinehas
No way, just a staff with one pointy metal end thanks. Oh, and I\'ll have a side order of mystical engravings with that.


I also hope staffs with mystical engravings make it into the game at some point. I would like to use a nice staff with a crystal signifying my magic type at the top entwined in branches.

I hope to follow the Arcane path (whatever kind of Wizard, Mage or Sorcerer that would make me according to the final categories the dev team includes) with leanings toward Alchemy, Herbalism, Glyphs and Teaching.

Cheers!
Miago

3
General Discussion /
« on: September 19, 2004, 07:52:03 pm »
Quote
Originally posted by Gronomist
You have to keep in mind that the devs - Darkmoon, to be precise - is still the one who sits down and writes tens of thousands of NPC responces, and he is also the one making all the quests and the rewards. Players will never be able to help with that. They just do the quests and say \"Hey, I help making the world\", where they actually just play the plot that was created a long time ago by Darkmoon. If they find some secret quest, then it\'s Darkmoon\'s work. If they help save the world, then that\'s also Darkmoon\'s work. Nothing that you do in any RPG happens because you do it. The plot of the story is always designed long before you\'re even allowed to be a part of it, and the only way you are a part of it, is by deciding which way to get the ultimate goal done.

As for this whole thread in general... I mean, come on. Find a hobby instead of slicing up every word you find, trying to discover the secret meaning of life, the universe and everything. Thinking about a game is okay, but this... This is just overkill.


I\'ve read many, many of your thoughts and rebuttals while I\'ve been researching this forum and PS in general, Gronomist, and many of them are pretty negative as a general rule. Lighten up and have some fun with us instead of being such a naysayer all the time... 8). And I already have many hobbies; thank you very much for suggesting that I get another though... ;). I don\'t know why you have such a low opinion of players in general--some of them are pretty creative when they have an outlet, just as you and the other developers can be.

I\'ve been developing for years, Gronomist (not games, but all kinds of commercial software), and I have been following the evolution of Crystal Space for many years as well. In additon, I have played literally tons of RPG\'s, some good, some bad and some worthy only of being thrown away, truth be known. All I was trying to say is that since this IS an open source game, and since it IS early on in the writing and buildging of the engine and storyline mechanics, that in this instance it would be a perfect opportunity for players to contribute if they wished and help lighten the devs workload somewhat.

Just because the devs have always \"sat down and written tens of thousands of NPC responses, and always make all the quests and the rewards\" to paraphrase your remark from above doesn\'t mean they are the only ones with a word processor (and in fact some of them should not give up their day jobs according to some of the games I\'ve played over the years). Further, just because the reason you allude to as a way of justifying this remark is more or less: \"that\'s the way it\'s always been done\", I still put forth that it doesn\'t have to be that way if the devs decide to use player input instead of having to do it all themselves, Darkmoon in this instance, as you point out.  No one is trying to steal the dev\'s thunder, as it were, we\'re just trying to offer innovative alternatives, which, after all, are the lifeblood of any new game coming out in today\'s market. If you just want yet another EQ clone, so be it. But an open source, free game where the players help contribute to the quests and storyline is a singularly unique concept, don\'t you think? Obviously others thought of it before I did, but I wholeheartedly agree with them that it is doable to some extent.

Granted, not every player is able to program, or do convincing art for models, textures, meshes, et cetera, in 3DMax or whichever graphics program CS\'s designers are using. By the same token, not all of them can craft a creative, believable storyline. Nevertheless, that doesn\'t mean they\'re a bunch of idiots who can\'t write a plot or decent quest given a chance. I have seen many, many player submitted mods in various games that convince me thoroughly of this.

No one is trying to discover the meaning of life here, Gronomist, although I am a member of Folding@Home and SETI@Home... lol. We are all just stating opinions on things, which is what forum boards are for. Whether or not you agree with those opinions is irrelevant. It still gives you no inherent license to rain on anyone\'s parade for having an opinion or calling any given opinion \"overkill\"...  :P. Having said that though, those are your opinions and you have the God-given right to express them.

And to me, Kuiper, analysis and debate in threads such as this one are fun, fuel player interest, stimulate thought , boost player morale (well, when they don\'t get shot down all the time, that is... rofl) and are just very interesting in general. It\'s primarily the threads titled \"HEEEEEEEEEEEELP ME\" or \"WTF?!?!?!?!?!\" that I rarely bother to read. In fact, most of these should be removed to the \"I\'m an idiot and too lazy to use a search feature\" thread for my part--which is probably why I\'m not one of the moderators. I have a very low tolerence for those who ask the same questions someone else ask just a post or two ago. Instead of trying first and foremost to seek and find the answers themselves, they would rather just ask someone else to tell them how to do something. As Bill Ingval would say, \"If they\'d been carrying their sign, THEN we could have helped them\" because we would know going in they were stupid!

Cheers!
Miago

4
General Discussion /
« on: September 19, 2004, 01:41:31 pm »
I have always felt that taking the time to research as much as one can about a given game\'s environment, customs and mores is mega-important. Only by this means can I sit down to craft a backstory for who my character is and what role they wish to accomplish within that world. I also don\'t believe that every character in a given game is a \"hero\" figure. Nontheless, 99.9% of players always cast their characters as the great white hunter who is going to save the entire universe! There has to be butchers, bakers and candle-stick makers as well as heroes, people...   ;) . Therefore, I usually go out of my way to create a peasant who has to seek the knowledge of his craft through the school of hard knocks, maturing into an adult who is worthy of being called friend and ally while never aspiring to greatness other than within his own personal sphere. Usually that character is a magic user who is more of a teacher, with no desire greater than to master his art and help others to attain their goals as well--as long as those goals are rooted in the here and now and not some pipe dream of being \"the one\"!

A backstory is very important to me, but I don\'t feel that the average person\'s character story needs to be in the library or on public display. For me, creating a backstory is more a personal thing, an outline for me to role play that character with. I create positive and negative boundaries that the character must not cross to be effective within the game-world and true to itself. I feel that a character\'s story needs to unfold as one interacts with the game world and its people. I don\'t go around boring people with my backstory. They can easily pick up on who I am and what I stand for just being around me in the environment of the world we inhabit. If they can\'t, I didn\'t do to good a job of creating my backstory in my estimation.

Role playing to me is not something I do in a game; it\'s who my character IS. It\'s what defines that character and the way he interacts with his fellow world-mates. I never play female characters because quite frankly, I would not know the first thing about conducting myself as a female character...  :P . By the same token, I never play a pure melee warrior because I\'ve already been that irl in the Marine Corps. The third rule I have set for myself is that I don\'t play a given game to be the richest, or have the most uber stuff or attain the highest level offered in the shortest time. I let these things happen as they happen, as the story develops and my character \"ages\", so to speak. For me interacting with fellow players and exploring the world are far more important than materialism and capitalism.

Fantasy games for me are for living a vicarious life that I could not possibly live in the real world. That is primarily why I love Wizzies and Sorcerer type characters so much. They give me a chance to play with magic that no longer exists, although I think it might have, to some extent, in our distant past. Sadly, most of us move too fast and are too capitalistic and materialistic this day and time to worry about such things... ;)

Anyway, that\'s my take on the matter, for what it\'s worth.

Cheers!
Miago

5
General Discussion /
« on: September 19, 2004, 12:41:30 pm »
Lots of good stuff here! I like the idea that the players need to help craft the storyline as they perform quests and what not. The devs have enough work to do without creating an entire world-encompassing storyline. However, since they know the game, and future plans for same, much more intimately than the player-base, they could at least craft the overall outline of where they see the game going for the players to then submit to them possible plot twists, quest ideas, et cetera; some of these player ideas will be doable, some won\'t.

I especially like the idea of keeping up with which player did what and noting that in either the library, spawning NPC dialog or something along those lines to help generate the further story. I also like the idea of unique quests and unique rewards. There is nothing sadder than seeing a game (DAoC jumps immediately to mind) where every player and their sibling has the same cloak, the same sword, the same Wiz staff, and so forth, because everyone has done the same quests for the same rewards. To me that cheapens the quest, the reward and the overall storyline.

XpYtZ had some great thoughts about quests and the lack of need to use an overall world-encompassing plot vehicle to accomplish plot twists and turns. Smaller quests that would add interest and keep things moving along nicely without one having to run all about the world in meaningless travel to do \"courier\" and \"bring me\" quests for little or no reward would be just what the doctor ordered. Trust me, I can explore the game-world I\'m in all on my own--I don\'t need some daft quest holding my hand through Orienteering 101...  8)

Something else that might go a long way toward realizing some of the ideas in this thread would be for the players to actually sit down and think about what part they want their character to play in the world based upon reading what characters and occupational specialties were available. Also, taking a good long look at how one plays an RPG and what they expect out of the experience would facilitate matters. They need to decide what kinds of skills they think they might wish to have to accomplish that character model/personality.

I realize you cannot even get most players to read a !@#$ FAQ before downloading and firing up the game and filling the noob threads with the same questions that have been asking since time immemorial (for every game they\'ve ever played, I might add... sheesh!). Be that as it may, if they would come up with a backstory for their character before creating it, they would have a much firmer grasp on the character and the world it is to live in.

Regardless of a storyline or overall plot, without the desire of the players to role play, there can never truly be a fulfilling game. Certainly we can all role play on our own, or with a guild of like-minded players. Be that as it may, it will take all of us making a concerted effort to help further the game plot to accomplish what is wished for in this thread.

Just my random thoughts on the matter, take them with a grain of salt...

Cheers!
Dali, a.k.a. Miago in-game

6
General Discussion /
« on: September 19, 2004, 11:33:41 am »
I can\'t seem to make the url given to download the mod work. Has the server been taken down? If so, is there another location to get the mod, or can someone email attach it to me, please.

Cheers!
Dali, a.k.a. Miago in-game

7
Technical Help: Problems BEFORE entering the game /
« on: September 19, 2004, 10:13:00 am »
Quote
Originally posted by willaert
Lag seems like a generic word for what happens when the machine gets locked up when playing an online game-- I thought lag was the time it took info packets to go from my computer to the server and back again.  My experience with PS doesn\'t seem like lag at all, because when my PS game freezes, my CPU slams the roof and won\'t come down.  I can close PS no problem, but this seems like a rendering issue to me, especially because I notice the problem is worse in areas with more polygons.  In my experience, I get \"lag\" whether there are 4 clients running or 30.  Is it really \"lag\"?  I\'ve got a 1.6GHz machine, intel board, lots of memory-- so, I don\'t think this is a machine issue either.  

Does anyone with some technical knowledge want to try to explain this to me?

Nick


While I don\'t claim to be a technical expert at all, I have been programming and messing about with computers for some 20 odd years now.

Several years ago when Jorritt first put Crystal Space together, with only a couple or three teammates at the time, I reviewed game engines written in C/C++ for flipcode.com. CS was one of the first reviews we did. Trust me, the engine has come a l-o-n-g way since those days.

Improved orders of magnitude than it was back then or not, there are still issues with the optimizations for the graphics rendering and effects. I would suggest a good read of the Crystal Space site to get the complete lowdown. At the very least you will begin to see how complex some of these issues people complain about really are from a developmental point of view...  :)

If the machine you\'re trying to run games on, not just Planeshift but any highly graphical 3D game, is not up to a certain spec, you will have problems. This is not lag. That\'s an altogether different kettle of fish that willaert covers pretty good above. Lag, in it\'s most simplistic essence, is packet loss and network bandwidth latency. I would venture to say that it\'s not lag you\'re experiencing as much as lack of optimization in the engine itself and possibly lack of proper machine tweaking on your end.

Things you might wish to investigate are shutting down uneccessary background processes, clearing out the startup menu using msconfig, optimizing your registry using a product like regClean or RegMechanic, possibly doing a scandisk and defrag, insuring that all hardware, including your BIOS, is running under the latest drivers, optimizing the performance of all the hardware on your machine (use SiSandra to benchmark exactly what your hardware is doing, especially graphics and sound cards, et al).

Lastly, make sure you\'ve updated all the virus and adware/spyware definitions of the tools you use for keeping track of such things and run those tools religiously to keep all the nasties chased away. And always shut off things like popup blockers and virus scanners prior to firing the game up. The fewer process you have spawned, the better the engine can run as it has more system resources to draw upon. Todays games are resource hogs from hell for the most part... lol

Running a serious gaming machine is a chore if the system isn\'t kept at optimal operating efficiency on a regular basis. If you don\'t know how to do some of the stuff I mentioned, READ UP on it and learn. There is no better teacher than experience. And experience, my friend, comes from doing it and making mistakes. Learn from those mistakes and get better at the task next go-round. Pretty soon, all this will be second nature...   8)

Again, the primary problem everyone is suffering through right now is this is a pre-alpha tech demo, not a full-fledged  game. Nor will it be a game for quite some time to come. If a playable game is what you\'re after, Planeshift, at the moment, is not the vehicle to use in getting there. Come back several updates from now after the devs have had time to assess the issues that come up during this tech period, add planned features and are able to add more content.  Meanwhile, enjoy exploring, meeting fellow adventurers, forming bonds and amassing your fortune finding crystals so you\'ll be far and gone ahead of noobs coming in later... muahaaaaa

Hope this sheds a little light on some of the dark corners of your issue, joshuab. There are so very many things that could be contributing to the problem--keep in mind that we are talking about Windoze, right... rofl

Cheers!
Miago

8
Newbie Help (Start Here) /
« on: September 19, 2004, 09:10:59 am »
Just be careful out there. If you run into the \"ocean\", where the polys run out, you will get hopelessly stuck and won\'t be able to do anything at all. The only alternative is to type /spawn in the chat box to respawn in the city. Been there and done that... 8)

Cheers!
Miago in-game

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