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Messages - end-user

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1
Development Deliberation /
« on: January 18, 2005, 07:19:59 am »
Yes, that seemed to help some.  However, please note that I only have this option because, I too, am using a Logitech trackball and I just updated to MouseWare 9.79.025 (up from 9.75.302).

Also, when I change mouse settings in the options, they still aren\'t being saved.  I figured out the scale, though - if you set it to 999, it tops out at 100.

2
General Discussion /
« on: January 18, 2005, 07:03:52 am »
Quote
Originally posted by jorrit

All items are now limited. The actual limit is different per item. Ores are limited to 10, rat eye is limited to 50, weapons and shields are limited to 1.

Greetings,



Oh, !?@#&!* GREAT!  I just LOVE this new system!

First, I have to say that by setting limits, you\'ve very nicely just dumped the stuff I was already carrying.  Does it occur to anyone that all that stuff represents time devoted by the player!?  And, I don\'t mean fun, recreative time, but monotonous I-wish-I-were-doing-anything-else time?  Is this the kind of respect and cooperation we can expect from the devs?  I mean, I know we really should be worshiping in there awesome glory and be endlessly grateful to be given any scraps from their plates at all, but it works both ways.

I have no issue with a planned wipe of data, particularly when it\'s announced well before-hand, to correct for uber-bugs.  It is, after all, a beta, and we players are merely game-testing.  But it\'s another thing entirely to keep taking away every tiny accomplishments the players manage to achieve.  And, I can find many, many posts where players complain about the lack of game balance only to be told that the devs have better things to do.  After all, stability first, game-play second, right?  No, no, can\'t be bothered to add any quests with better rewards than 10 trias; can\'t supply characters with ways to raise funds through anything other than mining or killing; let\'s charge 2k for even the smallest of spells, and be sure that characters never start out with anything.

So, now the devs are focused on reigning in those pesky uber-characters.  It is so important that we limit the number of rat hides that someone can sell because this is beta, and we really don\'t want anyone testing the limits to see how the system works.  We can\'t have all those characters out there mining lots of ore to try and train their stats - really, what\'s use?  This game is all about roleplaying and realism - it shouldn\'t be entertaining.  We need to make the mining system just as dull and dangerous, and financially unrewarding as if this were *real* life.  Even though every person playing wants to roleplay an adventurer (someone who explorers, performs quests, etc), let\'s make sure that even a basic sword is well out of their reach - after all, they might have a little fun with one.

Come on people!  The \"this is a beta\" statement works both ways.  It\'s used as a caution that not everything is fully implemented, but does it mean that the developers are working on the limits first?  So what if you have hordes of characters running around with extraordinarily high stats and loads of equipment and power?  What are they going to do with it!?  The game isn\'t developed enough to over-balance!  There are only a handful of quests, and even fewer monsters to defeat.  So the uber-gamers levelup their characters to soaring heights; they\'ll quickly grow bored when they discover there\'s nothing left to do with them.  But you\'re all so scared of that that you\'re going to limit us casual players right in to the ground!  Makes me want to stick to my real life - I make more money, it takes less time, I have more advancement opportunities, I can carry more items, and (on a good day) wider variety of monsters to kill!

3
Development Deliberation / Char creation data
« on: January 18, 2005, 05:56:47 am »
Am I missing something?  Is the character creation data that\'s on the current public server not available in the code?  I\'m looking for the parents\' list of occupations, etc, and I can\'t find it anywhere.  Doesn\'t this get pre-populated in the database during build/installation?  Is it in there, and I\'m just not seeing it?

4
Technical Help: IN GAME bugs (after loading world) / money complaint
« on: January 11, 2005, 05:40:27 am »
\'K, you\'ve probably heard it before, but there\'s not enough money/monsters to go around.  I was down in the sewers, looking to earn enough for my very first sword.  *EVERY* rat had at least one character camped at the spawn point.  Further, when I requested to create/join a group, everyone turned me down!

While it may not be a \"bug\", currently the game balance is out of wack, and it\'s really stopping people from engaging in the game.

My suggestion is this: can teamwork be rewarded?  Can the devs [easily] change the loot/exp award algorithm to grow with the number of teamed characters attacking?  Diablo II anyone?

5
General Discussion /
« on: January 11, 2005, 05:33:45 am »
The issue here is \"What is PS?\"  Judging by the open beta, it\'s a very large world with a lot of hack & slash, power-gaming, and very little opportunity for or mechanism for roleplaying.  I think the idea of roleplaying is nice, but if you are a \"hard core\" roleplayer, you don\'t need no stink\'n GUI, and text-based/code-less games are for you.  The goal of this game seems to be much more directed towards a \"kill the monster for gold and glory\" style game.

As for whether more monsters are needed, the question, while itself is irrelavent, arises from the very essence of what has been created thus far.  Clearly, the current scenerio shows that there are now two many new characters searching, desparately, for purpose and advancement.  Advancement, by-the-way, is what life is all about; we do work, perform errands, and drudgery for reward (neverquest\'s tasks are a good example).  The reward is not satifaction, it\'s money, with which we buy things to improve (or advance) our lives.  At this point, it\'s important to note, that, as players, we are all looking for an escape from the /real/ drudgery of our lives - we are looking for fun and entertainment.  Thus, performing endless, repeatative tasks is a big turn off, but appears to be the only option, so far.  Back to the \"more monster\" issue - currently, I\'ll bet that at any given time, there are more characters than rats in the sewers.  Due to the /very/ slow returns of gold, and lack of better options, there are too many characters trying to \"advance\".  **Because successes aren\'t scaled with the increase in characters, team-work is actually penalized.**  Blizzard got this right with DII.

So, again, more monsters isn\'t the solution.  More opportunities for better reward, and rewarded teamwork are.

Oh, and the ultimate rule with games (all games, and life in general) is balance.  There must be balance.  If you want a successful RPG, devoid of power-gamers, than balance their power.  Find a way to let the newest/lowest level/weakest characters go have fun.  That way, power is just a different avenue of exploration, not a goal.  I\'m not saying that PS doesn\'t/won\'t have balance, but, it looks like, right now, there\'s nothing else to do but find a way to advance - power & character development seem to be the only challenges; the only things that players know where to look.

6
Technical Help: IN GAME bugs (after loading world) /
« on: January 09, 2005, 10:23:05 pm »
The old dll works for me, too.  Thanks, disconnected.

7
Technical Help: IN GAME bugs (after loading world) /
« on: January 09, 2005, 04:57:04 am »
Me too.  I just ran the updater (1.0.2.1?) and it said my version was old - it pulled down the new one, and told me to restart it.  When it came back up, there\'s no text anywhere.

However, the interesting thing is, the links still work.  The left center box still appears to have launched a game update when I clicked on it.  And, I can exit with the right center.  The odd thing is, you have to click right where the words are, as though they were hypertext.  If that\'s the case, then it\'s curious that I can\'t see them - they\'re written to the screen and active, but invisible.

Anyway, hope it gets fixed.  And, since I haven\'t launched the game, I hope the problem doesn\'t exist in there.

8
Development Deliberation / me too, sorta
« on: December 28, 2004, 03:07:33 pm »
I also have mouse trouble, and not just with acceleration.  Specifically, I\'m on XP and my resolution is 1280x1024 (fullscreen); the problem is the mouse isn\'t responsive enough.  I\'ve tried increasing the sensitivity (set it 65), but that didn\'t change much.

Perhaps create a slider for the sensitivity - I\'m not sure what scale I\'m dealing with (1-100, or 1-10,000?)

Also, the sensitivity setting doesn\'t seem to be getting saved.  Sometimes the game crashes, or when I load a new map, I discover that it\'s not what I set it at.

TIA

9
Technical Help: Problems BEFORE entering the game /
« on: December 27, 2004, 08:38:50 pm »
Well, is there a way to create a \'localhost\' server?

And, could someone just post all the text (and costs) for the char creation options on the website?

10
Technical Help: Problems BEFORE entering the game / Very weak connection
« on: December 27, 2004, 04:17:06 am »
I was excited to see/try the game, but, as yet, have been completely unable to even make it through character creation!  I just ran a continual ping behind the game, and my connection to the server was fine; never broken.  Is there something I\'m missing?

Why does the game crash/close when the server goes \"linkdead\"?  All I want to do is read through the character creation options.  Is there some way I can create a local server to get through this stage?

I must say, this is very frustrating.

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