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Messages - diabolus

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1
Technical Help: Problems BEFORE entering the game /
« on: January 19, 2005, 12:29:07 pm »
I have 512MB ram and things that improved my speed dramatically:

1. turn off all sound [pre-launch game settings]
2. reduce the view distance [in game settings]  (this setting result that you don\'t see very far)

3. get out of the plaza square :P
4. for some reason looking down and avoiding looking across large open areas with lots of players in it improved speed too. [i.e. looking down or running close to walls instead of looking at the big red temple with the nice background].

5. game runs great outside the main town [i assume due to the lack of objects]. Basically the plaza and the path up to the north gate is low-FPS-hell for me :P

anyway it\'s things that helped me, not sure why and whether it\'ll helped anyone else. But i\'d suggest playing around with some of the settings, espcially view distance and some of the
texture-quality type of settings.

2
General Discussion /
« on: January 18, 2005, 01:00:49 pm »
I don\'t see what the complains are about. The actual limit is just a variable. The \'concept\' of limits is a good one, i\'m certain the \'how much\' limit can be adjusted on the fly if it poses a problem. So even if 10 sound bad, making it 50 shouldn\'t be a massive task, making it 10 is probably a good start to see the effect. You have to start somewhere.

As for the \'give-to-buddy-who-runs-and-sell\' scenario. I\'d say if that happens then the system are definitely making progress. You certainly can\'t bot it [maybe the mining player can, but certainly not the selling player]. If you think about it, what will this essentially lead to --> group interaction. I can already imagine having \'miners\' and \'runners\' cooperating. (i already see some specialist chars developing here, merchants and \'transporters\' ) Sure some of it is monotonous, but it\'s certainly a big leap from just standing there and mining all day. Now you\'ll probably have to negotiate with someone to do the running and selling ....and im sure this little supply chain can be developed in all kinds of ways.

Irony is, this is probably exactly how things in real life developed...so i\'d say it\'s pretty amazing if you can put in some system and end up creating \'emergent\' behaviours like that [the requires cooperation].

3
General Discussion /
« on: January 18, 2005, 12:41:19 pm »
Maybe you got some hardware problems? The death realm was pretty well lighted last time i was there. You usually appear at the bottom of some stair case, you walk up the stairs, across some metallic bridge and then up a spiral \'path\'  [which goes around the large pillar you enter after the bridge]   which might be hard to see. Then it\'s another ladder, past some flying creature across another bridge into the mouth of huge facial sculpture [pinkish aura there] and voila teleported back out. All this is a very short distance last i checked [literally 1 minute if you got past the spiral path quickly]. You most certainly don\'t need a map for that?

4
General Discussion /
« on: January 18, 2005, 12:33:52 pm »
There\'s one question that somewhat bothered me, or rather the answer. I don\'t know if he purposely avoided answering it or whether the article messed up the Q/A.

Reason why it disturbed me? Well i\'m a big solo\'er who tends to only get into group/team action when i actually know the game somewhat [high levels].

Quote

GamerGod: Will a player be able to survive in PlaneShift if they are someone that does not like to group much and tend to go the way of the true rogue character only looking out for themselves?


Luca: As far as evil characters, we have grand plans. We are against player killing since it detracts a lot from player enjoyment, so PK will not be allowed, but we believe that a realistic world can\'t stand without evil characters. The idea is not only to create evil NPCs, but to give players possibilities to expand their power and fame amongst other evil aligned races. In particular the Death Realm (the place where people go when they die) will be the perfect place for evil aligned characters to build their houses, guilds and more. In CB we have a very small portion of Death Realm implemented, but it will grow quite fast. Solo adventurers will have their place more easily in DR than in the world of the living.


Anyone saw that? Clearly something is messed up. I don\'t know if the question maybe was misinterpreted but i read the question as \"will players be able to solo\" and not \"will players be able to pick their own alignment and do evil stuff\".

5
The Hydlaa Plaza /
« on: January 15, 2005, 12:10:10 pm »
This  i gleamed off their forums for all you conspiracy theorists :P

Quote

    My name is Luca Pancallo,
    and I\'m the project director of PlaneShift
    http://www.planeshift.it
    Was very bad for me to see that another mmorpg failed to be completed
    and that pushed me to contact you to avoid that happening another time.
    I have some experience in working on mmorpg projects, having done that
    for most of my life (I\'m 31). Thanks to organization, efforts, team
    spirit, great talents and some good luck PlaneShift is in very good
    shape these days. We just released the new tech demo, and we had 18.000
    accounts in less than 2 weeks, but surely it\'s still under development,
    many things needed to reach the final 1.0 release. Building a mmorpg a
    is huge task, the most complex software project ever. So complex that
    even fully fledge companies with dozens of people can\'t complete at
    times. Building one with a volunteer team is even harder. To avoid
    failing, there is only one way, gathering resources under a common
    project, joining strengths. That\'s why I\'m here, to understand if there
    are possibilities to join the forces between you and us under PlaneShift
    hat. I see many similarities of the two projects and I will highlight some:

    - 3d fantasy mmorpg

    - open source code to leverage the power of the community

    - strive for be the best mmorpg out there

    - talented team (we still have to evaluate your members, but the
    premises seem good)

    - organized team; not the usual Open Source, where everyone does what he wants

    - a skill based system for progression (= no levels)

    - focus on building great NPC AI

    - use of Crystal Space as 3D engine (50% of your choices)


    If you decide to join us you will have the possibility to add many of
    the ideas present in Wish and make them part of PlaneShift, like special
    races, places, background stories, etc... there is really a lot of space
    in PlaneShift to integrate new ideas. In addition you will start with 4
    years of development already made, with all the knowledge, internal
    tools, organization built in these years. If you start from scratch now,
    you will need at least 3 years to be at the point PlaneShift is now.

    Our primary goal is to create a great 3d fantasy mmorpg free for
    players, having a team of talented people that love that target. I\'m
    sure PlaneShift is in good position to succeed, and I think joining us
    it\'s a very good option for any developer that wants to work on such a
    project in his spare time.

    I\'m at your disposal for additional questions,

    sincerely,

    Luca.


6
The Hydlaa Plaza /
« on: January 15, 2005, 12:05:51 pm »
I got a laptop with an Intel Extreme II graphics card. There\'s no pixel shader capability which means most new games will either not run at all or it\'ll have some serious graphical glitches. One of which is Planeshift during night time [trust me you can\'t see crap, all \'shades\' are pitch black]. I does however run Half Life 2, but also the shader glitches are there [most prominent when you\'re using a flashlight=pitch blackness].

Unfortunately i\'m not in a position to change that card [it is a laptop afterall], but performance overall is ok. Heavily relying on the centrino chip and lots of ram :(

7
The Hydlaa Plaza /
« on: January 14, 2005, 01:59:52 pm »
I\'m not sure either but this is a sticky topic on their forums:

http://projectwish.com/viewtopic.php?t=97
Quote

We would like the communities input on this. There are good and bad advantages with merging. If we merge with PlaneShift, we may lose some features from Wish. One of the main ones that I am worried about losing in the merge is the PnC system (Point and Click). The good side to this is that we would be joining a team with over four years experience. Please post your comments and questions in this thread.

_________________
Project Leader
Project Wish



From what i can gather is that Wish is \'cancelled\', but the sourcecode is still there. No one seems to know where exactly that is going. So i have no idea. MMORPG.com got one huge thread about it, no real clues there either.

Quote

1-9-2005 - Wish Canceled

 Dear friends of Wish:

Unfortunately we have bad news.

After careful consideration of all the facts and analyzing all the data which we have gathered from the Wish Beta 2.0 test so far, we have decided to cancel the Wish project.

Our Beta test will end this evening at 6pm EST, and at this time our Beta forums will close as well.

We enjoyed working together with our fans very much, and we are very sorry about this development. We wish you the best of luck in the future, and hope that you continue to enjoy online gaming, even with Mutable Realms and Wish not being available anymore.

We also wish the best luck to our competitors, and hope that they will not suffer the same fate as us.

Best regards,
Your Mutable Realms Team

http://www.mutablerealms.com/

I\'m somewhat confused. Where does Project Wish fit into the picture?

8
General Discussion /
« on: January 14, 2005, 11:52:27 am »
I think there\'s a big need for \'newbie\' friendly features, but i must admit that if you look at the amount of players online and the amount of actual resources to be consumed it doesn\'t gel.

In other words, if they DO put in newbie features and make it  \'easier\' to get into, i.e. a NPC tutor + newbie monsters + starting eq then the newbies who stopped playing [either because they couldn\'t get anywhere/frustration/inability to get resources] will probably still be playing. This inheriently means a 200 max server limit will be \'full\' 99% of the time.

There were quite a few times where i got a \"server is full\" message and that\'s with the game \'as-is\' . Imagine if it was newbie paradise.

So i\'d say the newbie requirements needs to be done eventually, but while the resources/server limits are quite probably the largest bottleneck it\'s probably better to hold off on certain features [even if it\'s easy to implement].

Don\'t know what is better :
(a) Make the \'tech-demo\' highly playably and newbie friendly and overload the server to such an extend that \'hardcore\' players can\'t play nor newbies [due to say lack of space/monsters etc]

(b) Keep it somewhat hard to get into, so that only the \'serious\' players end up remaining. Struggling newbies will drop out quickly and \'release\' resources to an extend, resulting in a slower \'overloading\' of server.

Quote

The only thing i wish was enabled was looking around with your mouse.


Hrm, what do you mean? I could swear i was running around in first person view using my mouse..... Maybe you\'ve not enabled it? [TAB maybe?]  (Or am i going nuts now?)

9
General Discussion /
« on: January 08, 2005, 02:56:12 am »
Kill rats in the sewers (with your bare hands), sell whatever you get from them to a shopkeeper. Buy weapon from shopkeeper [chances are it\'ll be the same person, look at the FAQs or ask in game].

Alternately, get a pickaxe and mine and then sell the ore. Getting the pickaxe again requires money so you need to kill rats [with or without a weapon] anyway.

10
General Discussion /
« on: January 08, 2005, 02:55:02 am »
[double post -delete-]

11
General Discussion /
« on: January 08, 2005, 01:20:00 am »
Quote

I beg to differ. The core of the game is roleplaying. In a single player game, yes Character Development is pretty much as far as you get, but multiplayer opens up thousands of other possibilities. Possibilities that cannot be programmed. Friendships, enemies, reputations. It all comes down to roleplaying.


Friendships, enemies and reps are a given [required] in ALL MMORPGs. It won\'t exist without it. So the obvious distinguising factor between all MMORPGS [text and graphical]  is not the roleplaying but the game-engine and char development system [the code in other words]. There\'s no way you can just say \'oh roleplaying is all we need, you don\'t need a good engine if the playerbase is great\' .....how do you get a good playerbase in the first place?

It might be interesting to investigate some articles about MMORPGs \'downfalls\' , especially Everquest and Star Wars Galaxies. The reasons why there are \'mass desertions\' are not in fact related to \'roleplaying\' but code, balance and char-development based reasons. In other words the \'character development system\' can make or break any MMORPG. Roleplaying isn\'t going to save the game if the \'core engine\'/\'concept\' sucks.

I guess it\'s a \'chicken or egg\' argument. Which one will kill an MMORPG first, the playerbase\'s attitude and the ability to interact with the playerbase OR the mechanics of the game and how you interact with that. You need both, but the code is controllable, the playerbase are not.  

PS If you count the \'types\' of WoW servers in the US, you might notice there\'s a serious lack of \'pure roleplaying\'  (RP) servers [but plenty of PvP and PvE servers] . Now unless WoW is considered a pure hacknSlash MMORPG it clearly points out that the  base-engine plays a very large role.  (In other words people are not picking WoW because of the community-features [it\'s a given] but because of the game-engine itself ). [Otherwise why would you ever consider WoW if you\'ve been playing Everquest for years?]

http://www.worldofwar.net/guides/servers.php

12
General Discussion /
« on: January 08, 2005, 12:07:29 am »
Quote

It has no greater need for balance or the ability to entertain people for more than a few hours.


If that\'s indeed the case, then more monsters would satisfy exactly that statement.  I don\'t think the \'more monsters\' request refers to having \'more different monsters\' or \'more high level monsters\' , but rather \'more newbie monsters\'.

If you think about it, without monsters you can\'t gain levels, you can\'t experiment with character stats, nothing. So what happens? Newbies just run around an explore and never really get into the \'core\' of the game [which is the character development right?] . What\'s the point of that? Then they might as well make it a closed beta for 5 players only.

Essentially, most newbies will come and go without ever developing their chars. I don\'t know if that\'s the intention, but it\'ll inevitably result in a type of desertion with a feeling of \'yea maybe i\'ll look into it next year when i got nothing else to do \'  instead of   \'can\'t wait until this is fully functional, i\'ll try and experiment with my char every weekend\' .

13
Newbie Help (Start Here) /
« on: January 04, 2005, 11:13:38 pm »
On the top select the \'options\' icon [i think it\'s 2nd from left] ,then in that window click on \'keyboard\' . You should then see all your keyboard settings. Scroll down to \"/attack\" or something like that and click on \'set\'  etc etc.

Btw make sure you don\'t use a key that\'s already used. [On default i believe the \"a\" key is for moving left ] I use \"g\" or \"r\" for attack.

14
Wish list /
« on: January 03, 2005, 07:51:29 pm »
Quote

That means that after mining 20 ores you have to get rid of them before you can go on.


lol, sometimes the most obvious solution makes the most sense. Give ores weight, the more weight you carry the slower you dig, and once over your weight limit you will have to either drop ores or return to town. This should automatically limit botting dramatically with [i assume] the least amount of changing. You risk alot by dropping ores to mine longer and besides you will still not be able to carry it all back in one go if you do so........Packmules coming? :P

[This is in reply to the link to anothe thread, since that thread is already 5+ pages long, i\'ll just respond here :P]
Quote

3- Nodes that originate on the floor will grow upwards, nodes that originate on the ceiling will grow downwards, and nodes on the walls of impenetrable rock will grow away from the wall. Ceiling nodes will be mined out upwards, leaving a cavity in the roof. Floor nodes will be dug out downwards, leaving a pit in the floor. Wall nodes will be reduced to a thin seam on the impenatrable rock.


Very initriguing idea, and i would love a world that are as dynamic as that. I\'m not sure i\'ve actually seen even single player games with that type of \'growth\'. Half Life 2 was revolutionary with its physics engine and even -that- was actually rather limited. [Imagine walls being rebuilt or acid actualy slowly \'eating\' through walls....]. So i don\'t know whether it\'s hard to do, put something tells me you need almost an entire engine for that. Plus if you can THAT in mines, why stop there? Building your own house with bricks jumps to mind.....building structures/statues and -anything you can think off suddenly should be possible. [and i\'m not talking about buying a \'predefined skeleton\' of a building like you probably get in other MMORPG, but actually unique building blocks]

The whole minerals and different types of metals which are mixed and treated in various ways [almot like an alchemy type of system] is very good. It\'ll certainly give depth to mining, although won\'t change the digging part UNLESS the above system is used OR

the focus is actually completly shifted from the digging but to the \'treating\' process. So ess
entially the digging itself is simply going to the right place and press dig and you dig 50 ores in one shot..done. The ores will not be very valuable, but after doing some mixing and matching and whatever \'tempering\' processes are available the ore can turn into sometihng alot more valuable.

i.e. you do not dig \'ores\', but unrefined \'rocks with gold in it\' , and then you need to refine and extract [almost like those golddiggers with their little pans next to the rivers and sifting the gold out of it] and then you go to some \'facility\' to do whatever else. Each process makes the item more and more valuable, you can of course \'sell-short\' without going all the way [i.e. gold bar, or golden bracelet]
but the profits will be alot less. Essentially being a miner in PS will probably then mean you need to go further and become skilled in say blacksmithing or jewelry making

15
General Discussion /
« on: January 03, 2005, 02:50:24 am »
Although last i checked you can mine by simply moving to the left/right [and digging] and then moving back to your original spot [and digging] ...and repeat the process. Essentially you just go  \'left-dig-right-dig-left-dig-right-dig\' . So assuming most rockfaces are straight [only requiring a small move to the side]  it would be just as easily bottable, albeit slower.

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