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Messages - Denivi

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1
Technical Help: IN GAME bugs (after loading world) /
« on: March 15, 2005, 01:24:33 am »
All these items transforming...  You know, I can\'t say why, but the name \"Agrajag\" comes to mind.


\"You... YOU MULTIPLE ME MURDERER!\"

2
Technical Help: IN GAME bugs (after loading world) /
« on: March 10, 2005, 02:32:13 am »
Quote
Originally posted by acraig
Trees: Trees, normal...until you see them on the road to the gold mining spot/magic tower, they are all flat, and a few of the trees are outlined in sky-colored outlines that are apperantly a sign of bad coding.

Hmm, possible to provide a screen shot to have a better idea?

Probably don\'t need one. Within the bounding box of a given tree, the transparancy is... well, global. Literally, the sky (backdrop) is being rendered in that region, not the nearest background object.

3
Technical Help: IN GAME bugs (after loading world) /
« on: March 05, 2005, 07:22:59 pm »
This is true of all spells at present - if the target is at 100% health, the first casting has no effect.

4
General Discussion /
« on: March 02, 2005, 04:26:07 am »
Actually, that giant crater is my fault.

I was heading to Oja, and just happened to run across Zanoxx.  As most of you know, he\'s been training his STR very hard, and decided to show me his progress. He got himself all pumped up, and... well, I couldn\'t resist.

I poked him, and he popped.

So, poor Zanoxx - but at least we still have a giant... uh, hole in the ground to remember him by...

5
General Discussion /
« on: February 25, 2005, 03:23:09 am »
This is the most loaded question yet.  In short -

\"Which weapon is more honorable? Direct or Stand-Off?\"

Answers thus far: A  toe-to-toe fighter challenging a stand-off fighter is a dishonorable ass for insisting that a stand-off fighter use toe-to-toe tactics (might as well kill newbs), or the stand-off fighter is dishonorable for using stand-off tactics in what the challenging idiot assumed to be a toe-to-toe engagement.

The mere concept is ludicrous; if some idiot challenges a random victim to a fight, it\'s because that idiot expects to have an advantage over the victim. Then by insisting that the victim play exactly according to the rules that will give the attacker the advantage, a foul is cried for when the victim deviates and the advantage is negated.  The victim, meanwhile, has little choice in the matter; the dice are loaded from the get-go, since (s)he didn\'t pick the fight. As a stand-off player, offensive capabilities demand... you guessed it, STAND-OFF.  None of that exists when the challenger is standing exactly on top of you with the \"Accept?\" window in a modal state, awaiting an answer. You cannot even target the challenger, and meanwhile he\'s got you locked up, mashing the Attack key for when you accept.

If the victim is lucky, the idiot will get bored and create the needed stand-off by walking away before the acceptance timer expires.  Demanding that the victim accept before the stand-off distance exists truely is unfair - after all, their viability is based on that distance existing. What typically happens, however, is that the idiot will b*tch because their perceived advantage just got shot in the ass.  THEY were supposed to have the advantage, dammit!

It\'s like standing in front of a speeding truck with a knife and yelling \"No fair!\" after it splatters you all over the pavement. Demanding that a specific tactic will be used, which is exactly the one you intend to capitalize on because it suits you best, is sheer arrogance.  Criminalizing those who cannot use those tactics that exactly give YOU the advantage... THAT is dishonorable, and arguing the point is little more than self-serving nonsense.

6
General Discussion /
« on: February 03, 2005, 04:45:39 am »
Quote
Originally posted by RainyShadow
got it... it\'s \"The great advisor-point hunt\"


Hmm... that wouldn\'t sort of be like Karma-whoring on slashdot, would it... ;)

7
Technical Help: IN GAME bugs (after loading world) /
« on: February 03, 2005, 04:42:38 am »
Oh, I bet he tried to perform an Illegal Instruction.

Somebody\'s going to jail...

(j/k)

8
General Discussion /
« on: February 03, 2005, 04:36:01 am »
(cough) That all sounds nice and all, but right now... I have a couple thousand PPs and zero cash, thanks to glyphs costing $2k, one single rank in casting being $600, and a 10 stack limit on any item... which, coincidentally, directly results in a 5-fold increase in non-productive travel time.

Mining as an income source is simply not viable as currently implemented.  Between failure rates, stack limits, and \"run times\" to sell and get back... well, you\'re an idiot if you persue it as anything other than a massive timesink while playing SubSpace or something. Personally, I\'d think you\'d have better fun with a ChiaPet... at least it would provide a faster sense of motion or progress.

With Tefs being the best stack-value I\'ve found so far, that\'s $160 per haul. Time spent gathering at the arena is (if you\'re alone) 2 or 3 minutes. If the Tefs are shared, it may be up to 6 minutes.  Run time to the merch and back will be another 5.  Basically, Arena tefs are good for about 22 tria per minute, in the better case. 18 tria per minute, average.

Wildland tefs are worse, since the run to & from is 11 minutes or so. The kill rate averages about 3 per minute, +/-.  Need 10 to fill a stack, so... that\'s 3 minutes of farming, followed by an 11 minute run to/from the merch.  14 minutes per haul, that\'s about 11 tria per minute. Travel times can be cut down in all cases by using /spawn, but that\'s technically an exploit and defeats the game\'s intent. I used to be able to gather about $800 tria in well under half an hour with plenty of time for chatter and play, which made studying a skill progression somewhat trivial while playing. Now, we\'re looking at about 70 minutes... and I will *not* be in a pleasant mood while doing it, since I cannot easily type to people without my toon stopping dead in it\'s tracks. It\'s probably for the best anyway, since what I\'d have to say would not be very appropriate.

Rats won\'t be any better; I suspect they\'ll be worse unless /spawn is abused, since run times and mob competition are significant.  You can easily nail the rats who\'ve fallen off the world, but that assumes you\'ve got the rank (and cash to achieve that rank) to pull it off, and also assumes that noone else has thought of it. After this post, you can assume that they have.

Abuse yields an interesting result, however:  Scroll farming.  Best time on scrolls is 100 in about 17:30, with heavy use of keyboard shortcuts and /spawn.  28 seconds to fetch 10 scrolls depending on server load and network latency, then a little over a minute spent on selling and returning.  That\'s 22 tria per minute with the least effort, but you must ignore the constant /duel spam. If you found it interesting that the temple has become so popular as of late, now you\'ll know why... and it aint because they\'ve all found Jesus.

So, we\'ll pick a ballpark of the best case, which is about 20 tria per minute.  One glyph costs $2000 - that\'s 100 minutes with no interruptions, no mob contentions, just non-stop, mash keys and go... don\'t stop, don\'t walk, don\'t talk.  The bulk of the time will be spent running (or waiting for /spawn)... which is odd for a \"social\" game, since the game does not allow you to chat while running unless you perform various gymnastics with your mouse.

This would probably be great if there were other sources of income, though, but there aren\'t any. I\'d very much like to have all the glyphs, I\'d very much like to step through the various ranks in each \"way\", and I\'d very much like to see how they work (or not), so that the spell/rank behavior can be evaluated. Dumb things like DOTs that reset the mob\'s health when they complete, DDs that suck additional manna as \"power\" is increased with no actual benefit, things like these need a pile of cash to discover and map. And right now, it aint gonna happen, because even the most simple bounds checking is like having your teeth drilled. Tell me if some idiot would be dumb enough to study if training strength actually has an impact on anything. Or \"int\", or \"will\" or anything else for that matter... what retard would bother spending three days to pump a skill fully green, only to discover it isn\'t implemented yet. \"Body\", for example.

The game is early beta. This is not the time to start retarding the economy, especially when every freakin thing that needs evaluation requires cash.

9
Technical Help: IN GAME bugs (after loading world) / Joyose bugs
« on: February 02, 2005, 06:40:06 am »
Two, related -

Target Jayose, say \"hello\".

Bug 1 - You receive some knife and dagger training.

Bug 2 - He doesn\'t offer knife and dagger training.

Not recommended people try this, as you\'ll rapidly run out of cash for a non-implemented skill. :)

10
General Discussion /
« on: February 01, 2005, 02:19:09 am »
A Kran, out in the wilderness, decides he needs to \"go\".  He squats down, and begins to do his business.

A bold young Enkidukai, who\'s hoping to be known as a great explorer some day, happens by and notices the Mighty Kran.  \"Wow!\" he thinks, and realizing that he needs to \"go\" himself, decides to take this opportunity to commune with this great beast.  He parks alongside the Kran, and waits expectantly.

And for awhile, nothing happens... the two go about their business without a word.

Then suddenly, the Mighty Kran speaks.  \"Pardon me, but when you... go... does it stick to your fur?\"

The Enkidukai is awestruck! His opinion is being sought on the most important of topics!  \"Yes, yes it does! A lot!\" he exclaims.

The Mighty Kran reaches over, and grabs him by the neck.  \"Good,\" he says, and proceeds to wipe.

11
Technical Help: IN GAME bugs (after loading world) /
« on: February 01, 2005, 01:51:06 am »
Other quirk, related but preexisting -

/dig for xxx
\"you don\'t see a good place to dig\"
/dig for yyy
\"You can\'t dig in the same place twice in a row\".

Call me crazy, but it didn\'t let me dig there on the previous try...

12
General Discussion /
« on: January 31, 2005, 12:02:43 am »
Quote
All we needed was system (most of all dice one). You can do same in PS, easily.
In other words, you needed a means of maintaining (includes tracking and modifying) state.

I\'m not arguing over if it\'s valid or not - it clearly is. What you seem to miss is that once a given state is implemented in-game, you cannot track it with a second source - the game\'s definition of your player\'s \"state\" must be authoritative.

Again, anywhere there is overlap, the game\'s version of \"state\" must be considered authoritative.  Anything outside the defined scope of that state is natural for what you suggest - it is, as far as the game is concerned, stateless.  Again, sword skill (as a dumb example) - if there is no sword skill implemented in the game state, then it\'s fair game for the imagination. Once it is tracked, however, the game must be authoritative, since *it* is the definition according to the game.   I can easily claim that the guy in the magic shop is a master sword trainer before he is implemented, because his existence (or lack thereof) is outside the scope of the game\'s state. Once the game implements a guy in the magic shop, however, my ability to ad-hoc add new attributes to him is severely restricted - I can no longer claim him to be a sword trainer, because the game defines him as not being so... and that *is* the definition that the other 9 billion players will see.

Player death serves as an even more trivial example of why the two cannot overlap. Go pick a fight with a Brigand, and fight him toe-to-toe.  Your master swordsman will make quick work of his foul prey, and the Brigand will lose. In-Game representations of the event will be dramatically different, however...  including but not limited to your corpse being laid out in the dirt, followed by your not being there *at all* after it pops you to the DR.  You can still RP a victory and that the Brigand was defeated, and you survived without a scratch - but in doing so, you flatly contradict the state as defined by the game - namely, that the other 5 people in your party are stuck waiting for you to run your ass back from the City, watching a Brigand stand around with 99% health.

PlaneShift isn\'t an RPG, or an MMPORG.  PlaneShift is a state management system, that manages your paper, pen, and dice.  Once the paper is used to track something, it must be authoritative in how we, as players, perceive that something.  Otherwise, we each have our own sheets of paper, about ourselves (which is fine), and also about each other... and no two will match... if they are allowed to overlap in what they define, they must by definition eventually contradict.

As a paper-based DM, you should certainly know this.

13
General Discussion /
« on: January 30, 2005, 09:49:01 pm »
Quote
Only things I could interact with were my friends, pencil, paper and dice. Rest was imagination. I believe PS has more to actually interact with.

And saying you need all those features to actually be your character is nonsense.
You contradict yourself.  Paper maintains char state. Pencil provides a mechanism to modify that state. Dice (et al) provide a stimulus for modification.

You then keep saying that PS doesn\'t need such things. No need to have state, no need to modify state, no source of stimulus.

I\'m totally baffled.  What you describe is already done, and it\'s called \"AIM\"... not PlaneShift.   PlaneShift involves char state. Any doubts, press \"i\" for inventory, or \"T\" for stats.  Combined, those are your sheet of paper - the char\'s state. That state is intended to have impact on game play. And, that game play is intended to have impact on the state.  Remove that state, and you merely have an \"avatar\" based AIM...  and from many of the (well typed) \"Use your imagination!\" posts, you really wouldn\'t need the avatars, either.

And that\'s fine - it isn\'t wrong by any means.  But that model is completely contrary to PlaneShift\'s current implementation path.  Sorry.  Toons have state - the devs spent a bit of time implementing it (via inventory and skills) for a reason. The ability to modify that state is also implemented, again rendering your view as not appropriate - once such state is introduced as authoritative, then that\'s it.   I\'m not saying you\'re wrong - but one of you (either you, or the devs) must be, since inclusion of state in the game pretty much negates the \"stateless\" concepts you mention.  If your arguments are correct, then \"state\" (e.g. player stats, skills, inventory, mobs, combat, spells, and even position in the world) need to be removed. Immediately. All of those things demand state, and flatly contradict the various stateless models that have been proposed.  

Coexistence between the two is not appropriate, since both will always contradict each other whenever there is overlap.  \"I\'m a master swordsman!\" works in a stateless model... but is contradicted by a sword skill of rank 1.  \"I made you a fine sword to fight the evil (insert foe)!\" works in the stateless model - but is contradicted by (a) lack of such sword in inventory, and (b) lack of such sword\'s impact in combat, since it cannot be used in combat against the foe.  And arbitrarily inventing a foe who is \"just outside town\" (quite valid in a stateless model) is contradicted by, when you get just outside town, there\'s nothing there.  You\'re still free to battle this foe that doesn\'t exist relative to the game state, but again... any result of this battle will be contradicted by the game state - as far as game state is concerned, it never happened, there is no result.

You need to pick one. And from what I can tell, the stateless model isn\'t it.  The game involves state - a piece of paper. Remove that paper, or introduce a 2nd paper that contradicts the authoritative one - and the gaming model fails.

14
Duplication - pick a healthy mob, target it, and \"/cast freeze\".

Upon success, you\'ll watch the HPs tick away, almost as expected... 100, 99, 98,97,96,95,94,93,92... 100.  No matter what, if freeze is the initial shot, its effect will be \"never happened\" when the DOT wears off.

Once you whack the mob via other means, the DOT\'s effect seems to persist... but any time the mob\'s health is 100, the above behavior occurs.

15
Newbie Help (Start Here) /
« on: January 23, 2005, 02:27:30 am »
Quote
Originally posted by XeNoDeMoS
but u should at least look around and try to find things on your own instead of taking the easy way it makes things a lil wothwhile

Maybe when the game\'s out of beta.  Personally, I\'ve no inclination to continuously type \"/dig for \" every 5 feet, for every single material I can think of. Especially when (a) there is no list of what those materials are, and my personal list of possibilities is about two billion words, and (b) the bulk of the game\'s features are not yet implemented, meaning the bulk of any high-probability words aren\'t going to work, anyway.  Funny how you cannot yet mine for copper, silicon, salt, quartz, granite, diamonds, sapphires, rubies, oynx, or even \"buried treasure\" for example.  Or, can you?  Your suggestion that I should need to guess not only where, but also what... is akin to a by-hand dictionary attack against someone\'s password that only works on one unknown machine in a pool of 1000.  It\'s stupid... we have shell scripts for that.  ;)

So no, saying what (and possibly where) is not a bad thing.  It merely removes that information from being a commodity, and makes the information something that \"inside cliques\" cannot monopolize.  If you disagree, then here\'s a challenge for you - I just posted a web page on the internet that has one single word on it.  If you can find it and tell me what it says, I\'ll give you a thousand bucks. Good luck...

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