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Messages - Rilar

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1
General Discussion / Re: Say thank you
« on: October 20, 2007, 05:14:13 am »
Thinking back, I once had counted the number of people on my buddylist. It was something between 300 and 400 then. Until now I guess I'd have to add another 100-200 people to that list.

Not in any given order (some are from emails, others from current buddylists, others from old logs):
Netrhys, Nilaya, Dylia, Zorbels, Ralas, Hokinon, Darkshade, Jjairr, Semutara, Nilrem, Leon(a), Karyuu, Crystal Habanera, Rioth, Janner, Thormor, Ludamanu and Agara, Aucices, Easton, Odessa, Embers, Shooree, Goldir, Satayne, Lordbug, Lolitra and Riquir, Proglin, Kanalal, Eolius, Ogu, Einnol, Constrabus, Verrliit, Brokk, Elian, Drakken, Eldorik, Lindrae Thelyun, Rauz, Navame, Taser, Zaado, Ariraro, Manden and Bora, Darkmoon, Esserfin, Gag, Rolf, Pogopuschel, Cerejha, Illori, Ahnissi, Talad, Venge and Acraig, Xillix, Arianna, Xordan, TomT, Bereror, Venae, Jeraphon, aarobber, Magodra, Meriner, Vexonee, Hanix, Arerano, Mektar, Dajoji, Gholmyrr, Izzabella, Drey, Josephoenix, Stfrn, Kemedes, Talamir, Tisouril, Gatuna, Demarthl, Veromen, Jekkar, Sekhemet, Ganinos, Bodacher, Sedona, Javeroal, Mitaki, Mordaan, Niavard, Evangan, Sangwa, Karia, Saru, Leina, Draklar, Ayshe, Nikoren, Nikodemus, Nicken, Hart, Kiirani, Sirunie, Hitancrias, Valbrandr, Shaba, Aynadamar, Arka, Myysst, Apis, Maanar, Narcal, Aluna

Since I skimmed not even 1/4 of my old logs (didn't even start with the newer ones) I am sure I have forgotten to mention at least the same number of people I've listed here.
If I listed accidentally an alt of the same person, typoed someone's name or forgot to mention someone important, tell me.
This list all contain not only specifically friends but people that were important in my PS-life and who I want to thank.

2
The Hydlaa Plaza / Re: "I am a PS Seeder" Button
« on: June 21, 2006, 05:25:23 pm »
I LOVE THAT IDEA!   :thumbup:

It's a bit difficult for me to seed on the laptop, but once I have an own little private server running constantly, I will earn the seeder badge   :D

3
Newbie Help (Start Here) /
« on: February 08, 2006, 08:07:59 pm »
*Bows to the newcomer and offers him a mug with hot cider* G`day to you, sire.. welcome to this loose group of individuals, adventurers.. and other individuals *gives Cadoras a sidelook with a little grin*

*glares at McNaire* How dare you.. you.. clacker you!
I never run around planless and idiotic! Not always! *grumble*

*gives Dylia a hug and glare* And you! Come ingame! We need to finish our little conversation ^^

SirAri: and if you want to get to know us better, come on IRC :) (server: freenode; channel: #planeshift)

4
General Discussion /
« on: January 24, 2006, 04:03:04 am »
First off: Bye Jinkeen! It was good to know you and nice to RP with you :-) Maybe you come along in a few months/years again? Hm.. what is the IC end of Jinkeen, i wonder?
Sorry for not having posted so long, i rarely read the forums without getting pointed to posts...

Enjoy your time and refrain from one thing: regret anything. IMHO all experience is good, doesnt matter whether it is positive or negative in the first place, one only has to learn from it ^^

*another wave before Jinkeen vanishes*
Bye Mate..

[@karyuu: lock?]

5
Roleplaying (Communitive Storywriting) /
« on: January 23, 2006, 07:56:22 pm »
Don`t die!! Meh! I warn you! If you die i`ll stay in the DR just to meet you! >.< :-P

6
Wish list /
« on: January 16, 2006, 03:57:59 am »
Karyuu and me were discussing this topic extensively yesterday. Here is a compilation of our discussion.

Not the purpose of ageing (like preventing players from creating \"uber-chars\" or making the game more realistic) was topic, but the way how to realise ageing. We agreed that ageing itself would be a good idea because it would add many more facets to RP, making PS more unique.

All our thoughts are based on the idea that not ingame-hours are counted but the time since charcreation.

An answer on the question \"what happens when a char gets old?\" could be that age _itself_ doesnt actively kill. It just makes a char very weak with time, (my suggestion now: ) like harsh modificators on the body stats (end, agi, str) and the velocity a char can move.
This will make old chars very fragile and they will easier get killed.

Young people (IG) have a strong will to live, they certainly will find a way out of the DR. Whereas very old people will \"give up\" once they are killed. Which means that they dont get deleted, but they are stuck in the DR because of age. It should be possible, however, to ressurect such an age-stuck person by a mighty spell. Such a spell wont alter their age or their chance not to get killed again, though.

Another point of the discussion was the life expectancy of a char in real life terms. This question is not easy to answer since there are many arguements for a long life and a short life. An arguement for a short life is that there is action. People are forced to make something out of their char lives because they dont have time to waste. But there are also people want to have characters who live forever, as a RL wish which is realised at least ingame.

Another arguement for a longer char life (in RL terms) is that people should have time to adapt. To have time to enjoy without haste, which isnt possible in RL often.

There are some players who plan on having their main char for years, which isnt unrealistic, at least not for PS.
So Karyuu and me agreed on a maximum lifetime of a char of about 5 RL years. There again: maximum lifetime means that the char isnt deleted but that it is very likely that the char gets killed and get stuck in the DR.
The maximum lifetime refers to the average lifespan of a race translated to RL time.

After setting this we tried to calculate down how long a day would be. For this we searched for reference for a ingame calendar and unluckily found two contrary concepts. One is mentioned in the charcreation. It says an ingame year has 10 months ? 32 days.
The other is mentioned on the settings page :  under \"Measuring Time\". This concept says a year is divided into 4 seasons of which each has 8 periods, which means that there are 24 months. Unluckily in this concept neither weeks nor how many days a month has is mentioned. And as we werent able to ask one of the settings team who could clearify we assumed 10 days per month.
Basing on those two concepts we assumed a dwarf with a life expectancy of 120 years and tried to calculate down.
5 a (RL) = 120 a (IG) for a dwarf would make for a human ~3 to 3.5 years
1 IG year would be 0.0416 RL year => 15.5 days

We agreed that this would be simply too short not only because of the ratio of yearly events to dayly events but also on the felt time. With such a short time there wouldnt be much excitement about yearly events, they would become common, boring.
Because we didnt see ourself able to change those settings, we tried the other way round: to calculate comeing from day/night cycles.
Karyuu refered to a post of Hitancrias who messured the time how long an ingame day currently is: 4 RL hours.
We have been thinking about the problem that people of different timezones want to have day and night cycles when I came up with an old http://planeshift.oodlz.com/wbboard/thread.php?threadid=19758&boardid=11]wishlist-post[/URL]  of mine where I propose changeing day and night lenghts. Changeing lengths could solve the problem that people in different timezones want to have day and night. But as this topic grew more and more complicated we chose to assume a fixed length of 8 RL hours for this matter.

We started to calculate with the 10 months x 32 d concept: 320 d x 8 h = 2560h ~ 107 RL days for one IG year.
The other concept (24 months x 10 days) results in 80 RL days for one ingame year.
After thinking about what might be handier we draw the conclusion that 90 RL days (~3 months) for one ingame year should be a good
timing since then people could adopt to changes. Important is also the relation of the frequency of yearly events to dayly events.
Considering that ageing is based on the counting of ingame years, those years mustnt be too long, otherwise ageing would take far too long.
If an ingame year would have many days and the RL length of ingame hours was too long, exactly this would happen: ageing had no real effect. That is why less days in a year and longer RL length of an ingame day are prefered.
In order to set an IG year to ~ 3 RL months (93 d)  one ingame day needed to be about 7 RL hours.
After coming to this result we looked whether this fit with the starting point of the ageing system.
With our assumed system we`d have: 120 a (ig) = 31.5 a (rl) which is obviously way too long.

To fix this we came to another variable: racial specific lifespan. I searched for information on this on the settings page but found nothing, so we felt free to assume some data. Considering the medieval part of the world such really long lifespans are very unrealistic, at least for dwarves and humans, enkidukai, diaboli and klyros. Elve-alike and kran were an exception on this. At this point there is also the proposal that Kran were an exception to the ageing system at all. Elves should be included to the ageing effects but due to their very long lifespan there is no point in including them into the \"degration over time\". That means only special spells and other effects which alter their age could make the effects of age visible to them.
In medieval times humans had a maximum lifespan of about 30 years. Due to the \"technology\" this time might be extended to 40-50 ingame years. This lifespan should be realistic for all races which are affected by the ageing system.
A total lifespan of 50 ig years (7 RL hours for 1 IG day) would mean 13 RL years.
With the current ratio (4 RL hours for 1 IG day) it would take 7 years.
Taking the proposal of a variable starting age into account would mean for a (assumed) \"normal\" player who starts at age 15 to 25 a total char life of about 3.5 to 5 years, which might be too little. With the proposed 7 hours RL to day-ratio the lower limit would be at ~6.6 years, which seems to be good as overall solution.

For those players who want to change this estimated lifespan there could be a modificator in form of genetical predisposition in the charcreation like \"short living anciestors\" or somesuch.

To please those who want to be longer in a certain life phase (\"i want to be teenager for 30 years!\" ) it is imaginable to have anti-ageing potions. The effect of such a potion could be a plus in the recent lifephase of 5%-10% of the average lifespan specific for the race. But like most drugs the contrary should happen when taken too often, which i think 3 potions maximum should be good by far. With the +4th potion the recent lifephase should be reduced dramatically.
The lifephases are refering to the post of Falzaek above.
At this point Karyuu proposed to make such potions very rare. That they could be given out through GM quests, sold through mysterious merchants, etc.. After thinking about it this position is better than what I proposed, having them available freely, but to make them very expensive.

Our conclusion: Ageing, done right (especially the timing), has many positive aspects rangeing from NPC replies, skins, personality, to a prevention for too many players becoming extremely strong. Me personally also experienced in other games without such a system that after a certain time there were way too many really powerful players which made the purpose of the game ridiculous as they had no reason to actually play anymore. They just wanted to enjoy their earned items/skills by duelling constantly oneanother or fighting endbosses.

A last sidenote by me: Having players chosen their starting age freely could be implemented this way: One chooses an age, with this a lifephase. The older the lifephase chosen, the more points can be distributed, and also more events can be chosen. The age modifies the stats then. To prevent the stats from going down too far, one has to put many points in them which makes things even to players with young chars.

7
General Discussion /
« on: January 10, 2006, 12:37:26 am »
Well, I sometimes also hear an \"l\" in Dylia when shes pronouncing it.. like De-lie-la

I am pronouncing Rilar like Ri (like in risk)-lar (with an \"a\" like in \"shall\")...

8
In-Game Roleplay Events /
« on: January 07, 2006, 04:11:05 pm »
I wanted to post here after evaluation the last tournament together with Rioth, but I wasnt able to contact him yet.

One reason why the first fight failed so horribly was because not even the minimum organisational staff was there. We planned about 5-10 people in the organisation as mininum.
At the beginning Rioth was there, so I started the tournament.. but then he got connection problems and wasnt online for long. So I was the only one who had to organise everything, which was a _bit_ much.
I thank Netrhys and Dylia for their help. Without them the tourney wouldnt have taken place at all. I also thank Kandrek and Cyl for their help and Sefron for making the tourney much more interesting.

The first fight was indeed the worst case scenario (except that the event could have gotten completely out of control). But it probably was good to see such a worst case too. It taught much and will help organising the next events.

As I said, I wasnt able to contact Rioth yet. And to prevent another disaster I decide to postpone the tourney to a yet uncertain date. I will keep you updated here.

9
General Discussion /
« on: January 04, 2006, 03:18:41 pm »
It is good to see RPers and PLers together... But I`m not only addressing those.
I meant everyone somehow connected to Planeshift, directly and indirectly. As it is said again and again \"Planeshift is alpha\".. there are other games, more complete ones. I think we all agree that PS is not so much about the game, the program itself, but about the community, our community. And the community is evolving very fast. Too fast sometimes.

We all invest time and effort in the community, some more, some less, some do it on purpose, others didnt even think they do... but everyone involved participates in the community. And to keep this (imho one of the best) community together without bigger troubles it is necessary that everyone is treated with respect, no matter how fast the community evolves, the way how somebody plays or whatever.

10
In-Game Roleplay Events /
« on: January 02, 2006, 07:59:51 pm »
In 30 to 60 minutes from now!

11
In-Game Roleplay Events /
« on: December 30, 2005, 03:25:18 pm »
(The crowd is supposed to determine the winner. The judge only will choose when the crowd`s vote isnt clear enough.)

12
General Discussion / Perspectives
« on: December 24, 2005, 02:36:43 am »
I dont want to title this thread \"why wipe?\" or \"Players vs GMs\" or \"PLers vs RPers\" or \"Devs vs everyone\" because everything is connected to each other.

I am aware that I hit a wasp nest _again_ and I am aware that this thread probably get closed if people bring the same arguements again.

The purpose of this thread is to clearify the situation and try to end the ongoing splitting of the community while trying to be as objective as possible.

Each lifeform, in this case humans, have needs. Once all basical needs like need for food are satisfied the need get more abstract.. the need for religion, for instance.
The problem here is not religion but the need for fun, the need for acceptance, the need for solving complex problems and the joy to see them solved.

Our community is not uniform. This is our biggest strength but also our biggest weakness. And _no_ we don`t have all the same goal, although many wished. There are the players who are there to play a good game for fun without paying something (those are more the PLers).
There are the players who play the game because of the community, finding friends, to chat, to roleplay.
There are the players who play the game to get acceptance, they work hard for _something_, _anything_  to get admired. And one has to admit that the most obvious thing to work for in PS are skills, stats, money.
There are the GMs and moderators who are there to work for a good community, to settle differences and who have joy in seeing those (interpersonal) problems solved. They try to protect the integrity of the community.
There are the Devs who enjoy solving technical problems, enjoy seeing the game getting more and more complete. Though they may less interested in interpersonal problems, problems of the community, the ones who play the game will benefit from their work.

Most people would leave them out, but they are also part of the picture: the griefers, n00bs and such. They try to satisfy their need for fun by annoying other people. They try to solve the \"problem\" \"how to get the biggest feedback of another person?\". The biggest feedback is when one gets annoyed and shows that by insults and such.

So what is the point in listing who is part of the community and trying to find out who is in need of what?
Short answer: it is the solution of our problems.

Keep in mind whom are you talking to. Try to find out what your opponent might be interested in. Respect those needs. And furthermore: Think about what he _gives_ you and think about what you give him (and this also includes leaving somebody alone).


I was about to list what who might give whom in return... but I think there is not much sense in writing and preventing you with that from thinking about it yourself. On the other side I most probably would have forgotten something and one of my needs is not to get flamed for a mistake, though I really like to hear your thoughts on this matter.

It is all about respect.

13
General Discussion /
« on: December 21, 2005, 06:38:20 am »
Nice comic Radiant :tup: :D

But I want to clearify something:

Rilars soul got separated in the fight against Hagarath while attempting to rescue Lolitra.
This happened one or two (IG) days before Alhana attacked Zorbels.
So his soul was already in the DR before Alhana brought Zorbels there.
Which is also the reason why it was possible for him to interfere that \"easily\".

14
The Hydlaa Plaza /
« on: December 20, 2005, 10:54:24 am »
proove!

Edit: Welcome to the forums and PlaneShift XD

15
In-Game Roleplay Events /
« on: December 20, 2005, 01:55:51 am »
One could look at it as a xmas present ;)

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