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Messages - Bodacher

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1
Wish list / Re: Remove duels from the game. (This is not a joke.)
« on: February 24, 2007, 11:32:07 pm »
While I mostly agree with the first post, if you get rid of duelling, I can't help but imagine all these people you're hoping to force out of just forming guilds and having constant guild wars with each other.
This might alleviate some of the problem as it takes away the possibility of "these idiots" duel spamming others, but the opportunity to ruin other's RP is still there....

I don't have a solution, however...at least not yet.

Bod

2
For the first time in two years, I also had a segfault with the latest Linux graphical installer. ( I have not changed my distro since .017 so not sure what's causing this new problem).
Running the installer in text mode worked for me however and the game runs fine as usual...thanks once more Xordan!

Give it a try....
you@yourdesktop:~$ ./Planeshift_CBV0.3.018.bin --mode text

Edit: Oops, just realized this is an old post, but in case any one else has had trouble with the latest version of the installer I'll let it stand.

3
Linux Specific Issues / Re: Waterfall City (still) not reachable
« on: January 11, 2007, 05:06:20 pm »
It's not just you Thed, it happens to me after each update as well.....the relight fix in Peeg's post halfway down this thread works though.
http://hydlaa.com/smf/index.php?topic=24489.0

I know you want a permanent fix, but for the others posting here with the same problem this fix should help.

4
The Hydlaa Plaza / Re: TUX article
« on: December 04, 2006, 07:55:27 pm »
Too lazy to write a summary so I've probably broken some copyright laws by posting the complete text here...
There were some pics included in the article, mostly in-game screenshots showing chars in the plaza and and overhead view of Oja.

Quote
Planeshift
A graphically appealing, addictive Linux game.
MATIJA SUKLJE

Free, open-source games are mostly known to be small, fun and inventive. The FOSS community is not exactly known for big games with complicated plots, graphics, music and so forth—or so they say.     However, there is a gaming genre—the oldest of all to be exact—that a
lot of penguin gamers are familiar with and that Linux has inherited from the old times of UNIX domination. Yes, I am talking about adventure and role-playing games (RPGs). Since the ancient classic RPGs, such as Nethack (which
is one of the oldest games still in development) and Rogue, the penguins have been taking their role playing rather seriously. And, I am willing to argue, that the game I present here continues the tradition and applies it to more modern times with 3-D graphics, quality music and sound—and, of course, network playing.
    Planeshift started as a graphical multiuser dungeon (MUD) many years ago. Although the graphics and the interface have changed enormously since those days, it is important to note that the world and main logic behind the game has not changed much. It is very typical of Planeshift that nothing gets into the world or game unless it fits in that world and its logic flawlessly. This is is one of the reasons why true role players love it.
    So, here is a short introduction into the wonderful world of this great free (as in beer) and open-source, massively multiplayer, on-line role-playing game (MMORPG). Hold on to your hat; this will be a pretty wild trip!

STORY AND WORLD
The whole story takes place in a magical place called Yliakum, which consists of nine circular layers, the lowest of which are under water. Light and energy radiates from a giant crystal that the inhabitants call the Crystal Sun. What the races do not know is that their beloved Yliakum is actually in an enormous hollow stalactite.    A shortened version of the publicly known history is that two young gods, Talad and Laanx, ruled together in perfect harmony over Yliakum and created the world. But, when they came to the part where they started creating intelligent life—Laanx and his Lemurs and later on Talad and his Kran—jealousy sprang a crack between the two gods, and Laanx departed in a grudge from Talad. To the present day, they have not made peace, regardless of Talad’s efforts to make peace once more.
    The world of Yliakum is so full of crystals (magical and otherwise) that they also are used as currency. The official currency is—as in real life—made from pieces of different value. Tria is the basic currency, with a Hexa being worth five Tria, an Octa being worth 50 Tria and the Circle being worth 250 Tria.

RACES, SKILLS AND JOBS
There are a dozen playable races--either created by the two gods or those who found their way into the world from the outside.     From the human races are the pale and inventive Xacha and the robust and practical Ylians.  Elven races consist of the ancient amphibious
Nolthrir and the dark-loving Dermorians. From the dwarves are the Stonebreaker clan, which is more inclined to mining, and the Hammerwielder clan, which finds joy in smithing and crafting. Among the other races one finds the already-mentioned intelligent but fragile Lemurs, the tough silicon-skinned and gender-neutral Kran, the horned Diaboli with their resistance to magic, Ynnwns— the most versatile of them all made by the crossing of Diaboli with elves, the wild and strong feline Enkidukai and the slim-winged Klyros.     Each of these races has its own special traits, but there are no restrictions on what job(s) or skills players can have their characters learn. In Planeshift, any character can master any skill if the character puts enough effort into it. Planeshift, for a long, long time, has supported skill-based level-
ing. The idea behind it is that a player’s character is free to develop and make his/her/its (remember Kran?) own destiny. If players  esperately want to make a Kran who is great in herbal lore and a master of all six magical ways, they can do so. And, if those same players decide after a few months that their Krans also should learn fishing and martial arts, the characters are free to learn those skills as well.
    I’ve already mentioned magic, so I think it is high time to dedicate a paragraph to it. In Planeshift, there are six magic ways—Crystal Way,
Azure Way, Red Way, Dark Way, Brown Way and Blue Way. Each way has two neighboring ways with which it works well and an opposing way (Figure 3). Each way has its own magical stones called glyphs. To form a spell, you need to combine glyphs into a specific  ombination in order for the spell to work.    Other skills vary from standard fighting (melee, sword, axe, daggers and so on) and crafting skills to more interesting, less widespread skills, such as special fighting techniques, cooking, herbalism and so on.     Each level of skill needs to be learned first on a theoretical level from a trainer and later on be trained in praxis until that level is mastered.

INTERFACE, LOOK AND FEEL
So far, I’ve described the world itself and nothing about how the game looks. There is a very simple reason for this—Planeshift is mostly about the experience, the story and a world that works (although logically works only in itself), and what I’ve described so far scratches only the surface of it all.     The overall look and feel of the graphics, interface, music and sound effects are quite enjoyable. Do not expect to get the same level of detail that you would get in Neverwinter Nights 2 though—not yet. The graphics are quite detailed, and a lot of effort is put into quality and making sure that everything works together as a whole (and not as though it was thrown together). The animation of characters is good—not yet perfect, but improving all the time.     The interface and interaction are things that some players might find new, but once you get used to it, it’s logical and enjoyable. Character movement is done via the keyboard (WSAD or arrow keys, Shift to run, Alt to strafe, spacebar for jumping), and targeting an object or character is done with the mouse.
    The part that takes the most time getting used to is interaction with NPCs (non-playable characters) and pets. This is not done with  conversation menus (as many are used to), but players have to type their conversations—just like they would do with another PC (player character). NPCs in Planeshift are characters just like any others—that is the big plan. The problem is that to make this work, the NPCs have to be intelligent enough to understand and make conversation successfully. So far, they understand simple phrases and also
synonyms, which makes them usable but far from perfect. However, Planeshift is getting there—at least in the aspects of thinking about every possible situation and having continuing development.

THE END?                                                           
In summary, Planeshift already is a nice, playable MMORPG in which the role-playing community is a key part, and there is still space left for improvement.



5
In-Game Roleplay Events / Re: Scavenger Hunt
« on: August 16, 2006, 04:43:23 pm »
Count Bod in....no preferred team....yet :)

A quick question....Is there going to be some way to prevent the DR shortcut or will someone be watching for this?

6
General Discussion / Re: Thus it ends.
« on: August 05, 2006, 03:56:48 am »
     Right there with ya Proglin!  I have been in on conversations with GM's where we have batted around ideas on how to PROMOTE RP in this game, which was great, but it seems to me that whenever players take the initiative to create events to help out in the only real way that we can, the rules are changed, or interpreted in a different way suddenly to squash these events and actually detract from the RP.  I've seen it first hand, and heard the opinions of others.

  Talad has gone out of his way to say it is a role-playing game first, yet in another thread he advises to ignore people who aren't RP'ing, where to my mind, it would be better to educate them and bring them into the fold so to speak.  The community is becoming divided along RP/PL lines and it seems to me that the dev team and GM's might be too.  Exactly where is this game going?

      There still are hardly any GM's online to hold their events, even though it has been stated that this summer would be better.  With nothing to do but hack & slash, some players have taken it upon themselves to create events for all to participate and enjoy (in-character, mind you).  While some may be utter OOC chaos, many are completely IC and, generally those participating have acted as quasi-GM's to "police" the OOC behaviour.  However, even these events (from what I've read in this thread) are deemed OOC and while I don't think anyone has said "You can't do that anymore", they sure haven't made it any easier for us to do so.

I would like an answer....should we players continue to bang our heads against the wall and try to keep holding our own events, or shall we all just become a bunch of PL'ers.

My apologies for taking your thread a tad off-topic Proglin.  I for one shall be proud to participate in your last tournament....let's make this one to tell our grandkids about!

Bod

7
In-Game Roleplay Events / Re: P.U.B.S Auction House
« on: July 26, 2006, 02:53:38 pm »
We much prefer that people come to the auction and be surprised and amazed by our terrific selection of quality goods!
However, we have been collecting some fine weapons lately and as Proglin said there will be at least one Silverweave Short Sword in the next auction....Dagger users might find something interesting as well...

Bod

8
Technical Help: IN GAME bugs (after loading world) / Re: The Brigand.
« on: July 16, 2006, 11:49:20 pm »
Kudos Laragorn. You are among the minority, I'm afraid. The arena is full of people that would not normally stay alive for 2 seconds with gladiators or rogues, spending as much time as they possibly can abusing this glitch in the system and in my opinion probably causing a coming wipe much faster than one was originally planned.

Why do I care? Not so much for my stats and skills, which admittedly I have maxed, but moreso for my business.  A wipe would kill something that has taken some time to build up, which hurts, but what would hurt more, is the time I would have to spend rebuilding it, reducing the time I would normally be spending on actually running it and creating opportunities for RP ( granted those are limited, but hey that is the course I have set for myself.)

...my 2 trias.

9
General Discussion / Re: Auction Channel and GM secret meetings
« on: July 16, 2006, 12:17:09 am »
Ooh, sounds like a lot of miscommunication on the GM side here. I read about misunderstood OK's and no dev-GM communication.
Nothing would've gone wrong actually if some GM had actually read the post about the P.U.B.S auction, I mean, someone must've seen that and thought "Hey, we had a discussion about that a week ago", but that wasn't relayed to the players. So I see no proper Player-GM-Dev communication here. I think this just calls for better management, and that has also been discussed before.....

In my first post I took some of the blame for this:
While it is true that the idea for it and the announcement about the auction in the forums have been around for almost a month,  I must point out that ONE of the GM's did approach me and discuss this situation a few days ago.  I won't post the log as that is not allowed, but what I took away from that discussion was that the GM's had met and discussed introducing this new resolution....

...so somone did in fact see the post about the auction, remembered the discussion and approached me....This person was on the right track but miscommunication ensued either on the GM's part or mine. (Probably a little of both)

10
General Discussion / Re: Auction Channel and GM secret meetings
« on: July 15, 2006, 11:01:53 pm »
     First off I'm a little biased, as Proglin and I obviously have something to gain here.  Now that that's out of the way, an auction house is precisely the business that Proglin and I have tried to start.  While Neko put a lot of time and effort into his idea, I can't help but think that it sounds like e-bay for Planeshift, and is pretty much the exact opposite of what we were trying to accomplish by starting the business.
     We started the auction business to foster the RP and create fun events for people to participate in, or to just come and watch (and to make trias of course).  We were trying to make it public (and loud) as that is the way it would have been done in medieval/fantasy worlds (and still is in a lot of places).  The crowd attracts more people wondering what is going on and might get people involved who would not normally go looking for such an event.
     If the auction system were automated, in my eyes it's would become another way to take opportunities to RP away from the players, as well as opportunities for the PLAYERS to create their own businesses and events, to give themselves something to do other than the dreaded PL'ing.  Please keep the ideas coming (I'm really at a loss as to how to make it work better myself, other than agreeing to the selectable chat tabs idea), but I have to say that for me, Neko's is not the way to go.

Bod

11
General Discussion / Re: Auction Channel and GM secret meetings
« on: July 15, 2006, 05:19:31 am »
     I had hoped that the outrage over this wouldn't have gotten so big and so public in so short a time.  As it stands, I feel I have to step up and explain a few things about what happened prior to the auction.

     While it is true that the idea for it and the announcement about the auction in the forums have been around for almost a month,  I must point out that ONE of the GM's did approach me and discuss this situation a few days ago.  I won't post the log as that is not allowed, but what I took away from that discussion was that the GM's had met and discussed introducing this new resolution.  I was under the understanding that:

  • Our advertising before the auction should be done in the /auction channel, rather than in /shout, as we had been doing.
  • Bidding in the /auction channel was acceptable, as long as it was kept In Character but that it was slightly frowned upon.
  • The test auctions that both Proglin and I ran at separate times appeared to have a bit too much chatter in the /auction channel

     I approached Proglin about this and we discussed taking the bidding out of the /auction channel.  As we had not been told specifically NOT to do it, we decided that, not only was it easier for us as the auctioneers to keep track of the bidding when it is done in a different colour chat, it seemed to us at the time that it was adding to the RP atmosphere of the event, not detracting from it. Thus, we decided to keep it the way we had originally planned it.

     Being forced to take the auction entirely into /say (We were told by the GM at the event to take it to /group or /tell - How is one supposed to foster an RP atmosphere by taking the RP into /group or /tell where no bystanders can see it and join in?), totally changed the mood and atmosphere of the event.  To try and keep the auctioneer sane enough to keep track of bids, we had to ask all the people there to limit their /say chatter.  This essentially killed the mood, and prevented (in my opinion anyway) many from expanding on the RP and playing their roles properly. Some tried and a big THANKS go out to you for trying to make the event even better than it was.  Proglin and I would like to sincerely apologize to Anfa, as because of the unexpected changes, one or more of her bids got lost because of range issues and she lost out on getting a particular item she had her eye on, even though it was clearly within her means to pay more.

     To sum up, part of the blame for this fiasco rests solely on my shoulders, but I am in no way defending the actions of the GM who intervened, as I feel it could have been handled much better.  Hopefully the outcome of this will be  a better system to help promote RP events like this, instead of suppress them, which is what I feel happened here.  From the few latter posts in the thread I feel things are headed in the right direction.

Bod

12
Linux Specific Issues / Re: 0.3.015
« on: July 09, 2006, 04:47:44 pm »
I have run the windows client under windows, and successfully under wine in linux.  I prefer the linux version to both as I find weird issues with mouse look in windows, and running the windows client under wine some graphics are missing from the interface for some reason....

So if it's a last resort it should work for you (I have no special setup for wine...just the defaults) but I much prefer the native linux client.

Bod

13
     I hate to say it but I have to agree with Zanzibar on this one.  I am definitely not a frequent visitor there, but today I had a slight problem in-game and as there were no GM's online I went to the IRC room to see if I could speak with one about it.  I asked a question and was immediately ridiculed.  I'm sure it was meant as a joke but as I was going there for some help I did not appreciate it.  I can't speak for the tone of the room changing, but I can definitely say that for a newcomer it would not seem very friendly to be mocked for asking a serious question.  I can only wonder what happens to others....

14
On a related issue, this 'quick fix' seems to have done the opposite to the Linux client.  While in autorun mode, if I click on anything, or hit return to enter the chat box, my char stops running.  This is new to the linux client.  I used to be able to chat while walking or running.  This is an annoyance I guess more than a bug as it's not very realistic to be chatting while running, but it was fixed for the windows client apparently so it would be nice if it was fixed for the Linux one as well :D

Bod

15
Wish list / Re: Market, trading, and shops
« on: June 30, 2006, 10:48:01 pm »
Bodacher takes a bow. "Royalties for all using this method can be sent to P.U.B.S. Auction House" :D

    While not positive that I was the first one to use this method, I'm the first one that I've seen do it.  I did it for well over 6 months while running my shop and never heard a bad word about it, especially since I only listed names and price (no OOC info), and I RP'ed that people were reading the list on a piece of paper tacked to the barrel I was standing on.

     Lately though, I've  gotten the impression that this practice was now frowned upon (though not necessarily against the rules) as being too OOC. I remember reading a Mod's post somewhere (too lazy to search for it and I can't remember who it was) that said character descriptions should only be what you, the character would be able to tell about the person by looking at them...guild info, whole background stories, and shop inventories should NOT be placed there....
Maybe I've misunderstoond the intent and while I do agree with that for the most part, if this method of listing a shop inventory cannot be used, then running a shop will become very difficult for one person, or become complete OOC chaos with everyone listing weapon stats.


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