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Messages - Lliran

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1
Technical Help: Problems BEFORE entering the game /
« on: August 01, 2005, 02:22:56 pm »
Don\'t disable the firewall. That would be really, really bad. Work around the problem but NEVER (and I mean never) disable the firewall while you have a connection to the internet.

You will most likely end up with a compromised (i.e. infected) system in less than an hour if you disable the firewall while connected to the internet -- and then quite reasonably you will want to bifuricate whomsoever told you that disabling the firewall is a reasonable thing to try! ;)

Also, do you have a firewall running on your local machine? If you don\'t then making your host a part of the DMZ is not good -- i.e. very bad.

May I ask, why did you turn of NAT (network address translation)? If you don\'t have it on, then the port forwarding won\'t work unless your local computer has an IP address that lies in an internet-accessible range (and it won\'t).

Do this:

1. Turn NAT back on.
2. Turn port forwarding on and forward port 7354 to your local computer.
3. Do not turn NAT off - never, jamais, niemals! :)
4. Don\'t listen to well-meaning but misinformed people that suggest turning the firewall off as a solution to any problem you are having.

2
General Discussion /
« on: August 01, 2005, 01:18:25 pm »
Look -- PlaneShift (in theory) supports multiple servers. and there\'s no reason not to have a server that is exclusively Spanish. The community logged into that server all agree to use spanish for chatting. Ditto any other language.

Now the reality check... someone has to host this sever, support the code running on it, as well as provide the NLM translations.

So, it\'s not going to happen while PlaneShift is an Alpha IMHO but it will happen one day. Translating the client and server strings to other languages now is a good thing.

3
Technical Help: IN GAME bugs (after loading world) /
« on: July 30, 2005, 03:43:58 pm »
In any virtual world there are not the breadth nor depth of interactions that one finds in the \'real world\'. In the real world, people have Google, newspapers, police, courts, and media.

In days past, public order was maintained by expulsion, with resultant loss of access to resources and to the collective efforts of others. Those expelled made their living off the land as scavengers or bandits. Those that chose to live as bandits, if caught, were drawn and quartered and have their heads stuck on pikes as a warning to those who would choose this path.

Now, I propose a PlaneShift version of this to deal with all the miscreants...  ;)

Allow player killing. Allow stealing of kills. Allow all negative behaviour which is legitimate within roleplay. However, these actions have consequence depending on the context of the action.

If a player attacks another player (but does not kill them, i.e. assault) within sight, sound or reasonable discovery of other players or non-evil NPCs, then the offending player should lose a chunk of their reputation which is commensurate with the offence. Loss of reputation makes it difficult for them to be served by merchants of good or lawful alignment -- and increases the likelihood that they will be refused entry to the city or community in the future.

Significant loss of reputation (such when the offender kills a player other than in self-defence) will cause the player to be arrested or executed on sight by city guards, and/or perhaps cause the posting of a bounty for their heads by the city. If the player (character) is clever/lucky enough to escape and commit further crimes, then good luck to them -- the bounty increases as does the desire of the authorities to bring the miscreant to some form of justice (i.e. execution or imprisonment). This will probably cause the formation of a posse by some enterprising or vengeful group of players (guild membership does bring benefits -- just kill a guild member and suffer their wrath) and eventually result in the death of the offending player.

Incidentally reputations (both good and bad) should decay slowly with time -- as does people\'s memories -- with the result that an occasional small misdeed will be easily forgotten after a short time, while even large misdeeds can take much, much longer.

Now, death is not much of a deterrent is it? Here\'s how it can be. Once dead, if the character died with a poor reputation (less than a certain value), then the character is dead -- completely and irreversibly -- OR the character is stuck in hell for a few hours/days/weeks (actual time), depending on how poor their reputation is.

They should also not be rewarded for their actions, so a goodly portion of their possesions can be traded with the death god to \'wipe the slate clean\' so that they can be reborn with a \'neutral\' reputation (i.e. joe average). If they don\'t trade, then they get reborn with the reputation they had when they died (but one won\'t be so mean as to respawn them in Hydlaa Plaza!)

Incidentally, some of you may think that this favours Lawful and Good characters too much. Well, there\'s a good RP reason for this. Cities and communities not only depend on lawful conduct -- they define what lawful conduct is. Lawful conduct is that which does not weaken or threaten the community. Evil characters (but not Lawful Evil in the AD&D sense) directly challenge the viability of the community and emphasize antisocial behaviour (i.e. unlawful in the RP sense) that favours their personal position or gain. As a side note, it\'s interesting that Lawful Evil characters should actually do quite well in the cities, since they are careful not to \'kill the golden goose\', but instead aim to \'milk it for all it\'s worth\' (if you\'ll pardon the deliberate mixed metaphors).

If we want it RP and we want it \'real\', let sociopathic characters have a taste of what that means in \'real\' terms. :)

BTW: Incidentally, if any developers want to know how to manage reputation using a systemtic approach, they are welcome to contact me for information on the relevant mathematical calculus and engineering details (yeah yeah boring I know but someone\'s gotta build the damn thing).

4
Newbie Help (Start Here) /
« on: July 28, 2005, 01:07:23 pm »
It\'s not role play if you get your answers from the forum. Ask around in-game for where platinum and coal are. If you ask the right people and nicely, I\'m sure someone will tell... ;)

... well I hope so anyway.

5
Technical Help: IN GAME bugs (after loading world) / Read this
« on: July 27, 2005, 04:37:58 am »
Read this thread -> http://www.planeshift3d.com/wbboard/thread.php?threadid=16574&boardid=33&styleid=3&sid=d6ab3e4ee3e99f8204a1cf2c3ff15afd

... and please don\'t use all capitals (make sure your CAPS LOCK is off)

Thanks.

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