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Messages - Faraj

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1
Wish list /
« on: September 10, 2005, 02:49:09 am »
I see your point Rolf, and I think you are mostly right. Deriving from the subject, I was under the impression that the source code for the game is available as binaries. Maybe not for the client? ;)
 Anyway, after some thinking about it, I realized that there is another, more complex problem with my ideea. Graphics. The game doesn\'t know what I am about to invent, nor does it know it\'s future shape/colour et cetera. The only way I can see as a working solution to this and to the problems you have brought up, would be to include automated scripts (yes you are right!) that would be able to generate completly new graphics and !code! extrapolated from the initial ingredients mixed with prediction/probability algorithms. What I mean by this is that if I succesfuly craft something very difficult, for this ex. a sword, out of high quality items, I will prefer the one with huge damage rather than the one with no damage but too heavy to move.  The code could be communicated in 2 ways, first to any clients in sight range, or better, if not lag-prone, from any client that has made \"eye contact\" to any other clients this initial client encounters. Yes blahblah malitious code blahblah. Could the clients recieving the new code check against the game server at the recieving moment for a signature?
Sounds to AI era? I guess it is, and now that I re-read everything, I guess it would be far to complicated to implement something with so many variables and unknown factors, even with moderate succes.
It was worth a brainstorm over it though.

2
Wish list /
« on: September 09, 2005, 03:31:32 pm »
Quote
Originally posted by Rolf Blacksmith
 how do you control these items (there\'s nothing worse for a good game than an item or weapon made so powerful that it defeats other almost on its own)


You are absolutley right.  In my view, the better the quality aimed for an object, the higher the cost and skill req should be, and the chances of the crafting be succesfull should decrease (the devs could implement a craft success curve :) ). But inventing should not be limited to war items. I think it would be pretty cool to invent a water mill (I understand there are torrents of water, somebody was whishing for a spell to calm torrents), and use it to make semi-automated thinks like wooden doors or whatever (if the game engine allows it, that is).
A godly and apparently imbalanced item invented by a player, could easely made obsolete or at least surpassed by the item invented by another player.

 
Quote
how do you make this item accessible to the rest of the players (the others must obtain a copy of the model to be able to see, take or use it).


Why? Why do others need to obtain copies? If I were to invent a weapon for myself, I would custom fit it to my skills and abilities, and this means that for others it wouldnt be so beneficial. Not to mention they could invent custom fit items for themselves. I think that people should concentrate in copying the effects of some item, not the item itself.
This skill, Inventing, would allow people to take up jobs as custom items creators, and be paid for this service by other players.

3
Wish list / Crafting/Inventing
« on: September 09, 2005, 02:19:36 pm »
(Off topic) First of all, Hello everybody.  I am so new at planeshift, the game is still download in progress.  I did some extensive reading on the forums, however, and I\'ll try to be as concise as possible concerning my ideeas.

(Main) As I understand there are weapong (maybe other items) smithing/crafting skills already implemented in-game.  But what I am talking about is true inventing. For instance: somebody could take gold, and a hammer, and through some simple interface could choose a shape. Than add some other ingredients, making the final object get some stats/qualities from all (in this case the golden fork, or the gold chicken with gemmed eyes) . Or: craft 20 sprokets, combine them together, tie a hammer and 2 knives to them, and you have a pendulum.

Some might consider this a usseles skill, but think about it. It would allow for interesting game developements, such as forgery, and, most importantly, will create a great sense of control over the gameworld and should lead to technological competition and imporvements, as well as benefitting overall economy.

(Off topic) I really am in love with mmorpgs, and from what   I have read so far, I have great expectations from this game. I really like the ease with wich the players can, and do, communicate with the devs. I look forward to playing planeshift.

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