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Messages - mateuszzz

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1
Newbie Help (Start Here) /
« on: April 21, 2006, 03:31:32 pm »
And what about armors? Are they just unusable equipment or do their work already?

2
Technical Help: IN GAME bugs (after loading world) /
« on: April 15, 2006, 10:05:32 pm »
I have the same problem - after about half an hour of playing game in window stops (described by Goldir) wherever I am. This didn\'t happen in previous relase nor in the temporar version of .14 for linux.

3
Wish list /
« on: April 11, 2006, 10:03:28 pm »
@ derwoodly
I think you have a great idea - especially combined with Nyramael\'s one ;-) The way i see it: after typing simmilar sentences a few times in a row NPC would react giving a hint, but not a exact \'magic sentence\' (f.e. magic sentence to guess is \"I want to buy lamp fuel\", so NPC hints \"I don\'t fully understand you, but it seems to me you want to buy lamp fuel\"). After another twenty Nyramael\'s idea - give player option whether he wants to see exact sentence. Should they choose to see it, give them less experience (50% or something like this) for completing the quest. To prevent typing \"asdf\" and such \'sentences\' make script checking key words (for example \"Spine\" in thorian shield quest).
WHY:
*The player will spend some time trying to guess on his own
*People who play \'more realistic\' (no hints) will be awarded with more experience for quests
*You must admitt that interactive conversation can be achived only when both sides try to make a consensus - not only the alvie one ;-)

4
Wish list /
« on: April 10, 2006, 05:38:47 pm »
I would find it more interesting to have a talk with NPC rather than stop it every time I can\'t guess the correct \'magic sentence\'. So there is another method - make NPC able to understand different versions of one sentence - this will be time consuming for people who make scripts, but you must admitt that only then we can call talking interactive. What\'s more it would make long-talking quests real - have you ever played \"planeshift: torment\"? THAT was role-play game... there was fun in choosing the best possile answers (often one of five-seven, not the one-and-only \'magic sentence\'), as it affected the way NPC answered later. I know that is a lot of work to do, but making NPC more understanding would be a good start, wouldn\'t it?

5
Wish list /
« on: April 10, 2006, 08:41:39 am »
I have another idea, I think even easer. In almost all cRPG games you are shown different options to say. If something like this is not easy to make, or you just don\'t want to do that, it would be nice to add \"/whattosay \" command returning sentences possible to understand by this NPC you are talking to.
example:

/whattosay Harnquist
*hello
*who are you
*give me a quest
*\'Spine will know it\'
*wonderful weather, isn\'t it? //maybe in the future ;-)

WHY:
1) some players don\'t speak english very well as they are foreiners (I\'m for example Polish). In most games i use dictionary and somehow manage to play. But it\'s a way harder to guess what sentence will be accepted by NPC.
2) in real life (and Planeshift is to be realistic, isn\'t it?) nobody cares whether you say \"Bjorid needs dye\", \"I need blue dye for Bjorid\", \"You forgot to give Bjorid a blue dye\"... and so on. Knowing exactly what to say nobody would spend hours trying to guess.

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