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Messages - Brendan

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1
General Discussion / Re: The Quest system
« on: October 06, 2006, 09:08:24 pm »
Hi,

Perhaps you took my words more literally than I did. We're looking for an "as real as possible" scenario. And it can be done, and we will be able to do it.

Can you define "as real as possible"?

Human languages are unstructured and rely on context. Computers lack "intelligence" in any real form, and are generally unable to work with unstructured things. A computer can remember context, but only within the limits of their programming, and general have huge problems detecting which contexts are important and when contexts cease to apply.

Given this, "as real as possible" typically equates to a structured language consisting of keywords and formal grammar that the programming is capable of dealing with. If you're familiar with the "old fashioned" text based adventure games, MUDs, etc, you'd be familiar with formalised commands like "get <item>", "give <item> to <player | NPC>", "go <direction>", etc.

This approach can be improved with the addition of a built in thesaurus (so that, for e.g., the words gem, jewel, gemstone and diamond can be accepted equally; the words give, assign, deliver, donate, grant and supply are all treated equally; and the words have, take, acquire, obtain and receive are all treated equally). It can be combined with support for alternative syntax (so that, for e.g.,  "give <NPC> <item>", "give <item> to <NPC>" and "let <NPC> have <item>" are treated equally). You can also have some generic rules (like ignoring the word "the" when it occurs before an item, ignoring case and ignoring punctuation). With the examples shown, this would give 136 different combinations of words that could be used to give a diamond to the NPC - for example, "donate gem to <npc>", "let <NPC> obtain the diamond" and "supply <npc> the jewel" would all be equivelent.

With a large enough thesaurus, a large enough set of alternative syntax and enough carefully selected rules it could be reasonably effective. Is something like this what you refer to as "as real as possible"?

I can't help get the feeling that the current approach is to have N strings which are mapped to M responses, where the user must type one of those N strings exactly without any formal grammatical rules to guide them. Given exactly 7 specific words (e.g. cat, mat, hat, pat, dog, log, fog) in any order, there's over 5 thousand different possible combinations. Given the english language (tens of thousands of words) with between 1 and 10 of these words in a sentence, the possible number of combinations (even when you filter out all sentences that don't make sense) is difficult to comprehend. If I'm correct about the current approach your server will probably run out of memory before you can have a string for every "free form" sentence that a user could reasonably expect to work. Given limits on the developer time needed to find and enter these strings and the lack of flexability of the end result, thiis approach would be "less than wise"...

I'm also curious if the developers have considered keeping a log of all of the things players say to "quest NPCs" that aren't understood by the NPC - the variety of things typed in by new users would probably be quite revealing...


Cheers,

Brendan

2
General Discussion / Re: The Quest system
« on: October 06, 2006, 05:33:56 pm »
Hi,

We're not most games, and we're not after the easiest, but the most realistic approach. This is a work in progress so unfortunately there are a lot of difficulties to overcome, but the end result will be very much worth all the effort. We want people to treat NPCs as if they were real (i.e., real citizens of Yliakum just like your characters) and not just "tools" to get what you want.

Researchers have been working in the artificial intelligence area for quite some time, with much more funding than any of us are likely to see, trying to figure out problems like parsing natural language, machine learning, etc. The researchers haven't really got very far, but the developers of this game expect to solve these incredibly difficult problems with a few weeks of fiddling.

USER: Is there anything I can do for you?
NPC: Yes, I need 3 carrots for a stew I'm making - could you go to the grocer and get them for me?
USER: Probably not - I think carrots are out of season at the moment. Why don't you just use turnips?
NPC: Hmm, turnips would make it taste strange
USER: What if you only used one turnip, and added some pumpkin to make up the difference?
NPC: Yeah, I guess that'd work. Could you get me a turnip and some pumpkin instead?
USER: Maybe, but are you going to need anything else from the grocer in the next week?
NPC: In the next week? I'll probably need a few sacks of potatoes, more tomatos and some celery.
USER: Hmm, how  about you do a list of things you need from the grocer each week and arrange a regular delivery?
NPC: Hey, that sounds like a good idea...
USER: You could probably even talk the grocer into giving you cheaper prices if it's a regular order..
NPC: Nice idea - then I could make more profit from my stews.  I wish I had time to go talk to the grocer..
USER: Would you give me cheaper stews if I negotiate a regular order with the grocer?
NPC: Ok, as long as the grocer gives me better prices - it's been costing me heaps buying a few vegetables at a time.

In the dialog above, what if the user tried to talk the NPC into dealing directly with a farmer, or growing their own carrots? What if the user had some carrots but tried to barter, or told the NPC that the grocer increased their prices so they could keep the difference? How about if the user was hungry and decided it'd be better to bash the NPC and steal the partially made stew, or perhaps decided to go and get all of the things needed to make stews and start selling stew themselves (and maybe buy every carrot in town to make things hard for the original stew maker)?

There is no way one earth that the developers of this game will ever be able to allow people to treat NPCs as if they are real - the massive number of things a person can say, the incredible difficulty in parsing what users say correctly, and the work required to get the NPC to say sane responses makes it totally impossible. Add to this that most people use tone and gestures - is the sentence "I really like the color pink" a serious statement or was I being sarcastic? You can tell because of the way I said the word "really", and because I poked my tongue out at the end of the sentence...

In practice, there's usually a very small number of responses that an NPC is capable of (except for variations of "huh?" and "I didn't understand that"), and there's also a very small number of things a user can say to trigger the very small number of responses. Keywords will not work - consider something like this:

USER: Is there anything I can do for you?
NPC: Yes, I need 3 carrots for a stew I'm making - could you go to the grocer and get them for me?
USER: I used all of my carrots with your wife last night!
NPC: Yes, carrots - do you have them?
USER: No - I said I've used them all. I killed the grocer last week too...
NPC: Yes, the grocer - did you go see him?

Rather than trying to perform miracles, why not implement something that is practical and can be used? This is what most games do, and I expect it's what this game will do after spending years trying (and mostly failing) to make the NPCs seem "real".


Cheers,

Brendan

3
General Discussion / Re: First Impressions
« on: June 22, 2006, 03:29:54 am »
Hi,

Just a note - we have no levels in PlaneShift, but a skill-based system instead. I guess the overall problem can be summarized with:

  • It's too easy to die
  • It's too hard to come back to life

I assume my "running down stairs" incident is just an alpha stage thing that would be sorted out sooner or later. A few barriers/fences in the starter town might help too.

IMHO the overall problem is that there is no death, or at least nothing that is recognizable as death. If you told people that they owe their life to some evil force and that immediately before death the evil force would rescue them and magically transport them to DR and heal them, then it would seem much more realistic - something like a curse of immortality.

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If you populate DR with dark characters and lifeforms, then death will actually be harder for new players than it is for high level players (i.e. trying to avoid being killed by these dark characters when you've got no skills or equipment).

The DR is not going to be an open PvP zone.

I meant attacking or being attacked by these dark characters and lifeforms (NPCs).

The dark characters I mentioned will be impervious NPCs for quests, merchants, DR "citizens," etc. People may need to sacrifice items in the future, or do a task for an NPC. It's not going to remain a "find-the-exit" exit.

It just seems to me that the project developers decided that immediate relocation was an easy way to implement "death" and so they've built a story/excuse around it without actually thinking about what death should be and without implementing any "death like" state. If this is the case, then I'd consider it a mistake (which is totally acceptable for an alpha release) that needs to be fixed eventually rather than expanded and built into the final release. The DR should be considered a temporary "non-death" (the curse of immortality perhaps, where the developers could add a way to remove the curse when people can die in a "death like" manner).

The DR is still in infant stage, as is death itself. I don't really see why a relocation to another realm can't be enough in itself (no rituals needed) however. Right now everyone takes it very lightly, but work on the DR is far from complete.

Of course, but will the remaining work take the game in an (IMHO) completely wrong direction? I guess the entire idea of turning death into some form of holiday resort where people go to buy/sell, do quests and train seems completely inappropriate to me.

Everything you did while dead shouldn't effect your character after resurrection, therefore everything you do while dead should be mostly irrelevant after resurrection - buying/selling while dead should be pointless, and improving your skills and earning XP while dead should be impossible. This means that the only sane/worthwile reward for doing any quest in DR is being rewarded with life.


Cheers,

Brendan

4
General Discussion / Re: First Impressions
« on: June 21, 2006, 10:46:24 am »
Hi,

I guess what I'm saying is that making software annoying is rarely wise under any circumstances, and that the death realm is needlessly annoying (even with "-fullbright"), especially for new players.

Do you think the experience would improve if we could brighten the area without the player needing to use -fullbright from the start? The DR lighting is fine on my monitor, and it seems that some people just have to adjust their gamma settings. Do you have any suggestions you can make to take away the current irritation of the Death Realm without changing its concept and intentions?

Improving lighting (for e.g. filling in pits with glowing lava) would help new users to avoid "re-death". When I first arrived at DR I checked out the Golem(?) briefly, wandered across the bridge and blindly fell to my re-death at the first turn. On the second attempt I got to the same place and tried jumping straight across. On the third attempt I fell off the bridge on the way, and on the fourth attempt I tried jumping out to the right. Then I gave up, checked the forums and found "-fullbright", logged back in and saw another player turning where I'd previously been falling and followed the path to a large libarary where I asked and a kind player helped me out...

So yes, this would help with one aspect of it, but this doesn't really alleviate my main concerns...

My main concerns are that death immediately takes you to a "hard to navigate" place (with no chance of "in-situ" resurrection), new users are treated as harshly as players who've had a chance to figure out how to play, the death penalty is time and frustration rather money/equipment/experience/statistics, and parts of it don't seem logical.

I'm not too sure how much magic, religion, healers (spells, prayers, first-aid, etc) have been developed (or are intended), but I would assume that (sooner or later) it would be desirable for high level characters to be able to learn how to resurrect a player. An immediate relocation to a different zone rules this possibility out. It also takes the fun out of rescuing a guild members corpse from a horde of nasty foes, makes it impossible for evil characters to loot a corpse, prevents people from buying "life insurance", etc. There's a lot of options here that just don't work or don't work well due to the immediate relocation.

Every MMORPG I've ever played has had "less harsh" death penalties for new users - almost all of them have no penalty at all for players that are "level N" or lower. It just gives time for new players to become familiar with the game itself. If you populate DR with dark characters and lifeforms, then death will actually be harder for new players than it is for high level players (i.e. trying to avoid being killed by these dark characters when you've got no skills or equipment).

For the penalty itself, for most games it's lost XP, reduced skills, lost equipment, some sort of debt (or some combination). This means players can choose how they recover from their death, and don't have to repeat the same actions every time they die. The important point here isn't the form of penalty, but reducing the repetition.

Lastly, it doesn't make sense for dead people to die again, doesn't make sense for a dead person to still have their equipment/money, doesn't make sense to have a shopkeeper in the death realm, and there isn't any transition from "dead" to "alive" (no ancient ritual, no sudden jolt as the soul is rejoined with the body, no waking up in the graveyard, etc). It's like death doesn't involve any physical or spiritual change (other than your location) - I'd have thought death would be a little more profound.

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I'd rather see the death realm renamed, populated with vampires or something and used as a high level zone instead.

Well, I'd like a pony too, myself :} The Death Realm is going to be a much bigger world in the future, and its own world - it will be populated by dark characters and lifeforms, filled with quests, and our goal is to make it a lot more fun - while making it harder to die by mistake.

So if a Priest, Monk or Nun dies, they're sent to a place of dark characters and lifeforms? I'm sure there'd be quite a few religous characters that would be surprised at the effectiveness of their faith. ;)

If the Death Realm was much bigger and much more fun (quests, etc), will there be a way to get into DR without dying? For e.g. could a religous leader arrange a crusade against these dark characters, and would it begin with a large group of followers killing each other (with the last one standing doing some suicide)? Will these dark characters be evil and only attack players with good alignment?


Cheers,

Brendan


5
General Discussion / Re: First Impressions
« on: June 21, 2006, 08:05:50 am »
Hi,

Wow, no offensive replies - I'm impressed (had my flame-proof trousers on and everything)!  :)

A name is pretty important and it's something you have to write for yourself in most RPGs if not almost all of them so I don't think it's fair to complain about that.  Opportunities for creativity are what make RPGs fun, and there's a random name generator that can do the work for you anyway.

My mistake - I didn't see the random name generator (will try again when I finish replying).

When I first started playing, I actually recreated my character three times because I couldn't get out of the death realm and I couldn't stop dieing.  I think it's important for death to be a pain like that, and the devs are going to add unconciousness in the game so instead of dieing, you might just wake up at a temple or tavern.

Death should have consequences that people want to avoid, but it shouldn't needlessly irritate the user. For most games of this type you can be ressurected by other players (a spell or similar), your corpse can be dragged/carried to a healer or you can type in a command to be resurrected at the nearest church or something. In most cases the consequence is a temporary reduction in statistics (requiring a period of recovery), loss of material goods, loss of experience/skills, etc.

The idea I like best is that you become a ghost when you die, and as a ghost you need to find someone (an NPC or player) who can resurrect you. That way dying is like a mini-quest which can improve interaction between players and also allows the possibility of haunting your killer or roaming the lands as a spirit. When you are resurrected it'd cost you something - money, experience, etc which would be considered a fee for the resurrection.

I guess what I'm saying is that making software annoying is rarely wise under any circumstances, and that the death realm is needlessly annoying (even with "-fullbright"), especially for new players. It also doesn't make much logical sense to me - being able to die when you're already dead, and walking from dead to alive without some strange ancient ritual taking place. I'd rather see the death realm renamed, populated with vampires or something and used as a high level zone instead.

Clicking:  You didn't list middle clicking, and you should have gone and customized your controls anyway.  And it's your own fault for trying to find a rat to kill first instead of talking to people.  Planeshift is a highly social game, that's part of the reason it's unique.

Sorry - my mouse is a 2 button mouse (no scroll wheels, no middle button, etc). I do have a new cordless 5 button thing here somewhere but it doesn't work with my keyboard/mouse/video switch.

Saving error logs just saves them to your computer.  You have to upload them to the bug tracker yourself with a description.

People have actually done studies on these things - I can't remember the actual statistics, but it's something like the first 15 times a user sees a dialog box they read some of it, but after that they just click on the cancel/continue/exit button without thinking. One of the studies popped up a dialog box about 50 times and half way through started changing the text (for e.g. changing it to "Do you want to give me a million dollars? [yes] [no]" and things like that). After all 50 dialog boxes they asked the user if they noticed anything unusual and almost all users didn't.

Anyway, I didn't read any of the dialog boxes and assumed their content instead (it took me less than 1 second to get past both of them). I also assumed that someone else would've already sent a "crashes on exit when running on Windows XP" bug report. BTW I think the second dialog box is Microsoft's, where the bug report is sent to Microsoft in case the bug is with their "win32" API layer - I'll correct this post if I'm wrong...


Cheers,

Brendan

6
General Discussion / First Impressions
« on: June 21, 2006, 06:48:01 am »
Hi,

This game looks promising, so I want to describe my first impressions constructively in the hope that my comments might help to improve the game....

To start, downloading the game, installing it, etc is all very simple - no problems there.

The character creater looks very professional, but to be honest it's a pain. It takes me around 10 minutes to think of a unique name (and I never really like whatever I think of). The hardest part is trying to find a name that sounds "medieval" - in reality last names are passed down from father to child, and don't change much through time (i.e. any modern last name is technically a perfectly suitable "medieval" name, at least for human races). The other problem is that I have no idea what sort of name is suitable for each race (and yes, "Qwerty" was taken). The next problem is all the strange questions - spending ages reading options trying to predict what effect they'd have rather than just allowing people to change attributes directly (you would've heard this before). Something that should take 5 minutes ends up taking half an hour, which is OK for the first character but would become tiresome quickly.

I got in the game, walked around clueless for a while, tried to jump over a fence and got stuck in the middle of it, found the help did an "/unstickme". I set my camera angle (so I could see where I was going rather than where I'd been), changed the keys to be more like other games (Q & E for strafe, A and D for turning) and tried to find the "always run" option (still wondering about that). Then I fell off a small ledge and died. Welcome to hell (literally).

To be honest here (after dying several times while stumbling around in the dark with my character that is meant to be able to see in the dark but can't), if it wasn't for finding a post on the forums mentioning the "-fullbright" option I would've given up then and there. Every game I've played has some leniency for new players, and even for very experienced players death usually only takes five minutes to recover from, but not here. I won't continue describing this - the forums are full of peoples comments about the "anti-user" death realm. After being led out by a kind player, watching every step I made knowing that any minor slip means starting again, I continued.

Eventually I found a sewer with some rats - finally something I could kill. Now according to the manual you're supposed to be able to click on a rat and select "attack". This in itself is rather disappointing - it makes it impossible to sneak up on a target and attack them before they know, or to hide around a corner and cast some spells to weaken it before the fight begins properly, or to shoot arrows from a safe distance - things I'd do in real life (in real life, would you walk up to your victim and say "Can I attack you please?" - not exactly a tactic that the US would teach it's marines).

I did everything I could imagine, left click, right click, jumped up and down on their heads, re-read the manual, check the forums, swear at some NPCs, the "/attack" command, etc. Regardless of what I did I couldn't actually attack a rat. Then another player came along (also confused) wondering why he couldn't attack anymore - it was lucky (it was the only way I knew it was the game rather than me). I gave up trying to kill things.

Then I decided the only thing left was quests, so I started trying to talk to various NPCs. I guess people here will know what I mean if I mention Gandalf sitting at the entrance to Mordor - say "friend" to enter, heh. Most games like this have a list of valid options so that the user can just click on one rather than trying to guess the magic words - trying to get the exact phrase and actually type it in correctly is very annoying and constantly getting a "Huh?" response isn't realistic at all (especially when you can't slit their throats). I hope the discussions with NPCs aren't logged - there'd be quite a few obcene suggestions in those logs now (I wasn't in my best mood by this stage).

Anyway, get some stuff? Ok, no money to buy them, no way to get money and no other way to get them (the NPC/seller wasn't interested in my other offers :whistling:). Get something fixed? That I could do, or at least I thought so...

On the way back I made the mistake of running down the stairs, and guess what? Yes, I died. No, I didn't fall. I didn't have a shoelace untied, didn't accidentally slip onto my sword and my character wasn't prone to heart attacks or strokes - the stairs where nice and straight, it seemed so easy.

Back in hell. Completely frustrated I tried a nice shortcut key - "Alt+F4". This almost had the desired effect, except the game crashed during exit, invoking both the game's "Oops" dialog box and Microsoft's "Oops" dialog box. I didn't try to send a bug report using either of these dialog boxes (clicking on the "go away" button is a habit learned from years of using other software).

I guess I decided that it was easier to delete the character and create a new one than it was to try to get my no-experience, no-money, no-items character out of the death realm again. Then I had second thoughts - if I start a new character (with the painful character creator) every time I die then there's no point trying to improve any character as they'd die sooner or later anyway. It occured to me that getting out of the death realm was going to be a regular occurance, and that I had no intention of doing it ever again. The only logical conclusion is the uninstaller.

I haven't uninstalled yet - I just don't like quitting, and the game is promising. I guess I can't really understand how the graphics became so good while the gameplay, um, didn't...


Thanks,

Brendan

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