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Messages - Birk

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1
Fan Art / Re: The New Planeshift Comic [Comments]
« on: March 09, 2007, 03:25:46 pm »
Great work. Not a very critical comment, I know. But honestly, great work.  :thumbup:

2
Guilds Forum / Re: [GUILD] The Enlightened
« on: March 09, 2007, 03:00:41 pm »
I am delighted to see more Enlightened around. I was getting worried for a while, though I`m sure there was no reason to be.  ;)

3
Mac OSX Specific Issues / Re: Mac OSX Guides Now Available
« on: March 04, 2007, 05:54:12 am »
Well done to everyone involved!  \\o//

4
We'll get there. I have a working pssetup.app, and updater.app. Unfortunately I still have some issues with getting psclient.app to compile cleanly. :(

5
General Discussion / Re: Sack questions
« on: December 07, 2006, 01:22:14 am »
Aparently size of an object is important too. I was at least unable to fit a Claymore into my sack. If I remember correctly, the error message said something about the item being too big. Well, It is understandable I suppose. A 1.5m sword inside a sack would mean the sack is very big. :D

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Mac OSX Specific Issues / Re: New Mac Version?
« on: December 02, 2006, 07:20:25 pm »
With some effort you can compile it yourself. It is actually not that hard, and a fairly detailed description is found on the following thread, and it's references...

http://hydlaa.com/smf/index.php?topic=26531.0

I compiled it a couple of days ago, and it works nicely.  \\o//

7
Wish list / Re: Expand Stats
« on: July 06, 2006, 02:45:01 pm »
My point was simply that there are multiple ways of implementing this. Time-decaying skills is just one of them. As to what system Starwars Galaxies uses, I would not know.

8
There seems to be additional problems, i.e. I am still experiencing crash at startup. After applying the patch, the error reguarding freefnt2 library disappears.

Next problem is related to libvorbis. The file sndsysogg.csbundle seems to want libvorbisfile.3.dynlib installed under /usr/local/lib:

Library not loaded: /usr/local/lib/libvorbisfile.3.dylib
  Referenced from: /Applications/Planeshift3D/psclient.app/Contents/Resources/sndsysogg.csbundle
  Reason: image not found

 There is a libvorbisfile.3.dynlib included in the package. However, creating a symbolic link to it from /usr/local/lib produces an error about library version incompatibilities:

Library not loaded: /usr/local/lib/libvorbisfile.3.dylib
  Referenced from: /Applications/Planeshift3D/psclient.app/Contents/Resources/sndsysogg.csbundle
  Reason: Incompatible library version: sndsysogg.csbundle requires version 5.0.0 or later, but libvorbisfile.3.dylib provides version 4.0.0

9
Wish list / Re: Expand Stats
« on: July 05, 2006, 10:28:41 pm »
I must say, I like the initial post, but I am somewhat disappointed with the rest of this thread.

Why is there an immediate connection between the suggestions of "not allowing players to obtain maximum skill level in all skills" and "skills decay over time"?

As I see it, there is no need for such a connection. If each player got a certain number of skill points, which may be distributed over various skills, then this would allow players to design a particular player, e.g. a fighter, or a magician, or a miner. The choices made about which skills to train would create the character. Now, if a player has used all the skill points, then in order to train something, e.g. become a better in Crystal Way, you would have to surrender some of your other skills. Which skills to surrender could be optional, and would allow the character to grow in a preferred way.

Sure, decaying skills would be one way to keep players from having max skills in everything, but it would be a poor implementation. However, distributing a given numver of skill points *would* advocate a society with diverse skills, and with cooperation/RP.

As an example: the new release supposedly has decaying weapons (I have not played it yet, as the OSX client is not ready...). This means that the weapons must be repaired. So: most people would naturally train weapons repair, and go by playing the same character as before -- without much impact of weapons repair on the society. However, decaying weapons would add a whole new dimenstion if only some people trained that way. Others, perhaps more interested in healing than repairing swords, would have to go to a player with the correct skills when the sword got damaged. It would create a market for skilled labour.

Now, please keep posting, but first I encourage you to re-read the initial post, and try to see how this could work *without* skills that decay over time!

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