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Messages - Quath

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General Discussion / Re: The Great inconsistency hunt is on!
« on: August 20, 2007, 03:18:32 am »
ot sure if it fits here but the small square gates at The Arena are architecturally impossible: over the two gate pillars there should be a single long horizontal stone... instead there are several small ones that are holding on the air. In reality such gates and the walls above them would just fall down. Fix that please.
Ummm.  A wizard did it:)

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General Discussion / Re: IMPORTANT: How you talk to NPCs has changed!
« on: August 21, 2006, 07:09:35 am »
Recognizing someone is a tough issue.  One way is to have everyone unidenitified until introduced.  The character keeps a memory list for each character it knows.  However, it can get quite long if you are meeting new characters and npcs over months.  If you cap this, you run into problems of forgeting people.  (This is not entirely bad and could be based on intelligence stat.)

As for talking to npcs, the goal is for them to listen when talked to but not respond to meaningless chatter.  But sometimes that is fun.  I once was playing around in a MUD I was coding for.  I decided to create a secretary npc that would show people into my quarters and give messages when I was out.  (Sometimes boredom is the mother of invention.)  I got her detailed enough to respond to so man words, that I renamed her to a generic player name and stuck her in the middle of a town.

I watched people interact with her and got a kick as how often people thought she was a real person.  It would take awhile for them to figure out that she was not a pc.  But it worked because she listened to everything and would respond to certain keywords.

So I would suggest having some nocs that listen to everything as well as some that only listen when activated.

Quath

3
General Discussion / Re: First Impressions
« on: August 21, 2006, 06:57:21 am »
I have written several codes at work.  It is always interesting to see what was assumed about new users and what new users really are doing.  I get surprised a lot.

So now when I know someone new is going to try out some software I have been working on, I like to sit with them and watch what they do and what they assume.  I then try to go back and code ways to odeal with their assumptions or update the documentation or error messages.

I like it that this game focuses on roleplaying.  Too many games out there are focused on stat building and PvP.  I think there is a healthy balance between l33t lewt, power gaming and roleplaying.  I think PS is on a good path.

Quath

4
General Discussion / Re: IMPORTANT: How you talk to NPCs has changed!
« on: August 21, 2006, 01:28:40 am »
I like the philosophy of the change.  I like the /greet idea.  By default it could say "Hello, $targetname."  But it could be extended to take arguments for customization like

/greet em tips his hat at $targetname.
/greet say Well met, friend.
/greet shout Great to see you again, $targetname!

They could be macroed and used when appropriate.  This would allow for an npc to be woken up in a roleplaying manner suitable for most everyone.

Quath

5
I watched it as well.  I think there needs to be some set-up.  Maybe you show a role played chat that leads to a duel.

I was also confused watching the duel because the Dwarf would stay standing upon death (not your problem, but a feature not yet implemented in PS yet).

Quath

6
Wish list / City Life and Economics
« on: August 15, 2006, 01:41:12 am »
As I trecked another bundle of rat skins along the road, I had some time to think about the economics of the situation.  Who uses rat hides?  Do they make good pouches?  Or clothes?  Or paint brushes?  The gushy eye balls were another commodity I was peddling but was worried about finding out how they were really being used.  Maybe potions?  Or stews?

But more fundamentally, with all the rat parts being sold, why were vendors still paying so well for them?  With such a huge surplus, the price should fall so people will find other things to do for money.  In other words, a more dynamic economy.  I have seen a few ideas so far on this here, so I figured I would offer mine as well.  It starts off with a slightly different problem...

How many NPCs live in a city? - Is it a hundred?  Thousand?  Few thousand?  You can't have them moving around at once or it would be too confusing.  But it would be nice to be able to deal with a city and its population.  So here is my simple idea for a town/city.  Set the following information for each town/city:
  • Population
  • % of population is human (and store racial percentage for each race)
  • % of population are artists, soldiers, smiths, healers, etc
  • Index of locations in town. 
  • random number seed
Generate a npc - So for fun, you could generate a random person.  Say if the town had 100 people, you could use a random number to get 1 to 100.  That number (say it is 23 for this example) is added to the random seed to be used to generate that person.  The random seed picks a name from the name generator, a sex (50%/50%), a race (from the city information), a profession (from city information), and body type.  This information should always be the exact same for the 23rd person of this town.  From there you can sample a starting location (home) and several points of interest to go to and then back home.

This adds some interesting atmosphere as you recognize npcs and see them go about their day.  It also adds some persistency because you can figure out where each person lives and it will stay the same (until the percentages are changed).

Economy - Full blown capitalism is hard to model.  After all, if rat handbags became too expensive, people may buy silk handbags or burlap or just carry things by hand.  It is hard to model full supply/demand.  But I think there can be some fun approximations to it.  So for each item, a target price could be set.  Also its desire (and desire of goods made from it) by profession could be entered.  I see exporters or caravans as a profession for this concept.  So for example a rat hide:

Target value - 20 tria.
Artists 2, coat makers 50, smiths 20, farmers 30, exporters 100 (numbers represent how many rat hides a 100 people of that profession would buy in a real life day)

So say there is a city with 200 artists, 100 farmers and 10 exporters.  They would want to buy 4 + 30 + 10 = 44 rat hides a day.

So we can figure out the surplus for each city:

surplus = number hides gathered by pcs + number gathered by npcs - number bought by pcs - number bought by npcs.

The only thing unknown is how many npcs are farming hides.  This would have to be entered on a city by city basis.  The default could be 0 for a player driven economy and = number bought by npcs for a naturally balanced economy.  But once that is known, the surplus can be counted.

The price can be adjusted as

new value = target value * (1 - surplus / number items bought)   Min value = 1, Max value = 10 * target value

Issues
1. Lots more information has to be entered.  However, if you set up the city information to generate random people, the a lot of it has already been set.  Each item would need to define its desire by profession and how many producers of this good per city (or a good default).

2. Need to store bought/sold information for each item for each city.  This is not too bad, but costs more as number of istems and cities grow.

3. Computing new prices could be expensive.  My suggestion would be to run a script at night (every 24 hours) to compute the new prices for the next real life day.

4. Lots more room to customize cities.  There could be a plague or a war that decimates a population.  The economy could adjust until the population rises back up.  More exporters could be created to equalize prices among cities.  Or fewer if the city is far away.

7
General Discussion / First Impressions
« on: August 14, 2006, 03:45:39 am »
I have only played a week, so I wanted to give my impressions as a beginner.  I will probably show some ignorance in this, but that may be helpful as well to see what people may assume about the game.  Overall, I am highly impressed.  Lots of good design decisions and future direction from what I can tell.  I find it a good roleplaying environment and a good background story (although I only know part of it so far).

Character Creation - I like the details and how you can use character points to customize a background.  I was thinking of a similar system a few months ago for other MMORPGs.  I can see this expandable in so many ways (faction adjustments, starting items, and family lineage (create children from existing players).  One suggestion would be to turn the excess CP into money.

Starting out - I was very confused about where to go, what to do and who was a PC and who was an NPC.  I skimmed the manual as I played to try to figure some of it out.  Over time I did, but it was a slow learning process.  One way to help this out may be to start people off with a simple quest like to take a note to a merchant that sells swords.  This merchant will ask a quest of the player to kill some rats in the sewers.  Kind of typical, but a good way to help a new person get their bearings.

Quests - I never did find someone who would offer a quest.  Maybe I asked the wrong npcs.  However, I really like the system where you have to talk to get quests as opposed to having them just handed out like candy.

Combat - Took me awhile to find out where rats were.  I didn't feel comfortable fighting them hand to hand.  I figured I needed a weapon first, so I was very reluctant to fight.  Once I did, I killed a lot of rats.  It is too early for me to judge the risk versus reward.  I did notice one monster (torpor?) that did not fight back.  His friend did though.

Movement - Took me awhile for me to get comfortable.  I finally switched to first person and mapped mouse look to right click and context menu to middle click.  That has worked well for me.

Loot - I got a lot of rat hides that I could not sell.  Took me a long time to find out where to sell the other rat parts.  I finally threw 100 hides away because I couldn't carry anymore.  I asked around, but didn't get much help until today.

Exploring - I probably spent 4 or 5 hours exploring the plains out of the north? gate.  I fould many interesting ways to fall to my death.  My suggestion would be to show major roads a little better (if there are any).  I got lost and never did find a city I was looking for.  I did head out the east? gate but when I got to the forst path, I was stopped.  I thought it was an invisible wall until someone told me it wasn't.  I then realized I had to just try really hard to get on the path.

Grouping - This worked pretty well except for the other group member's life and magic bard going from blank to full.  It was hard to follow group members because they kept disappearing.

Death Realm - I spent a few hours here until I found the way out.  It was frustrating, but good in hindsight.  I can't wait to see how this is expanded.

Spawning - Monsters just appear before you ina very predictable way.  I think random spawns would help out some.  Also, do not allow for spawns to appear in view of a player.  I think this preserves an air of realism and gets rid of some camps.

Communications - Good standard communications.  I like the range limit on says and shouts.  It was odd to see large groups of people standing in a circle saying nothing (guess they were talking in guild or group).  I thought they were NPCs for awhile until I finally noticed different color of names.

Graphics - Very enjoyable.  There are a couple of places where graphics seem to be undefined like when you come out of the sewers and when you look at the huge waterfall from far away.

I am very excited about this game and can't wait to see what happens in the future.  Good work.

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