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Messages - XWNI

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1
Complaint Department / Re: Crafting or the 'New Realism'
« on: June 02, 2009, 07:06:04 pm »
This recent crafting change really is the final straw, :thumbdown:  I'm out, my characters may be checked now and again, but are now essentially abandoned.

All these changes to planeshift, in the name of increasing realism are horribly misguided.  :@#\   @Devs, shame on you

This is a game damnit, no matter how hard you try, it's still a game, and the characters are not real, no amount of RP will make them so.   More importantly, I have a finite amount of time available, a 24 hour day, during which I have to "do stuff", and can't simply sit around all day wasting time on a game that's going nowhere.

X

2
In-Game Roleplay Events / Re: Guildhouse Auction
« on: December 19, 2008, 01:54:15 am »
 >:(

I'd swear if it'd do any good.  I'll try shouting and stamping my feet instead

THOSE RESERVE PRICES ARE CRAZY.    I URGE EVERY HALFWAY SENSIBLE PLAYER-GUILD TO BOYCOTT THESE "AUCTIONS"

That reserve pricing does nothing to encourage roleplay, it only rewards power-play, power-mining and power-levellers.  This is *not* roleplay, and not where Planeshift should be heading.

XW

3
Hello ppls,

I might have a bug. can someone confirm, and/or prove to me that this is an expected behaviour?

My character, a Kran called Trymman Seigh, finds that he can not jump over the water wheels in the sewer since v0.4.01.   I need to go find the long way around grr.

I'm wondering if any other ppl (especially krans) re having difficulty at this part of the map, and if this change was intentional?

Cheers

XW

4
Linux Specific Issues / Re: Preload Models Errors (0.4.01 release)
« on: July 07, 2008, 01:25:30 am »
Thanks,

The loading problem is fixed now  food.zip has been updated to a fixed version.

I'm still seeing issues with preload models however  -- When preload models is ON, I am having difficulty moving between maps.

In particular, the path through the canyon from gug to bd1 does not render. When I try to enter it, my character is transported (teleported!) back into the gug map, usually on the ramp leading up into the city.

Also, the exit between the arena and hydlaa is unreliable, quite often is not rendered and not crossable, again crossing into the void causes my character to be teleported. 

Both problems have only occurred when preload model is on.  If I turn this feature off, the problem does not happen.

XW

5
Linux Specific Issues / Preload Models error can prevent game startup
« on: July 05, 2008, 03:57:40 pm »
Hello,

  re: system Ubuntu AMD64  with nvidia graphics running linux64 (hardy heron 64-bit desktop edition)

I've just used psupdater, and am now at revision 0.4.01.11 according to updaterinfo.xml.   psupdater CheckIntegrity agrees that my files  are current.

This latest update, shown below seems to have introduced a bug that is preventing the preload models setting from working.   The game hangs on the loading screen, and the login screen does not appear.

The workaround is to turn off preload models using pssetup.

-----------------------

About the update:

user$ ./psupdater

PlaneShift Updater Version 5 for linux64.

Checking for updates:
Checking for updates to the updater: No updates needed!
Checking for updates to all files: Updates Available!

Downloading update file..
Patching file art/things/food.zip: Done!
Checking for correct md5sum: Success!
Patching file data/gui/loadwindow.xml: Done!
Checking for correct md5sum: Success!
Update finished!

the error:
user$ ./psclient
Your configuration files are in... /home/user/.PlaneShift
DEBUG: Sound System Software Renderer Initializing...

planeshift.application.client:
  PlaneShift Steel Blue (0.4.00)
  This game uses Crystal Space Engine created by Jorrit and others
  1.4.0 [Unix-x86-GCC]
 ....
Using fontsize 18 for resolution 1152x850

planeshift_effects:
  Duplicate effect 'x_obj_quad' found!
  Duplicate effect 'x_obj_spire' found!
  Duplicate effect 'x_obj_star' found!
...
crystalspace.genmeshloader.parse.unknownfactory:
  Specify the factory first!
  [node: library,meshfact(name=food#berries_red01a),params,material]
psEngine destroyed.


6
Okay, so now I'm confused.

 I reinstalled planeshift, as an unprivileged user, using the x64 download.   The good news, it's now working, and I can log in  \\o//

Unfortunately, my "broken" install, the one that couldn't load iGraphics3d has also started working.     The reinstall was to a different directory, and was carried out as a normal user without root access, so my system libs  can't have been touched.

I ran a diff between the two installs using sha1sum, and they-re mostly identical.   The sha1sums were different however between some of the updated xml files, and the fresh install.  looking a little closer, the xml files were identical, except that the updated ones have the chr(13) carriage return (^M) in vi. 

There were differences in psclient.cfg, but that's to be expected -- mainly that the older install had extra stuff like my userid/password and a load of window positions in the config.  Also an increased buffer size for alsa.

Anyway, seeing as how both are working, I'm back to using my original, updatered install.   

XW







7
If the problem isn't obvious, I'll try to grab someone later on IRC.  I'm working atm, so am not able to spend time on my PS installation at the moment.

I should be around sometime after 18.30hrs UTC  (2008-06-30).

XW

8
Hi,  thanks for the reply -

Nope, this one seems to be specific to the new planeshift update.

My PS install was working fine with 0.4.00(1).   ldd of the psclient.bin shows that all libraries are matched up, none ar missing.

When the update is added, it falls over (going back to a fresh install of 0.4.00 allows the client to load).

XW

9
Hi All,

Just posting this for visibility.  Currently, my Planeshift install on AMD64 Ubuntu will not work.  I cannot start psclient or pssetup.

When starting from the console, the game is complaining about not being able to find/load a 3D driver.

Unable to load iGraphics3d.

XW

10
There now follows something of a rant, but all very valid points, so please bear with me, and apologies in advance if my writing is a bit all-over-the-place.

New players need a way to make signficant amounts of tria more easily.   Crafters need an easier way to sell and to find buyers for their wares.

The game mechanics, are contributing to a huge problem here.  New and nearly-new characters can't possibly afford to buy crafted weapons, and crafters can't afford to slash prices, even on "low" quality (Q100-200)  items.  It takes way too much time and tria to create a weapon.

It takes even more time if you work your own ores into steel, or even more tria if you purchase readymade steel from a metallurgist.

The crafter price needs to be high as a result of all the time and work involved.    The npc buying price is quite frankly a joke.  167 tria for a crafted sabre?  You must be having a laugh.. that just ain't gonna happen. 

The only way somebody can actually afford to learn crafting is through developing a higher paying skill such as mining.   Whoops, there goes another obscene amount of time, because it takes bloody ages to actually mine any significant amount of paying metal, in this case gold or
platinum, because all other metals are prettymuch worthless as for-sale items.

I find the dev's disregard for player's time in this matter to be shocking.  It gets worse however.  The dev's don't seem to recognise this as a problem, and there are actually certified idiots around who think the current situation is acceptable.

The current game mechanics are unreasonable, and very damaging to roleplay, and indeed to the game as a whole.     How many players have been lost, not because of bugs, but because it is too time consuming to play the game, to make tria and develop your character. 

I believe that there are tens (hundreds?) of thousands of inactive characters who have had no choice but to leave the game,  not because of bugs, but because of the broken mechanics and excessive demands on RL time.  I also believe that this number is not likely to stop growing any time soon.

RP should be encouraged, but for good RP to develop, the game needs players to stick around.  As things stand at the moment, there is only a small hard-core of players who can afford to spend the kind of RL time that is required by PS presently.

XW

11
Complaint Department / Re: "Time to die!" /die being abused
« on: May 05, 2008, 07:17:28 pm »
with a little bit of stamina training this will be a minor issue for your character.

I disagree, you're dismissing this too easily.   Stamina is an issue for new players, training is a necessity, and is both too time consuming and too costly.

The curse in it's current form is a bad idea, which can't possibly have been though through thoroughly.   All it serves is to create characters who sit around doing nothing for half an hour.

If the game is made unplayable, or made such that it takes an obscene amount of RL time to get anything done, then it has no future - new players will leave and do something more useful, only a small hardcore will remain.  

If you absolutely must have a curse, then str/mana and stamina should definitely be left alone.    Maybe a better solution would be for the curse to cause slow regeneration of stats, health/mana/stamina.    Players could purchase potions to regenerate each stat more quickly, or they could slow up accordingly.

Curses aside,  always appearing in the same place when exiting DR is the core of the problem imho.   There should be more respawn locations, some out in the countryside, and players should reappear in a random location, not always in hydlaa or oja. 

I believe a causing a curse of slow regen, along with having a random exit point from the DR would be appropriate.





12
Complaint Department / Re: "Time to die!" /die being abused
« on: May 05, 2008, 04:38:54 pm »
I agree that an overburdened char should be able to move, albeit very slowly, and possibly costing extra stamina.

It's not the players fault that the run to BD is so excessively long.  We shouldn't be punished so severely for taking the short cut back.  Maybe there should be a toll gate at the BD, allowing one to teleport back to hydlaa or oja for a fair but affordable fee?

I think hough, you're missing my point on the curse.. If I lose too many stats by dying, either accidentally, as part of a RP, or even on purpose, I'll just not be able to play the game.

When I get out of the DR, I will sit down somewhere, not necessarily because i'm overburdened, but because the low stats make my char useless for a time.   In this case, there's the chance that I'll stick around and chat in my guild, but much more likely is that I will stay logged in, sit my char down, and in real life, go watch a tv program, make a cup of tea, do some studying - anything but gameplay.

All the curse is doing is detracting from the ability of chars to play the game, and if it is allowed to continue IN ANY FORM, it will cost the game players. Planeshift already takes too much RL time to play, the curse is just making matters worse.

13
Complaint Department / Re: "Time to die!" /die being abused
« on: May 05, 2008, 04:17:00 pm »
Well, the Dakkru's curse is enabled now, to the detriment of the game.  It *must* be removed as soon as possible imho.

To defend the case of /die being abused to create a shortcut between cities,  I  submit that the stats and levelling system, particularly for newb's  makes this a necessity.   Without a very high stamina, a player needs to keep stopping to rest all too often, and a long cross country run is simply not feasable.

For some of us, wasting real-life time is a showstopper issue.  If I have to keep stopping on a long run to oja, well, obviously i'm going to take the shortest/quickest route, because my time is valuable to me.

In the case of the DR/Dakkru curse. the idea that my char has to be so severely crippled after exiting the DR is unacceptable.   The reduced stats make my character unplayable.  I'm just as likely to sit down, stay logged in, go afk, and do something useful with my 30 minutes.  This does not increase role play at all and will in the end, drive players away from the game. 

Get rid of this stupid curse.  The sooner the better.

14
Server Status / Re: Server down for maintenance - April 27, 2008
« on: April 27, 2008, 10:37:58 pm »
Hello,

Just wondering...  how goes the upgrade*..

...Is the server likely to be back soon, or is it now going to be out of action for some time?

XW

*edit* -- it *is* an upgrade right?, or are you repairing something?

15
General Discussion / Re: IMPORTANT: How you talk to NPCs has changed!
« on: August 20, 2006, 02:41:00 am »
Hello,

Please put the NPC chat back the way it was.  The latest changes have made things more complicated, wheras the previous method, select the NPC to talk actually worked quite well.

You have fixed a non-existent problem with a solution that is much worse,  :@#\  and has actually broken some NPC's ability to speak and interact altogether.

XW

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