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Messages - pseudoprometheus

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1
General Discussion / Re: thx to the devs !
« on: December 17, 2009, 10:56:18 pm »
I, too, would like to thank the devs for all their hard work!  They get a lot of flak and grief but in the end they've made a truly stellar game that I always enjoy coming back to.  :)

* pseudoprometheus raises a mug of Kada-El spirits.

Here's to many more years of fruitful progress.

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General Discussion / Re: Your top Ten
« on: May 19, 2009, 01:07:51 am »
Less Difficulty    - 13 (1.4%) Greater difficulty    - 13 (1.4%) Ah, the dev dilemma subjectivity! I will interpret this as you want the game to be more difficult, but you want your challenges to be more fun and rewarding.

Xillix, I'd say your comments are pretty spot-on for the most part, especially this last bit.

And don't worry, the dev team's efforts to enrich the gameplay experience are appreciated.  Don't feel discouraged by the vocal critics, since there are many of us who're enjoying the game quietly!  :D

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Wish list / Re: Community Playhouse and/or amplitheather
« on: May 19, 2009, 12:55:12 am »
True, the story of Yliakum can be described as being a play of sorts, but that doesn't mean its inhabitants would automatically find no interest in watching plays or listening to stories of their own.  Planeshift -is- supposed to simulate a self-contained world with inhabitants that have culture, isn't it?

Also, just because there isn't a raging demand for theatrical performances among players right now, it doesn't mean that it's not worth investing some effort into fostering their potential.  Build it and they will come.

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General Discussion / Re: Your top Ten
« on: May 18, 2009, 11:31:13 am »
Just voted for my top ten, and I wanted to put an extra emphasis on one particular one:  the ability to influence the game world.  I don't think this idea can be stressed enough.

Of course, players do already have some ways to influence the game world, such as crafting weapons that have their characters' names on them.  However, as it stands now, a player could be very active in PS and gain a bit of renown among other players, but then leave for some real-life reason and never be heard of by newer players that come later.  If we could change this a little bit by allowing players to make direct (i.e. without going through GMs), tangible, lasting impressions on the game world, we can definitely add a lot of unique flavour to PS and make it that much more of a draw to new players and an anchor to older ones.

These game world impressions could include making graffiti on a wall (which could be reported by players if offensive or OOC) that lasts for months or drawings in the dirt that last for days, having a public library of player-contributed literature and maps as mentioned before (also with player-reporting of offensive or OOC content), and maybe even smaller, incremental impressions like footpaths being worn into the terrain when enough players traverse a certain patch of map in a week.  Basically, little things that make it easier for players to leave [and randomly stumble upon] signs that other characters inhabit the game world too.

Of course, there are no doubt many technical hurdles to overcome before any of these ideas could possibly be implemented, but I think any movement in this general direction would be a Good Thing.

5
I'd be pretty interested in hearing the answer to this as well.

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Wish list / Re: Community Playhouse and/or amplitheather
« on: March 02, 2009, 02:10:42 am »
I really like the idea of having an open-air amphitheater (in the style of the Greeks', only significantly smaller) in Hydlaa.

To throw in my two tria and clarify some of the ideas in this thread, I'll describe what I think a good implementation of such an amphitheater would be, and why I think it's a good use of resources (grab some popcorn, it's a little lengthy):

In order to address jaycol's valid concerns about chat interference, we would have the ampitheater in its own, small map that's adjacent to Hydlaa—similar to the Arena, but with an atrium instead of a corridor—like jaycol himself suggested.  The entrance to the amphitheater map would be in the city wall at the 'dead end' of the lower area of Hydlaa East; right next to where Uri Djho-Maat stands.  When entering the atrium, one walks up a few steps and faces a wall, and can turn left or right to walk down one of the two aisles of the amphitheater.  The amphitheater itself wouldn't itself be a super-structure since it would only have six or so descending rows of concrete slabs as seats (tri-sected by two aisles), and a stone platform for a stage.  However, it would still have the imposing, enclosed feel of a super-structure because the city walls would encircle it.  (If you go down and look at the city wall that Uri Djho-Maat stands next to, you can get a better idea of what I'm trying to convey.)

Why would this be worth working on?

  • For one, like jayco mentioned, it would be great to have an urban area to roleplay performances (or other functions) that has some kind of auditory buffering from the hustle and bustle of the Hydlaa streets.  True, someone could run in and start shouting incoherent garbage, but we'd be able to escort them out of the amphitheater rather than telling them to leave Hydlaa altogether, which would be absurd.
  • Additionally, adding an amphitheater to Hydlaa East would add some life and striking physical features to that dead-end, and would really help flesh out the character that the quarter has of being an area of high-brow culture, learning, and government.
  • Plus, adding a physical amphitheater would allow us to add all sorts of NPCs to Hydlaa in ways that make sense, such as a guard that too often neglects his post atop the city walls [encircling the amphitheater] to watch performances from above, or a quirky merchant standing next to the amphitheater's entrance who sells rotting produce (and buys the inedible waste products of players' cooking/'kitchen crafting'?).

If it's done right, there's little reason that the mechanics of RPing a performance, and the setting of the game, can't both benefit greatly from putting in an amphitheater.  Like Gavvie Strand said, just because we can RP a building doesn't mean there's no reason to build one.  (Plus, nothing about having an amphitheater would keep anyone from setting up their own makeshift theaters outside of the city anyway.)

7
Wish list / Re: Militia
« on: March 02, 2009, 12:36:42 am »
Well, we already have a training ground, of sorts.  It's called the arena:)  It's not exactly formal, but we can add an area dummies and guards and trainers etc.

Right, but Garile did bring up the valid point that the arena isn't well suited for educating the general population as to the basics of self-defense and defending the city.  The arena always struck me more as a place for higher-level fighters thinking "hey, lets go kill some monsters/people for the heck of it!" rather than as a government-run facility meant to help the population of Hydlaa fulfill their civic requirement of knowing how to hold a sword and hit something with it (which is what the training grounds would be for).

I would imagine that Garile's government-run training grounds would look like a handful of dirt lots surrounded by low wooden fences, with dried-seaweed-stuffed dummies propped up on wooden poles and some dried-seaweed-stuffed targets for target practice.  On the grounds there would be a storage shed and a small office (for record-keeping), staffed by an older, laid-back, retired general and his younger, aspiring, too-serious-about-his-job assistant.  Every city would probably have some kind of training grounds, though, especially if the requirement [of being able to defend the city when necessary] applies to all cities in Yliakum, so naturally the character of the staff would vary depending on which city's training grounds they were staffing.  (which brings me to my next point below ... )

The laws make the populations as a whole sound more militaristic then the vibe I get from walking around the cities and talking to NPCs.

It would make sense that Hydlaa would seem very non-militaristic despite the law in question, since Hydlaa is probably one of the safest towns in all of Yliakum.  So it makes sense that the citizens (and the staff of the training grounds) wouldn't be very serious about discipline and bearing arms since they wouldn't have as much of a need for it.   Compare that to smaller villages closer to the Bronze Doors, where the residents face a very real danger of being attacked by monsters that slip past the Bronze Door fortresses.

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Wish list / Re: Naming sacks
« on: February 28, 2009, 08:12:48 pm »
Added my vote too.  :D

As for the difficulty of naming items (since that's how they're identified by the server), why not add tags to the items to distinguish them from others?  For example (with custom descriptions thrown in too):

Name:  Sack (23247)  <--[like Mythryndel suggested.]
CustomName:  Lunch sack  <--[Replaces name shown in Examine window, but for server purposes, remains distinct from the item's actual name.]
Description:  A sack
CustomDescription:  A warm sack filled with steaming, freshly-cooked food purchased from a vendor in the Hydlaa Plaza.<--[Replaces generic item Description in Examine window.]

Items with custom names could automatically be deemed unstackable (to address an issue mentioned on the bugtracker item), whereas unnamed items would adhere to the default stacking behavior.

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Wish list / Re: Faint when your energy drops to zero
« on: February 28, 2009, 06:25:22 pm »
Forgive me for reviving this inactive thread, but I love the idea of having a stamina danger bar, and have always wanted my character to automatically do something more realistic than mere stand still when exhausted.  Perhaps exhaustion could work this way:

When a character is running and reaches physical stamina '0' (aka, the threshold between normal physical stamina and the danger zone), the character stops running, takes a mental stamina hit, and automatically sits down.  The player then has two options:  continue to rest and recover stamina, or get up and keep running.

If the player opts to stand up and continue running, then the character runs at half-speed (unless chased by a creature/opponent, due to adrenaline), his/her/kra physical stamina moves into the danger zone and his/her/kra mental stamina drains as well.  If the player stops running while in the danger zone, the character automatically sits.  If the player pushes the character to absolute 0 physical stamina (danger bar depleted), then the character falls forward and remains immobile for a few seconds, and then sits up and remains sitting until told to stand.

The same system could probably apply to mining to exhaustion (as some players are apt to do), but with the character falling backwards instead (since they're not moving forward and since the dying animation could be reused), and with the likelihood of finding minerals being reduced while mining in the danger zone (due to delirium).  It would certainly help to highlight the absurdity of constantly mining to exhaustion.

(For those concerned about the inconvenience of collapsing while mining or being in combat, complete exhaustion should probably already be something you'd avoid anyway, fainting or no fainting.  But hey, all the better to ask for food to provide a stamina boost, and for stamina potions to be added to the game.)

True, this would require more work than mere code adjustment, especially since we don't have falling-forward animations for any of the character races.  However, applying this sitting/'fainting' behavior would greatly improve the realism of Planeshift, especially for me since 'You're too exhausted to move' is likely the most frequent prompt I see in the game.   ;)

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Mac OSX Specific Issues / Re: Some Maps Not Working...
« on: August 22, 2008, 03:39:30 pm »
As per your suggestion, I opened PSsetup and set texture downsampling to 1/4.  This is what happened:

I opened Planeshift in windowed mode, and selected my Dermorian character.  (He's located in the Hydlaa plaza, I believe, because the Dakkru's curse message showed up, and Hydlaa plaza is where he spawns.)  My computer froze up when the loading bar was about 2 mm short of being finished.

I restarted by pressing the power button, and reopened Planeshift.  This time I selected my Enkidukai character, who was in Ojaveda.  The game world loaded, and I took three steps forward and turned right.  The computer froze up in mid-turn and I had to restart again.

11
Mac OSX Specific Issues / Re: Some Maps Not Working...
« on: August 20, 2008, 09:02:31 pm »
what are your system stats? you might have this bug
http://www.hydlaa.com/flyspray_upgrade/index.php?do=details&task_id=2056

do you have a ppc?

Nope, I have an early Intel iMac, running Tiger 10.4.11.

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Mac OSX Specific Issues / Re: Some Maps Not Working...
« on: August 18, 2008, 03:29:32 pm »
My problem was fixed by turning Vertex Buffer Object off.

For me, the crashes still persist even with Vertex Buffer Object turned off.

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Mac OSX Specific Issues / Re: Some Maps Not Working...
« on: July 24, 2008, 03:22:41 am »
and i work the tracker and would close it as i cant duplicate it and the forum is the place for this type of help. the devs spend less time on the forum yes then the tracker but bugs like this dont need to be on the tracker, end of story
Caarrie, my suggestion wasn't meant to aggravate, so I apologize if I upset you.  I only wanted to help, especially since this issue has been giving me problems as well.

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Mac OSX Specific Issues / Re: Some Maps Not Working...
« on: July 23, 2008, 09:19:01 pm »
True, we probably wouldn't get any better help on the Bug Tracker than on the forums, but I still suggest posting a report there because then the dev team can have all the known issues in one central location.  That's what the tracker is for, isn't it?  ;)

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If the moderators agree with player_of_games's advice, perhaps this thread should be made a sticky?

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