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Messages - Beliy

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http://planeshift.cvs.sourceforge.net/*checkout*/planeshift/planeshift/docs/history.txt

Quote
*** 2007-07-25 by Rakhun applied by Tom Towey.

Just out of curiosity, when patches like this are checked in to cvs, what is the process for getting them in game? I assume that it is server side code that will require a server restart?  :detective:

I just now checked for client updates and there were none, but the stacking problem still is occurring. I had two 110/110 daggers in my inventory and crafted on that was 85/85 and it went right on top of the other two and created 3 101/101 daggers. <Edit> To clarify, I did place the newly crafted dagger into an empty slot</Edit> . I point this out not so much to nag anyone, as to say "hey, if this problem is thought to be fixed in game, it isn't."

Beliy

2
Complaint Department / Re: Just a few observations
« on: July 26, 2007, 05:32:41 am »
. . . since it seems the powers that be don't rightly want to share their thought with us common folk, as this has been the status quo since the begining.

That's not at all true, they have shared their thoughts on the subject, repeatedly. Those thoughts tend to revolve around prioritizing an overwhelming number of issues, not the least of which is getting a stable game engine and server, with a limited number of developers who are all spread very thin.

That's not to say that we can't gently remind them from time to time that such things are a concern for the players. That is, after all, what the complaint board is all about. It may, however, help if we do this gentle prodding without casting aspersions.

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Complaint Department / Re: Just a few observations
« on: July 26, 2007, 02:37:14 am »
I may not know about everyone, but all the new characters I've seen, be that from new players or odl, evenually pick up a pick and start shoveling for gold . . .
Well yeah I can't say that most people don't use mining for money . . .
Which quickly leads to the discussion/complaint about why mages, blacksmiths, fighters, merchants, etc. etc. feel the need to sweat in the hot sun and thicken the callouses on their hands playing part-time miners for spending money to finance their occupations. But that's another discussion.  :offtopic:  :whistling:

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General Discussion / Re: Running around with drawn weapons
« on: July 23, 2007, 01:11:58 pm »
When I first started playing, it was pretty much a player enforced de facto standard that citizens sheathed their weapons in town. This was enforced ICly with an exchange that went something like this:
Sir Dwarf: Sir, sheath your weapon please, there is no danger here. Hydlaa is a safe place.
New Citizen: Huh? I don't wanna...I don't have to. You can't make me. Neener Neener Neener.
Sir Dwarf:  Sir, I shall ask you one more time. Please sheath your weapon.

New Citizen challenges Sir Dwarf to a duel

Sir Dwarf accepts and hits New Citizen with one Energy Arrow, sending him to the DR.

New Citizen humbly returns to Harn's a short time later with his weapons put away.

While I agree in principle that weapons should not be carried about in town, sheathing a weapon is not currently an option.

There is no animation or sheath on the belt, agreed. You can however create some shortcuts such as this:

Shortcut 1:
Name: Daggers
/equip dagger
/equip dagger
keyboard control: k[nife] # use whatever works for you :)

Shortcut 2:
Name: Sheath
/dequip dagger
/dequip dagger

HTH,

Beliy



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Complaint Department / Re: PlaneShift - Graphics & Requirements
« on: July 23, 2007, 02:17:19 am »
I don't know if this even belongs here...if it is related, or if it belongs in the tech-support area [Moderators--Pls move if it is appropriate],  but your post got me wondering if a similar problem I've had of late is related.

For as long as I've been playing, I've resized my PS window to be as large as the client area of my desktop, so that I can have access to my Gnome toolbars, tasktray, and launchers-- never with any problem. As of late though, whenever I mouse away from PS the window freezes to an unplayable state for a very long time-- This morning long enough that some cold steel I had put into the forge went redhot, and then to dust before I could regain control of my game to take it out. Could changes made in the .019 upgrade be responsible for this, or have I just been fortunate up to now to have never seen this before?

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General Discussion / Re: Fighting on Plaza ALWAYS OOC???
« on: July 10, 2007, 01:45:08 pm »
Just to add some "food for thought":

It's not only conceivable, but quiet realistic to imagine two lawless factions having a series deadly skirmishes in a larger war within the boundaries of large, well ordered cities. Often this involved  paying local law enforcement and politicians to turn a blind eye.

Two examples that come to mind would be the Bowery Boys and  Dead Rabbits, among other groups fighting very publicly in New York city in the 1850's, and the Northside and Southside gangs of Chicago (Bugs Moran and Al Capone) battling publicly during the prohibition days of the US. The two had very different outcomes. The first example eventually did end with law enforcement engaging everyone and killing pretty much all of the battling parties. The second ended in the St. Valentine's Day Massacre, which Capone won and ruled Chicago crime.

Ultimately, Capone was, as many know, prosecuted, not for killing, but for another crime --income tax evasion. Interestingly, the ultimate result of gang wars involving control of liquor sales was to change the laws and end prohibition in the United States.

So, while military strategists looking to wage war sanctioned by governments might find urban warfare untenable, petty thugs and other lowlife seem quite adept at having bloody battles in very large, well policed cities, while, at least for the short term, living with impunity.


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Wish list / Re: I just found out that some quests aren't repeatable.
« on: February 24, 2007, 06:42:27 am »
I admit that this is an issue that does bug me out a bit, in that it appears that some quests may still conflict in terms of completing others. Not knowing much about which are simply broken, and which do conflict, and which are just a pain to play "guess the phrase", it is a bit distressing to now have to consider that you may not get a quest back if you delete it in an effort to complete others. But, honestly, in the big scheme of things, I suppose it isn't really a big deal at this stage.   :beta:

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General Discussion / Re: Define: Power-leveling?
« on: February 17, 2007, 05:46:10 pm »
I stand corrected...  :-[
The post I was referring to did,  if fact, state a "few" years away, not one as I said.

Beliy

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General Discussion / Define: Power-leveling?
« on: February 17, 2007, 12:11:24 pm »
I've often seen it stated that PS is not about power-leveling, and that players really ought to find better things to do than mindlessly camp mobs to level. The MOTD often encourages us to "try to complete all of our quests" and "try some crafting", "it is pointless to collect money", "help the government" and such. So I have trained my primary character to a level where he can fight a variety of rogues, dark rogues, and the brigand without dying. So, "good enough", I figure, "lets try some crafting and to complete some quests."

Now I'm finding a variety of quests where I'm asked to make a choice between paying a huge percentage of what tria I have left after recent events or produce ulber parts. So, I figure, let's go play with some ulbers. I march up to one, brandish a pair of 300/300's and start slashing. Damage I am able to inflict upon the beast with my weapon skill? ZERO  :sweatdrop:
Damage I am able to inflict with my second realm Crystal Way magic? Not much....maybe if I survived long enough, I could take him in an hour or so.

Ah, Crystal Way, there is another matter. I've killed all sorts of mobs to earn the PP and mined seemingly forever to earn the tria to train to a point where I can use some common Crystal glyphs, and thought myself "accomplished." Until, that is, I did some more questing and got this glyph that I had no idea what to do with. Upon asking around, I was told that I would probably need to quadruple my Crystal skills to use it at all.

I am _not_ whining or complaining, mind you. I clearly need to go back to the arena and camp some spawn points to earn more tria and PP to increase my weapon and magic skill,  I've no problem with that.

What I want to know, however, is in view of the anti-power leveling/spawn camping culture here, when will I know that I have crossed the line from "trying to complete some quests" to the cursed power-leveling????

Here is my real point...the Dev's are doing a great job on the game engine, the artists have done a spectacular job on the in-game aesthetics, and the settings team is really doing some great things as of late, my hats off to them _all_ -- but as PS is becoming more stable and may be _only_ a year or so away from that 1.0 milestone, I wonder if more attention ought to be given to the developing 'culture' of the mMorpg, the expectations that the Dev's have for how the players play the game and act in game, and how players relate to one another in game?

Respectfully,
Beliy


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General Discussion / Re: Iron vs. Gold (once again but necessary !)
« on: February 15, 2007, 10:58:06 am »
Unless all the different commercial organizations and individual merchants form a Cartel  :devil:

Interesting point that was brought up, somewhat,  in-game yesterday by some who wished to discuss setting a standardized price for the sale of steel and weapons. It seems, though, some of the "younger, hungrier" citizens of Yliakum are reluctant to entertain such ideas, because, as they stated very passionately in-game, "collusion is illegal in my country." So, it seems that so long as there are those who want nothing to do with anything that smacks of a cartel, no-matter their reason, the idea is unlikely to work.

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Technical Help: Problems BEFORE entering the game / Re: update??
« on: December 27, 2006, 02:47:22 am »
Okay, so while I'm patiently waiting for an update to be pushed out to solve the same issue Coneitic described, I'm curious how the 50 people online already got the update, or somehow didn't need it? ???

12
Wish list / Re: /die <message>
« on: November 26, 2006, 05:20:35 pm »
Split the difference? It could be set so that /die by itself  results in "FooBar has died," whereas '/die of a massive dagger wound to the face' results in "FooBar has died of a massive dagger wound to the face."

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General Discussion / Re: Link down for torrent
« on: November 21, 2006, 10:06:41 am »
Server's up. Have fun :) Linux client is released too.
Sorry if it is painfully obvious and I've just not had enough coffee, but is there a link somewhere to where I can download the Linux .17b client?
I do not see it on the main site's d/l page.

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Guilds Forum / [Guild] Exemplar Seneschal
« on: November 20, 2006, 03:42:44 pm »
History

The young acolyte Beliy Senneca returns quietly to Hydlea from his time cloistered with the Grand Mages of the Crystal Way. Remembering with consternation the difficult path of the newcomer in this beautiful and prosperous land, he heads straight to the sewers to begin the tedious task of kicking rats until they roll over with a slight whimper. Ever so carefully he skins the varmint, carefully removing their tails and eyes while he works. It isn't that long before a slew of the beady eyed beasts gather to nip at his modestly covered feet in mob fashion. Soon he knows it will be time for him to visit the other Realm.

A cold and bewildering place, the Death Realm offers many an opportunity for the hapless visitor to lose his footing, to be returned once again face to face with the Death Guardian. Tis he who Beliy had come to see in the first place, knowing that the hulking beast will be all too happy to offer him a few meager coins for his trappings. Though a much easier destination for his wares, Beliy knows the Arena is no place for one unpracticed in the art of combat, and that he surely will have to, like it or not, visit the Other Side many times anyway. So, he is content to sell his rat parts to the Guardian he has becoming accustomed to visiting. Slowly he makes his way down the long, narrow pathways and up the circuitous stairways to find the portal back to the Other Side-- that of the living.

After many of these round trips, the mage-to-be manages to raise the funds to purchase a pick axe and pays the town smithy some of his hard earned money for a bit of instruction on how to dig for gold. But this frail young man is so very bad at mining, he knows many long days and nights in the sewers lay ahead still, so that he can, day by day pay for more tutoring in the finer points of mining. Beliy slowly feels his mind that he had spent so long sharping with the Mages becoming duller and duller with each swing of his pick.

One night, after a long day in the sewers and a doubly long night in the mines, Beliy was fellowshipping with his new neighbors in front of the smithy's shop when along came a Dwarf who called out, "Looking for newcomers! Who needs work?" Quickly Beliy queued up behind an unfortunate chap who he overheard being sent to the next town over for some errand or another. Having been there some years before, Beliy dreaded the thought of being sent there, knowing how very little endurance he had after his time studying the Arcane Arts. The town the stranger had been sent to lays over a perilous mountain range, the path filled with many nasty rouges, bandits, and justs plain thugs-- not to mention many impossibly large beasts.

With trepidation Beliy stepped up to the strong looking Dwarf and swallow hard. "Lets take a walk Beliy," he said confidently. Unsure what the Dwarf could possibly have to say, he followed none the less to a nearby park bench. "I've seen you around here a lot, Beily," he stated as he settling himself onto the bench. "How are you doing?," he enquired. Thus began a long conversation with the total stranger seated before him. He quietly took a seat on the ground at his feet, recounting his life story up to that day, and try as he might, found himself completely unable to contain his frustrations. The Dwarf listened quietly, interrupting only to ask strategic questions intended to size up the young acolyte. "Beliy, I believe you to be of pure heart" , he concluded. "I will lend you enough money for you to complete your mining training. You can repay me when you are able." This the kind Dwarf volunteered, completely unprovoked by the mild mannered Beliy. Astounded, before even seeing the seemingly huge sum of money his new benefactor was about to offer, Beliy stammered, "Good Sir, if you do this I shall repay ten-fold for your kindness as soon as I am able. Count on that!"

Without hesitation the wealthy Dwarf opened his money pouch and produced four golden circles which he readily handed to Beliy before wandering off. The next morning Beliy raced to the smithy and paid in full the rest of his beginner's mining training. Twas a turning point, to be sure, for the frail Ylian with so many large dreams. But, he soon found, not the complete answer to his prayers. His magic was hardly strong enough to make an impression on even a clacker. and pursuing further study was even more expensive than he realized.

From odd job to odd job Beliy wandered, kind to all. He was able to repay his debt to the Dwarf soon enough, and met many of his friends. This independently wealthy dwarf no longer craved the explorer's lifestyle, and was happy with his games of merriment and chance. Beliy knew that if he was going to find an occupation, he would have spend less time throwing dice and more time in other pursuits. He was greatful to sign on as the lacky of a benevolent Dark fighter. Together they ran through the hinterlands, the Dark one teaching Beliy many survival skills such as how to bring down unwitting prey, and especially how to spot thugs who would easily give up their weapons. They would split the booty always, selling it readily for the low prices the local merchants offered. There was, never any doubt, however, that the Dark one needed Beliy much less than Beliy needed him.

Then, one night Beliy found himself back in the local tavern, dice in his hands once again, slinging back fine Darvinian Ale. That night the young student of the Crystal would lose nearly everything he had worked so very hard to earn. The dwarf's friends were reluctant, ney, hostile to the idea of taking the young one's last golden circle, but for Beliy it was a matter of pride. He always paid his debts.

T'was the next morning Beliy took stock of his seemingly sorry life in this fine city. He had learned to mine gold, iron and coal, he produced steel to make his own dagger, had become servicable with his trusty Opal and Sapphire encrusted axes, and had made some headway towards learning more about repairing simple weapons, a skill his father had taught him years before. Yet he felt lost in this beautiful place. "Friend," he said, "sell my axes-- keep the loot, just demand a good price!" He knew that he would no longer have need of them. The time had come for him to return to his own path, that of the Light-- healing others, doing acts of kindness, and espousing the ideals of teamwork and demonstrating the strength that can be summoned when friends and neighbors pool there psychic energies towards a common cause. That day The Yliakum Exemplar Seneschal was born!

Purpose
The Exemplar Seneschal can be found in their shelter located just up the first set of stairs on your right as you leave the plaza towards the north gate.

Their soul purpose is...

    "To give a hand up to the newcomers to Hydlea"

...as the Dwarf had once done for Beliy. Citizens of Yliakum are a helpful lot, certainly. Well, most of them are anyway. Most who have settled here are always happy to take a moment out of their busy schedule to answer a few questions from a traveller, and may even gift them a weapon or a bit of tria to help them on their way. But The Exemplar Seneschal believe that perhaps just a bit more effort will add strength to the fabric of our great and wonderous land.

Like a weapon crafted at the local smithy shop, if you sharpen the blade and hastily assemble your parts, you will produce a sword or dagger that is certainly servicable. In the hands of the right warrior, that blade may well slay the mightiest of beasts. But most will wear out quickly and be of little value. Newcomers are much the same. Answer their questions and they will smile and wander off happily. You walk away knowing that you have done a good deed, and feeling quite satisfied with yourself. Then the weeks pass, and you look around and that traveller has moved on to parts unknown rather than settling down and becoming an established citizen.

When you craft your weapon, if you work your blade a bit, folding it many times with great care, a much finer weapon is produced--one built to last. Tis much more likely that blade will be the one that slays the mighty ulber menacing our city's residents. Newcomers to our land are much the same, we feel. Spend some time with them, guiding them as they become stronger and more confindent, and they are much more likely to become a valuable member of our community. That is exactly what The Exemplar Senseschal hope to do.

The idea is give counsel to newcomers who have a sincere interest in settling in our city, within the confines of our sanctuary's classrooms-- away from the hard working citizens of the plaza. There the newcomer will find refuge and encouragement from the Exemplar Seneschal. Trained staff will conduct lesson's in small groups. These lessons will have very defined objectives designed to help our student's learn the fundamentals of making their way in our land, and how they can become valuable contributors to our society.

Should they wish to join the Exemplar's, they will offered a short-term membership as a Fryer within our ranks. Highly skilled craftsmen, miners, rangers, magic wielders, and fighters will provide valuable training, goods, and yes maybe even a few circles to those who show promise-- in exchange for them completing quests and tasks for The Guild. They will be given an introduction to the benefits of joining a guild, shown the importance of being prepared to take up arms to defend the Guild's honor or the safety of their new home, and taught the proper conventions of good conduct in our land. The ironic ultimate goal however is to graduate these newcomers to other professional guilds. Nothing would give Beliy greater satisfaction than to see these newcomers outgrow the Exemplar Seneschal and move on-- for, as we all know, there are plenty more coming.

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[OOC]
I've gotten very polarized feedback from those I've discussed this concept with so far-- they either seem to love it, or think it is destined for failure: "It's been tried before", "everyone already helps noobs", "that's what our guild does already [when we are not doing this or that]", "there isn't enough of a foundation there to make a guild succeed" are all comments I've heard before, so if that's what you're thinking about now, that's fine. I'll spend the 20,000 tria and have a smashingly fun time failing while you do other things.  8)

If on the other hand, you'd like to pitch in and help, contact Beliy or Tolol in game.

Essentially the idea is much like the current adopt-a-newbie concept currently being promoted now, though I've been letting it germinate for some weeks in my head now. Basically-- Help the noobs to learn to create the character they envision and then learn to roleplay it responsibly. Ideally after a newbie has been in our guild two or three weeks perhaps, we can send them your way with a few tria in their pocket, some experience and npc training, and perhaps a quality weapon-- ready for action. If we do succeed, we will need a basic understanding of many of the established guilds, if we are to refer our graduates to them. So, even if you're already in a guild, and not particularly interested in joining, stop and introduce yourself to me so that we can get a feel for who to send where.

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