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Messages - LlubNek

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1
General Discussion / Re: a request from the settings team
« on: October 13, 2007, 05:05:55 am »
I figured true death occurs when something changes your natural state to something which cannot survive on it's own.  For example: if you die of old age, or stay in the Death Realm too long, then your natural state is an old person about to die; if you go too close to the crystal, than your body is transmuted, so your natural state might be a big hunk of lead.  In either case, you'd die before you completely revived, so you never show up in either Death Realm or Yliakum.

(I'm not on the settings team, so I'm talking through my hat, but it makes sense...)

2
The Hydlaa Plaza / Re: Would you buy this painting?
« on: October 12, 2007, 07:43:26 pm »
This is about where he tells us it's a close up of a Van Gogh  :P

3
Complaint Department / Re: "Time to die!" /die being abused
« on: October 12, 2007, 07:30:47 am »
A somewhat more definite hint is the experience bar and progression points.  You fill up the experience bar to gain a level and get a progression point.  At higher levels, it takes more experience to fill the bar.  The fact that the level is never displayed anywhere as a number doesn't mean Planeshift is a levelless game.  If you really want a number, use the total number of progression points your character has earned over his/her lifespan.

4
Complaint Department / Re: pets not staying online
« on: October 12, 2007, 07:00:44 am »
Just because it's been around a long time doesn't make it less relevant.  If this is a "long-standing issue" and "known bug," then the complaint shouldn't just go away, but become "why isn't this fixed yet?"  I know the developers have plenty of posts on new bugs to sort through too, but, old or not, it still needs fixing, and if people complain about the same bug over and over again, it might annoy a developer enough to get it fixed.

5
pretty sure that's changed... I remember getting a message like "You must be at least level n to mine x."  I think gold is level 3.  Pretty sure I can mine tin, but it's not worth much and I'd have to find it first (and since I just leveled up, I get no practice points, so it's a lot of work for little benefit).  Even apple picking is a faster way of earning trias than coal mining.

6
Any chance we could get an NPC client status page like http://laanx.fragnetics.com/ ?

And maybe a system to automatically restart the NPC client when it crashes?  Something like... server pings NPC client, NPC client fails to respond, server kills any NPC client process that's still running and starts a new one, if NPC client crashes n times in m minutes, leave it down and post a message to a developer mailing list (could also make a similar watchdog program for the server itself).

There's not a whole lot you can do when the NPC client is down, you've already got a quest calling for a large number of animal parts (which you'll never manage to buy enough of to finish it since NPCs don't sell 'em, players don't hold on to them, and, under the circumstances, they're in unusually high demand), you've just leveled up in mining (so you can't progress before training and you're still low enough you can't mine anything that's worth something), and you're broke.


7
Complaint Department / Re: "Time to die!" /die being abused
« on: September 22, 2007, 04:27:39 am »
Cool! Somebody else actually read that book!  Was wondering when that would pop up...

In Riverworld though, there were consequences, and actually those same consequences kinda make sense for Planeshift... There's always a chance a consumer or other critter could find your body before it was disposed of...

8
General Discussion / Re: a request from the settings team
« on: September 14, 2007, 09:02:27 am »
Probably some of this is in game somewhere, but anyway...

"scientists" are mentioned among the Xacha in connection with their history and religion.

Are these scientists still around?
Is this actual reliable science, crackpot nut cases or forgotten lore?
Does Xacha science generally focus on technology, archeology, botany and zoology, thaumatology (as in scientific method applied to magic), or some other field, or is it just "scientific reasoning", or hypothesis, theory, experiment, conclusion type scientific method applied to whatever?

What is the relationship between science and magic?
Is an Yliakum scientist likely to reject magical elements of a new discovery or technology?
Is an Yliakum mage/alchemist/etc. likely to reject scientific explanations of how some complex thing works?
Are there devices incorporating both high(er) technology and magic? (not computers, etc. perhaps, but let's say an autonomous golem powered by a steam engine but controlled by magic (the first steam engine that I know of was built in Greece in something-or-other BC, so if we're going for medieval, it still fits))

Exactly how advanced is science and technology in Yliakum?
Which fields are they stronger/weaker in than others?
Which fields are currently advancing fastest?
Besides Xacha being generally good scientists and mathematicians, which races are better at scientific research in which fields (besides Xacha)?  For example, Kran might be expected to have an advantage in geology, while Diaboli might have an advantage in metallurgy from dealing with various molten stuff in their homeland.
What races are already more advanced in which fields or are they all about equal (share information equally)?

Are there fields in which knowledge has been lost?
What knowledge?
What evidence is there to support this?
Is this knowledge likely be reclaimed?

And repeat all above questions for magic, where appropriate...

9
Lot's more than 5, and some stuff ain't simple...

Grouped by topic and in decreasing order of simplicity

Techy:
1. switch between windowed / fullscreen and change resolution in game (not just setup program)
2. keep previous map loaded (not all maps, just the last one you were on) and/or preload nearby regions in the background.
3. select items by name ("/target next Apple" or "/target next item Apple")
4. add a command to put items in containers ("/put sack Apple" or "/put sack" to put the targeted item in the sack)
5. loops and conditions for shortcut macros.  I'd have the maximum number of repetitions required for any loop so you don't end up with infinite loops.
Apple picking macro:
Code: [Select]
/loop 50
  /target next Apple
  /if target_name Apple
    /put Sack
  /else
    /break
  /endif
/endloop
loop at most 50 times, target an apple, if an apple was selected, put it in a sack in your inventory, if an apple wasn't selected (no more apples) break out of the loop
6. crouching / sneaking players should be treated as though they are shorter than when they are standing (so that, for example, players other than dwarves can pass through the tunnel at the bottom of the Laanx dungeon)

NPC:
1. backup quest data and NPC status to the database (see [url href="http://hydlaa.com/smf/index.php?topic=29306.msg343753#msg343753"]here[/url])
2. cannonicalize user input for NPCs ([url href="http://hydlaa.com/smf/index.php?topic=29813.msg343510#msg343510"]here[/url])
3. NPCs should sometimes resell the items they buy from players (if someone who normally only sells carp buys apples, they should (sometimes) sell those apples, or something made from them).
 Especially armor and weapons.

Monsters:
1. random descriptions for monsters (generate it when spawned, not when clicked, so that you can identify a specific monster by its description (like, for example, if the same monster kills you repeatedly, you could decide to wait till someone else finally kills it off and it respawns, hopefully weaker))
2. (some) monsters should heal over time like players do
3. have well defended monster generators, not spawn points (like a rats nest, or a thieves' hideout and a recruiter which turns harmless peasants into thieves or whatever, etc).  More realistic than having a creature simply appear out of thin air.  See [url href="http://hydlaa.com/smf/index.php?topic=29726.msg343761#msg343761"]here[/url].
4. Monsters/NPCs should sometimes fight amongst themselves.
5. monsters should level up if they live long enough (GMs have a command to kill the unkillable already I think...)

Maps:
1. move the region boundary between the sewers and Hydlaa's main map near the outpost back to the broken barrier.  Too easy to switch regions accidentally while fighting rats and fanatics near there and the load time is way too long when heading out and back in.
2. kill monsters (not just players) that fall to the bottom of the Death Realm.  Sometimes, if the server's been running for a while, all the monsters will have fallen to the bottom of the world and just wander about there harmlessly.
3. make Death Realm bottomless. At the moment, you can fall against a supporting pillar and survive, then walk down the pillar to the ground, which then tells you you've fallen to your death.  It would make more sense to have a player fall off the pillar, then pass through an invisible membrane which kills them.  Their body would keep falling, but the player would be dead and transported back to the beginning before it hits the actual bottom of the world.

Items:
1. footstool:  something a player can carry around and stand on to get at something that's too high to reach (like the apples in one of Harnquist's trees)
2. use only one type of tree as apple trees, or have different types of trees produce different types of fruit.  The apple trees around Harnquist's look like they're several different types, but they produce only one type of apple.

10
Complaint Department / Re: Same monsters, such different strengths!
« on: September 14, 2007, 01:10:37 am »
After 100/500 fights they wouldn't be in the same physical (or mental) condition anymore, even if they were identical before.  They wouldn't look or behave the same either:  one would have more muscle, or more battle scars, or might glance around nervously anticipating attack, or confidently seek out opponents, etc.  Basically, an experienced/aggressive monster should be distinguishable from a less experienced/less aggressive one, not just in their description (which should be done better), but in behavior and appearance.

As far as the description goes, it would help to mention apparent age, physical condition, battle scars and behavior.  Like "A young looking rat, shivering with fright and ready to bolt" vs. "A rat, seemingly in it's prime, it's battle scars a testament to many successful fights."

I doubt it could be easily implemented at this point, but personally, I think NPCs and player characters should be pretty much exactly the same to the server except that one is controlled by a script and the other is controlled by a client.  For spawning (rats for example), have a rat make a nest, another rat finds it and wanders in, both adult rats stay in /near the nest, the nest produces baby rats, baby rats level up to adult rats, which then go make new nests.  A player could destroy a nest, but it would be defended by two adults and lots of babies and might require special tools (like a shovel, axe, pickaxe, torch, whatever).

11
Server Status / Re: Server unstable do quests at own risk...
« on: September 14, 2007, 12:15:16 am »
Why doesn't the server backup NPC status in the database?  At least then when the server goes down the NPCs won't forget everything (unless you rebuild the database...).

It wouldn't need to constantly query the database whenever someone talks to an NPC:  just load the status info once on startup, then use a background thread to post updates to mysql.

12
Complaint Department / Re: Quests. The most disappointing PS aspect.
« on: September 12, 2007, 05:14:33 am »
For NPC conversations, why not just run the player text through a thesaurus function which converts each word to it's "canonical" form?

If you also have it strip out adjectives like "big", "red". "ancient", "silver", etc. then you'd probably take care of most variations in player input, barring bad english and spelling mistakes.

If that's not enough, write another function that returns a list of word types for a given sentence ("The red dog barked" becomes "the adjective noun verb(past)") and run that through a thesaurus like function to get an equivalent sentence.

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