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Messages - shrapnel

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1
General Discussion / Re: A probably biased view on starting a char in PS
« on: December 13, 2011, 06:30:48 am »
What design documentation exists for PS?
...
Which ones are open to all to examine? Which ones are available for potential help to examine? Are they all available once accepted for helping? Are these design documents being enforced? Do they need reviewed and updated?
ROFL...thanks, that one made my day.

THAT'S what I was afraid of... Nothing that nails down what PS is really supposed to be, or how it plans on getting there. Makes it more susceptible  to scope creep and everything else that will slow down or kill a project.

2
The Hydlaa Plaza / Re: Need help with restoring a Kaypro 2ยด83
« on: December 13, 2011, 06:25:50 am »
This place is probably not a good place to get the full help you need. (it looks like you did find a better spot: Ars Technica)

The first thing I would do is CAREFULLY make sure any chip that is socketed is firmly seated in its socket.

Secondly inspect any electrolytic capacitor for bulges or leaks. From what I can tell, this may be limited to the power supply sections (they dry out and become problematic sometimes.)

Now. I say Carefully, as the circuitry that drives the built in CRT screen contains DEADLY high-voltage. You Don't want to get shocked by that.

Thirdly...
This link might help you if you understand things like schematics and all that: http://bitsavers.org/pdf/kaypro/1484-D_KayproTechnicalManual_Dec84.pdf




3
General Discussion / Re: A probably biased view on starting a char in PS
« on: December 10, 2011, 07:44:08 am »
I think a large problem of PS is that it's completely torn by different interests. It depends a lot on the community, so all sides need to be heard. All developers have different goals, too. It's a nice example of too many cooks spoiling the broth. Too long development time. Too vaguely defined goals.

Do I think that this kind of development will lead anywhere? Well yes, they will end up with something. It would look similar to what we're currently seeing, only contradicting itself a little more. I do not think PS can be turned into a well-running project that will lead to a complete, consistent, and fun game, if they keep the current overall development "strategy".

Do I think it could be rescued? That's tough to say. A lot of current process would need to be sacrificed.

There'd need to be set goals for the game, goals that will be followed as a group. Goals that are thought through very well. (In contrast, right now the goals more seem to be "Oh, it should allow for role-play. And there should also be mechanics. And fun, it should be fun for the player." Those are more kindergarten kind of goals)

Edit: I think I got side-tracked a little.

You probably have gotten a little side-tracked there. But this does lead me to some questions, and a continuance of the hijack of the thread.

What design documentation exists for PS?
  • Pitch/Proposal?
  • High Concept?
  • Concept?
  • Specifications?
  • Design?
  • Story?
  • Art?
  • Storyboards?
  • Technical?
  • UML diagrams?
  • Test plans?
  • Project Plans?
  • External events?
  • Risks?
  • Script?
  • Audio?
Which ones are open to all to examine? Which ones are available for potential help to examine? Are they all available once accepted for helping? Are these design documents being enforced? Do they need reviewed and updated?

I don't think it is too late to revive the game, but it may take some drastic rework in some areas of thought, mechanics, and code.

4
General Discussion / Re: A probably biased view on starting a char in PS
« on: December 08, 2011, 09:27:08 pm »
I'm a new player too (4-6 weeks?) and like the idea of providing some focused feedback. I'm a software developer in real life, and I know I have a hard time seeing my creations through the eyes of a new customer, so feedback from someone who is both new and an articulate observer is very valuable to me. I make this post in the hope that my observations will be helpful to you.

To me, knowing how the basics of how the mechanics should work in general also has the benefit of a better understanding of what can and can't be done, barring design choices that may have excluded the possibility, or disallows them due to major rewrites of functions and/or scripts.

1) Lack of transparency
2) No mental map

I agree here myself. However I don't know if certain changes will ever happen due to the philosophies behind the design choices.

3) NPC stonewalling
4)Unreasonable delays
5) Forced social interaction
6) Weapon/armor repair

The stonewalling does get annoying. Perhaps the responses from when a player manually enters a conversation can be triggered instead of the dreaded "NPC has no quest information." at the least. Those are still in place.

The forced social interaction can be a problem. I have no problem with those who want to RP 100% of the time, or even a fraction of the time. What has annoyed me with other RPGs is the OOC chat that has no relation to the game. Perhaps increase the chat channels, give some limited range and allow OOC talk there, and limit others to IC only. But that's neither here nor there on the forced interaction. I think the ideas suggested here and on the migration of EZPC into ZeroPing may help a little too.

Now the last one can be a bit annoying. I can have repair skills, but yet not be able to repair an item because it's beyond my skill... I have no Idea when I will be able to, how close I may be, etc. That can be discouraging. This hurts the in game economy too. Also, perhaps where skill books are used, a better organization would help, especially since nobody can really study their knowledge books off-line.

Related is the time involved. We have an in-game clock that runs faster than in RL by necessity, yet repairs are in RL time, and can feel like forever. Perhaps research into some lessened times for such things as repairs. Like Tlok, I'm not saying make everything 1 second to do, but assess the current time-to-repair algorithms in light of not boring new users away, or destroying immersion with their length.

5
General Discussion / Re: IMPORTANT: EZPC server migration.
« on: December 08, 2011, 08:57:52 pm »
Okay, I've got an account on both servers, with only one character on EZPC, and fortunately one open slot on Zero Ping. Admittedly my EZPC character hasn't had much time in-game (<6 hrs). It would still be nice to see the character brought over so I can get a feel for that character in a more populated environment.

[For those who are in charge of this transition, BOTH ZeroPing and  EZPC accounts use the same email, and that is the same email linked to my forum account here.]

If there is special instructions I need to follow to see this done, please let me know as I probably missed them.

6
Technical Help: IN GAME bugs (after loading world) / Re: Speed improvment
« on: December 08, 2011, 08:45:11 pm »
It's also a bit of a craps-shoot as far as any speed up. Of course there may be more to it than just the culling (or lack of hardware enhancements thereof) behind it. I know it isn't my specs:

(1) Phenem II X4 955BE OC'd 3.7Ghz
(4x2GB) 8GB DDR3 (1648) RAM (slightly OC'd from 1600) 8-8-8-24-33-2T
(1) Radeon HD5870 (Catalyst 11.9... yes I know, 11.11 is available)

Anyway, there IS some slight improvements, even if it is just not being able to see what's below the terrain you walk/run/ride on.

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Technical Help: IN GAME bugs (after loading world) / Re: Speed improvment
« on: December 02, 2011, 11:14:51 am »
I believe the hardware culler also fixes the transparency issues with the heightfield maps.

Or is this just a coincidence, and the alpha maps were fixed with the update 0.5.8.1?
They (the transparency issues) don't seem to be repaired.

8
Wish list / Re: String overhead
« on: November 30, 2011, 11:38:30 pm »
Heh I like that idea.
I already joked around that I need a sign above Oele's head saying "6 year old" cause sometimes I am not sure if those I meet for the first time even look in the desc or not. It at least would solve that problem ;)

Oele, Willhelm told me all about that...  :innocent: ... I think what would help you is if there was a way to actually scale the size of a character, based on a given and percieved age range per race. I can't say I know enough about CS to know for certain, but an educated guess tells me they should be able to scale any given sprite, billboard, or model as needed. For that matter, our monsters that have bounced between various sizes shows that this scaling *could* be done.


EDIT: Oh, elsewhere they said they couldn't do it because of how the models are cloned and placed on the map... So, I guess nevermind.  :(

9
I didn't use/install any custom skins, just the default one (if there is such.)

The only hiccups I see now:
  • occasional frame stutter and small delays in Hydlaa, or loading an area.
  • The on-going issue of it crashing on exit. (Sounds perhaps like it could be a memory leak, I'm not sure though.)
  • Tabbing out of the client causes the client to crash. (0.5.7.1 at its worst seemed to only suffer model degradation.)
  • Apparently an NPC is now on a timer to move about, was moved off the roof of Hydlaa's Tavern to who knows where, or removed from the game. (IF the latter two, this causes problems as she is involved in at least two quests in-game.) I will report it on bug-tracker IF it's confirmed that the NPC is not on some timer for moving around (Although it was 10AM in-game time when she was noted not present by my character.)
  • Someone has a book in Hydlaa's tavern about some event, and there seems to be some weird artifacting? thing going on as a line comes off the book (well a broken line) and points toward the stairs. (ZeroPing)

So, it IS now playable.

10
I'm not sure what happened between 0.5.7.1 and 0.5.8, but my client crashes near or at the end of loading the world (Win 7 Ult. x64) I did encounter one error that required the updates to do a "repair" in the update process as the update failed (I think it was the launcher that failed) But... I'm downloading the torrent(s) for the 0.5.8 to make sure... so I will update if the problem still persists.

(Audio on or off didn't matter in the launcher; audio was on in the client. Attempting to set the graphics to low from the launcher made no difference either.) Meaning, I can sign on, choose my character, hear the background music, and crash in the process of, or at the end of the process of, loading the world.

For those others encountering the same problem, what are the suggestions? Were the patches to 0.5.7, assumed included in 0.5.7.1. incorporated into the 0.5.8 release build?

EDIT: Uninstalling the old and installing the new seems to have worked. It is still a little temperamental, but at least it appears to be working.

11
Complaint Department / Re: This game is not fun
« on: November 23, 2011, 12:10:47 am »

Where I work, we have a saying:   "It is what it is."
If you want to have fun, you need to make friends and enjoy their company.

Unless you have a serious case of autism and OCD and enjoy just sitting there all alone and clicking on things...

Insulting any player base that's left with legitimate medical conditions is definitely no way to improve the user base, or help keep the user base you still have. Of course the game "is what it is." And obviously, improving isn't easy while complaining is! Pushing buttons all day isn't fun either, especially when the buttons and underlying sub-structures don't work as advertised/as they should.

Everything depends upon the quality of experience . . . just as no man lives or dies to himself, so no experience lives and dies to itself. Isn't Planeshift supposed to be about the WHOLE experience? If the experience with a broken and tedious questing system, or having playable races removed from playability (when they should have actually been reserved until ready to play) an experience with Planeshift? All the experiences COMBINED is what makes up the Planeshift experience, and when enough of the small experiences fail, it reflects badly on the whole. To tell a user, who complains about something, to just "^&%#-Off," shows elitism and a total lack of respect of ALL players. Any experience is mis-educative that has the effect of arresting or distorting the growth of further experience.


The bad teacher tells his pupil he was wrong. The good teacher tells his pupil how to advance.

Or in a different way: Complaining is easy. Improving is not.

"Only a teacher? Thank God I have a calling to the greatest profession of all! I must be vigilant every day lest I lose one fragile opportunity to improve tomorrow." Ivan Welton Fitzwater

Who is the teacher and who is the student?
"Instruction begins when you, the teacher, learn from the learner; put yourself in his place so that you may understand . . . what he learns and the way he understands it." Soren Kierkegaard

12
hello
i havent coming back in game for long but i remenber some little thing
1 if you want speak to somebody and found help go on the irc planeshift chanel
on "freenod"
2 you simply cant do axe making if you havent some level in "metalurgie" metalwork ask player in game for learning how easily you can train "metalurgi"

1.  Won't matter if the channel is as empty as the server of Devs, GMs, and Advisors. Availability will also depend on the time of day and night of those involved.
2. That might be so IF my metallurgy was was at 0 and untrained as well, but it's level 42, or are you telling me a requested axe (small battle axe) from an early low player level quest, requested to move to the next of Trasok's crafting quests requires a level of metallurgy that can create platinum-steel (I can't touch platinum ore at this level, but I sure can gold ore.)

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Complaint Department / Re: This game is not fun
« on: November 21, 2011, 12:38:57 pm »

It's not fun when quests leave you clueless, or frustrated because you don't know where to go, who to see, or if you have to initiate the conversation by typing, or hoping the dialog box pops up all the time.  Players can't directly do much about it, except file bug reports where it's a bug, and grumble when it's not. Devs need more people with all the right access to all the appropriate code and IP to fix it properly.
Heres the thing, the only time I recall the message box ever popping up for 'any' quest, is when you give the ol, I need a quest, chat, the box pops up to accept or deny, never after that, That does NOT mean you have to type the rest of the quest, if you right click the npc and hit them lips, you get your next set of choices..

PERHAPS I should have been clearer. There are times when even clicking on those red lips turns up a No Quest Information message, when I've heard rumors that the quest exists, but you have to manually initiate it by typing.  IF the NPC expects a reply, AND the converstion was started with the dialog box, what reason is there for it NOT popping up automatically with your pre-scripted responses (that any others, will get the don't understand messages, or in some quests, give you them with an answer from the dialog box) I did figure out the lips-thing AFTER I posted that initially, but... I ultimately still see no future here if devs don't want to find out why people abandon PS and take the reasons into consideration. They just might as well just get a live-chat room or two open for RPing (scripted or ad-libbed)

Like I said before, I can understand the lack of DEV team, GMs, Testers, etc... after all, they are all non-paying positions held by those who have faith in this game's existence, Believe deeply in the Genre, or need the experience to get hired by a commercial studio. What I don't understand is why it seems like the environment FAILS and then drives people off (Since I've been back, I think I've only seen a player count in the mid-thirties, compared to 100+ back then. that's better than a 50% loss.)

14
Okay, SINCE NO ADVISORS AVAILABLE, AND NO GMs EITHER, I am FORCED to try here...

Okay, I have a character who is level 0 Axe Making, trained up as much as it's possible with only practice left to raise the level to 1.
I Have the Axe making book: "Notes of an Axemaker"
Kills two "reasons" right there (no training and no book)

Now, I heat my steel stock, to make a small battle axe head.... Uh.... wait a second... I can't....

I am "not sure what to do with this" AND "This is a bit beyond your skill level at the moment."

HOW is my character SUPPOSED to learn if he's denied practice when the book clearly lists the ability, I have a master-craft hammer, AND a heated steel stock?!?!?!?!?!

IF this is going to make a difference this is on the ZeroPing server, 4:30AM CST (10:30AM GMT)

EDIT: My Metalurgy is 42... Metalurgy skill *should* not be a problem.

15
Complaint Department / Re: This game is not fun
« on: September 05, 2011, 12:01:21 pm »
<sigh>
I'll agree saying "This game is not fun" and stopping there is poor. After all no real feedback there. The Admins and Devs need to listen though too. Looking at this game I have to wonder if it tried being too big right out of the gate. A smaller world would leave more time to develop sub-systems better. It's too late now, unless someone wants to "reboot" the world and everything in it. Even then people would complain.

I see systems that don't have enough people working on them, for the size of the project. I see some poor organization as to the breakdown to the mechanics and sub-system maintenance required.  This includes the quest sub-system with all its broken quests and parts that don't mesh well at the moment. I can see some opacity in the ground I walk on and see the skybox underneath. I can see where some terrain meshes don't connect, or don't connect right and the holes left behind.

I started playing around 2006-7, the last of the 0.3.x period and stopped around 0.4.0, not to come back until 0.5.7, and some changes. Some good, some that were "What the..." moments. I left because the game was starting to get boring, even with friends. Then I come back to a game that in some ways seems to have taken a few steps backward while trying to improve. I feel this game has a lot of potential, it just isn't realizing it because some things are too complicated or not explained clearly enough.

It's fun when you got friends to play with... Solution: make friends and play with them.

It's not fun when quests leave you clueless, or frustrated because you don't know where to go, who to see, or if you have to initiate the conversation by typing, or hoping the dialog box pops up all the time.  Players can't directly do much about it, except file bug reports where it's a bug, and grumble when it's not. Devs need more people with all the right access to all the appropriate code and IP to fix it properly.

It's not so fun when before you took a break, your character could take on an ulber alone and win, just to come back and find that so many below an ulber are now hard to beat, AND EVEN WORSE: The gage used to determine if a monster is something you  can tackle says you have a chance, only to have your life redirected to the death realm 3-5 hits from the monster later. I understand balancing, but I can't understand a system that says you have a chance to win a fight when you can't.

I'd suggest the devs get together somehow, and revisit all the design documentation, and how they can get it back on track, while not being afraid to cut what has been found to be bad, and try something else if need be. The devs need more people to help. 8+ years is a LONG time, for any game. (Someone brought up Duke Nukem Forever, A game where the graphics can show when they were developed, and game play showing nothing original and cutting edge like Duke Nukem 3D did when it was new.)

Would I help? I dunno. But, if the vision for this game is lost, the game is sure to follow.

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