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Messages - lucasjung

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1
The Hydlaa Plaza / Re: 11 lessons in innovation
« on: April 07, 2008, 07:22:53 am »
McDonalds is the most successful restaurant chain ever. Does not mean it is good for you. They are just very good at selling crap to the masses. Same for Blizzard.

...they do cater to the masses...it's not a matter of McDonald's and Subway.

I think that, if one is going to use a food analogy, a much better comparison would be:
WOW = Starbucks
PS = local neighborhood coffee shop
It's still suspect but, as they say,all analogies are.

BTW, I've never played WOW; I looked at it, but it wasn't really my style (PS, on the other hand, is).

2
The Hydlaa Plaza / 11 lessons in innovation
« on: April 07, 2008, 06:28:26 am »
I just read a very interesting article that outlined eleven lessons that Blizzard has learned about innovation from their experience making games, especially WOW:

http://innovation.freedomblogging.com/2008/04/04/11-innovation-lessons-from-creators-of-world-of-warcraft/

Now, before the flames start shooting, I am well aware that nobody involved with PS wants a WOW clone.  This article is not about making the next WOW, it is a collection of general advice useful to any innovator.  While PS and WOW are very different in many important and significant respects, they are both still MMORPGs, and Blizzard are indisputably the most successful MMORPG developers in the world.  Smart people listen carefully when the top talents in their field offer up advice.

Some of these 11 lessons are very business-oriented (especially #11: offer employeessomething extra), but most of them have immediate relevance.  However, even #11 might be useful to to the PS community: just as modern businessmen find valuable business lessons in The Art of War and The Book of Five Rings, we can all probably pull something useful out of each of these 11 points.  Unfortunately, like much of the advice in The Art of War and The Book of Five Rings, these points are also very general and sometimes obvious, which lessens their usefulness.

3
Server Status / Re: Server down and unresponsive, 2008-03-25
« on: March 26, 2008, 07:39:33 pm »
I looked over the page for "Join the Team". I noticed lots of openings, but I don't know that I fit into any of them. I am also a programmer, but am not free to program for the project because of the no compete contract I have with my current employer. I am, however, free to offer my Linux system administration, system maintenance automation, and security services to the project. Which link should I click?

It's actually a bit academic at this point: those links all lead to laanx, which is down, so you can't submit an application until it's working again, which could conceivably happen faster if you were able to help, which you can't do until you apply, which you can't do until laanx is back up, which could conceivably happen faster if you were able to help, which you can't do until you apply, which you can't do until laanx is back up... and there's a hole in the bucket, dear Eliza, dear Eliza. X-/

4
Complaint Department / Re: magic is weak
« on: March 23, 2008, 10:50:59 pm »
* neko kyouran thinks you should talk to knowledgeable people in game about magic and find out that there are other spells that are more powerful.

also, if you think its only 20 minutes, you're free to DL the code, compile and install your own test sever/client, write up a new magic spell, test it, create all the appropriate graphics for it, and submit it to the team for review.  call it a hunch, but I think I can guarantee that it'll take you more than 20 minutes.

As someone who has written more than a few lines of code in my life, I understand and appreciate your ire at Gravemind for saying something as ignorant as, "It would be a simple 20 minute job to type up some code for new spells..."  However, I think that it would be valuable to take his overall sentiment seriously: many of the spells in this game are underpowered to the point of uselessness, such that a new player who has chosen "mage" as his concept must still rely on physical combat in every single fight.  As a general rule of thumb, the spells available to a magic-using character with a particular amount of experience should do about the same amount of damage over a given period of time as a fighter-type character can do with a sword over a similar period of time.  To put it another way, an almost-brand-new character with a frost spell should be able to kill a rat just as easily as an equally new character armed with a short sword.  This is clearly not the case.  While I will not make ridiculous suggestions that it should be "quick and easy" for the devs to whip up some all-new spells, I will say without hesitation that if the devs have been writing tight code and following good programming practices, fixing this imbalance should be as simple as altering one or two constants per spell to change the amount of damage they do.  This might require repeated tweaking over time to get the balance just right, but that is simply all the more reason to define such numbers as constants at the beginning of a file so that they can be easily changed later.

As for the actual balance that is to be sought, there is certainly room for much debate, as there are many ways to approach the issue.  I, for one, am of the school of thought that magic-users should generally be great on offense but lousy on defense: if a highly experienced magic-user takes on an ulbernaut, he had better kill it before it gets to him, or it will kill him in one or two hits, and he'd better hope there aren't too many around or he will run out of mana after killing the first one or two and be easy prey for the third.  That being said, there are other, perfectly good ways to balance magic with physical combat.  Unfortunately, magic is currently nowhere close to being in balance.  It is possible that it becomes useful for very powerful magic users, but it needs to be useful from the beginning.

I will finish with this offer: if nobody else has the time or inclination to fix this problem (and it definitely is a problem), and if the source code is well-written with clear comments (as opposed to spaghetti code with no comments, unintelligle comments, or meaningless comments--I have actually seen code with comments that said things like, "for-loop to go through every possible value of variable A21 and check for the best fit"  what is A21?  what are you fitting it to?), then I will be happy to go through the code for spells myself and tweak their power.  I propose adjusting once a month to allow time for feedback from players, especially from PVP (to get both sides--ideal balance will probably come when we get equal numbers of "too powerful" and "not powerful enough" complaints).

5
Complaint Department / Re: Pros vs Cons
« on: March 21, 2008, 04:59:20 am »
Edit: you're at nine posts, so just reply to this and then pm me. :)

This makes nine, which apparently isn't enough for PM.  Here are my directions:

From Hydlaa to Gugrontid:

Exit through gate by Octarch's tower and go into the woods.  Go left at the fork in the road in the woods.  Shortly after exiting the woods through a short canyon, the road will curve to the right--instead of following the road, go straight ahead over the ridge.  You will see a large stalagmite in the distance: the entrance to Gugrontid is to the left of the base of that stalagmite.

From Gugrontid to Hydlaa:

After exiting the canyon out of Gugrontid, you will see a fallen stalagtite ahead and slightly to the right.  Go towards it until you see a large boulder ahead and to your left.  Go past the boulder and continue over the ridge, then turn right onto the road on the other side.  Once in the woods, turn right at the fork in the road and follow the road to Hydlaa.

6
Complaint Department / Re: Pros vs Cons
« on: March 20, 2008, 09:32:41 pm »
There are clearly defined paths. With time you CAN identify landmarks. People do this all the time.

Your initial statement about paths being clearly defined had nothing to do with landmarks: you said that their color gives them away.  I showed how the color of roads is pretty much useless for navigating to many places.  Now you are changing your story and saying that it is the landmarks, not the color of roads, that makes the paths clearly defined.

Example: I am in hydlaa in the plaza. Noob asks "how do I get to a tavern?" I say, "Ah friend look up [use pg up and pg down key] you see that very tall tower there?" Noob says "Yeszors!" I say, "[we try not to use leet here this is am immersion game] Right then I want you to head toward that ramp and toward that tower, as you go up a little ways off to your left you will be looking for an inset stairway, head on up there and you should see the tavern. May Laanx frighten the shadows from thy path."

or you can face the statue of Laanx in the center of the plaza and relate all directions to it.

Example: "I can't find Harnquists shop." "Ah that is easy good sir, go to the Laanx statue in the center of the plaza, when you are facing the statue, Harnquists shop is off to Laanx's right."

There are specific things that stand out in every map. Finding the language to wield these things to be able to communicate with other players is a challenge that at least for now we leave to the players.

If that were how players and NPCs gave directions, then I think it would not be so objectionable, but that isn't how they give directions: several NPCs and players all gave me the same directions to get from the Kran town to Hydlaa: go out the gate, take a right at the fork in the road.  There is no road, and therefore no "fork in the road!"  Directions based on landmarks have to be based upon landmarks that actually exist.

Furthermore, your suggestions about how "clearly defined paths" can be based entirely upon landmarks does not address my point about verisimilitude: even if no central authority is maintaining the roads, they will still be obivous from frequent travel (mud and dirt vice grass, ruts from wagon wheels, etc).  Also, it is almost impossible to navigate cross-country based solely upon landmarks unless you have a compass.  "To Laanx's right" works in the city, but there is no such easy method of orientation in the wild, unless you have a compass.  I realize that there may be solid technical reasons why compasses have yet to appear (and that it may be much longer before they do), but until compasses appear, cross-country navigation without roads and/or direction signposts will be impractical and unrealistic.

I understand that there are a lot of things about this game that can't be fixed right now (or even anytime soon) due to the limited time and resources of the developers.  I have no problem if you say, "We just can't fix that right now; maybe later."  It is ridiculous, however, to say, "That's not really a problem."  There is no shame in having problems in a game at this level of development, but there is great shame in trying to explain away real problems.

*edit*

All posters must realize the inevitability of repetition in a forum such as this, and know that no one is dismissing their ideas, just bored with the thousandth such complaint.

I also have a suggestion to cut down on the repetition factor.  Following this suggestion will also hopefully address the feelings on the part of many players that their concerns are being ignored, thus killing two birds with one stone.

Most of the opensouce projects I have interacted with have a "state of the project" tracker that basically outlines, in brief, where the project has been, where it is going next, and what the known outstanding issues are.  PS may have such a document, but I have yet to find it.  I suggest putting a sticky thread at the top of the Complaints Department, right under the guidelines, and make one of the guidelines, "Read the 'state of the project' thread before posting."  The 'state of the project' thread should include a very brief statement of developer philosophy, short- and long-term development goals (and rough estimates for when each will be realized), and a list of known problems with brief explanations that include relative priority.  Here's an example:

Philosophy: PlaneShift is about roleplaying, so most of our design decisions are centered around encouraging player-to-player interaction...

Short-Term Goals:
1.)
2.)
etc.

Long-Term Goals:
1.)
2.)
etc.

Known Problems/Common Complaints:

1.) Conversing with NPCs can be extremely frustrating.
    We are well aware of this, and are constantly working to improve NPC conversation skills.  No matter what, we are NOT going to adpot a pull-down system for NPC conversations.  You can help fix these issues by following the steps in [this other thread about NPC conversations]

2.) The Death Realm is difficult to escape and generally frustrating.
    The Death Realm is supposed to be difficult to escape and generally frustrating, which is an incentive for you not to die and a small "punishment" if you do.  That being said, we are always open to constructive suggestons on improving the Death Realm.  If you are new, here are some tips for coping with a trip to the Death Realm...

3.) There is no auto-map.
    There will never be an auto-map.  Instead, we want players to make maps and sell them to each other.

4.) There is no compass.
    That is on our to-do list, but is very low priority right now.  If you are a skilled programmer, maybe you can volunteer to work on this problem!

5.) I'm new, and I can't find any weapons to buy that I can afford!  Also, the relationship between prices for different items seems all out of whack.
    We have set up the economy in order to encourage players to trade with each other instead of with NPCs.  However, we understand that there are still a lot of problems and imbalances in the economy.  We are constantly making small adjustments in an attempt to improve the economy, and are always open to constructive suggestions on how to make it better.  However, the following steps are ones that we are NOT willing to make because they contradict our design philosophy...


With a sticky post like this at the top of the complaints department, players with a complaint will quickly be able to find out which category it falls into:

1.) The developers know about it and are doing their best to correct it.

2.) The developers know about it but are not currently working on it due to lack of time/resources.

3.) The developers know about it, and it is on purpose (see maps and Death Realm above)

4.) The developers apparently aren't aware of it, because it's not mentioned in the sticky.

7
Complaint Department / Re: Pros vs Cons
« on: March 20, 2008, 05:36:38 pm »
It should be kinda difficult to get lost from place to place. There are clearly marked paths from place to place (note they are different colors), and there are signs all over the place.

That statement is, at best, a misleading half-truth.  Let's break down some of these "clearly marked paths" and "signs all over the place:"

Kran city to Hydlaa: if you ask any of the Kran how to get to Hydlaa, they will tell you "go out the gates and turn right at the fork in the road."  So, you go out through the stone "gates" into the next region and...road, what road?  There's just a great big empty green area with lots of hills, a few trees, and a lake.  If you just turn right and start going, the edge of the area will gradually force you to curve your path around to the left until you hit the stone "gate" to Hydlaa.  (Note to newbs: this is actually a very reliable, albeit excruciatingly slow way to get around: follow the edge of the area and you will always end up a at a "gate" to the next region).  If you try to go the other way, from Hydlaa to the Kran city, you emerge from the stone "gate" onto a very well defined road: it's a different color, and it has steep walls closing it in on either side.  Unfortunately, following this road will never get you to your destination.  You just have to know that at some point, you have to defy all common sense by climbing up that steep wall on your left and setting out cross-country.  As for signs, there are a few along this route, but none of them mention either city.  All of these signs just sit right next to some sort of geographical feature and provide it's name.  While knowing that I'm at "Cutthroats Bane" certainly adds some nice flavor to the game, it doesn't tell me how to get where I am going.

Hydlaa to Ojaveda: exit the gate behind Jayose's library and just follow the road.  This works pretty well at first because the road does seem to be reasonably well defined by its different color, but then the borders of the road become vague in a few places, and there are even some small branches here or there.  You think to yourself, "Should I take those branches?  No, I'll just stay on what looks like the main path."  And then, you get to a large, round area that's all the same beige "road" color, with several "roads" branching out from it.  Which one do you take?  Well, fortunately, there are some signposts.  Oops!  None of those signposts say anything about Hydlaa or Ojaveda.  You'll just have to guess!  Isn't getting lost just one great big fun adventure?

If the intent is to make this a world with some verisimilitude, then the roads and road signs are an abject failure.  We are talking about a society that, at this point, has just three major settlements plus the bronze doors.  Such a society would have very big, very well-defined roads between those settlements to facilitate travel and trade.  There would be clear signposts at every intersection to tell travelers which way to go.  If you want to take a page from the ancient Romans, you could even put mileage markers along the roads (10 leagues to Hydlaa...8 leagues to Hydlaa...6, etc.).  There would be inns along the roads, certainly at every major crossroads.  There would be a constant stream of NPC traffic going in both directions, especially trade caravans.  I realize that those last two (inns and NPC traffic) will most likely not come until a later stage of development, but the roads and signs really need to be improved as soon as possible.

8
However all arguments of balancing aside, the economy of Yliakum us simply not large and diverse enough to support most of these ideas, for an economy to naturally balance itself there has to be enough range of money earning trades and spending opportunites to provide a good feedback system, trying to create a feedback loop on a system with only one or two inputs will naturally result in wild oscillations. Again it's just another sign of a game in Beta development, give the devs a chance to implement a few more strands to the economy before worrying to much about balance

I happen to be an engineer, and systems happen to be my specialty: controlling them, predicting their responses to stimuli, adjusting their responses to meet desired specifications, measuring and adjusting stability, etc.  Using a system like the one I proposed for setting NPC prices based upon player market prices would not result in "wild oscillations."  In fact, having the NPC prices bracket market prices (NPCs buy low and sell high) would have a dampening effect on changes in market prices (which could be undesirable in some situations, but would be a good thing most of the time).

Upon first implementing such a system, some interesting things would happen to the prices for some commodities.  If a particular commodity already has a pretty consistent price in player-player prices, it will stay that way.  However, imagine a commodity where one group of people are buying and selling it to each other for a relatively low price while another, separate group of people are buying and selling it to each other for a relatively high price, with the two groups being isolated for one reason or another.  Least-squares-fit will produce an average price that is in between the two old prices but nowhere close to either.  However, the fact that NPCs are buying and selling at the average price will slowly bring the two groups into line with each other.  In effect, this system bridges the gaps between small pocket economies and ties them into one big economy.

There is one place where this system will break down: if particular commodities are mostly bought from and sold to NPCs, with few changing hands between players, the commodity won't be well enough represented in the matrix for the least-squares-fit to produce a meaningful price.  An example of this would be weapons farmed from rogues: nobody wants to buy them, so farmers dump them on NPCs.  There are, however, ways to deal with this relatively minor problem, some of which would have the added benefit of removing the incentive to collect weapons from dead rogues.

9
This thread actually hits upon a point I made in another thread in the general discussion forum.  To paraphrase a much earlier post in this thread by Xillix, a lot of different people seem upset about different aspects of the economy, often for apparently contradictory reasons.  Some might say that the when some people say "too much" and others say "not enough," then the balance is just right and the people complaining are just the extremists.  I don't think that this is the case.  I think that the economy in Yliakum is so completely out of whack that a majority of people (or at least a large minority) are upset about it.  Why is this?  It's because the economy is centrally managed.  Historically, centrally managed economies always perform poorly, even ones that have relatively good central management.  The management of this economy is at the extremely poor end of the spectrum because the people running it are apparently oblivious to the "law of unintended consequences:" economies are very complex things, so when you change one thing, other things that seem completely unrelated will change as well, often in a negative way.

If I understand correctly, the designers are trying to set up the economy with certain goals in mind: primarily, they want to encourage player-player interaction and they want player-based market prices.  They have made certain tweaks to the economy in order to achieve these goals.  Unfortunately, from the number of unhappy people out there, these tweaks are having undesireable side effects, and are possibly even havng an adverse effect on RP.  I have a proposal for a system that will fix most of these problems while still encouraging players to buy and sell from each other (instead of NPCs) and also make the market truly free and player-based:

1.)  Have the server track all player-to-player trades and store them in a matrix, which would have a size roughly equal to [number of different types of items that can be traded]x[number of transactions that take place in a given period of time].  This is actually not all that big compared to some of the other data that is running around on a server like this.  The size of the matrix can also be controlled by setting the "lookback period."

2.)  At regular intervals (say, once a day), perform a least-squares fit reduction on the matrix to find average values for all goods in terms of tria.  This will work well as long as a sufficient percentage of player-to-player transactions include at least some tria.  This is actually very straightforward math: I can do a small matrix by hand in less than a minute.  A big matrix requires computers, but this whole thing is running on computers, so no problem.

3.) Set all NPC store prices according to the average player-to-player prices from the least-squares fit reduction.  Have NPCs sell at a slightly higher price than players (say, 120% or 130%) and buy at a slightly lower price (say, 80% or 90%).  Remove the stock controls on the number of items an NPC can sell, but restrict NPCs to only selling mundane items, so that the only place to buy high-quality items is from other players.  Players seeking to buy mundane items will have a choice: if they are in a hurry but don't care about price, they can buy from NPCs.  If they are low on cash but have plenty of time to find a seller, they can buy from other players.  Players selling their goods can do the same.  This will give Yliakum a true, player-based, free-market economy.  If you still feel that too many people are doing business with NPCs, increase the price margin between NPC prices and market prices, which will provide more incentive for players to do business with each other.

4.) In the tutorial, designate a location in each city as "the market" and encourage newbs to go there to buy and sell gear.  Spread the word to existing players, as well.  The central plaza in Hydlaa would be a great place, and you could even set up sign-posts designating areas for different types of goods.

4.) In the future, use supply and demand if you want to effect prices.  Want iron to be more expensive?  Make it harder to mine, thus decreasing supply.  Or, require more iron to go into the production of popular items, thus increasing demand.  Either will make iron more expensive.  Be warned, though:  either action will also make iron-based items more expensive.  Want to make iron cheaper without changing the price of iron-based items?  Make iron easier to mine but require more to go into the production of items.

5.) As long as most prices are set by the free market, you can control the prices of certain items directly.  For example, gold and platinum don't have a whole lot of utility: they are mostly only good for selling to make money.  This makes them, in essence, a form of currency themselves.  You can control their prices through the NPC prices: want gold to be worth 250 tria per lump?  Have NPCs buy unlimited quantities at 245 tria per lump and sell unlimited quantities at 255 tria per lump.  If you do this to commodities with utility, however, your price will cascade through the rest of the economy: if you set the price of iron hard and fast in this way, items made from iron will adjust their prices accordingly.

6.) Make different methods of money-earning relatively equal in output.  Right now, even players who aren't really interested in mining do it anyway because it is by far the best way to make money.  This certainly does not encourage the "individuality" that the developoers claim to desire.  If you have taken the first five steps above, you can use fixed-price commodities to help maintain this balance.  For example, adjust the difficulty of mining gold and platinum so that mining a lump of gold or platinum should take about the same amount of time as any other activity that would produce the same profit.  In other words, if a lump of gold is worth 250 tria and the hide of a particular creature is worth 55 tria, mining one lump of gold should take about the same amount of time as killing four or five of that particular creature.  In this way, each player can choose his own method of making money without putting himself at a disadvantage because all means of making money will produce roughly equal profit for a given amount of time invested.

10
General Discussion / Re: Focus on Fun
« on: March 17, 2008, 04:19:17 am »
Believe it or not, there are ways to incorporate that kind of thing into your model, and they're pretty easy as long as you get a little help from a fellow named Laplace and another guy named Markov.  It involves some really BIG matrices, but this whole thing is running on computers, so that's not really a problem.

Well, I took a look at this problem, and it actually doesn't require any Laplace transforms or Markov reductions; it's actually a very straightforward least-squares fit problem, albeit one with a gargantuan matrix.  The hardest part about implementing this system would probably be re-working the trading system to report all player-to-player trades to the server.

11
General Discussion / Re: Focus on Fun
« on: March 16, 2008, 11:57:14 pm »
Before I get into my counter-responses, let me re-iterate that I didn't really want this thread to be about my ideas, I wanted it to be about everyone's ideas.  I was hoping for more of a brainstorming session, where just throw out their own ideas instead of commenting on the idea of others.  I hope that people will read each other's ideas, and think about them, but commenting on each other's ideas will quickly tie this conversation down to a handful of topics and stifle new thoughts.

All that being said, I will now proceed to comment on previous posts. :-[

Quote
so NPCs buy at 130 to 140 tria and sell at 90 to 100 tria.

Why would anyone buy high and sell low?

Oops.  That should have read: "...so NPCs buy at 90 to 100 tria and sell at 130 to 140 tria."  If you read the proceeding paragraph, you'll see that I described it properly the first time and only got it backwards when I summarized at the end.

Prices:
I think the idea of basing NPC prices off of the player market is a VERY good one (although the player market is somewhat inflated right now, when will the bubble burst? :P).

I think that prices in the player market are not inflated at all: they are perfect reflections of the value that people place on objects in the game.  I will, however, agree that the relative value of many items is out of line with what most people expect.  Why is that?  It's because this economy is, for all intents and purposes, centrally managed.  Historically, centrally managed economies always experience huge price distortions for some goods and severe shortages for others.  You may have noticed that both of those problems exist in PS.  The first step in solving this problem is to track prices, so that you will know definitively what effect, if any, your tweaks make on prices in the player-market.  Take iron for example.  Iron is expensive because it is required in the manufacture of some very valuable items.  Two steps will fix this:

1.) Require more raw iron to go into the construction of more valuable items.  Right now none of the smiths out there will waste iron making cheap weapons, because they can use that same iron making more valuable weapons.  Scaling the iron rquirement for items according to their value will restore the incentive to create all kinds of weapons and armor.  Unfortunately, this step alone will not lower the price of iron, it will just drive up the price of high-value items even further, which is why step 2 is needed.

2.) Make iron easier to mine.  If it's easier to mine, there's more of it, and we all know how supply and demand interact to set price.  This will also solve part of the drudgery problem.  As with step 1, this step alone will not solve the whole problem: if you make iron easier to mine without taking step 1 as well, you will flood the market with cheap but powerful weapons.  Oops.

From this example of iron, you can see how a free-market economy can still be influenced by the developers through tweaks to the ease of acquisition (mining, etc) and utility (how much is needed to make something) of goods: ease of acquisition directly effects supply and utility directly effects demand, which in turn combine to set prices.

As far as the math goes though: Crystal Space (aka the 3D engine) contains some matrix math stuff already, but it only works for small matrices.  This leaves the programmer types with two options: pull in an existing (C++) numerics library (Boost::uBLAS, Blitz++, or POOMA) or roll our own linear-algebra code (probably based on the STL valarray<>).

The client runs on Crystal Space, but my proposed price-tracker would have to run on the server.  I don't know a whole lot about the nuts and bolts of the behind-the scenes stuff of PS, but I would have to assume that the server is running on some very different stuff, probably mostly home-brewed.  Depending on what they are running, there are some great math packages out there.  If they can somehow incorporate scripting language into their code, they could just steal directly from www.sagemath.org, which is opensource.

12
General Discussion / Focus on Fun
« on: March 16, 2008, 06:23:05 am »
I've noticed several posts throughout these forums (mostly in the complaints department) by people who are not having fun playing PlaneShift.  Usually, they get shouted down by a chorus of people saying, "Everybody else seems to be having fun, so if you're not having fun, it's your fault for not getting engaged."  Well, I think that there is certainly some validity to that argument, but I also think that many of these "complainers" make some good points.  Because PlaneShift is a game, and the primary purpose of games is fun (not the only purpose, but certainly the main one), I wanted to start a discussion about what makes PlaneShift fun, and what parts of it really aren't as fun as they should be.  I thought about putting this in the complaints department, but I want the focus to be more positive than that.  I have three cardinal rules I would like everyone to follow in this thread:

1.) If you dislike something, don't mention it unless you can also name at least one specific step the developers can take to make it better.  Not perfect, just better.

2.) Leave technical faults out of this (we all know that the NPC conversation system needs serious work, as do monsters, etc.)

3.) Mention at least one positive thing.  If you can't think of anything positive about PlaneShift at all, then why are you even here?

So, to start off with, here are some things that I think are FUN about PlaneShift:
Interacting with real people as I RP.
Being able to gain significant experience and money solely by completing quests for NPCs, with no combat required. (I really like combat, but I also really like the fact that it's not central)

And some things that I think are NOT FUN about PlaneShift:
Drudgery: Fighting endless swarms of rats to gain experience is never fun, no matter who you are.  Likewise, spending half an hour of real world time running across empty landscapes between cities is never any fun.  Most especially, spending hours of time in the real world watching your character pick away at a virtual wall for virtual stones is never any fun. 

Solutions:
Lose the rats.  Seriously.  Start characters off with enough ability and equipment to take on real monsters.  I understand that there need to be weak monsters at the bottom of the progression, but killing one-eyed mutant sewer rats is still, well, killing sewer rats.  People play fantasy medieval roleplaying games so that they can be epic heroes.  Epic heroes don't work as exterminators.

Create some sort of rapid-transit system between population centers.  There are plenty of fantasy medieval-appropriate mechanisms for establishing this.  Set prices low enough that most players can afford to do it frequently, but high enough that some people will chose to go cross-country anyway.

Stop trying to balance the economy and let the economy balance itself.  This probably leaves many of you scratching your heads and saying, "Huh?"  Here's my proposal: have the server track player-to-player economic transactions.  Take a running average of player-to-player prices for goods, and then set the NPC-store price for each particular item slightly higher than the average price for the same item when a player sells it to another player (say, 120% or 130% of average player-market price).  Example: players are always selling lumps of iron to each other.  Imagine that the average price for these transactions on a particular day is 125 tria.  For that day, NPCs will charge 150 to 160 tria for a lump of iron, but will pay only 100 to 110 tria to buy one.  The next day, the average player-to-player price for a lump of iron is 110 tria, so NPCs buy at 130 to 140 tria and sell at 90 to 100 tria.
Also, eliminate the NPC-store stock limits on mundane items (lumps of ore, non-magical weapons, armor, and equipment, low-level glyphs, food, potions, etc).  Players will have a choice: they can either find another player to buy their goods from, or save time by paying the extra money to get what they need from an NPC instead of making the effort to find a player who is selling it.  If you find that too many people are shopping from NPCs, just increase the price multiplier for NPC goods until you get the balance you are looking for.
I'll admit that this is actually more complicated than it sounds at first.  If it seems really simple to you, consider this: how do you value the items in this transaction: Geoffrey trades three lumps of iron and two diamonds to Brunhilde in exchange for a sword and shield.  Believe it or not, there are ways to incorporate that kind of thing into your model, and they're pretty easy as long as you get a little help from a fellow named Laplace and another guy named Markov.  It involves some really BIG matrices, but this whole thing is running on computers, so that's not really a problem.

Final thought:
As I mentioned at the beginning of this post, "complainers" are often told, "You'd have more fun if you would engage in some RP with other people."  Well, from what I've seen so far, player-player RP in PS consists primarily of chatting with each other.  It can be very rewarding, but how is it any different from an IRC fantasy channel?  Well, there certainly are a lot of significant differences between PS and IRC, but these "complainers" have noticed that most of the things that make the difference are no fun as the game stands right now.  If the only part of PS that is any fun is the person-person RP, then what's the point?  Why not just fire up the old internet chat and engage your imagination?  If PS is to succeed, we must take these complaints seriously and focus on the things that distinguish PS from chat, and make them FUN!

If you actually took the time to read this entire diatribe, thank you!

        -Lucas

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Ideally the npc should understand meaning but that's probably more difficult to code.  I'm hoping in the future that the NPC's will understand multiple phrases at least and therefore make a step closer to understanding meaning as opposed to exact "input."  I remember playing king's quest back in the day (late 80's) and exact phrases weren't needed, but multiple variations of words and phrases were understood by those npc's.  There's no reason why that can't be today.  Then again that game was purely quest driven and probably had a decent engine to parse sentences so was sophisticated in that aspect.  That being aside allowing NPC's to understand multiple phrases at given points in the quest would bring them closer to understanding meaning and add reaslism.  A good example of it currently working is how we ask for quests-- there are multiple phrases.  I think this should be employed within various points of the quest too.  crap, this turned into a wishlist item. ah well.
There is no reason why that is not today, because it already is :). Quest responses are parsed to allow at least some synonyms. ALso, many quests allow for different responses, or even a single word from a response. If you find a case where an answer makes sense but is not accepted, look here how to help solve that.

I agree that this problem is best solved by setting up the parsing system properly.  I disagree that quest responses are currently parsed in a manner that is even remotely acceptable.  I have seen instances where a single word from a response is enough to trigger the proper NPC response, but I have seen far more cases where EXACT verbage is required.  Many people on these forums say, "All you have to do is take careful notes and use the exact words of the NPCs."  That's one of the stupidest things I've ever heard.  I SHOULDN'T have to write down exact verbage (or check my logs) because it is NO FUN.  This is a game, so above all else it should be fun.  Moreover, there have been times when I DID write down the exact verbage from the NPC who issued the quest, but ended up having to use a different verbage to get the correct response out of the "target" NPC.

Here's a specific case: there is an early quest that involves taking a drink to someone and then reporting back to the bartender if that person liked the drink.  I said to the bartender, "She liked it."  No dice.  OK: "She liked the drink."  Still doesn't work.  How about: "[Insert person's name here] liked [insert name of drink here]."  Nope.  I finally got it by saying, "[Insert person's name here] said she liked the drink."  The difference between a successful sentence and an unsuccessful one?  The word, "said."  That's inexcusably bad design.  A good parser would have accepted any combination of: ("[person's name]" OR "she") AND ("liked" OR "enjoyed") AND ("drink" OR "[name of the drink]").  That would be very easy to code, especially if you ignore the order of the words (which you should ignore, because English grammar is WAY too complicated, with too many possible word orders for the same meaning).  If quest-related conversation were parsed in this SIMPLE way, most people would trigger the desired NPC response after one or two attempts, every time.

Another specific case: I'm currently trying to complete the prank quest for Taulim Wilaal.  It started with him telling me to go to a specific person and get a specific item.  I found that specific person, but can't seem to get him to understand what I want.  I spent twenty minutes typing in different phrases, all to no avail.  I know exactly what I want from him, but seem unable to communicate that fact to him.  The item I am asking for is simple enough that it should be very easy for a parser to pick out a single key word from my phrases and trigger the proper NPC response, but it just isn't happening.  One common way to deal with this (I am extremely surprised that I have not seen this implemented at all in PlaneShift) is to have an NPC respond to a key word in an otherwise suspect sentence by saying, "Were you asking about [insert quest item here]?"  Of course, you have to be careful with this and take measures to prevent "quest-fishing."  An easy way to control this is to set quest flags.  For example, if Bob goes to Jane and gets a quest assignment from her, a flag associated with that quest is set for Bob.  Let's say the quest is for Bob to fetch the magical feather from Adam.  Bob can walk up to Adam and say just about any sentence that contains "magical feather," and Adam will say, "You want the magical feather from me?"  Now, if Sharon hasn't gone to Jane to get the quest yet, and she walks up to Adam and says anything about the magical feather, even if she says, "Jane sent me to get the magical feather," Adam will say he doesn't know what she's talking about, because she doesn't have the proper flag set.  Simple!

Bottom line: players have to spend waaay too much time trying to guess the right way to say something, and not nearly enough time figuring out the substance of what to say.  This sucks the fun right out of the game.  I realize that many people are probably working very hard on this, but I think the biggest problem lies in their design choices: design of anything is always about trade-offs, and this game needs to trade away some strict control over quest execution in favor of smoother NPC interaction for players.

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