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Messages - argtjs

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1
I have the same problem since running the updater. I played with xgamma to try to get more light, but it does not make any real difference. I'm running a Debian Lenny, I have the latest driver available from xorg for an (rather old, I admit) ATI mobility 9000 (chipset r250).
The darkness issue renders the game almost unplayable.
I am open to testing if a dev will like to try a couple of things with my hardware.


2
To Lanarel:

The Hurd is the official OS of the GNU project (a sort of replacement for the linux OS, which is by GNU, but is a not a GNU project). It is a very ambitious project, with the slowest possible development you can imagine. It supports almost nothing (in terms of modern hardware), and takes a lot of time to install (it took me a week).
It has many interesting features due to its very unique structure, but it is very unlikely that it will be working before 10 years (lower bound).

 I don't really see the comparison of the Hurd, an experimental OS, with PS (apart from the fact that PS is not finished as well), a game (engine).

3
Single Author Stories / Re: The Life of Susu Septis
« on: November 28, 2008, 04:49:28 pm »
Very nice story. I'd very much like to read the next episode of the Pilgrimage.

4
If that means having an activity as intense as the Hurd (close to zero), and releases as often as the Hurd (close to zero), maybe, the developers should stick with what they do now.
In any case, if the point is having more modularity, do not take it lightly, I worked on a project which was completely rewritten in order to gain more modularity, the results were good, the amount of work required were huge and painful.




5
General Discussion / Re: Your thoughts on death and the death realm.
« on: November 19, 2008, 06:46:23 pm »
Quote
IMHO choices in PlaneShift must have benefits and penalties or there is no point in choosing
In many role playing games, many game masters like this idea of keeping a balance and preventing players from being too strong by the rule "never gives something for free".
But you should not forgot that you're not giving something for free if the players have the feeling that they are progressing when they spend a lot of times playing the game. They've already paid a price. The time they've spent in the game.

In many situations, balancing benefits and penalties does not make sense. While should you be penalized if you've chosen that your character will train a lot hunting ? Does that make you more stupid ? Weak ? I doubt it. Enforcing this type of rule in every situation will be very artificial.

However, I agree that this rule might be good in certain situations. For instance, it is a nice way at the time of the creation of your character to introduce since it might give a lot of varieties in the abilities of the characters. And clearly, it also make sense if you want to give the feeling that the DR should be avoided, not by everyone but by most people.

However, you should be very careful how you would introduce this into the game. You might actually break the balance unless you are very careful with the implementation.
If certain characteristics can only be mastered in the DR, and if you penalize everyone who decide to try to get them, then it might look very unfair, given the fact that all the other characteristics can be trained without any problems in the real world. Thus, to keep a balance, what you could get in the DR should be special. They are no reason to penalize someone who just want to learn a spell which does not have any strong effect, and does not lead to anything special, just for the sake of penalizing people.
You could even say that no real character would sacrifice anything important to gain something not important. Thus, you'll have to work very hard on the balance. What you could gain in the DR should be special, not just get trained by a master of another way, which apart from the name, is close to any other ways. But of course, it should be hard to get, and you should pay a heavy price etc...

Good luck.

6
General Discussion / Re: Your thoughts on death and the death realm.
« on: November 14, 2008, 11:43:23 pm »
Here are my thoughts on the DR, I have been PS not for very long, but I have played and organized many, many (not video games) role playing games.

I'll say that DR lacks two things at the moment.

1- It is too small to be a realm.
2- It should emphasize the fact that dying is important, not just a few minutes which keeps you away from the game.

For the first part, I would add a big city, a castle, a temple, and enough activities so that the DR becomes really a place where one can roleplay all the time (I'm sure some players do that now, but there are probably extremely rare).

The second part is much more tricky. What is important to keep in mind is that people will die often, especially beginners/new players/new characters.

In a role playing game (not a video game), beginners are guided by the Game Master in order to prevent them from dying. If, by badluck, they die for whatever reasons, the GM will often allow the player to throw the dice again, or/and be relatively lenient. Moreover, no one dies in a real role playing game because of a bug (out of bound...). On the other hand, in PS, it is very different. At the beginning, it is not clear for everyone, that this or that will be dangerous, and of course, everyone will die one day or the other because of a bug.

Thus, I believe the most important thing is to try not to penalize too much/make life difficult for people dying in the case where :

- they are weak
- they are new players
- they died because of a bug.

I believe that before introducing a complex set of rules and lots of work for the dev and settings team, one should try to find a system where the above problem is solved.

For instance, one could do the following.

Based on stats/levels, when one dies, one arrives in different places of the DR, very far away from the exit for people which are strong, relatively close (as it is at the moment seems balanced to me for instance) for weak people.

As from dying from a bug, maybe one could get a script which checks when someone dies what happens. If there is an out of bounds a few minute before or after dying, then one should get automatically spawn in Hydlaa, Oja etc.. If during a fight, one should die and go to the DR.

The above points above are for me, the most important points to adress.

Now, assuming the above points to be treated, as many other people, I agree that dying should be important, and people should really understand that it is not a good thing (unless you belong to a very special group of fanatics of some religions etc...), that you should do everything t avoid it, etc.

I don't like so much the idea of a maze. It will be fun the first time, and then it will be annoying. Playing should always be fun.
One could impose on the other hand that, based on stats/level, one cannot escape the DR before a certain time, or impose a stronger curse. What is important is that people dying should be able to play and at the same time, their character should not be able to maintain a strong position in the real world. One could impose that after going into the DR, one loses a lot of social status in real life, because of the curse, diseases, or a huge drop in charisma etc...
One could also impose that if killed by a professional assassin, following a certain set of rules (given by Dakkru???) then one cannot escape the DR before a certain time. Of course, this time will not be known exactly.

Thanks to the dev and setting team (and the players) for their involvements in the game.


7
I disagree with the statement that all beginners can fight a clacker. I started with a character extremely weak in Strengh/Endurance and that was all I could fight first.

It is not because the monsters are weak that the show will be boring. Imagine for instance, a show where one gladiator fight a lot of clackers in a sort of bloody massacre of clackers. Actually, I think this could be fun. I would therefore not request the removal of clackers, rather adding lots of them would be more meaningful.

 On top of this, one could think that perhaps the clackers are here to fight between themselves and people take bet on which one will win.


8
General Discussion / Re: New Updater?
« on: November 10, 2008, 12:22:59 pm »
Waouh, I can't wait to see this launcher. Congratulations to the dev team.

9
Newbie Help (Start Here) / Re: learning magic from lvl0 impossible?
« on: November 05, 2008, 05:14:27 pm »
Perhaps people with very small intelligence stat have less chances to be successful when researching a spell, meaning that you have to try many times before you find it.

10
General Discussion / Re: what will happen when the game gets big
« on: November 03, 2008, 03:19:31 pm »
Thanks for all your suggestions. I've watched the beginning of the Google tech, and will watch the rest soon.
Congratulations to all contributors of PS.

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General Discussion / what will happen when the game gets big
« on: November 01, 2008, 09:49:55 pm »
I was wondering if the devs had any idea what would happen if the game becomes very successull. I would imagine that the server would need to be pretty robust, perhaps distributed, and that the cost of the bandwidth would also become quite important. On the other hand, it seems that the dev team really want to keep the game free. Do you believe you will get enough money from sponsorship or other sources, or do you think that server and bandwidth coud be donated by some compagnies ?

Thanks and congratulations for the hard work and the fantastic game.

12
Technical Help: IN GAME bugs (after loading world) / Re: Quest Updates
« on: November 01, 2008, 04:02:08 pm »
First of all, let me congratulate everyone who has been working on the quests, they are fantastic. I've almost finish a particular quest, but I found it very hard  because the NPC did not accept the right sentence which was something like Thr[...] the Dw[...] [....] where I have removed many letters to avoid spoilers, but it did accept  Thr[...] Dw[...] [....] , where you remove the "the".

I spent quite a lot of time on it before I found a post where a similar issue happened which helped me.
Perhaps, you could also make the NPC understand similar answers (which I have tried), such as "in the sky", "above your head..."

(we should perhaps erase this post once it has been treated to avoid spoiler).

The quest I am referring to is D[...] W[....] wants the messenger b[...].

13
Most NPCs (all?) should understand "Sorry." or "I'm sorry." which I found natural to say everytime I got an NPC angry or impatient, especially after I've asked something they did not understand. At the moment, none of them seems to understand "sorry" however.

I have started PS about a month ago now. I am enjoying most part of it, and concerning the NPC I really like the freedom of speech in talking to them compare to the usual games. Congrutulations to the developping team and encouragements for the improvements which I am certain will come.

14
Sorry, I've read again the post of Lanarel, and understood something which I did not before about the blue bars. So I guess apart from the crash, the rest could be fine. Just ignore the previous post and accept my apologies.


15
Thanks Lanarel for showing interest in the problem. The screenshots are not fine. All the skill level show no blue, where I had a lot of blue. See also what I wrote before on the faction tab.

To summarize things again:

I had 23 practice points. I clicked first on buy skill. Then on buy skills level. Then all the skill bars turned into something wierd and Planeshift crashed. When I got back in game, I've lost all my training points. The remaining point you've seen on the screenshot is a point which I have obtained after all of that. Then I checked my skills and they looked as in the screenshots. No more blue, as if I had lost all current training, theoretical and practical knowledge in all skills. If you don't see the problem open your statistics tab and compare yours to mine, you will have some blue, I don't have any blue, for all skills. Ok, I guess in theory, it's possible not to have any blue, if you have just finished every skill level and stop there, for every skill. But this is not the case. And look also to the faction tab, it's not what it used to be. 

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