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Messages - Kempeth

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1
Server Status / EZPCUSA down until?
« on: December 18, 2009, 02:41:56 pm »
First the server wasn't allowing to attack any monsters and now it's down althogether...

When is it going to be repaired?

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In my experience most game devs are rather liberal with the use of game art on other websites. I mean most things that people do with their art equates to free promotion so who's going to argue. Attributing certainly wouldn't hurt but as long as you don't make some kind of profit you should be fine anyway.

3
General Discussion / Re: Character models!!!!
« on: July 31, 2009, 09:53:43 am »
Character models are lot's of work...

You need to design, model, texture and animate them. Then you need to check and possibly adapt all the armor pieces to make sure they look good on them. Considering the work and the fact that we already have quite a few models to choose from I understand why it's not that big of a priority...

4
Wish list / Re: Reactive landscape
« on: July 27, 2009, 12:01:42 pm »
With the recent talk about adding grass to Planeshift I've been drawn back to these kind of ideas. The older thread "dynamic paths" is locked so I thought I'd necro this one...

I've been doing some thinking and calculating about growing and stomping down grass to make and remove paths. First some base points:
  • I've mapped one of the road to Ojaveda maps and calculated that it's total area is around 725k square coordinate units.
  • I know of 4 outdoor areas that I could see this whole idea of dynamic paths making sense (2 roads to Ojaveda and 2 roads to bronze doors)
  • From the Tech Talk we know that the bottleneck currently lies with the bandwidth. So the focus of these deliberations will lie with that.
  • Since the server knows where every character is at all times and has CPU and Memory to spare the analysis of Player movements can be done server side
  • 1 coordinate unit is about 2-3 times as wide as a character
  • Making paths is a rather slow process

So I've been putting together a few numbers:
  • On the basis of the grass shown in the dev blog about 8 degrees for the strength of a path would suffice. 16 would be hardly noticeable and 4 could be a little rough but might still work.
  • 1 square coordinate unit looks like na adequately fine grained tile size to grow paths so lets run with that for now.
  • Using that tile size we would have a total or around 3 million tiles for all the four road areas. At 3 bits per tile that would make about 1.25 MB (~300kb per road map) for a complete download of the grassmap.
  • These grassmaps could arguably be cached for at least a day due to the expected slow build up of paths. That would leave us with an an absolute maximum of 1.25 MB per active player per day
  • Aside for standard compression algorithms the size of the grass map could be further reduced by defining areas where grass cannot grow like rocky terrain, very steep slopes or stalactites. All the tiles in those areas could simply be omitted from the grassmap. All that would be required would be a static file client side to indicate which tiles are missing.
  • Even finer paths could be extrapolated client side by projecting the grass map onto a 4 times finer grid and using something like a anti aliasing algorithm to smooth the paths

As for the serverside analysis of the player movements there are a few more points that came to mind:
  • The weight of any player's steps would have to be put into relation to the amount of inhabitants that can be expected to live in these few and relatively small cities.
  • Also instead of weighting the steps of all players the server could simply just monitor only a few random players to reduce the cpu load
  • The server could monitor the paths and notify the dev/gm team about paths that remain over a prolonged time so that they can be moved from the dynamic model and into to static map.
  • The server would only have to generate the grass map file once for every cycle. And with a simple hash comparison the clients could determine whether they need the new file or not.

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Development Team Blog / Re: Grass
« on: July 24, 2009, 10:41:38 am »
Thanks Durwyn for the upload.

It looks nice! It even moves! It would be even nicer if the grass didn't spawn on empty hills as you move closer but I guess It would be a bit of a strain to have grass visible as far as the rest of the map...

6
General Discussion / Re: Your thoughts on death and the death realm.
« on: July 23, 2009, 04:46:59 pm »
I think it's sad that once you've escaped the death realm once it's no longer a challenge. I'd wish it be much larger and more complex featuring a lot of different paths, some puzzles / mechanisms you have to solve in order to get out. It could be build like a tree with many many branches and every time you die you start on a random branch. Branches could merge via trapdoor like transitions (like you have to jump down somewhere) so you don't accidentally go back out towards the leaves but always closer to the stem. Not to say that there shouldn't be dead ends but at the size I'm imagining the death realm it would be very very difficult to find the right way otherwise.

I also like the idea of a changing maze. It could be designed in a similar style as the stalagmite itself. Kinda like a parallel realm (which wouldn't be far from the truth). The different levels in the DR stalagmite could be rotating independently so a branch on the top level on would lead to a different branch on the lower level every time.

Further advanced players could be placed in higher level of the DR so that they have a further way out than newer less advanced players.

7
General Discussion / Re: NPC voiceovers!
« on: July 23, 2009, 12:57:18 pm »
I'd be interested in trying this but how do I know what NPC's aren't taken already? Or are you folks just collecting people with a good enough voice to choose from and then give out "assignments"?

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Development Team Blog / Re: Grass
« on: July 23, 2009, 11:04:44 am »
I'm sooo looking forward to this! It really enhances the landscape a lot...

Talking about grass reminds me of a wishlist discussion way back about dynamic paths. I think that would be a totally awesome idea to implement.

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Wish list / Re: Posters.
« on: July 21, 2009, 10:21:29 am »
Well. How about a combination? A NPC could take the orders and a GM could aprove or deny them when he has the time...

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Newbie Help (Start Here) / Re: Finding herbs
« on: January 21, 2009, 03:21:46 pm »
Huge Huge Spoiler Warning!

You can start with apples near Harnquist...

There are some plants that have models already. Carrots and some flowers come to mind. The rest look - as Quin said - like brown sacks. They are pretty easy to see. Just wander around outside and you'll find some...

11
Granted or negated Wishes / Re: Herbalism
« on: January 15, 2009, 08:40:03 am »
I second that. Some diversity beyond the omnipresent potions is a great idea. I could imagine that the strong potions with immediate effect would be much more demanding to produce - both in terms of skill and amount of ingredients - while salves, teas and the sort would be simpler but weaker or simply work slower.

Teas could simply be a weaker form of potions.
Salves could provide slow but prolonged benefits like increased healing speed.
And Potions would be more the quick bang solutions.

This would be especially interesting if additional conditions would be introduced like bleeding, broken bones or diseases (like TES Oblivion) which require specialized treatment.

There's also the potential for drug like substances and of course poisons...

12
Complaint Department / Re: Better Skill Descriptions
« on: January 13, 2009, 02:18:22 pm »
I think there was some misunderstanding. I was not suggesting that npc's should explain these skills. It would be an interesting idea but I'd rater see a more meaningful description in the skill window. This way they only need to be changed when they skill's effects are changed.

Strength is imo the an ideal example on what I want. From mind:
Quote
Strength
Your physical power. More strength means higher damage in combat and a higher carrying weight.
First a little abstract stuff and then it says exactly what it does.

Or to build on zanzibar's example:
Quote
Light armor
Your proficiency in fighting with no armor or armor made from light materials such as leather.
A higher skill will allow you to dodge more attacks despite wearing armor and block more attacks with it.

Or another thing:
Quote
Armor Repair
Skill at repairing armor. A higher skill will reduce the chance to degrade the item and allow you to repair more, faster as well as repair more complex items

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Complaint Department / Better Skill Descriptions
« on: January 13, 2009, 10:34:31 am »
I'm not sure if this belongs here or into the Wish List...

I would like to see more explicative skill descriptions. Especially for the combat skills I find it very frustration not to know what I actually training this for. All I know is that it - hopefully - somehow will make me better at fighting.

All it says currently is something like:
Quote
Light Armor
Your skill at wearing light armor.
Great! But what does it do? Will it protect me more? Will it allow me to wear better armor? Will it make my armor last longer? etc. I'm not looking for detailed formulas or lists what you can do at which level, but something to tell my why I might want to train this skill. Some skills like Strength already do this... I'd be happy to help revise some descriptions.

I have something like this in mind:
Quote
Light Armor
Increases your protection from attacks and allows you to act more agile despite wearing armor.
(I don't know it that's actually true, just an example!)

For the heavy-RP-folks I just want to add that I feel such a system would fit much better into the world. What kind of trainer or teacher would say:
"Come I'll teach you about Foobar. It'll make you better at Foobar"
"Sounds interesting but what does is do?"
"I'm not going to tell you, just give me the money and find out for yourself..."

They would say something like: "Come here and learn how to better handle your sword. You'll be able to do more damage to your foes and take better care of your weapon!"

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Wish list / Re: Book / Map Improvements
« on: January 08, 2009, 02:59:26 pm »
Yes and no. I don't think it's wanted that you can have 200 poly lines with 200 lines to "overcome the 200 lines issue" which is meant as a "feature".
So assume that each line of a poly line counts as a "line", what are the advantages you hope to get from the "polylines"?
<ln pts="0 0 0 10" col="0"/><ln pts="0 10 10 10" col="0"/><ln pts="10 10 10 0" col="0"/><ln pts="10 0 0 0" col="0"/>
versus
<ln pts="0 0 0 10 10 10 10 0 0 0" col="0"/>

If I interpret the Feature Request correctly then the amount of entities / primitives you can add to a sketch is skill-dependent and was not limited due to performance or memory concerns. That puts an entirely different light on the limitation.

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Wish list / Re: Books / Library
« on: January 08, 2009, 12:20:51 pm »
I'd rather see player books go through players economy entirely. Dedicated merchants, guilds...
I'd also rather see copyist as a proper job, although maybe a NPC could do it.
Heck, I would even be happy with a read/write (expensive) skill, to make it more medieval, although I'm not going to put that in a wish list.

What about oral tradition? Don't sell your books, folks. learn them and speak them out loud. (You can even use shortcuts, you lazy ones!)
Right now a player run bookshop seems unrealistic to me as you can hardly carry enough to hold at least some copies of all the books player might write. You would either have to be able to rent a shop and shelf your books there or have some kind of transport animal to carry it for you (à la traveling salesman).

I don't think the exclusiveness of reading and writing was an inherent effect of the medieval tech level but more a result of the sociological environment back then. A read/write skill would only add pointless grind to the game as nearly every character would need to master it to be successful.

How about you could drag and drop a book onto the chat and your character would automatically start reading it?  ;D

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