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Messages - Golbez

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1
Fan Art /
« on: March 10, 2005, 12:14:14 am »
I know of a certain artist that managed to forbid people from making forum avatars out of his artwork, since modifying the images without permission qualified as \"tampering\".

I am not particularly certain if lack of profit or personal usage is a valid excuse when intellectual property is violated.

In fact, I have been informed that even editting a copyrighted music file just a little bit (using any audio editting tool such as Cool Edit or Sound Forge) without permission is illegal.

Do not get me wrong. I doubtfully would press suit should I discover a stranger has altered one of my images for personal use. But I would definitely make a public claim saying the original is my work and that said individual has tampered it without consent.

- Golbez

2
Fan Art /
« on: March 02, 2005, 03:26:36 pm »
I do not object to having my artwork saved in a harddrive, personally. In fact, I know a person who has used one of my images as her default desktop wallpaper.

I consider it illegal, though, for someone to alter my images in one way or another without my explicit consent (Which will usually be a \"no\" ), to claim authorship, or to distribute without mentioning the artwork is mine. As unlikely it is to happen, if publishing and earnings enter the equation (and I am excluded ;)), I will not be very happy.

Anyway, I do have that image in my hard drive. I\'ve meant to edit it for months, but something always came up.

- Golbez

3
The Hydlaa Plaza / Lesson #2191: Re-reading can be enlightening!
« on: January 18, 2005, 09:22:34 am »
Quote
And something I had not noticed before.
[23:34] <14Princess_Aelya> yes i said it...GOLBEZ likeed me for a short period
[23:35] <03Annah|BO> I know
[23:35] <03Annah|BO> He told me :)


This is not quite so fun, because I am about 110% sure of its inaccuracy.

But some matters are better dropped to never be touched again, for the sake of past friendships.

- Golbez

4
The Hydlaa Plaza / That is certainly a new one
« on: January 18, 2005, 09:05:26 am »
Quote
Quoted from one of Annah\'s logs
[23:34] <14Princess_Aelya> heh...golbez and drak fought over me first :P


It appears there are still parts of my past that remain hidden by the thick fogs of selective amnesia. Or someone simply perceived the wrong impression.

It is a fun rumour nonetheless, I suppose.

- Golbez

5
General Discussion /
« on: October 31, 2004, 08:09:09 pm »
Mmmh...

...Who would never fight side by side?

A \"l337 d00d\" and me? :D

- Golbez, extremist anti \"l337 d00dz\".

6
Wish list /
« on: October 20, 2004, 03:02:57 am »
I fail to see where shares fit into the game theme.

I could see it happening in a science fiction game, a futuristic cyberpunk thriller where cities, nations and the world itself are dominated by greedy corporations (A Shadowrun-esque setting).

But there is no stock market in Yliakum, or a parallel to Wall Street. We live in a setting where differences where settled with a battle in the arena, steel and spells are the rule of thumb and the closest thing you have to a corporation is a tavern or a smith.

And guilds, as the game conceives them, are organisations of individuals with similar ideologies and beliefs, not a regulation of a craft or skill (Such as a Thieves Guild, or a Trade Guild, for example).

From my point of view, buying and selling shares would be a simple and blatant \"No\".

- Golbez

7
Wish list /
« on: October 19, 2004, 05:29:31 pm »
Quote
Originally posted by Mkt2015
For starters I will say that the percentages, when looking back on them, wouldn\'t make sense. However, it is still based on a system that works, even if that system doesn\'t make sense. I\'m working with the idea that in a balanced economic model price would be 100% and demand would be 100% so if one was 150% and the other 50%, they would balance out. If there was a huge surplus of Eggs in the world (the real world), the price would drop because the demand would not be high. In time, however, the price would go back to the way it was because there would no longer be a surplus. Duh!!!


So, we would be using a system even if we know it does not make any sense whatsoever? I hardly consider that a viable alternative.


Quote
Originally posted by Mkt2015
I doubt anyone would want to pay money to a lord or king or whatever. If I hoard my money will I be beheaded because I don\'t pay the king every month? I truly doubt it.


There are no lords or kings in Yliakum as of yet, so a feudal model should not be applied directly. What I suggest is doing a research on the economic system of the Middle Ages, and adapting it to the setting of PlaneShift.

Besides, taxes and tributes could turn out to be an interesting idea. And I have a few thoughts about the form of punishment for the evasion of such laws (Always trying to avoid the concept of \"Jail\", since it generally leads to the killing of the roleplaying).





Quote
Originally posted by Mkt2015
I haven\'t played other MMORPGs except for Runescape which has a standard price for all items.


That one is not an RPG.


Quote
Originally posted by Mkt2015
Maybe the reason why the other MMORPGs sucked when it came to an economic formula was because they tried to make it too complex. Economics is not complex! If you can\'t hear me....ECONOMICS IS NOT COMPLEX!! Supply and demand. Period.


I am a bit dumbfounded. If the only game you have played is Runescape, how come you are so aware of how much \"the other MMORPGs sucked\"? I am curious as to how you are so acquainted with those economic systems if you never played the games in question.

And the \"Economics is not complex\"? Tell that to the poor fellows that study economy for five years at university. Supply and demand is just a fraction of what economy entails. There is also Micro and Macroeconomy, depending on the guvernamental regulations, logistics, financial math, statistics, world and regional laws of economics, marketing, international finance, sociology, psychology, and a whole bunch of other pertinent matters without which economy collapses. And no, not all of it revolves around \"Supply and demand\".

It is akin to saying that Engineering is all about math. And trust me, it is not.

- Golbez

8
Wish list /
« on: October 18, 2004, 05:05:29 pm »
I think that before we tackle the economy model to be applied in game, we must first be more aware of the economic aspect of the setting. So far the only thing that lies in front of us is the currency. We know we have trias, hexas, octas and circles.

But we do not know if the economic model is similar to the feudalism and manorialism of the Middle Ages, or if the economy is regulated by the Yliakum government through the strict control of Guilds, or if the suggested \"post-Adam Smith\" concepts would be applicable in a medieval fantasy setting.

A lot has been discussed about \"businessmen\", but if you ask me, there would be no such thing as \"businessmen\" in Yliakum. Crafters, smiths, merchants, yes. But not businessmen. And in the days of yore (When speaking of \"free market\", \"variation according to supply and demand\", \"inflation\", and such terms were totally unknown) the prices were not so liberally established.

Simplifying the economy in excess will lead to it being dull and uninspiring. On the other hand, crafting an intricate and complex system will lead to it being exploited by a few and, let us be honest, how many of the players DO understand the complexity of world economics? This ignorance will undoubtedly end up with the system not being properly used.

So where do we draw the line? Is it truly worth it to spend hour after hour of brainstorming about Yliakum\'s economics when probability favours the chance of it not being properly accounted for by the players? Would a more automatised and less realistic system suffice for the needs of the gaming community? And the King of Questions: How much does the in-game economy contribute to the gaming experience as a whole, knowing that its hyerarchical importance is not as massively recognised?

Just some thoughts.

- Golbez

9
Wish list /
« on: October 18, 2004, 03:30:46 pm »
According to the coders I know and have talked to, and their confidence in the simplicity of the system, the needed calculations are so negligible that it should not be much of a problem.

Most likely the code would not be processed by the server, but by each individual client.

- Golbez

10
Wish list /
« on: October 18, 2004, 12:17:00 pm »
\"Voices\" and accents can be easily RolePlayed. Different ways of speaking and emphasising certain aspects of the language can be picked up and learned with little effort.

I completely adore playing characters with marked accents, or with a noticeable twist in their speech (Overly complex like a Renaissance fop, or excessively simple like the Half-Orc next door with an intelligence score of -3 ;)). They tend to stand out due to people being subtly encouraged to focus on the text a bit more. But I do not think it would add much in game depth to force everyone to type constantly and permanently with an accent. In fact, it would drive them bonkers.

And I do not think a code for an accent is particularly feasible, it would necessarily be limiting and unrealistic due to its mathematical nature. A language, on the other hand, is more resembling of an organic entity of its own, and does not respond to such firm structures.

If you want to play the Dwarf with the stereotypical accent, more power to you. \"How be ye, lad? Thet would be good, aye! Oy, we gots ta help tha others!\". Or come up with new and different accents for the other races.

Racial languages, however, are an entirely different issue, and the developer team should consider if it is in theme to welcome their presence. Given the heterogeneous origins of the different cultures, it would not be far fetched at all to build a language system.

I have seen in a few online roleplaying games a different method that instead of scrambling letters according to a skill level, it handled the code much differently.

Each letter of the alphabet would receive a \"difficulty value\", that is, the difficulty to recognise the sound. Vowels and the most used consonants would be set to a lower difficulty level, whereas more esoteric characters such as \"x\", \"k\" or \"w\" (for example) are not as easy to pick up for a language student.

What the skill rank in a determinate language does (Say, Language: Elven = 30%) is to set a maximum of comprehension for the difficulty of a word. With 0% having a comprehension level of 0 and 100% an infinite value (You understand everything fluently).

So...how do you decide on the difficulty level of a word? Simple: You add the values of the individual challenges of each character (We will call that value DC from now on, for Difficult Challenge).

Example:

My character has 35% proficiency in the Dwarven tongue.

35% equals the ability to comprehend words with a DC equal or inferior to 20.

Well, let\'s see how that works.

Let\'s take the word \"Hello\". Supposing that the letters have the following DCs:

H = 5
E = 2
L = 3
O = 2

Then the word would have a DC of (5+2+3+3+2) = 15

My character would not receive the word scrambled, he would understand the meaning.

However, if a Stonebreaker comes up and says \"Morning!\"

M = 4
O = 2
R = 4
N = 5
I = 1
G = 6

Then the word has a DC of (4+2+4+5+1+5+6) = 27

The sounds are too complex for my character to understand.

Of course, the code would do all the math automatically, and filter in a blink of an eye which words we understand and which are way too difficult for our characters\' intellect.

It may seem a bit complicated at first glance, but the code is simple, and effective. It does not scramble random letters (which often results in awkward and unrealistic lectures), in opposition it filters complex words from more common ones depending on which letters compose them.

What do you do with the words that are NOT recognised, you say? Well, it is even simpler. The staff comes up with a list of say...fifty to a hundred sounds typical of the language. For example, we want the Elven language to sound very melodious and easy to the ear. So we propose sounds such as:

aelrir
moriebendir
salieras
leliomen
orie
ad

Etc, etc, etc. After we have a good number of made up words in the pool, we simply ask the code to randomly replace the non-recognised words for one of the fake words. I assure you, reading a scrambled text composed of only 100 words has enough variety to look realistic.

Anyway, that is my proposal for a language system. Do not ask me to write it any tidier and in detail than this ;) I am no coder, so this is as far as I can go.

- Golbez

11
General Discussion /
« on: October 17, 2004, 06:54:01 pm »
Quote
Originally posted by Adeli
Thank you to all who replied.


You are welcome! ;)


Quote
Originally posted by Adeli
Golbez, how did you get so knowledgeable?


Pffft. I am not knowledgeable. Graphic Design is what I study, and the basics involve topics such as morphology, theory of colours, language (oral, written and visual), etcetera.

This just happened to fall right in my area of interest.

- Golbez

12
General Discussion /
« on: October 17, 2004, 06:54:55 am »
The quirk us humans have of assigning a certain \"meaning\" to a colour is  called \"synaesthesia\". This capacity means that each hue evokes in our psyche a determinate concept.

Which is why a man in a dark suit of armour invariably represents \"evil\" and one in golden plate mail will always strike the average individual as \"good\". Or another example, the division of the chromatic circle in \"cold\" and \"warm\" colours.

I understand Adeli\'s point, though. A society instinctively tries to delimit the different meanings in conventions according to their ease of recognition (Any form of language being the prime example of this), and it can be a bit odd to see two slightly different hues of blues representing two completely different aspects of magic. Not that it bothers me, particularly, but it is something I had never noticed before.

I am assuming that you are writing a story in which the different ways of magic are involved, and you are trying to recreate a separation of each way through the colours.

I would suggest considering Azure as a green-tainted blue for your story, if you are attempting to make a clearer visual distinction for each way of the arcane arts. And remembering that not only this visual distinction is given by colour alone: Other variables such as differences in garments and their styles, jewelry, amulets, and particular symbols and anything you can think of can help to convey an idea of individuality.

- Golbez

13
Fan Art /
« on: October 10, 2004, 04:26:21 pm »
Quote
Originally posted by Moogie
Hmm, okay, this time I need some opinions about the background.

As you know, this is gonna be a t-shirt print. I want to keep the focus on Seperot, so I don\'t want to go into any/much detail with the surroundings. However, I\'m not happy with the current sudden floor/fire split, and I don\'t know how to make it look better.


Well, I am positively impressed by the quality of the new details. But I will jump right into those little things that render me a bit uneasy.

The front leg still seems to me to be slightly longer than the other. I suggest trying to reproduce the pose in front of a mirror: Grab a chair or something to lean on, and tilt your body to the angle Seperot has in his running stance (Careful! I almost chip a tooth in this one!). Then bend your front leg at a bit less than 90? degrees, and see where your foot ends. I personally found it is more distanced from the ground, and located more to the left of the picture. However, the author is the one to decide, since the new trend in cartoons and modern animation is NOT to respect proportions so strictly, sacrificing accuracy in exchange for visual effect (Take Samurai Jack, for example).

I tried drawing two lines using Illustrator, to measure the height of Seperot in comparison to the length of the tail. I found that the character\'s full height (A bit more than seven heads, which means it is very balanced), was almost the same as the tail at full extension (The tail was a bit less than seven heads long). I, personally, would shorten the tail somewhat. And in addition, I believe the bones clasping the tail would make it a tad heavier, I think. Although that one is a much more subjective opinion than measuring proportions, and I could easily accept its position as it is.

A ground-level cloud of smoke could be useful to your ground/fire separation. Rule of thumb says that if the division is too brusque, fading the borderline is a viable option. Another is the aforementioned piles of rubble, that would indicate more explicitly that a structure is actually burning.

The hair seems to be a single united mass in movement. Taking a quick peek at some anime pictures (Japanese artists have an enormous talent at drawing hair in motion) could perhaps give you some ideas. Then again, it is once more my personal taste.

A few yellowish highlights on the armour, reflecting the blazes, could make the composition look more thorough. If considered, it should be a final touch, a coup de grace if you want, and then I would ponder if the effect is actually positive or detrimental to the composition.

Other than that, the blade and armour look great, and the detail is quite fascinating. I like the new position of the back foot, and the dynamic sensation portrayed by the artwork.

I am often quite critical of 100% CG images, because I feel the \"hand\" of the artist is quite usually lost (Which is why I ink my drawings and scan them for colouring. Or I would, if the darn scanner worked). But I find that Moogie\'s result is pleasing, harmonious, and easy to the eye.

- Golby, the picky one prone to over-analysing everything

14
General Discussion /
« on: October 09, 2004, 05:31:18 pm »
If we do have big wavy swords for some reason (rendering them impractical and excessively hard to control), I sincerely hope they are not named \"Flamberge\", as that popular denomination is incorrect.

The typical long swords (and special dueling swords) carried by Knights in the 17th and 18th century were the original \"Flamberges\", which is a derivate from \"Flamboyant\". They received their name from the exquisite patterns and materials of the hilt and pommel, but the structure was very classic. Flamberge was first a moniker given to Sir Renaut de Montauban\'s long sword, in the 8th century.

Nowadays, they call \"Flamberge\" to that huge ondulated sword, which was historically of only ceremonial use back in the 13th century. Experts denominate give it the name of \"Flammards\" or \"Flambards\".

I would personally be pleased to see \"exotic\" weapons such as the schiavona, the katzbalger, the gladius, the smallsword (Descendant of the rapier), the tuck, the cinquedea, and the scramasax.

15
Fan Art /
« on: October 07, 2004, 02:45:25 pm »
I liked the composition in the first two stages, I consider that by removing the fire and pterosaur the plane looks a bit empty. So I would recommend thinking about some distinct detail added to counter the weight of Seperot\'s presence at the bottom half.

Considering that this is just a digital sketch so far, it is not necessary to go into much details. But I think the front leg is a tad too long. Considering the laws of proportion and anatomy, I would say that Seperot\'s front foot, in that particular position, would not be touching the ground. And the tail is a segment too long in my opinion, but that is more of a subjective preference.

The position of the protagonist is neat and fluid. The sensation of movement is clear, and characteristic of anime scenes (Which is good! Anime and manga can be beautifully dynamic). The lines of the hair and tail are correctly resolved, as is the weapon\'s inclination.

The fact that the friction between the blade and the grass somehow manages to produce sparks has a bit of a weird-looking effect, in my opinion. Though many admirable artistic compositions have as a quirk the transgression of physical laws.

I\'ll look forward to the final version. ^_^

That looks like PhotoShop work to me. Was that what you used?

And of course, all criticism I offer is aimed to be productive, not destructive. Not that I consider myself an eminence on the subject, but being graphic design my main object of study, I am prone to this sort of analytical observation of people\'s artwork.

Keep the fanart coming!

- Golbez

EDIT: Yes, you used Photoshop. Silly me that I didn\'t read the last post.

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