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Messages - zinder

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1
Wish list / Re: New combat system
« on: September 09, 2010, 06:12:18 pm »
Allowing the client to determine hit or miss is inviting disaster. The system the OP describes practically requires zero lag, too. Otherwise where you aim at isn't actually where your target is.

ANd the Magic system is not only way too simple, but not well thought out either. For example Healing only as an area centered on you is a bad idea. For one it gets heales into the thick of combat, where they shouldn't be. You also need a way to determine who should be affected by this area effect or the target gets a heal too. It also drops tactical and strategical considerations of spells. For example a "Touch of Death" can be a real touch spell. A "Heaven's Strike" can be a blast dropping down from above hitting things on its way down, but nothing between the caster and the target and work only under the Crystal. A "Fire Rock" can be lobbed on a ballistic  arc over a wall. Spells can effect anything in an arc.

2
Wish list / Re: Game Time in the Information Window
« on: August 22, 2010, 12:40:05 am »
I don't remember anyone addressing dieing of old age, but AFAIK escaping the DR is supposed to give you your body back. Now even if dieing of old age lands you in the DR, escaping doesn't help you much. You will return shortly because your body will just fail again. I think I read somewhere there are plans for NPCs that live in the DR permanently. If that was official and is still in the plans, any character who was absent for very long can still claim to have been lost in the DR.

3
Wish list / Re: Log Filtering
« on: August 17, 2010, 02:09:52 am »
For the original topic, I haven't played in a while so i am not all that current on chat logging options. But perhaps a chat logging inspired by Logging Frameworks would be good idea. For each channel you could give a number of destinations.

For example usage you have an allChannels.log, where messages of all channels are logged. You add guild.log to the guild channel and you add IC.log to guild, tell, chat and group. When you play Planeshift, all messages on the guild channel get added to allChannels.log, guild.log and IC.log. Tell messages get only added to IC.log and AllChannels.log. System messages only appear in AllChannels.log. Channels without any destination don't get logged at all.


A unit test framework helps to find implementations not working as the test writer understood the specification. It does not speed up arriving at the specification, nor does it guarantee the test implementation is correct for the specification. It only checks the working of an implementation, not the coding style. As the previous poster already said, coding style is beyond a unit test framework.

An implementation that looks like decompiled optimized object code will pass a unit test framework. But it should never pass quality control on any code base. There are various flavors of code that works, but shouldn't be accepted.


4
As far as i know any of the common edges can be made with nothing but a whetstone. Some need more complicated motions than others, but if you learned the motion and can recognize which edge a given item has, you can sharpen it. This is something you should be able to do with relatively low skill, compared to the skill cap. But using the wrong technique on an edge is still a danger early on.

But restoring a edge that's been damaged is something else. You lost material in that case, at least in something like 90% of the time. It is not just making that section sharp again, but you need to sharpen it in such a way that.. I don't really have the word in english. You have to keep the shape of the edge intact. No places where the edge moves back from the cutting line, no wavy line along the edge. The techniques to do that are not noticeably harder than just sharpening, they are mostly the same actually. But the knowledge which to use and on how much of a length of the edge to apply them, and when to stop, judging when, or even if, you have achieved a proper flow of the edge again, is very difficult.

And that last bit, while wholly fitting for tools, is not as rigid for weapons. IIRC the vaunted Katana needs quite some maintenance and a normal battle of its time could routinely destroy more swords than it killed fighters. Nonetheless it is considered a good, useful weapon.

5
In RL, I've begun to sharpen my own kitchen knives. Freehand, with a stone. Took me about 3 tries before I could actually improve on the factory blade's sharpness. More generally, I have not heard of any (appropriate) preventative maintenance regime that is liable to seriously damage the equipment being maintained because of a small error. A large error, yes, but that's why you get training.

That says more about the kind of kitchen knives you buy than about how difficult sharpening is. Kitchen knives usually have the simplest edges you can make unless you are willing to shell out serious money. They are easy to sharpen or resharpen, too, since they have a very simple blade geometry.

Unless that weapon is just decoration, you will do more than preventive maintenance. Each fight risks making little nicks and scrapes in the edge, aside from loosing sharpness. Any armor your opponent might wear, and for example a bad parade or hitting a bone, too, may damage the edge. If you don't go about restoring the edge the right way, you can loose cutting power.

6
It might be better to rename what is currently repair into maintenance and have actual repair as a subset of crafting recipes.

Oiling and removing gore and fluids before they set in and cause smell, rust or imbalances in handling. Rewrap the grip, tighten connections, sharping edges on weapons. Oil the leathers, tighten straps, straighten out dents on armour. I'd place the limit on fixing small failures, i.e a patch under a cut that didn't go quite trough a leather armor or replacing a few broken rings on a chain mail. All that would be the played out aspects of what you do with a current repair kit and the repair skill. That is what you can do without major tools in the field and why i think renaming repair to maintenance would be better.

Damage that goes beyond the above, i.e holed plate, cut up leathers and ripped chain for armour and broken blades, shafts or heads for weapons, would require actual crafting. As you need to make the damaged part anew - reforge the blade, head or plate, cut and carve a new shaft, replace the cut up or ripped facing with a new one. That should need more time, replacement ingredients and crafting tools.

7
Wish list / Re: Addition to trade system
« on: March 12, 2010, 02:56:25 am »
I don't think any of the incidents i listed as examples would constitute a crisis by itself. You would need at least two or three in the same region in a short time frame to call it a crisis. Two poor harvests in a row and vermin in the grain storage together in the same place - yes, that would be a crisis. But the way i see it done, if you already got one of the incidents, the probability for another in the same place or of the same type drops sharply. Perhaps i didn't make that clear. Also keep in mind not all incidents would raise or only raise prices.

The example of vermin is also intended as one of the stronger and short lived examples. In my mind a poor harvest would also get you 10% raise, but only let up after a month. And a public feast for a wedding would get you a 3% raise in raw food materials and a 3% drop in food products(leftovers) for two days, for example.

There is also some leeway in what constitutes inflating a price. Just raising the price is not inflating. I would place the threshold at 20% or 25%. That is a high raise, but still short of inflating in my opinion.

Oh and as for the Guard, I would say they needn't go looking by themselves. This is one area where people would alert them whenever they think someone overcharges or inflates. But it can easily be a comment that they had to investigate this or that one for accusation of inflating prices already. It could also be a dynamic quest for player characters that only appears when an incident happened.

8
Wish list / Re: Addition to trade system
« on: March 11, 2010, 08:16:04 am »
I have a wish/an idea that i believe fits into this. I would like to see the trade system expanded by trade incidents. A trade incident is something happening that influences the prices in a region. They happen at random, influence the price of a selection of goods, and their influence drops over time.

An example incident: In Hydlaa vermin got into the grain stores and soiled half the stored produce. Immediately the prices for grain and grain products, like bread, rise by 10% at all NPC traders in Hydlaa. NPC in Hydlaa will complain about vermin in the grain storage and NPC in other regions may comment on the incident. Over the next week or so they drop down to normal levels for each NPC trader.

Other incidents could be an exceptional or poor harvest or hunt, renovating a manor, a medium fire, the upper crust replacing their wardrobes, throwing a public feast for a wedding, a rampaging draft animal ruining a delivery, a noble/merchant in money problems flooding the market. Some are more probable,and thus mire frequent, than others. Same with the amount of influence. The effects of a wedding feast should be shorter lived and weaker than a poor harvest, for example.

Occasionally the incidents could be coupled with or triggered by an GM event, but normally they  occur with out an event.

It would bring more life into the play of a merchant character. Just running always the the same route might not work all the time anymore. At the same time there are opportunities to make extra profits if only you keep your ears open and maintain a network of contacts in the different regions. It would also bring more life into the world and support that the NPC's have live outside of player character interactions.

9
Development Team Blog / Re: Factions As Real Organizations.
« on: February 25, 2010, 10:16:09 pm »
Perhaps you could change some just giving DW skill, especially later on, into receiving excerpts of the book. Perhaps untranslated, or newly codified, and decrypting the excerpts brings the new theoretical knowledge. Reading decrypted passages might also give hints on glyph combinations to try.

I think that would fit nicely with the history you posted, but would mean more work for the settings people.

10
Development Team Blog / Re: Factions As Real Organizations.
« on: February 15, 2010, 10:25:18 pm »
Rygwyn for this to work we're going to have to assume that a faction does in fact speak about you by  name, broadcast information about you to other members etc. Among npcs this will be the case because in order to advance we're going to depend on npcs detecting faction for someone to even be able to get the advanced quests.


I would suggest this talk about you only applies to the open or public factions. The hidden groups, like the Cabal should rely more on markings, secret handshakes or pass phrases. As you advance you learn the higher level recognition signals and their npcs only admit to their faction if you give the right signals. I think that would do much to emphasize their hidden character.

11
Wish list / Re: Also notice distance on Y axis when fighting
« on: December 10, 2009, 10:42:52 am »
yes it's z in crystal space for altitude
Are you sure about this? CS 1.2 manuals talk about Z-axis to move the camera forward and Y-axis to rotate around to turn the camera left or right. To me it looks like the Y-axis is pointing up and I think it would be the OpenGL standard to define them so.

I think you ran afoul of a frame of reference issue. AFAIK convention for world coordinates is x is breadth, y is depth and z is height. For monitor or camera coordinates x is breadth, y is height, and z is depth.

12
Wish list / Re: Armor Making
« on: November 25, 2009, 03:04:10 pm »
Perhaps armor should not be one size fits all. Surely kran armor would take more material than that for a lemur. Also it would be good to allow for more exotic furs/metals eventually.

What sort of dimensions are you imagining for the strips/cloths? Surely Yliakum rats are large enough to make one human sized glove if not two. a Tefusang would appear to provide enough material to completely clothe  a Hammerweilder.
The skill of the leatherworker ought to influence the yield from the carcass.

If you leave one size fits all behind, i would actually prefer a system where the intended wearer has to be present to try on and see if it fit one or two times during the crafting process. It would promote more contact between the armor crafter and the client and gives a bigger difference between an armor crafter and an armor merchant.


13
Fan Art / Re: The truly great fan-fanart project! [REQUESTS]
« on: October 05, 2009, 07:16:51 pm »
Old Man

general: A short male Enkidukai, old and his age shows. He is thin and sinewy, with an unhealthy lack of fat. The fur is unkempt, lumpy and dull. There are bald patches, some from scars others from age or perhaps disease. He is slightly hunched over and walks with a small limp. He makes the quite the picture of a beggar.

head: His left eye is a blind white, the right a dulled brown. The right ear is missing the upper half completely and both ears have nicks and holes. Except for half a Glasgow grin on his right side his actual face is surprisingly free of scars.

clothing: Very worn from use and age, riddled with holes and rips. They are more like sheets of cloth held in place by scraps of old rope wrapped around the joints. He does not wear shoes, but uses once again just cloth secured by rope.

equipment: A very gnarled stick nearly his own height used to lean on and a wooden bowl tied to the waist rope or set in front of him on the ground.

14
Wish list / Re: Anti-magic Revisited
« on: June 13, 2009, 06:26:20 am »
I have always imagined Anti-Magic as a kind of seventh, glyph-less or even anti-glyph way. IMHO the usual six ways are about learning to manipulate energies into a pattern defined by the glyph(s), with all glyphs in a way defining related patterns. Now Anti-Magic is about manipulating energy in disruptive patterns aimed against all glyph patterns.

If it would be always active your own Anti-Magic should make it harder for you to cast spells on others and for others to cast spells on you.

15
Wish list / Re: A set of ideas for balancing
« on: June 01, 2009, 10:34:22 am »
I ahve always liked systems, where armour used both absolute and proportional reduction. First is the absolute reduction, any hit that strong will be absorbed fully by the armour. Any damage that is left over after that, is reduced by a percentage. An example a 10/40 plate armour takes 100 damage. The first 10 damage will be absorbed in the structure and the left over 90 will be reduced by 40% to an effective of 54 damage.
On the play side anything less than 11 damage will only make the plate ring as the hit will be distributed over the surface and the force is absorbed by the padding, represented by the absolute reduction. Only if a hit does at least 11 damage, the armour is overcome and dented or penetrated, which reduces the strength by slowing down the weapon, represented by the percentile reduction.


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