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Messages - LoreWeaver

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1
Wish list /
« on: October 01, 2003, 02:40:56 am »
Paxx,

Thanks for all the advice.  I am prepared to alter whatever LQ rules make sense to put it into an online environment.  I\'m no stranger to rule changes.  The current incarnation of LQ is the 7th edition and I\'ve already got a lot of ideas for changes for the 8th.  But, I must admit that the idea of making 8th edition LQ an online venture is the biggest of them all ;-)

And, I am under no delusions that doing such a thing will be easy.  In fact, that\'s why I haven\'t absolutely committed to doing it yet.  I\'ve first got to find enough people willing to help out on the project, which is not going to be easy.

As far as enforcing role-play, you can\'t.  Or, rather, you shouldn\'t even attempt it.  What you can do is make the rules of the game encourage role-play.  That is, make it funner to role-play than not.  How do you do that?  Well, there are a number of ideas for standard pen and paper games.  We\'ve actually been discussing this topic on the LQ discussion forums lately.  In fact, the biggest change for 8th edition so far is that we\'re going to be getting away from a D&D style alignment system to something more appropriate for Heros undertaking Legendary Quests in a mythological setting.  If you want to take a look at our discussions on this topic, go to the the following link:

http://www.ravensrook.com/lq/messages/8/36.html?1064839606

A lot of what we are planning is too subjective for an online game, but some of the ideas are not.  To start with, you have to decide what it is your game is all about.  That is, what exactly are the roles that are available to players?  For example, suppose you want to simulate chivalry.  How do you do that?  Well, you\'ve first got to set up some rules about what it is to be chivalrous.  These must be physically observable actions on the part of the players.  Next, you must be able to detect when these actions occur in situations where it would be detrimental to the player to have performed the action.  For example, say you decide that swinging at an unarmed opponent is unchivalrous.  Then, if a chivalrous character refrains from swinging at an opponent who drops his weapon, you know he is role-playing his persona.  After all, there isn\'t any other good reason why he\'d ignore his advantage.  At that point, you reward him significantly somehow.  That will more than make up for whatever the character lost by not swinging, brings the player more in tune with the character\'s \"morals\", and ends up making the game more fun for everyone.

As far as having played other online games, I haven\'t really done much.  I\'ve played a few evenings using some friends\' accounts, but that\'s all.  I\'ve avoided them mainly because it could potentially take a lot of time away from writing.  But, if I\'m going to create my own MMORPG, that\'s a different story and I\'ll have to get up to speed with the state-of-the-art.  (I have thoroughly enjoyed running around the PlaneShift dungeons in the past week.)

Sorry for the long reply.

2
Wish list /
« on: September 27, 2003, 07:33:03 pm »
That is a very generous offer, Venge.  I\'ve finally been able to run PlaneShift and am duly impressed.

Ok.  I\'ll see if I can drum up enough interest with my LQ crowd to make a \"go\" of it.  I won\'t be able to focus my full attention to this for a little while as I\'ve still got two more books to put up on the LQ website before tackling anything new.

If the PlaneShift rules aren\'t Open Source, then it already sounds like the client and server are designed with a plug-in architecture.  After all, how else could they be Open Source and yet still incorporate the PlaneShift rules?  There must be a sharp boundary between the Open Source part and the proprietary part with some communications mechanism between the two.  Am I right?  If not, then that would be my first priority, since it would make the most sense to share in any improvements either party made to the basic client/server.

By the way, I wouldn\'t be surprised if the intermittent lag is being caused by the client\'s memory leaks (in that the OS has to periodically page memory in and out because of it).  But, you probably already know that.

3
Newbie Help (Start Here) /
« on: September 27, 2003, 07:59:23 am »
I got it working.  It was the CRYSTAL environment variable.  When I pointed it to the right place, everything worked just fine.

I created a character named \"Byelobog\", after the Slavonic God of Light.

Thanks for all your suggestions.

4
Wish list /
« on: September 26, 2003, 06:49:45 am »
Yes, LQ is a very complete game.  Thanks for the vote of confidence.  I\'ve been working on it for over 20 years now.  Don\'t get intimidated by the size, though.  The Core Rules are only about 50 pages or so.  The rest are merely implementations of the core ideas: classes, skills, spells, monsters, etc.  All told, there\'s well over 1000 pages, although I haven\'t got the 6th and 7th books available for download yet.

In any case, the books show what I\'d like to see in an online RPG game.  Legendary Quest is based entirely on authentic European and Mediterranean folklore and mythology.  I think it would be really cool to have an online game based on these ideas.  That is, the game would be strongly influenced by the heroic tales of long ago rather than being fiction dreamed up by modern designers.  It\'s not that I don\'t think that the designers of PlaneShift (or EverQuest, DAOC, etc.) are doing a damned good job.  They are.  It\'s just that, in my opinion, a world based on actual folklore and mythology world seem more \"real\" to the players.  It has been my experience that such a world is more believable simply because it is based on concepts that the people of long ago actually believed.

Comments?

5
Wish list /
« on: September 26, 2003, 04:29:03 am »
It really wouldn\'t be difficult to have all items be unique.  All that it would entail would be having a variety of different enchantments, like spells, that could be pulled from a list.  Each item would get one or more of these enchantments, each with a different rank.  Obviously, those with more enchantments and higher rank would have more value and be more difficult to acquire.

The longer the list of basic enchantments, the wider the variety of \"unique\" items there would be.  Computers are wonderful devices for generating endless numbers of such things.  All it takes is for someone to come up with an algorithm to do the work.

6
Wish list / Game Independence
« on: September 26, 2003, 04:20:59 am »
I haven\'t been able to run the game yet, due to setup problems.  But, I have toyed with customizing games based on Crystal Space in the past and have seen the (spectacular) screenshots of Plane Shift.  Needless to say, I\'m impressed despite my installation difficulties.

What I would really like to see is a system that supports a server and 3d graphics client framework that is independent of any particular game with a plug-in capability to customize the system to any game desired.  Such a system would raise the value of the code to the Open Source community tremendously, in my opinion.

My motivations are selfish, to be true.  I have written a Fantasy RPG, Legendary Quest, that I would love to implement using this technology.  I have a number of ideas that would make a cool game world, as I\'m sure many others do as well.  If you\'d like to get a feel for what I\'d envision such a game to be, please visit http://www.legendaryquest.com and download the books.  They\'re free.


7
Newbie Help (Start Here) /
« on: September 26, 2003, 04:06:46 am »
Can anyone confirm that PlaneShift does not work on Windows 2000?  I\'d rather not waste my time diddling with it if I have no hope of making it work.

I\'m not planning on upgrading anytime soon.  But, perhaps this would be a good enough excuse to get a whole new system....

8
Newbie Help (Start Here) / Newbie can't play 'dat
« on: September 24, 2003, 08:08:26 am »
Hello.  Newbie here (running Windows 2000 professional).

I just downloaded the 5 parts and ran the \"run_me_first.bat\" file as instructed on the Downloads page, but can\'t run PlaneShift.  I already tried running the checksums and they all came up with the proper results as listed on the Downloads page.  I get the following message when I run the OpenGL version:

crystalspace.graphics3d.opengl: FATAL: Wasn\'t able to load effect server plugin: Did you compile it (effects)?

After clicking \"OK\", I get a NULL reference exception, which my Visual Studio informs me of.

When I run the Safe (Slow) Mode, I get the following:

No CEL environment variable set
Using alternative 3D driver: crystalspace.graphics3d.software
\'WARNING: could not load plugin \'crystalspace.font.server.multiplexer\'
... a bunch of other \'could not load plugin\' warnings before another segmentation fault.

Obviously, if an environment variable was supposed to be set by the install script, it didn\'t.

I have an old version of Crystal Space installed on my system, so the environment variable CRYSTAL is already defined and references the old version.  Is this a problem?

If not, does anybody have any ideas about what\'s wrong?

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