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Messages - derula

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1
General Discussion / Re: Let's get ancient players back...
« on: September 06, 2024, 03:38:37 pm »
These are all valid points, but imagine you meet your old RP friend again, and for the same reason that you prefer other games now, this friend would prefer to stay in PlaneShift...

Yep, as I said, then it might be something worth considering.

The only other game I have tried during the past years was World of Warcraft, and even though I was on a so-called "RP server", absolutely nobody was RPing there...

Largely my experience, too, even if you have an RP community, people typically also want to play the game "normally," which takes away from RP time. And when there is RP, it's often just "tavern RP," i.e. RPers meeting in a tavern and making small talk.

What I'm thinking is, if you have a group to RP with that share your mindset, the game doesn't really matter. Just select any online game where you can walk around together and have some features useful for RP, and you'll be able to build something fun.

Obviously this forum is about PlaneShift, I'm not saying "we should all move on to something else," that's for everyone to decide for themselves and not even the point I'm trying to make.

My point was more, even if you reach ancient players, and they're excited to meet old friends again, I don't know how many would consider going back to PS. If they left knowing they'd have to leave their friends behind, I don't know if "all your friends are here" will be the message that brings them back.

Really, it seems like you have two goals: repopulate PlaneShift and bring old acquaintances back together. I feel like these are partly in conflict. So what I'm trying to say is, achieving both goals with one email may not be easy. If the email focuses too much on PS, it may be ignored by many. If it focuses too much on old friendships, they might come back, hang around the forum for a few weeks, and then leave again.

I'm not trying to say it's a pointless endeavor, or that other games are better, or that people have moved on and won't ever return. I'm trying to explain why I think it's a bit of a tightrope walk, and that it's important to get the message just right if you want to see the outcome you desire.

What would be my solution?

Don't make the email about repopulating PlaneShift at all. Make it about the community. Talk about events that happened, remind people of different characters and what their role in the world was. Focus on relationships between the characters. Maybe get some old players to write stories, retrospectives, IC documents, etc. Remind people what made their time in Yliakum so special, and that most of these old people are still out there, somewhere. Ensure to get as many people as possible to just think about it again, and bring up positive memories.

If people have a positive connection to those events and those characters, they might want to engage with the community again. Never force the issue. Never tell them, "oh, you know, PS is much better now with PSUnreal." Let them make the decision organically, if they want to. Nobody should feel pushed back into it, or like it's something transactional ("you're having fun in our community, so you owe us to play the game again," even if just implied).

As those Oldbies get more comfortable interacting with the community again, start communicating what's happening in the game in a way they can see it, but don't feel like you're asking them to get back into the game. The same way you shared old stories in emails, share new stories from the game, maybe with screenshots. Show, don't tell people that the "good old days" are also the "good new days." Give them the chance to decide they want to get back in.

But I feel like you get one chance on that. If at any point, people feel coerced, or like the community has a toxic element to it that reminds them too much of the bad memories that contributed to why they left, or if they conclude that the game hasn't improved enough, or if they think current RP isn't up to the high standard they're remembering (even if that's just false memories), they might just be gone again.

Am I overcomplicating things? Maybe in regard to some people. I'm sure there are a few that would go like "heck yeah, forgot about PlaneShift, I'mma jump back in." But most of the people I remember had grievances with how the community, the game, and development was run, how lore and rules were implemented and enforced, were discomforted by perceived double standards in the GM team, etc. etc. A lot of issues aside from low population. Some of them just because they were bitter, some of them justified.

Are you sure all such potential issues are addressed and fixed now, and people will feel much better now and stay? For me, there's still a looming air of discomfort connected to the community. Not going into detail here, but feel free to DM me in Discord if you want me to elaborate. And if I got an email overtly asking me to come back to the game without evidence that any of the issues I used to have were addressed, it probably wouldn't be very successful in motivating me to come back.

[Edit: softened last sentence because I didn't like how strongly it was worded... I really just want to help but sometimes my tone is off... sorry if it is off in this message.]

2
General Discussion / Re: Let's get ancient players back...
« on: September 03, 2024, 01:26:10 am »
  • Old relationships (friend or foe) can be renewed, or restarted. Imagine meeting someone in RL after a couple of years. You both have evolved in this time, and therefore things between you might be different now.
  • Active stories - of course right now there are few of them. But the more active players there are, the more active stories there will be. And, as pointed out quite correctly, we have the weekly RP events run by Uadjet. Also consider that in the long run more players will mean more Developers, more Game Masters, etc.

My last message was maybe a bit troll-y, I think I should give a more proper answer.

I was in an active RP for about one year, with mostly just a single individual. I fondly remember that time now and wish I could reconnect with that person, maybe RP with them again. At the time, I had to terminate the RP. It was the right decision then, but now I wish I'd stayed in contact in some way.

(Side note: If anyone reads this who I also RPed with, I'm not saying that I didn't enjoy interacting with your characters as well, I loved all the RP we got into together, but my point is that there was one person that was just consistently there, so there was never a downtime where I was just walking around trying to find RP.)

Ever since then, I have been looking for something like what we had over the course of that year. Just a person to RP with, who is always there, who appreciates my stories as much as I appreciate theirs. I have tried so many different games, but never ever got into another RP like this.

So I've been contemplating a lot about how cool it would be to get this consistency back, and this... to me, it felt like teamwork, like we were building something together. And it was nice. And I don't know, maybe that person moved on, we never really talked OOC, so I have no idea how they were feeling about me, maybe they felt like I let them down or betrayed them, maybe they don't ever want to interact with me again, and that would be fine. But I have this glimmer of hope that somehow, some day, we meet again, and everything is the same as it was back then. Pipe dream, maybe.

That said, assuming they come back and everything is as awesome as it was, I don't think I would want to RP in PlaneShift again. If it's the only way I can RP with them again, then maybe. But I'd prefer to get into some other game. Maybe one of the ones I have tried over the years, where I have built a character I really liked before realizing nobody wants to RP with me like I did in PS back in the day. I still like all of my characters, but never got to be them much. I would prefer to fix that over more PS.

So, on the one hand, yes, I would like to reconnect with some people. On the other hand, I would preferably not do that in PlaneShift.

Hope this more serious answer is useful :)

3
General Discussion / Re: Let's get ancient players back...
« on: June 29, 2024, 02:17:28 am »
I might consider coming back if someone can find aurelynt and bring them back as well. Might. Consider.

4
Forum and Website Discussions / Re: Upgraded database to UTF8
« on: June 29, 2024, 02:06:05 am »
Lets give it the full test...

You forgot something...

😀 🤡 💩 🎅🏻 🤏🏻 🪁 📅 🥠 🥀 🍆 🚟 🚥 ☃ ☪ 📵 🆙 🔃 🕗

5
PlaneShift Mods / Re: PS status script
« on: February 25, 2023, 09:46:16 pm »
Thanks @Damola for the details, actually I think that works out pretty well because I would have to get my thing to work with a newer PHP version as well. I guess I will let the current version run for PS legacy for now while that server is alive, and then move it to my new webhost and make adjustments for PSUnreal when the web frontend becomes available.

I just might need a little push when that happens because I'm not actively following PS development and stuff :)

6
PlaneShift Mods / Re: PS status script
« on: February 25, 2023, 05:13:09 pm »
(For people new to this topic, this is about these images you can put in your forum signature: )

This thing has had a good run over the past decade.
Many things have happened in the meantime, such as the European GDPR regulation and a new Unreal Engine based client.
Currently, I'm in the process of moving all my websites to a new server.
I have two questions to this community regarding my PS status script:
  • Does it make sense to keep it around?
  • If yes, do I need to change anything to make it work with PSUnreal?
Currently, the way it works is by loading this page every minute.
If PSU runs on a different server, I would have to make some changes.
If it doesn't provide this page at all, it would be more complicated to adjust my script.

I tried to figure it out myself, but couldn't find anything definitive.
So any feedback or information would be appreciated.

7
PlaneShift Mods / Re: Conversion SVG <-> Sketch XML
« on: January 13, 2018, 11:51:21 pm »
New update!

Feature: Altered the warning shown when using more than 200 elements to reflect new drawing skill
Bugfix: Fixed SVG straight vertical / horizontal lines with the v/h syntax

Additionally, when using the API, you can now get the needed skill level to import that sketch.

Download from here: https://stuff.incertitu.de/planeshift/svg%20sketches

Thanks Mishka for the heads up!

8
PlaneShift Mods / Re: PS status script
« on: April 17, 2017, 01:34:13 pm »
Any time! ...except if I'm busy or don't feel like it or have finally moved on to serious life :P

9
PlaneShift Mods / Re: PS status script
« on: April 16, 2017, 12:34:10 am »
Illy o/

That's strange... well, there was a server migration a few weeks ago, but it worked fine after that... I'll have a look, thanks for letting me know.

Edit: I see the problem. There's actually two different versions live right now... one works and one doesn't. I wanted to make the old version redirect to the new version at some point, but never got around to doing it.

This is broken:
Code: [Select]
http://psstatus.uglyhorst.de/Illysia:Illysia,Danao,Zandral.png

This works:
Code: [Select]
http://ps.incertitu.de/Illysia:Illysia,Danao,Zandral.png

I'll fix the old version when I get around to it... maybe today / tomorrow, or on Monday... in the meantime, you can use the new link.

Sorry for the inconvenience - I checked the new link after the server change but didn't think the old one could be broken if the new one isn't.

Edit 2: Fixed already :P that was faster than I thought it would be.

10
PlaneShift Mods / Re: Conversion SVG <-> Sketch XML
« on: February 11, 2017, 02:00:27 am »
I helped find this bug!

Yes you did :) thanks dude!

Also, I can confirm this update works like a charm.

I'm glad. That has been bugging me for a while...

GO USE THIS SCRIPT RIGHT MEOW.

Heh. Feel free to send me screenshots of any art my script helps you bring into the game :)

11
PlaneShift Mods / Re: Conversion SVG <-> Sketch XML
« on: November 21, 2016, 09:01:23 pm »
Update!

I fixed a bug that caused transformation matrices to be applied incorrectly if the SVG file used relative paths. Basically, that means that the converted file looked like a mess.

A few notes / reminders:
  • If you want to put text in the SVG file to be used in the game, use font Cup and Talon and font size 19.5px / 15.6pt.
  • The script only supports paths and some simple shapes, such as rectangles. Other shapes need to be converted to paths.
  • In some cases - e.g., when converting a circle to a path - the SVG file might end up with "arc" type paths. The script ignores these. So if any parts of paths are missing, make sure that they're not precisely circle-y. (It may be enough to "convert" those paths by changing the type of their nodes without changing the path at all. This worked for me in Inkscape.)
Anyway, find the download links at the very bottom of the script's homepage.

12
Unreal Engine / Re: Any work in SVN yet for moving towards new engine
« on: April 26, 2016, 08:52:08 pm »
@gonger, you are right. Of course, this is only my conclusion, and it's up to anyone to reach their own conclusions, but with a lack of information, I admit this is not too easy.

So let me explain a few points.

License taint

It is true that the source code is freely available. It is true that in the Free Software movement, source code is freely available. However, everything else in the PlaneShift project is protected by proprietary licenses. I am not saying that this is a bad thing or that PS authors are criminals for that, but this means that PlaneShift is not "free as in freedom." And that it means that it can't be put up to the same standards as other software that calls itself open source, because they usually imply the Free Software aspect of it.

To get a better idea of what I'm talking about, I recommend checking out the Free Software Foundation, especially the part about licensing. Again, my point is not that PS devs are evil, just that this is not, and never was, the spirit that the open source movement is following.

Cover company

In the FOSS community, everything is about not-for-profit organizations. There is no "working for" the organization, no sense of "employment" or "becoming a dev," everyone who wants to help just does that. While PS doesn't pay the team, the structure seems - for an outside viewer - closer to a traditional company than the openness of FOSS kinda organizations / foundations. You have to get in the team to be able to do anything. Their game content is secret and protected. They do not tolerate forks, and only even allow them because it's kind of impossible not to, with the source code being freely available. How is this not the very definition of "proprietary?"

And again, I am not saying that this means they are evil, only that you can't hold them to the same standards as "true" FOSS projects. For reference, check out the Wikipedia article for the definition of proprietary. Keep in mind that a), Wikipedia is heavily biased towards the FOSS movement and doesn't hesitate to make the word "proprietary" sound like the most evil thing ever, and b) this obviously mostly implies to server-side, non-"free" (again, "as in freedom," that means: not freely available, rather than "as in beer," which means available at no cost) part of PS.

Anti-competitive behavior

This one you should take with a grain of salt. I have seen evidence of this, but since I'm not producing it here, take it as a personal opinion. The PS team does not want other projects to use their source code. It is disallowed to talk about certain things in this forum (so I hope this post won't get deleted), but suffice to say that the team, or rather the team lead, is of the opinion that people who want to work with the PS source code should work on PS. And I can completely understand that, there's nothing wrong with that. But doing that while also claiming you are an open source project just doesn't seem to make sense, in my mind.

And of course I respect people sacrificing their spare time to make a completely free-as-in-beer game. You just can't compare that to a FOSS project, and that is what people are doing in this thread, and have done so many times before. That's why people get angry and frustrated, because they believe the project to be something it is not, because that was falsely communicated.



@Eonwind: I hope at least the last paragraph showed a bit why I think that this is precisely on topic. People hold PS up to the wrong standards, because they see "open source" and compare it with free-and-open-source software and wonder why nothing matches. I think that this confusion wouldn't arise if the game was marketed as a freeware game that allows access to its source code, and allows avid community members to join the dev team and help build it. And I don't think you're doing yourself a favor by posting ad-hominem attacks against someone who is trying to clear up a confusion, even if my initial post lacked actual information and I see how it could be understood as mean-spirited. I apologize if that's what happened.

And about having no idea about how the videogame world works, well I know that there is one large commercial company called Valve, who allows other people far more access to their IP than PS does, and even offers a platform that allows others to sell games they made that not only take inspiration from Valve's IP, but actually use it and develop it. Imagine someone trying to make a PS fan game called Yliakum Stories: Boeden, you would just laugh at them if they'd ask you whether they can use some of your protected secret art for it. Late alone charge for it! But again. That is okay, that is your decision. Just don't pretend like you're the holy grail of freedom, just because people are allowed to look at your source code and maybe even submit a patch that will be ignored forever.

13
Unreal Engine / Re: Any work in SVN yet for moving towards new engine
« on: April 25, 2016, 11:55:51 pm »
Year 17.
People still believe that PlaneShift is open source.

There is a difference between publishing your source code and making a stand for FOSS software. PlaneShift is, and always has been, proprietary. Access to the source code is only granted for the sole purpose of tricking developers into working for the project for free. Stop expecting this project to have an open source vibe to it. I know that they're saying it's open source, and pretend like this entails all the things you would expect from an open source project. And I don't even want to say they're consciously lying. Maybe they truly believe that. But if they do, they have no idea what FOSS software is all about. They don't fully understand the difference between "free as in beer" and "free as in freedom," and they never will. So stop expecting them to act like PlaneShift was Free (as in freedom) and Open Source, because it's not. It's a proprietary, freeware game, that allows access to its source code. No more, no less.


Edit: Yes, I realize I suffer the RAS syndrome. Sue me.

14
PlaneShift Mods / Re: Conversion SVG <-> Sketch XML
« on: April 04, 2016, 11:50:19 pm »
Woah, I didn't know people still use this :o

I had trouble with the script on some SVG files, apparently there are things I'm not supporting. If you or anyone else needs further support or updates, you can always drop me a PM and I'll read it... eventually...

Cheers!

15
Fan Art / Re: Fenki Pixelart
« on: December 25, 2015, 01:29:21 am »
Aaanyway... Fyrre, I already gave a bit of an in-detail analysis of this artwork back before it was fully completed, but now that it's officially declared finished, I wanted to say thank you.

You know that the depicted scene was the start of something that immensely affected my life. It is legend, and was a complete coincidence. It's so symbolic it's not even funny!

I want to say thank you for this picture, and more than that, for all the little things you've given me over the past five years.

Thank you for the laughs. Thank you for the smiles. Thank you for sharing so many great moments with me.

Thank you for the trust. Thank you for the respect. Thank you for giving me the confirmation I needed when in doubt.

Thank you for existing. Thank you for the proximity. Thank you for the certainty that there is someone there.

Thank you for your time. Thank you for the support. Thank you for being the greatest thing that's ever happened to me.


...and thank you for forgiving me that I hijacked this thread :D

I hope you're going to have a fantastic Christmas!

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