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Messages - Yalzin

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Wish list /
« on: April 27, 2004, 10:01:01 pm »
I think a poll is a great idea. Although yes it\'s ultimately the devs who will have the last say, they should try and respect the views of the Planeshift community. Surely you want PS to be popular, because then it has a more lively and productive community, which ultimately makes it a better game in the long-run (it bein open-source n all). So doesn\'t it make sense to find out what the majority want and go with that. It seems a bit stupid to customise this part of the game for die-hard typing fans (who just cant get enough of those little pale keys), when it pisses everyone else off :)

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Wish list /
« on: April 20, 2004, 05:32:20 pm »
Hmm so what your saying is that we should all be forced to type because of the nostalgia for the old typing games. I\'m sure if there had been other ways around at the time many of these games would have used better menu based systems instead. I think we shouldn\'t dwell on games of the past and look to the future and use more slick and modern methods of communicating with the program. Typing is sadly not very practical.

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Wish list /
« on: April 20, 2004, 05:28:25 pm »
I wasn\'t comparing BF to PS, I was just saying that pushing works well in BF. Yes it is possible to push people to their deaths but it\'s incredibly hard and pretty much impossible i think without some sort of vehicle which won\'t feature in PS.

I\'m not sure i like the elastic pushing idea, it sounds very unrealistic. So at what point do they move back to their original place? And what if you did push them far, would they just float back to where they started. And surely you\'d have to travel through people and objects in order to get back to your starting positiojn?

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Wish list /
« on: April 19, 2004, 09:27:04 pm »
leisure suite larry?? Now that definately had pictures !! ;)

There definately does seem to be a difference in opinion between those of us who prefer the actual gameplay and those who love the immersion and atmosphere. I like to think I like a bit of both, but on this I\'m definately with the \"get the npc communication over with so you can get onto the more interesting stuff\" crowd.

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Wish list /
« on: April 18, 2004, 07:39:13 pm »
I think thats a good idea derwoodly. People would find it easier to find what to type if there was some sort of help on the subject. I still favour the quicker menu-based communication, but if typing is going to stay it\'s going to have to be made more user-friendly. Maybe an auto-complete function that helps you choose which verbs etc to use. Anything to prevent people from having to type hundreds of sentences to find the right one.

The NPC AI would only be updated every version release (unless there was an update function for the program files) and so it would make the NPC s incapable of learning anything until they are updated in the next release. And I don\'t think it would be possible for the devs to go through every single line of people\'s typing that didn\'t produce a result, there would be just too much.

Maybe this typing way of communication appeals more to the \"hard-core\" RPG fans, but for me it\'s just an unecessary complication that doesn\'t add at all to the playing experience.

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Wish list /
« on: April 18, 2004, 12:38:23 pm »
Quote
Originally posted by hook
i strongly disagree ...i agree that it won\'t be perfect for quite some time - but you have to keep in mind that (if all goes well) PlaneShift won\'t stop developing ever ...so, when the devs will learn more and more about AI the NPCs will get smarter and smarter.

it being impossible? far from it! ...ever heard the statement that \"512KB will be the maximum amount of memory that a computer will ever need\"? ...do you see a PC (yet alone a super-server, bladerack or beowulf cluster) running less then 2MB ram? ...even a telephone has more memory now. would you believe it 25 years ago? ...guess not ...neither would you that you could carry with you and use your telephone and computer.

just have a little faith :]


So you\'re suggesting that the current system should be kept in the hope that in 25 years we will be able to hold a conversation with one of the NPCs?? Thats nuts. Have you any idea how complex the human brain is? Computers won\'t be able to even get near emulating that for a very long time!!! So in the meantime why should we all have to put up with the current trial and error system of typing hundreds of sentences until the NPC reckognises one??

And Icefalcon if your idea of fun is trying to communicate with something you know is not a human character, yet you still have to try and communicate with it in the same way, then . . . . . well your weird :) And no way is that more realistic, since when do people say \"either my hearing isn\'t working or you\'re not making sense\" thousands of times to you???

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Wish list / (No Subject)
« on: April 18, 2004, 12:25:25 pm »
Quote
Originally posted by Kuiper7986
To Yalzin: You can\'t compare musket guns and fluffy man-eating elephants, they aren\'t in the same category.\"
-BTW: Planeshift does kinda have a green sky. Not pure green but an off-tone color of green. As for the pink-elephants, hey its a new idea, nothing wrong with it, at least its more original than a green dragon.

Quoting Yalzin Again:
\"And yes there is a difference between having a musket and a cannon - cannon\'s are large and clumsy weapons, you can\'t easily target someone and know they will drop dead with your first shot. And you can\'t just walk up behind someone and shoot them with a cannon, it\'s just impractical.\"
-said \"just about\" the samething. I never said EXACTLY the samething.

No my point is that just because there isn\'t a law prohibiting the use of guns in fantasy RPGs doesn\'t mean that they should eb used. The fact is there are no rules saying what you can and cannot have, but you must think about what is true to the nature of the game to make that decision. In my opinion guns would make people think that PS was focusing more on single-shot fights and long-distance combat which is more assosiated with the FPS genre.

I wouldn\'t have such an objection to a cannon because there is not the possibility of people ending fights quickly and easily with it, and it\'s main function is as artillery not in one-on-one fights.

And I don\'t want to know about soldiers being castrated, save that for the playground. I think you\'ll find that it is much easier to cause fatal damage to someone with a musket than it is with a sharp bit of steel, that is my objection.

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Wish list /
« on: April 17, 2004, 11:05:45 pm »
Quote
Originally posted by hook
This is one of the things I LOVE about PlaneShift - when it\'ll be done you won\'t be able to tell an NPC from a player :] ...you\'ll talk to them both equally ...beat that in a MMORPG!


That is just not going to happen. It has been proven in experiments where a human has to talk to two poeple and one advanced AI program (by typing and without seeing them), and the person always identifies the computer. Yes i agrre it would be great if this was possible, but it\'s not, and until it is we should stick to methods where you can actually have an interesting and productive conversation with an NPC.

You\'ll only ever be able to chat about what the NPC has been programmed to tell you, so isn\'t it far easier to not pretend that this NPC is a human character (which you will instantly be able to tell it wasn\'t anyway) and communicate with it in a way that is simple and least time-consuming? Yes i think so.

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Wish list /
« on: April 17, 2004, 08:17:00 pm »
The argument that the fantasy genre is not pre-defined is not a very good one. Yes the fantasy genre can be modified and that is a good thing to make the games diverse and original, but if you start adding any old thing to the game it starts moving away from the fantasy genre and into something different. I know it\'s not written that \"you cannot have a gun in a fantsay game\" but neither is it written \"you cannot have a green sky and pink fluffy elephants running around eating people\" everyone just knows that would make the game have less appeal.

And yes there is a difference between having a musket and a cannon - cannon\'s are large and clumsy weapons, you can\'t easily target someone and know they will drop dead with your first shot. And you can\'t just walk up behind someone and shoot them with a cannon, it\'s just impractical.

10
Wish list /
« on: April 17, 2004, 08:04:47 pm »
Thats exactly what I mean. If new areas of conversation were unlocked gradually it would make talking to the NPCs much neater and more interesting.

I\'m sorry to say that typing like that is more realistic is tripe because you generally only say something once to someone, and you usually only ever have to repeat things once, whereas with these NPCs you have to repeat things 10+ times before you get a response. It\'s like talking to someone with no-ears, your better off not doing the quests in the first place.

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Wish list /
« on: April 17, 2004, 12:02:39 am »
I think although a musket-type gun fits in with the Medieval period, it does not go with the fantasy setting in PS. I would hate PS to turn into just another first-person shooter.

In my opinion it would totally ruin the theme of the game to include any type of guns and besides if there were guns why would anyone want a sword? I know which one i\'d choose in battle.

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Wish list / slicker NPC communication
« on: April 16, 2004, 11:57:04 pm »
I\'ve done a search and this was brought up quite a while ago but it seems no solution was suggested. Well here\'s my idea:

Instead of doing ridiculous amounts of typing trying to find out what your supposed to type in order to get instructions for the quest (which is very frustrating as clumsy typers like me almost always make a mistake and have to type out the whole thing again because the NPC doesn\'t understand), surely it would be much easier, and save everyone a lot of stress if when you targeted an NPC and clicked \"talk\" or whatever, a list of the different lines of conversation appears (like in great point and click advertures of the past such as the \"Monkey Island\" games). This way there is much more scope for interesting conversations with them and you save yourself ripping out your hair with frustration.

This would be very simple to implement and I would really like to see it in future releases.

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Wish list /
« on: April 16, 2004, 11:43:37 pm »
How do you act in PS? You can\'t really get a view of what everyone around you is doing which makes it very difficult. And doesn\'t it take ages typing out all your lines?? I suppose you could mime. A game of charades would be quite funny actually, but you\'d get into trouble with things like how many words and so on.

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Wish list /
« on: April 16, 2004, 11:39:57 pm »
Quote
Originally posted by John_Thazer
Quote
Originally posted by Icefalcon
In addition, there could be a afk system where if you don\'t move (or do anything) for say 5 min, you would automatically log off.


A bit longer than that...about 15 min...you might have hard time in toilets...:)


15 minutes??? I think you need to see a doctor :)

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Wish list /
« on: April 16, 2004, 02:42:53 pm »
Quote
Originally posted by DepthBlade
Argh no pushing please, that would be brutal imagine you are playing some sort of instrument in town that you just bought and your playing a nice song and all of a sudden, Yalzin comes over and decks you! I would definately have it out for you then Yalzin :P


Hey I\'m not a push-thug :O! But if you weren\'t playing a song i liked. . . well then i may well have to give you hell :)

I don\'t think there would be much extra strain on the engine not being able ot move through people, it would just mean a bit more code that shouldn\'t affect the smooth running of the game much (if at all).  And you would find it pretty hard to fly into someone and push them where you want. A lot of the most popular online games have solid characters that you can push to get past. For instance in Battlefield 1942 you can push people and it works very well, and if you fly into someone they lose health and die anyway so pushing them anywhere wouldn\'t be a problem.

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