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Topics - Orgonwukh

Pages: [1] 2
1
Forum and Website Discussions / Ban List
« on: December 04, 2010, 07:46:14 pm »
Is it possible to publish the forum accounts which have been banned?
More and more of my friends are being banned and I would like to know who cannot post or PM (even though they might want to) anymore.

2
Wish list / In-game date and time (re-post)
« on: December 20, 2009, 05:16:09 pm »
This is a re-post of In-game date and time, which has been removed for unkown reasons.

I propose to compute in-game date and time based on real-life date and time. See this example application and the quick and dirty code example below.

Code: [Select]
<html><head><title>
Planeshift Time Converter
</title></head>
<body>
<center><h1>Planeshift Time Converter</h1></center>
<?php
$requestYear 
$_POST['requestYear'];
$requestMonth $_POST['requestMonth'];
$requestDay $_POST['requestDay'];
$requestHour $_POST['requestHour'];
$requestMinute $_POST['requestMinute'];

$currentTime time();

# see http://pswiki.xordan.com/index.php?title=Yliakum_Calendar

# 60/6 = 1 minute
$minute 10;
# 60*60/6 = 600 = 1 hour
$hour 600;
# 60*60*24/6 = 14400 = 1 day
$day 14400;
# 60*60*24*32/6 = 460800 = 1 month
$month 460800;
# 60*60*24*32*10/6 = 4608000 = 1 year
$year 4608000;

#We assume that 1st of January 1970 00:00:00 GMT is the beginning of year 750 Yliakum time.
$yearoffset 750# can be changed if another zero year than 1970 is desired

# to test the script with the real time uncomment the following lines
# note, however, that there is a +-3 minutes error because of the estimated duration of a year in seconds
#$minute = 60;
#$hour = 3600;
#$day = 86400;
#$month = $day * 365.25 / 12;
#$year = 60*60*24*365.24249;
#$yearoffset = 0;


$yliakumYear    floor($currentTime $year $yearoffset);
$yliakumMonth   floor(($currentTime $year) / $month) + 1;
$yliakumDay     floor(($currentTime $year $month) / $day) + 1;
$yliakumHour    floor(($currentTime $year $month $day) / $hour) + 1;
$yliakumMinute  floor(($currentTime $year $month $day $hour) / $minute) + 1;

if ((
$timestamp strtotime("$requestYear-$requestMonth-$requestDay $requestHour:$requestMinute:00")) === false) {
    
$resultYear "NA";
    
$resultMonth "NA";
    
$resultDay "NA";
    
$resultHour "NA";
    
$resultMinute "NA";
} else {
$resultYear    floor($timestamp $year $yearoffset);
$resultMonth   floor(($timestamp $year) / $month) + 1;
$resultDay     floor(($timestamp $year $month) / $day) + 1;
$resultHour    floor(($timestamp $year $month $day) / $hour) + 1;
$resultMinute  floor(($timestamp $year $month $day $hour) / $minute) + 1;
}


?>


<form action="PStime.php" method= "POST">

<table style="text-align: center; width: 1024px; margin-left: auto; margin-right: auto; background-color: rgb(128, 128, 128);" border="2" cellpadding="2" cellspacing="1">
<tbody>
<tr>
<td style="width: 100px;"><span style="font-weight: bold;"><br></span></td>
<td style="width: 50px;"><span style="font-weight: bold;">Year</span></td>
<td style="width: 50px;"><span style="font-weight: bold;">Month</span></td>
<td style="width: 50px;"><span style="font-weight: bold;">Day</span></td>
<td style="width: 50px;"><span style="font-weight: bold;">Hour</span></td>
<td style="width: 50px;"><span style="font-weight: bold;">Minute</span></td>
<td style="width: 50px;"></td>
</tr>
<tr>
<td><?php echo "Current server time" ?></td>
<td><?php echo date('Y'?></td>
<td><?php echo date('n'?></td>
<td><?php echo date('d'?></td>
<td><?php echo date('H'?></td>
<td><?php echo date('i'?></td>
</tr>
<tr>
<td><?php echo "Current Yliakum time" ?></td>
<td><?php echo $yliakumYear ?></td>
<td><?php echo $yliakumMonth ?></td>
<td><?php echo $yliakumDay ?></td>
<td><?php echo $yliakumHour ?></td>
<td><?php echo $yliakumMinute ?></td>
</tr>
<tr>
<td>Real-Life time request</td>
<td>
<input type="text" name="requestYear" size="4" value="<?php echo $requestYear ?>" />
</td>
<td>
<input type="text" name="requestMonth" size="2" value="<?php echo $requestMonth ?>" />
</td>
<td>
<input type="text" name="requestDay" size="2" value="<?php echo $requestDay ?>" />
</td>
<td>
<input type="text" name="requestHour" size="2" value="<?php echo $requestHour ?>" />
</td>
<td>
<input type="text" name="requestMinute" size="2" value="<?php echo $requestMinute ?>" />
</td>

<td><input type="submit" name="Convert" value="Convert" size="1" maxlength="1" /></td>

</tr>
<tr>
<td><?php echo "Yliakum time request result" ?></td>
<td><?php echo "$resultYear<br>" ?></td>
<td><?php echo "$resultMonth<br>" ?></td>
<td><?php echo "$resultDay<br>" ?></td>
<td><?php echo "$resultHour<br>" ?></td>
<td><?php echo "$resultMinute<br>" ?></td>
</tr>
</tbody>
</table>
<br>
<a href="http://pswiki.xordan.com/index.php?title=Yliakum_Calendar">Yliakum Calendar</a><br>

</body>

3
The Hydlaa Plaza / Happy Talk Like a Pirate Day
« on: September 19, 2009, 06:32:53 am »
Yo-ho-ho!

I wish ye all a happy talk like a pirate day.
http://www.talklikeapirate.com/

 \\o//

4
General Discussion / PL guild internship
« on: July 21, 2009, 04:36:34 pm »
http://www.hydlaaplaza.com/smf/index.php?topic=35614.0
Recent posts like this one have shown that the discussion "RPers vs PLers" is neverending and that people from both sides might never come to an agreement.
Sometimes, if you are stuck in an argument, it helps to change your perspective and look at things from a different point of view.
I call myself both a RPer and a PL. Nevertheless I spent almost all of my PS time in an RP guild: The Outlaws.
My view of Planeshift hence is most probably biased and this is the reason for my

Application for a PL guild internship

Does a PL guild dare to invite me for one RL week, so I can learn how the life of a pure PLer is in these days?
My stats, several weapon skills and magic ways are maxed, I use 300Q weapons and can speak OOC (will always use brackets for this in main though).
I can smelt platinum, too.

Interested guilds should post here.

Thanks in advance,
Orgonwukh

5
General Discussion / How to cheat other players with an alt
« on: July 21, 2009, 12:08:58 pm »
This situation has happened to me before several times:
A "new" player asks me if I would help him, teach him how to roleplay, or invite him to my guild. The player tells me he is new to the game. I waste huge amounts of time with explaining and teaching. In the end I find out that the player is someone who has played PS for a along time already.

This is annoying and disappointing.

It may be good if someone does not know about who the player behind a char is. Sometimes it even helps if you do not know the other players chars/alts. It can help you to judge the char and player without being biased. But please: Do not waste other players' time by making them tell you about things you already know just for the sake of giving the impression that you are a noob.

If you insist on not giving away who you are (or who your other chars are), I recommend that you do one of the following.

1) Simply say that you have other chars and know how to play, but that you do not want to tell about them because you want to keep the RP without bias/influence. I did this myself sometimes and the other players understood that. If someone does not respect this, they are not worth playing with, because they obviously have other goals than enjoying the game as it is meant to be.
2) You lie that you did not play PS before, but you played other MMOs, RPGs, etc. You can also add that you read the forums and already know a lot of things because of that.
3) You lie that you played PS a long time ago, but you forgot a lot about it. You did not forget how to roleplay, but you do not know the players/chars. This at least prevents other players from wasting their time by teaching roleplaying.

So please:
Do not waste other players' time by playing the noob!
If necessary lie, but do this in a way which does not waste time (yours and others).


Thank you.

6
PvP,PK and Thieving / Combat system calibration
« on: May 30, 2009, 04:14:17 am »
Combat system calibration   

Short version:

I propose that in general the amount of damage dealt by any weapon or magic spell should decrease with the distance from the attacker to the target. Also, fast weapons should generally deal less damage than slow weapons. The combat system including both weapons and magic has to be more balanced.

Elaborated version:


Damage (D):
This is the amount of health points subtracted when an single attack is successful. Examples for magic are:

  • Energy Arrow (about 75 HP)
  • Summon Missile (about 48 HP)
  • Flying Stones (about 63 HP)

For weapons one has to include the levels and stats of attacker and target. As a reference I determine both attacker and target to have maxed stats and levels, full heavy armour equipped and to use two weapons at a time in bloody stance. The weapon damage is the average damage including the failed attacks. One could either ask a dev to look this up in the database or do a numberof attacks and measure the arithmetic mean. For convenience I determine the damage of short swords to be 500 HP.
This value is not the value specified in the weapons properties, but the “real” damage dealt.


Maximum attack distance (MAD):
This is the maximum distance from which an attack can be made. MAD can be measured in game units (the values you get if you type /pos). One unit should be about 0.5 metres. Examples for magic and weapons are:

  • Energy Arrow (about 57 units)
  • Summon Missile (about 37 units)
  • Flying Stones (about 74 units)
  • All weapons (about 2 units)


Attack speed (AS):
This is the time in seconds (s) between the starting of the attack and the moment when the damage is dealt. Examples:

  • Summon Missile (about 0.48 seconds)
  • Flying Stones (about 0.28 seconds)
  • Daggers (1.5 seconds)
  • Short Swords (2 seconds)
  • Sabres (2 seconds)


Damage per second (DPS):
This is simply D divided by AS.


Effective Damage (ED):
I propose to let the DPS decrease linearly with the MAD. I introduce a factor (F) with which you can put more or less emphasis on the distance weighting. Based on the above assumed value of damage for short swords, I propose that the ED with a value of 500 should be used to weight all weapons and magic attack spells:

ED=F*(D/AS)*MAD=500
or
ED=F*DPS*MAD=500

For F=1 this simply is

ED=(D/AS)*MAD=500
or
ED=DPS*MAD=500.

Let us fix F=1 here for now for convenience. If my proposal for weighting is too daring or too conservative, we still can talk about setting a different value for F.


What does this mean?

Let us look at the weapons first and assume that the values for short sword are as I wrote above: AS=2, MAD=2 and D=500. Then DPS=250. This short sword deals an average damage of 250 HP per second. Since MAD=2, ED=500 HP. I have nothing to object concerning these values. This is my reference for the calibration of other weapons or magic spells from now on (see below).

Let us look at the spells:

  • With a short sword you deal an average damage of 250 HP per seconds from a max. distance of 2 units.
  • With Summon Missile you deal a damage of 100 HP per second from a max. distance of 57 units.
  • With Flying Rocks you deal a damage of 225 HP per second from a max. distance of 74 units.

Is that fair? Does it make sense that more damage can be dealt from a safe distance? This “unfairness” is reflected in the ED values of the spells:

  • Summon Missile (current):   D=48,    AS=0.48,    MAD=37.   ED=(D/AS)*MAD=(48/0.48)*37=3700
  • Flying Stones (current):       D=63,   AS=0.28,    MAD=74.   ED=(D/AS)*MAD=(63/0.28)*74=16650

We notice that the value of ED is way higher for spells than for the short sword. Flying Stones also have a very high MAD and hence a high ED value.
If we assume that my proposal is appropriate for evaluation of the power of weapons and magic, this means that Summon missile is 7.4 times more powerful than using short swords and Flying Stones is 33.3 times more powerful than short swords. I think that is quite a realistic reflection of the current state


Calibration

I propose to calibrate weapons and spells by setting the values of D, AS and MAD in a way that the ED is about the same for all of them. In case we use the short sword for a reference, we could adjust the values for Summon Missile and Flying Stones by reducing the MAD, for example To do this we solve the equation for ED in regards to MAD:

MAD=500*AS/D

Then the values for the calibrated spells would be:
  • Summon Missile (calibrated):   D=48,    AS=0.48,   MAD=500*AS/D=500*0.48/48=5
  • Flying Stones (calibrated):   D=63,   AS=0.28,   MAD=500*AS/D=500*0.28/63=2.22

If you think this attack range is too low, there is the possibility to calibrate the spells by setting the damage after solving the equation for ED in regards to D:

D=AS*500/MAD

Then the values would be:
  • Summon Missile (calibrated):   AS=0.48,   MAD=37, D=AS*500/MAD=0.48*500/37=6.48
  • Flying Stones (calibrated):   AS=0.28   MAD=74, D=AS*500/MAD=0.28*500/74=1.89

It is also possible to calibrate the AS with AS=D*MAD/500. You can also try out different trade offs between D, AS and MAD as long as ED=500. As long as the ED is the same for all weapons and spells, the relation between damage dealt per second and the attack range is maintained.

Calibration will also be helpful once the attack range for weapons is implemented. Let us examine the calibration of the broad sword and let us assume that this sword has a damage value of D=750:
  • Short Sword (current):      AS=2,   D=500,   MAD=2
  • Broad Sword (calibrated):      AS=3,   D=750,   MAD=500*AS/D=500*3/750=2

So the attack range is the same while the attack speed and damage differ. One might think that it is more important to increase the attack range instead of the damage because of the bigger size of the broad sword. So let us assume that the damage value for the broad sword  is D=600:
  • Short Sword (current):   AS=2,   D=500,   MAD=2
  • Broad Sword (calibrated):      AS=3,   D=600,   MAD=500*AS/D=500*3/600= 2.5

This seems to me an appropriate representation of the differences between the weapons: A broad sword has a longer range and deals more damage, but is slower than a short sword.


Final notes

This is a proposal for balancing the combat system. All values of weapons and magic are either estimations or assumptions. Feel free to provide the true values, if possible. My assumptions about the levels, stats, armour and weapon properties of attacker and target are subjective and should be discussed.

Limitations:
Maxed levels were assumed, the properties of lower lever levels are unknown to me. But when known, those levels can be calibrated as well.
I did not include the amount of mana needed for the spells yet. A simple rule could be to have a linear relationship between damage dealt and mana used (maybe 1 to 10, so you can still kill a 800 HP opponent with 222 mana, which is the maximum at the moment as far as i know).
While the attack area of spells is a circle with a radius of AD (you just have to be closer than AD, facing direction is disregarded) while the target is in the centre of the circle, the area for weapons is much smaller because the attacker has to face the target. It should be something similar to a triangle. This disadvantage of weapons is not accounted for here. On the other hand, it is assumed that a spell caster casts spells as fast as possible. This disadvantage is not accounted for here, either. If those differences between weapons and spells is considered too big, you can think about setting F to another value than 1 for an appropriate weighting.
Once spells and weapons are calibrated, prices should as well be calibrated. You could either raise the weapon training costs or lower the magic training costs. Maybe doing both is a good idea.

Advantages:
Using this calibration, it is possible to design various weapons and spells which are different concerning D, AS and MAD, but they are weighted in a more appropriate way than it is the case now. Your choice of weapons is based on what you prefer: range, damage, speed or a weighting/combination of them. Combat can be balanced and become more interesting once players fight each other with different properties of their weapons and attack style.
The work for the devs is small. You need to change a single value for each weapon and spell.


Link to corresponding bugtracker feature request: http://www.hydlaaplaza.com/flyspray/index.php?do=details&task_id=2956

7
General Discussion / In-game posters
« on: December 05, 2008, 05:33:37 am »
There is the possibility to pay for posters in-game by paying a representative from the octarchy.
See, for example:
http://hydlaa.com/smf/index.php?topic=32584.msg392982#msg392982
http://hydlaa.com/smf/index.php?topic=34134.msg393034#msg393034

I have several questions:
- Who do you have to contact OOCly? Who is the representative?
- What does it cost?
- What contents are allowed?
- How long do the posters remain?

8
PvP,PK and Thieving / Duel messages
« on: November 29, 2008, 06:56:56 am »
I think the messages concerning dueling should be displayed not only in the system tab, but also as big green messages like for example when crafting. When you have auto-accept on (for example in a roleplay), you sometimes miss that you got challenged.

9
Wish list / Help channel
« on: November 29, 2008, 06:53:28 am »
When you click on help, you get an empty window. I propose to display a default message like this:
'Welcome to the help channel. Here you can ask for help regarding gameplay. Try to explain your problems as specifically as possible.'

When no advisor is logged in, an addidional line should be displayed:
'Sorry, currently no advisor is here to help you at the moment. Be patient and ask again later.'

I don't know how diffcult it is, but maybe it is a good idea to display the number of advisors when typing for the first time in help channel and update it everytime an advisor logs in/out.


10
In-Game Roleplay Events / Camp Banished Message Board
« on: September 14, 2008, 05:02:15 pm »
[Inspired by this: http://hydlaa.com/smf/index.php?topic=32769.msg377945#msg377945
I hope it is okay, I do this.

Any in-character messages may be put up here. This message board actually is a tree in front of camp banished (the rogue camp on ojaroad1). Everony visiting the camp or just passing by should have seen this. Note that non-authorities may remove out-dated messages (about a month in real-time) or ones they find offensive (so don't be surprised if a message disappears, though I will try to PM people). When a message you have posted becomes irrelevant or outdated, please remove it (i.e. edit it and replace it with "[Removed]" ). This is a good place to post announcements about criminal business, issues with the government, gambling, rebellions etc. Just keep it in-character (out-of-character announcements will be deleted). If you need to announce out-of-character information as well as in-character information, I suggest you post the in-character here and make a new thread in this forum for the out-of-character. If your message is not anonymous, remember to include your character's name. Now, go ahead, post those messages!]

[This thread is not for character-to-character interaction, unless you are posting public notices that are directed at a specific individual, and that individual is replying with another notice. This is a strange thing to do, but boards are free until someone cleans them up. Do not do your roleplaying in this thread. ]


Mod's note:  Thread is fine, but it will not be added to the sticky as that sticky is for official town message boards.

11
General Discussion / IC Harassment
« on: June 10, 2008, 03:23:09 pm »
Actions that may Constitute Harassment:

When Intention to Cause Grief has been proven, the following are considered actions of harassment:

    * Shouting IC/OOC insults or comments that are offensive or defamatory.
 [...]
    * Interrupting a specific player or group of player’s RP with IC or OOC comments.

Although I read this when I started playing, I just realised that I actually did these kind of harassments (ICly).
My evil char very often shouts/insults others by calling them "cowards" or giving them defamatory names. He also likes to disturb peaceful people just for fun.
However, in the description I mention to tell me OOCly to stop if I offend someone OOCly.

Since I don't want to get reported, could someone please advice me how to roleplay this? How can I roleplay an evil char with bad behaviour?

12
Wish list / Shortcut creator
« on: May 17, 2008, 11:56:48 am »
Stories, poems, songs, all are told best when put into shortcuts previously, to avoid long waiting time.
I usually write stories and songs in an ASCII text file, then later I have to retype it into the shortcuts.
It would be nice if that could be done automatically, because it is difficult to type it directly into the shortcut file, too (I had some bad game crashes, trying that on my own).

13
PvP,PK and Thieving / Non-lethal guild wars
« on: May 09, 2008, 11:28:33 am »
In the past I've tried to start several attempts to practice PvP fighting in groups. ICly, this was the idea of a training camp for fighters.
First, we created two groups, then made everyone challenge everyone from the other group. But this is very frustrating, because you have to be in range to target the opponent and the number of challenges increases dramatically with the number of players involved. So I recently created a dummy guild, so some guild members could join the second guild and we could start a guild war. Unfortunately, challenges in guild wars are always lethal, which should not be the case for IC practising.
What do you think about non-lethal guild wars? It could be an option when you start the war.

14
PvP,PK and Thieving / Duelling improvements
« on: May 09, 2008, 11:11:59 am »
Once I tried out tto turn on the auto-accept option with some guys. We put it into our descriptions (OOCly) to show that we don't avoid fights. We hoped to get involved in more fights by doing this. The experiment failed. The reason is that you can't roleplay with auto-accept on. You have to watch your system messages continuously to avoid being attacked while you are typing.
Therefore, I propose a countdown which starts everytime a challenge begins (not only the auto-accept ones). Like this for example:

Duel with $target starts in 20 seconds...
Duel with $target starts in 19 seconds...
Duel with $target starts in 18 seconds...
...
Duel with $target starts in 1 second...
Duel begins!


This would give you enough time to prepare. It also will make the phrase 'Jump when you are ready' obsolete.

Also, a list with active duels would be helpful (when you have auto-accept turned on, and you are challenged by more than one player, you lose overview soon). Maybe you could use the group icons to show your current opponents. This would also be helpful in guild wars, if the online players of the enemy guild would automatically appear in the list. And of course it would also be helpful in PvP areas.

15
General Discussion / Crime Punishment
« on: March 23, 2008, 06:14:11 pm »
According to the high law XXXVI

[...] pollution, therefore, is a grievous crime against our neighbors. Any person or group caught improperly disposing of waste materials shall be guilty of a high crime and subject to the true death.

When I think of how many people drop slags, animal parts and other items, a very careful estimation would be that at least half of the currently active Planeshift players would have their chars deleted, while according to the low law XXVIII

Kidnapping when not at war is illegal.

this crime would only be punished by banishing the person.

So dropping a slag at the furnace will be punished harder than kidnapping a person. Will this eventually be done? The slags for example carry the name of their creators... :P

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