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Messages - Volki

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1
Wish list / Harvesting Ideas
« on: February 22, 2023, 03:58:00 am »
Forageable Areas:
These areas are visually represented by a non-interactable model of wild plants spanning several meters in diameter. "Nodes" placed on this asset spawn interactable plants that can be harvested. These foraging areas are placed in certain locations which receive optimal angle of light, type of soil, proximity to water, etc. They cannot be removed by players. They could impede a player's movement (like real brush).
Quality of harvestable plants could first be determined by quality inherent to the area or randomly upon spawning plants at a node.

Harvestable Nodes:
Nodes are located on forage areas. Harvest nodes spawn a model of a full plant that is interactable and can be harvested. The spawned plants cannot be picked up and put into inventory like traditional items.
As a method of reducing objects in the scene, the plant could be spawned with a value indicating the maximum number of times it can be harvested before disappearing. Each time there is a successful harvest attempt, the number decreases by one. When the value reaches 0, the plant disappears.
For players to enjoy searching for plants they have picked many times, a randomized timer could determine when plants respawn. Alternatively, nodes could randomly spawn plants, and a forage area could have a maximum number of spawned plants at a given time.

Determining Quality:
When plants are spawned, they are automatically given a numerical quality. An expert should be able to see this upon inspection.
(Does quality represent potency? Durability? Both?)
Upon harvesting a plant, a player's skill can decrease the quality of plant parts. Difficulty of harvesting a particular plant increases the chance of decreasing quality when a player harvests. An expert will not decrease the quality of plant parts when harvesting.
This means there are two chances for quality to decrease.

Harvesting:
Players want harvesting to be more involved than going to the same placed item every time, but they don't want it to be so involved that it becomes a mini-game.
The player should be able to visually recognize a forageable area. The player could move around the area to find a plant. The player will need to be near to or selecting the desired plant. A command/button could begin a timed harvesting process. (Realistically, it takes time to forage without damaging the plant or yourself and to acquire enough materials.)
The harvesting action takes longer at lower levels. This represents the process of real foraging, which can be tedious, and the goal should be to acquire a quantity, not a single piece of a plant.
Harvesting yields a higher quantity of plant parts at a higher level. Lower yield at lower levels represents being unable to find parts or accidentally destroying them in the process of acquiring them.
Using the incorrect tool will yield very poor quality plant parts or make attempts unsuccessful.

Identification:
Players can inspect to identify a plant or plant part. Attributes are shown to the player based on their skill.
Attributes for plants: name, quality, uses (food, medicinal, poison, etc.)
Attributes for plant parts: name, quality, uses, effects (if consumed)

New containers:
Sacks are not quite large enough for harvesting nor realistic for carrying foraged materials. Plant parts could automatically be placed into these containers.
Foraging bag - An over-the-shoulder bag which hangs near the hip (closer to the back for animation purposes). It should be worn in a slot.
Basket - It's a woven basket. It should be carried.

(This is an organized summary of ideas discussed in Discord.)

2
Linux Specific Issues / Re: GLITCH: FLOATING MAP SECTION
« on: February 13, 2023, 06:37:24 pm »
Report bugs here:

http://hydlaaplaza.com/PlaneShift/flyspray/

You need an imagehost to post images anywhere on the internet. We shouldn't be able to access your local files.

3
Unreal Engine / Re: Some thoughts on the Dryken Plane - please discuss
« on: January 30, 2023, 08:19:11 pm »
So, the visuals are not as bad as Migg said. It looks cool.

But I don't see how it relates to the rest of the game or what you're meant to be learning in that maze. It's mostly running without visual suggestions to show you what you can do, like crossing to another path. For some reason you're not falling to your death when it appears you should be? It looks more like something you'd find near the end of a questline in the Death Realm.

If I were a new player thinking this was an actual roleplaying game, I'd uninstall. People don't enjoy challenges without progressive rewards, either. My assumption would be that this is an example of what to expect, and I would lose all interest in playing.

In terms of roleplay, it's only confusing and immersion-breaking. There's already written history for Yliakum. Every character I have interacted with grew up in Yliakum, and I'm sure they don't want to change their backstory this drastically. It would be quite a big deal if new characters were suddenly, randomly spawning in the plaza and going on about how they just arrived from some otherworldly plane of existence.

I'm not understanding how this is a tutorial. Every gamer already knows WASD and mouse movements, how to jump to reach targets, and how to go through doors/portals. I predict this filtering out players with vision issues, which would suck because PS has been fairly accessible.

4
Unreal Engine / Re: Some thoughts on the Dryken Plane - please discuss
« on: January 30, 2023, 03:32:40 am »
Seizure inducing experiences are not something to greet newbies with.

LOL I have photosensitive epilepsy, so thanks for the warning, Migg. No new characters on PSUE for me, then. The new character creation was already giving me problems concentrating.

The old tutorial was nice because it made you feel like you were simply a newcomer to Hydlaa, and you could skip it. The only complaint I would have ever had about it was some NPCs being too wordy.

For roleplay purposes, all of my characters were born and grew up in Yliakum, so there would never have been a chance of them being in some otherworldly plane (except the Death Realm perhaps). It doesn't seem consistent with the rest of the game.

Perhaps it could be a quest puzzle rather than a tutorial if it's already finished?

(I can only comment based on what I see here and on Discord.)

5
General Discussion / Re: You Might Be An Oldbie If...
« on: January 22, 2023, 07:56:09 am »
...if you remember a really annoying Klyros always trying to create drama. ;D

In 2009, I used feminine wiles to ensure the destruction of your guild.

6
Guilds Forum / Re: [GUILD] Iron claw
« on: June 19, 2022, 01:46:35 am »
Good job, Mohonin! (Sarras from the Militia here, if you remember.)

I'd send you tons of smileys but they're not showing for me.

7
In-Game Roleplay Events / Sarras's 30th Birthday Party
« on: January 11, 2022, 11:25:00 pm »
I am pleased to inform everyone that Sarras's birthday will be held this year. But unlike the other birthdays, she'll truly be considered an adult! According to Dermorians, the 30th year cycle is their first year cycle of actual adulthood. And that's why she's been such a twerp for so long.

This isn't written anywhere, by the way. Sarras is so well-known, you just know this information. But you don't know which day is her birthday because I forgot.

:sorcerer:

8
General Discussion / Re: Re-run of Reddit poll about RP
« on: January 11, 2022, 10:56:21 pm »
Back when I played most often, the leading "IC most of the time, but it is ok to go OOC for a reason" option was the norm. We placed apples all over each other in the midst of RP, GMs messed with us, and we could RP with broken mechanics.

Then I come back and get banned just for using OOC in main.

Then I come back and get banned for messing with a guildmate.

There used to be a sense of humor and maturity about things. It's not mature to get bent out of shape over playfulness. But I don't know what it's like now or if anyone is playing. Maybe it's better now?

I think the man just hates me because I'm 2cool4school.

9
Wish list / Re: Gobble Identity
« on: August 10, 2021, 12:52:02 am »
I want to suggest an Azure Way spell that allows you to create the illusion that you're another race or creature or object without taking on the physical characteristics of said race, creature, or object. Maybe with a benefit of NPCs reacting to you as if you are whatever your illusion is unless they pass some intelligence check.

C'mon, it would be hilarious.

10
Don't know how I missed all this.

Very cool that you did all this as a beginner. Blender drove me crazy last time I tried it.

My only worry is the polycount. Are you baking the high poly assets into normal maps?

11
General Discussion / Re: Mine Indicators
« on: January 20, 2021, 06:02:37 pm »
Wooow,  nice.

12
General Discussion / Re: Forum activity
« on: December 16, 2020, 02:09:47 pm »
Every time I look online it's a few of the same players that have been around forever.

I think the forum activity is dying because there's not a stream of new players asking for help or sharing ideas like there used to be.

And people who used to chat on here have moved to Discord. I definitely stopped using the forums as much when I used Skype and far less when I started using Discord. I was also pretty young and grew up messing around on the internet, so I liked to engage with people online when my offline friends weren't around.

I think it's the lack of a growing community.

Editing to add that there doesn't seem to be a lot of player-run roleplay going on, which would explain a chunk of it. I tried to start some of that years ago now but the GMs didn't seem to appreciate it. (The makeshift millitia to fight off the ulbernauts "breaking" into the city. I thought it was a great opportunity, and I thought it was intentional at first. I was surprised that it wasn't. Other players were interested in it, too, and we were disappointed it couldn't go anywhere.)

13
Maybe the default keybinds should be set to something more contemporary and widespread. Most people are not tech literate and would rather give up. It's a small change, but it would keep people interested in playing the current engine's version and more likely to play the Unreal version once it's out.

14
General Discussion / Re: Can we talked about the weekly market a bit
« on: February 26, 2019, 12:35:13 am »
Mariana doesn't want to be mentioned as having anything to do with this game anymore.

I can't even go to the market because I'm busy on weekends. I think a monthly market wouldn't be a bad idea, though. I wouldn't mind seeing other monthly events either, like fairs or games. Chances are I wouldn't be able to make them. Whatever.

15
General Discussion / IC reason for why Hydlaa is so empty
« on: January 17, 2019, 07:02:00 pm »
Ulbernauts ate everyone.

That's a semi-joke. Actual reason: enough people were attacked by ulbernauts that most who were capable of leaving the city fled.

What do you think?

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