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1
General Discussion / Re: New Dryken Plane - thoughts and discussion
« Last post by Seytra on February 25, 2026, 10:35:00 pm »
After considering this a bit more, it seems like there are some ways to make it work without breaking lore (except the transformation issue, which I have no solution for):
The DP would give new players a common base, a starting point from which to RP if they don't have any (clear) idea of the lore and their character. IOW, they're mostly clueless and that's brought IC, instead of a lore dump. The DP shows past events that may or may not help with RP, but  can be tied together when discovering more lore.

The timeline aspect is interesting but the DP itself may hold the solution: the "otherworldly threat" that pulled the PC out of the portal lane, combined with Voduls intervention, may add completely arbitrary delays in the travel time, with the PC held in stasis during the transition. So it may be that everyone went into the portal at about the same time, but some arrived instantly (without visiting the DP) while others got delayed a couple of centuries. Would work for me, except that would mean that either portals themselves don't have uniform travel times or the "otherworldly threat" would have been lurking since the beginning, snatching only some. From the portals ingame, it seems transition is instant, but that's only inter-Yliakum, and maybe intergalactic travel isn't.

Problem: Kran and Lemurs would never go to the DP (Lemurs might, for Laanx has messed with them quite a bit, but would have noticed random delays, but maybe didn't care if a few were lost in transit.).

That people come from the portals more or less regularly seems to be canon though since dedicating an entire outpost to their guidance would be more akin to SETI otherwise. Except there is no reflection of this in the ingame lore I've encountered yet, but things may start to unfold at later stages, possibly after all the original questlines.
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General Discussion / Re: New Dryken Plane - thoughts and discussion
« Last post by Damola on February 21, 2026, 02:19:10 pm »
After much struggling and setbacks due to not meeting system requirements and resolution dependencies, I was finally able to experience this addition. Immediately my question was: so, players cannot be native to Yliakum at all? Every single player character now comes through a portal? That also means that the species who get changed upon the traversal (Ylian mages losing their native magic, Klyros being severely weakened, etc.) will have this as a starting point? If so, however, this would be a traumatic experience that cannot be relayed through bits of lore that one may never even read. Voduls avatar would need to tell them, at least, while it's at it, anyway.

This has been and still is one of my major lore-wise concerns.

I decided to decide myself whether a char I created or will create has been coming through a portal or has been born in Yliakum. Lore-wise both is possible, cause according to a lot of in game books there have been generations of people living on Yliakum already and people came in through portals already generations ago. We even had quite a few GM events with exactly that lore as background. In my point of view it is even more likely to be born on Yliakum than to come through a portal these times, see below for reasoning.

Damola has been born on the lower plane of Yliakum were many Nolthrir live. Her parents still live there and that's it. In fact she has mentioned that some times in GM events as well. Nothing of that will change due to Dryken Plane addition.

There is a culture in Yliakum already. And it should be the players decision whether to build a new char upon that culture. This combined culture of people from different races for generations, be it from a race like the Nolthrir who originally fled their home world or a race like the Kran who have been created on Yliakum by Talad, makes the medieval world we love to RP in. Additionally given there have been cataclysmic catastrophic events in home worlds generations ago it is unexplainable to me that still a huge lot of people would be coming through the portals. Unless those events have been spanning hundreds of cycles, but in my point of view a cataclysm does not last that long. It is sudden, massive and most people would have to flee in a short period of time. The people coming through the portals would all be severely traumatized from these cataclysmic events. Especially in case one would argue a cataclysm has lasted this long and developed slowly over time.
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Forum and Website Discussions / Cannot recover Flyspray password?
« Last post by Seytra on February 18, 2026, 11:13:56 pm »
Recently I tried to report a bug but obviously have forgotten the flyspray password. Trying to reset it, nothing arrives, no SPAM, nothing. The website says it's sent but also spits out some messages:
Quote from: Flyspray
Notice: Trying to access array offset on value of type bool in /var/www/html/PlaneShift/flyspray/includes/class.notify.php on line 492 Notice: Trying to access array offset on value of type bool in /var/www/html/PlaneShift/flyspray/includes/class.notify.php on line 495 Notice: Trying to access array offset on value of type bool in /var/www/html/PlaneShift/flyspray/includes/class.notify.php on line 499

Hopefully this is the proper place to put this, as it's not technically a problem with the game...
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General Discussion / Re: New Dryken Plane - thoughts and discussion
« Last post by Seytra on February 18, 2026, 10:42:53 pm »
After much struggling and setbacks due to not meeting system requirements and resolution dependencies, I was finally able to experience this addition. Immediately my question was: so, players cannot be native to Yliakum at all? Every single player character now comes through a portal? That also means that the species who get changed upon the traversal (Ylian mages losing their native magic, Klyros being severely weakened, etc.) will have this as a starting point? If so, however, this would be a traumatic experience that cannot be relayed through bits of lore that one may never even read. Voduls avatar would need to tell them, at least, while it's at it, anyway.

Not to mention that chatting with Vodul AND Xiosia would elevate every PC to at least "prophet", IDK how the local priests should react to this. They could dismiss the first few as liars and deranged, but after the next hundreds they'd be forced to reconsider, since the experiences will be extremely consistent. Unless I've not discovered that bit of lore yet, as I've yet to redo all quests; the previous posts seem to hint that this indeed is an overarching narrative.

On the technical side: I also had my share of running around in circles to get the scenes to trigger, especially on the first island, and that was after having read about these issues. Maybe there could just be sorts of glowing, translucent clouds or something hovering above the triggers? Locking the player in place might not be good since they might be oriented wrong and thus not see the scene (then again, what really matters is the audio, plus the scene can be re-triggered, so it's no real issue).
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In-Game Roleplay Events / Medieval expressions for RP
« Last post by gonger on February 05, 2026, 11:45:46 pm »
Hello everybody,

Some discussion on Discord made me do some quick research for easy to use medieval expressions that could enhance our RP immersion.
Comments and additions are most welcome.

Without further ado, onto the list! Use at your own leisure!

Fare thee well,

Master Gonger

How to address someone correctly

Female
Noble — Lady
Urban / respectable / married — Mistress
Lower rural status — Goodwife

Male
Lord corresponds to Lady: "My lord"
Sire was a form of address, not a title, and was used mainly when speaking to a man of high rank (especially a king, prince, or knight).

Master (Middle English: maister)
This is the direct male equivalent of Mistress.

Goodman (Goodyman)
The male partner to Goodwife

Greetings / Salutations

Hail — a friendly greeting or shout of approval
Well met — “Good to see you”
Good morrow / Good day / Good e’en — time-of-day greetings
Blessings upon thee — a pious greeting
Peace be upon thee / Pax vobiscum — formal or religious greeting

Politeness

Prithee… — please (short for “I pray thee”)
I beseech thee… — a humble request
By my troth… — “truly” or speaking earnestly
Pray tell… — “Please tell me…”

Questions / Small Talk
How dost thou fare? — how are you?
How now? — what’s happening?
What news? — any news?
Whither goest thou? — where are you going?

Farewells

Fare thee well — goodbye
Godspeed — “have a safe journey”
Anon — until later
Mayhap we shall meet again — hopeful farewell

Romantic speech

My heart is thine — a romantic line
Thy beauty doth rival the stars — poetic compliment
Thou art wise / beautiful beyond measure — praise / compliment

Flavorful Archaic Words

Anon — soon, later
Alas / Alack! — sorrow or surprise
Mayhap / Belike / Perchance — perhaps
Fie — an expression of disgust
Hark — listen
Yonder — over there

huzzah! — cheer
looby — fool
poppet — term of endearment
fopdoodle — simpleton
cockalorum — arrogant person


And what does The Bard suggest?

Greetings

Good morrow to thee
Well met
Hail, friend
God give thee good den
How now? — What’s going on?

Requests

Prithee… — please: "Prithee, lower thy voice."
I pray thee…
Pray, tell me…
Be so kind as to…
Wouldst thou…?

Filler terms

Marry! — mild surprise or emphasis
Forsooth — truly / indeed
By my troth — I swear / honestly
Faith, I know not — I don’t know
In sooth — in truth

Curses / Exclamations

Zounds! (God’s wounds)
’Sblood! (God’s blood)
Fie upon thee!
A plague on’t!
Out upon thee!
Alas! / Alack!

Insults

Thou art a knave
Base cur
Thou milk-livered coward
Idle-headed jackanapes
Thou art as honest as a snake in the grass
Villain!

Romantic Speech

My heart is thine
I am thy servant, evermore
Thou hast ensnared my soul
Fair one
Sweet mistress / gentle sir
I would cross oceans for thee

Farewells

Fare thee well
Godspeed
Until anon
We shall meet again, anon
I take my leave

Some grammar
Pronouns

Thou / thee / thy / thine — informal, intimate, or insulting
You / your — polite or respectful

Verbs

thou dost, art, hast, wilt
he/she doth, hath

"Thou dost mock me."
"He doth protest too much."

More information:
https://www.timeref.com/rpg/medieval_dialogue.htm
https://iloveromanticfantasy.wordpress.com/2012/04/26/a-glossary-of-medieval-terms/
https://www.translatormax.com/translator/medieval-knight-speaking-style-translator


Edited to add addressing information.
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General Discussion / Re: New Dryken Plane - thoughts and discussion
« Last post by Talad on January 15, 2026, 12:36:40 pm »
1) It could be made a bit more clear what the player is expected to do. Maybe add one more popup with an explanation?

The entity is telling you what to do in an rp-way. A popup with "search the spots" seems unecessary to me.

2) Why are not always real objects used, but only graphics? This can look very bad.
Collision is done server side, so we cannot have colliding objects if we want each player to discover their own set of pieces. If I add collision players will collide with invisible objects of other players, so it's not possible. The only solution will be to instance this level for each player, not making it multiplayer anymore.

3) If you pass this rock on the right side, the scene will not be triggered.
that has been fixed already last release

4) This mini-scene seemed particularly difficult to trigger. Maybe the trigger space is too small?
it has been increased in size and moved more toward the walkable area already in the last release

5) These mini-scenes I triggered in the sequence given by the numbers. Can this be more streamlined, or did I do something wrong there?
I simplified the prerequisites already in the last release, now only the 3 elements where the fire is are triggering in a sequence, as otherwise those make little sense.

6) different versions with increasing complexity at different points of the general storyline of the same Dryken plane.
Maybe in the future.

7) Where does the name Dryken Plane come from? Nobody I talked to seems to know...
the Dryken are the higher gods of our universe, something you know little about, but are the ones explaining to Laanx and Talad what they should do. Talad and Laanx are minor gods in the universe scale.


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General Discussion / Re: New Dryken Plane - thoughts and discussion
« Last post by GreyWinda on January 15, 2026, 10:42:30 am »
Hello again! :innocent:
I.

In the light of the recent stream preliminary review, I would like to add a few words and on topic, that is I too was ‘stuck’ in the Dryken plane after I had returned on my “fresh-start” character. It was #4 from the OP, - ‘This mini-scene seemed particularly difficult to trigger.” Yes, I was a bit embarrassed to admit that. I am guessing it is fixed now. Yet I raised the topic to say, I had then used discord search and unfortunately not the help channel to get some hints/ clues/ help. Had I not used either (or not known), I do not know, if one of the reasons for investing in my new character (now my main) had stayed the way it did/ doing now.

Again my suggestion is to highlight either or both of these (help channel and as such discord) to new players, in steam page or upon entering the game world. It may not only help a new player, but maybe even ‘connect’ them to the rest of the community.


II.
I would also like to add that I used to avoid RP-ing back in the day, -not only because of the English language as a barrier, or my temperament back then ... but the idea not to hamper the natural flow of others who excel in it, by just being there as a dummy. I still try to do it the least ‘disturbing’ ways with respect to others (even when I’m quite unsuccessful in my eyes), and yet in-spite of my own ‘preconceptions’ and/or lack of suave in it, I appreciate it a lot, - be it meeting a stranger on the road or the weekly ‘events’.


In fact, I look forward to the weekly events … and not for the stuffs/ rewards off, of it, but the story, intrigues, … and for the rest of us (almost all)! And again I humbly suggest to add some link or mention of it somewhere, - be it this: https://www.planeshift.it/calendar/ or maybe even this: https://www.reddit.com/r/planeshiftrpg/.


Speaking of links, given we have no so-called “road maps”, maybe there could be a mention of the current stream themes and/or if possible, an organization of the say past YouTube steams a tad better.

S
ay, like ‘Theme: Fishing overhaul with mini-game’; “Theme: planting flowers and harvest”, “Theme: Building of the Dwarven City”… and so on (maybe for a few days/ year there be a secret Theme: Talad in game, from Events, to QnA to One-claw head-smashing!)! I mention these simply because, even if I had not ‘stuck’ with the game, I would be awe-stuck with all the efforts and passion that has gone into all the streams as a testimony to the dedication of the Dev!


III.
Lastly, all these perhaps assume that the sever may handle the population growth without issues. Well, maybe that will be a situation to be ‘fixed’ when it would arise. After all, I do think Talad acknowledged it over discord following an inquiry from Velora.


As an analogy, the so-called Drake equation (a misnomer), tries to estimates the probability or the likelihood of ‘intelligent’ ‘civilizations’ out there, based on some priors or factors … and in a similar way, out of all the players that may play PSU, to those that may then pass through the Dryken Plane (without them dying in frustrations), to those that makes it to the Plaza (without further issues), to those that then gets on with it (and figures the ‘fun’ out of it), to those that remains (hook, line and sinker: all in), … to lastly those that make it ‘meaningful’ in whatsoever way(s) -exploring game mechanics, to RP to bug hunting (or all) or maybe even joins the team, - this last set I think is rather very slim in percentage. Isn’t this 'last' set we all are mostly looking for, rather than say the last unfortunate case of ‘Menro’, who tried and left? 


To rephrase, maybe it is like the Parable of the Sower,- that what will be will be, yet isn’t it also true that in no way the parable says that in our case we ought not to do more for the newcomer (the seed) but rather the better that we can, with a few simple and/ or necessary changes?


Hoping for the better, -including a better steam release, - I leave the discussions to the wizened ones among you all.
:sorcerer:

Thank you for your time, once more.

-GW/ FN.

 
 
 
8
General Discussion / Re: New Dryken Plane - thoughts and discussion
« Last post by GreyWinda on January 15, 2026, 05:45:36 am »
Hello everyone! :flowers:


Well, I wanted to post this in discord and that too following the last Dev meeting or QnA (11th Jan), and on this particular topic. I also wanted to do this,- especially so now – given we are due for an upcoming steam release.

I am here, however so as make it a bit more presentable than it is usually possible in discord (TLDR and all). To keep it simple, I would simply like to add a few words towards my first impressions, on this topic, - as I have returned to PS, after a long hiatus.


Part I:

First of all, I’d like to mention that I do like the thrust of the suggestions from both Gonger and Daevaorn here, - “we do not get a second chance for a good first impression” and that “’the Dryken Plane return in the form of a quest at a later point,”, respectively. [I have only heard about Mentia’s puzzle, so maybe something akin to that, as Daevaorn possibly hinted of or say once you are either adept in all/some ways of magic or master in one, or even without such prerequisite but as a choice but at a later date- at one’s leisure, could be much meaningful.]

Yet, given such a change or transformation may not be easily implementable (may bring in more
known/ unknown issues to address), that is as in case the Dryken Plane introduction remains, so as aforementioned I would like to add a few suggestions:


1> Let the scenes that trigger NOT override and trigger the next scene (say, if a player is accidentally running) till the scene is played in full?
[This part is fixed as tested a couple of days back: overlap in loop, or cut while another scene is already playing. In other words, let the scenes DO NOT LOOP or play together (both audio and text) over one another. It is/ could be very jarring even to a new player.]


Also, if a player runs accidentally to return to the same scene trigger, - the audio accompanying text starts quite immediately from the beginning, - and that sometimes causes an echo/ overlap: maybe this could be looked into, too, though this only happens the first time after the scene triggers (i.e. the window for such a trigger is small).

An alternative approach could be to “immobilize” the player (like a cut-scene) and let the scene play over with both the audio and text in sync. Maybe even do it in the intended order, and not the ad hoc ‘proximity trigger’.


2> In the second ‘island’ there is an audio without any scene (afaik, it used to trigger in the empty room besides the dwarf with four bunk-beds), “After a long day exploring … Stop snoring!”, -maybe this could be looked into, like made into another scene (in the empty building next).
 
3> Lastly, maybe give players a “small note”, after successfully completing the full scene of an island, (say like the Dermorian poem called "Spreading Roots" that you get from Aerayau Strongwill). It could even show the “intended order” of the events that just transpired [something akin to what Gonger has tried with the above screenshots].

Also, if possible, maybe introduce this “note” with some extra lore (or link to, say, https://www.planeshift.it/Settings) which a player can read later, if so desired … as well as keeping the doorway open to return here someday, down the line.




Part II:


This brings to my last remark which to be honest is rather subjective, that is as far as first impressions go the plane was a bit gloomy (like the death realm gloomy) to my taste. Herein I partially agree with Mohonin’s suggestion that maybe, maybe - “the new player will get a choice in the start”, whether to bypass this or not, for the time being.

But again speaking honestly these could be minor issues and I am hopeful that the place will get better as time passes.
Still, given it may not be feasible, I would like to add my last suggestion for consideration, and especially so before the upcoming steam release.


The idea is from last Dev meeting (Jan 11th) as mentioned before.

It is a request to add or highlight of the fact, -

 
  • be it on the Steam page, game description, or
  • be in in the Character creation or the Dryken plane intro, or
  • be in once you have made it to the Hydlaa Plaza,
that,
1) that PS is strongly RP-oriented, and more important
2) that PS is FULLY Free to Play (FFP), [Gonger’s idea from discord], or
add anything but of a similar nature.


Maybe this could be achieved with a popup in-game, that you need to click to get on with.  Say like, "The game is RP- heavy and bug-laden but is a work in progress and where yours patience maybe tested but if you choose to maybe you can help too to make a better game (could link http://hydlaaplaza.com/PlaneShift/flyspray/ here, as such)", etc.


I am asking to add these kinds of highlight, since in a recent stream Talad had mentioned that ‘our’ game is an anomaly, … an anomaly in the Matrix.

It is as such to not to preach to the choir (those who will read and make through the plane to the plaza alright), but those who may not even give the depth or the labour of passion, of the game even a chance. It is for them, maybe / kindly consider some such (passive/ interactive) addition?

Ofc, one may say 'good riddance to 'em all but well, who knows what if they had stuck a bit more and they too then had 'become one of us', all because we had stretched - at least, tried, - a bit more? 


To precis, the part where a player if chooses, could help the game with bug hunting to donation, imho, could really be added/ highlighted (as an USP) to the game and especially so with its FFP aspect.


In 2023, even Massively-op get some (or most or all?) of it right, and so maybe we can do it again!
https://massivelyop.com/2023/01/03/the-game-archaeologist-planeshift-the-poster-child-of-open-source-mmos


Once again, irrespective of ‘che sara, sara’, I wish all the very best for the upcoming steam release and thank you for your time! :surrender:
-GW/ FN.

[Goes to hide under the wall, for the wall above!]
9
and if you want good settings on a 2017 iMac : remember to set GameSettings.ini to readonly:
[ScalabilityGroups]
sg.ResolutionQuality=30.000000  ; Lower render resolution scaling
sg.ViewDistanceQuality=1  ; Minimal view distance
sg.AntiAliasingQuality=0  ; No AA
sg.ShadowQuality=0  ; Disabled
sg.GlobalIlluminationQuality=0  ; Disabled
sg.ReflectionQuality=0  ; Disabled
sg.PostProcessQuality=0  ; Disabled
sg.TextureQuality=0  ; Lowest textures
sg.EffectsQuality=0  ; Minimal effects
sg.FoliageQuality=0  ; Minimal foliage
sg.ShadingQuality=0  ; Lowest shading
sg.LandscapeQuality=0  ; Lowest landscape

[/Script/Engine.GameUserSettings]
bUseVSync=True
bUseDynamicResolution=False
ResolutionSizeX=1280  ; Lower base resolution
ResolutionSizeY=720
LastUserConfirmedResolutionSizeX=1280
LastUserConfirmedResolutionSizeY=720
WindowPosX=-1
WindowPosY=-1
FullscreenMode=0  ; Windowed Fullscreen (often better for iGPUs)
LastConfirmedFullscreenMode=0
PreferredFullscreenMode=0
Version=5
AudioQualityLevel=0
LastConfirmedAudioQualityLevel=0
FrameRateLimit=59.000000  ; Lock to 30 FPS for consistency
DesiredScreenWidth=1280
bUseDesiredScreenHeight=True
DesiredScreenHeight=720
LastUserConfirmedDesiredScreenWidth=1280
LastUserConfirmedDesiredScreenHeight=720
LastRecommendedScreenWidth=-1.000000
LastRecommendedScreenHeight=-1.000000
LastCPUBenchmarkResult=-1.000000
LastGPUBenchmarkResult=-1.000000
LastGPUBenchmarkMultiplier=1.000000
bUseHDRDisplayOutput=False
HDRDisplayOutputNits=1000
10
My Intel Linux Driver Requires: export INTEL_DEBUG=nomipmap,nofbo,notex,norbc
This is so that it renders correctly instead of being Textureless, Disaplays Models
but has no Textures/Shadows/Color. ill use instagram to show you see is all
deep blue https://www.instagram.com/p/DTTsLwRj6hG/?img_index=1
and here the issues been fixed:
https://www.instagram.com/p/DTTsVT8D0Qg/
soooo Render Issues on Intel?: export INTEL_DEBUG=nomipmap,nofbo,notex,norbc
I use an Iris Plus 640/Gentoo Linux, latest 6.18 Kernel and this works for me.
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