Author Topic: Version 1.0  (Read 6223 times)

CadRipper

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Re: Version 1.0
« Reply #30 on: September 03, 2008, 09:57:53 pm »
This question comes up from time to time and usually there is no direct answer.
A few years ago someone(vengeance?) posted a long list of things thats they planned to implant and what direction PS would take. Sadly i couldn't find that post.
Some of the things mentioned there are completely opposite to what we have now.
One thing is remember was narrow street structure for the sake of performance. Hydlaa changed from MB to CB in exactly the opposite direction, giving wider views(and messing up proportion).
It seems to me that the goals change from year to year, so even if the developers gave you a list of what they want to achieve, the end result would be something different.

Some changes are most probably due to technology evolution, designers realize that they can do now what seemed impossible to achieve before... and sometimes they realize they just can't meet such or such requirement. It's funny what you say about the street structure and maybe it illustrates that perfectly, when Boonet saw the new Hydlaa layout at the beginning of CB, he said that it was how it was originally meant to be. Perhaps it was too difficult to achieve, although I think that at the beginning of MB the mesh occlusion was not already part of the Crystal Space engine, yet the client performances were quite good on a reasonably good computer (unless someone was messing with the collision system - I won't give names ;)). The city was meant to be bigger anyway so it must have been a good decision to flatten it somewhat at the time, knowing they could finally count on occlusion culling to reduce the processing. I'm sure that people who were present at the time of AB could comment further on that.

We have to admit that, even if there have been some turns in the implementation, the setting as it was originally decided (or what we know of it at least) has been pretty much respected by Talad and his team. It's sad the old Planeshift archive site is not available anymore (maybe with the Way Back engine?), because you could see that the setting was already there at the time of the 2D version. That's anecdotal, but you could also do a web-based quest on this site! :)

In a 2001 document (Luca Pancallo, Jan Willy Sandbraaten, Wouter Wijngaards; Requirements of the Persistent Multiplayer World; June 20, 2001), the Planeshift required features were described quite precisely and the evolution of the game seems to follow those lines. For example you could read (this part was also divulged in the news little before CB was made public, 3 years and a half later):

Quote
"When a character dies, his body lays on the ground, lifeless. No one can touch the body since it’s surrounded by a magic death aura.
The spirit separates from the body and asks to the gods to be resurrected. The gods normally take all non-magical items and money as a fee, leaving to the character all magical items and only a small amount of gold. Then the gods transfer the spirit of the character to the Realm of Death where he must accomplish a quest to come back to life. The difficulty of the quest can be related to the level and alignment of the character. In the Death Realm the player gets no experience points.
In the realm of death everything is dim and shadow and the spirits of the dead cannot die again, they may be knocked out but never die no matter how badly they are wounded.
After solving the quest he can ask the gods to be teleported back in the place where he dies or to the nearest temple."

Most of the famous buildings and characters in Hydlaa were already described in another document in December 2000 (Luca Pancallo, Martin Allander; Yliakum, First Level; December 27, 2000), in which Jayose was already using falka lamps, unaware of the trouble it would cause him, and in which Harnquist was already sharpening weapons (hum, and it was a Kran...).

But Kada's tavern was not mentioned, it must have taken that much to bend Talad's original plans ;)

The same goes for the magic system, which was already in the works in 1997 apparently. The six ways, glyphs and spells were already specified in minute details in 2001 (and probably much earlier) as we know them now - the implemented part anyway.

And Ojaveda too, in an old but undated document (probably 2000-2001) the dsars were already described (the "Tavern of Trouble" changed its name although the new one depicts the same idea):

Quote
Dsar Akkaio: this small dsar is located on the main road that lead to the temple of Laanx and to the city. Due to the privileged position, the shops and taverns in this dsar are very popular.
The “Tavern of Trouble” is a popular meeting point of travelers and a place where the two ylian merchants, Arrehnius e Rotrari Mendoki, sell their goods. This tavern can accommodate more than 100 people at the same time and is famous for the enkidukai beer, produced in the fields near the village and brewed in a traditional way. This drink is exported in all other levels in limited quantities and due to this is quite expensive and rare. The owner of the tavern is the huge Brado (at least compared to enkidukai sizes), famous for his skill to stop any brawl by himself and for his loud and deep voice. In the back of the tavern, there are some rooms for gambling, prohibited by the laws but tolerated by the leader of the village.
Located in the west side of the main road there’s the Trasòk Weapon Shop, the most respected weapon smith in Ojaveda. Twenty-two people work in the shop and ten of them are dwarf of the hammerwielder clan. Here you can find the best weapons of Ojaveda, particularly axes, very handly and well balanced.
Another interesting shop is the one of Vladovic. Vladovic is an old Xacha, considered one of the wisest person in the village. His profession,  in addition to the one of giving good advice, is the herbalist. This lively old man has a great knowledge of plants and he’s able to prepare healing potions and ointments to remove wounds and diseases. He provides also powerful poisons to the guards used to keep at bay the monsters of the Stone Labyrinths.

Compared to what is public now, there is still plenty of material for the magic rules, Ojaveda, some quests, plus everything that must have been added since then. That probably doesn't answer the original question since there is no reason to believe everything should be implemented in order to declare version 1.0 err, gold, but it tells that there has been a road for quite a while and that the development team is still on it.

Kerol

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Re: Version 1.0
« Reply #31 on: September 14, 2008, 08:01:01 pm »
.. And where feasible and appropriate we take into account the wishlist, as well as new technical and social possibilities.

We have long-time goals that were mentioned in several documents like autonomous tribes, housebuilding, advanced AI, the points UtM mentioned (but I have to correct him - PS engine is supposed to handle much more than 1000 players) - these things guide our efforts.
However, with people always coming and going it is sensible to only make fixed internal shortterm roadmaps that are adapted as resources are available.


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Sen

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Re: Version 1.0
« Reply #32 on: September 14, 2008, 08:45:18 pm »
I didn't read the last 2 pages - sorry for that.

But I hope the question stays valid why those shortterm roadmaps should be internal.


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.....also a saddle that won't pinch the tail. One day!

Kerol

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Re: Version 1.0
« Reply #33 on: September 15, 2008, 10:07:51 pm »
Because 1. PS has a tradition of (good and bad) surprises and 2.shortterm roadmaps wouldn't disclose the longterm midterm plans, thus would only promote the constant whining about whatever, which frankly gets on all our nerves.
« Last Edit: September 15, 2008, 10:19:10 pm by Kerol »


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Gravemind

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Re: Version 1.0
« Reply #34 on: September 24, 2008, 11:59:40 am »
Just one small little thing I've been meaning to say for a while

When it comes time to release 1.0, rather then just deciding "We're going to wipe all characters", wouldn't be a better idea to ASK the playerbase at the time if they would like this to happen and decide there?

I know the point is to make a level playing field, but it would cool to be rewarded for hanging around in the PS early days by getting to keep your powerful character
There is an alternative, more probable theory that 9/11 was in fact caused by Hanson's 1997 smash hit 'MMMBop.'

Mythryndel

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Re: Version 1.0
« Reply #35 on: September 24, 2008, 06:37:30 pm »
I am NOT in ANY way associated with PS officially...

However, with that out of the way, I think that the player wipe is inevitable for 1.0. Yeah, that kinda sucks for us players... but it is entirely possible that the features included in 1.0 will not be compatible with the characters the way they are. I would hope that at the very least, we get the option of keeping our characters names after the wipe.

What would be nice, however, is if the PS officials offered some kind of perk to those that have been around for a while. Maybe a special item or a little bump in initial character creation stats. Only time (and the release of 1.0) will tell.

Tuxide

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Re: Version 1.0
« Reply #36 on: September 25, 2008, 03:28:08 am »
What would be nice, however, is if the PS officials offered some kind of perk to those that have been around for a while. Maybe a special item or a little bump in initial character creation stats. Only time (and the release of 1.0) will tell.
I agree--oh wait a minute, it's called the Ring of the Past.

Liadan

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Re: Version 1.0
« Reply #37 on: September 25, 2008, 05:38:12 am »
I am NOT in ANY way associated with PS officially...

However, with that out of the way, I think that the player wipe is inevitable for 1.0. Yeah, that kinda sucks for us players... but it is entirely possible that the features included in 1.0 will not be compatible with the characters the way they are. I would hope that at the very least, we get the option of keeping our characters names after the wipe.

What would be nice, however, is if the PS officials offered some kind of perk to those that have been around for a while. Maybe a special item or a little bump in initial character creation stats. Only time (and the release of 1.0) will tell.


Or a tshirt for those that stay on after the wipe saying, "I survived a character-wipe"...completely nerdish and ps-exclusive but hey, i would stick around for one of those. It's like going to a wedding for those little watchamacallits on the table that says, hey i went to their wedding, i forget who they are, but these things are totally cool!

Bamko

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Re: Version 1.0
« Reply #38 on: September 25, 2008, 03:52:12 pm »
Re: wipe

yeah, because nothing says realism like going into a new town and having everyone be at the same level of skills and abilities.  Seems to me having the more expereinced players around as stronger "residents" would be a feature to promote, not a liability.  Maybe make an option... Wipe or nerf?  So your swordfighting goes from 100 to 40... but still respectable... otherwise; the non RP community floods the realm, making it unenjoyable for us, and the RPers leave... for the next beta game...

But not my decision, in any event.  Whether I start over or not will be.  I will decide then if Bamko is ready to explore new realms.  Since he would have to start over in any event, might be as well to do it in a new place...

I dont know.. but something I will consider.  Now, if say they change the system... so total "points can not be over say... 1000 (stats and skills... so take the maxed maxed theoretical charater.. and say.. they can keep only 10% of points... then each character would be able to keep 10% of theirs... so go to stats.. and "train" using up points... um.. I dont need the Will ... as much as... crud.. the...strength?)  You can nerf it fairly without killing us all off, I think.

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Re: Version 1.0
« Reply #39 on: September 25, 2008, 04:56:44 pm »