Author Topic: a request from the settings team  (Read 58068 times)

Mrriyah

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Re: a request from the settings team
« Reply #150 on: October 21, 2007, 02:38:27 am »
Making well-crafted new languages is a lot of work. Some player-generated efforts for the Nolthrir, Stonebreaker and Enkidukai are available on the PlaneShift wiki. I have heard that there is a player in-game who gives lessons in Enkien.  ::)

Andoryn Thaakor

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Re: a request from the settings team
« Reply #151 on: October 24, 2007, 08:39:53 pm »
I'd like to know more about the buildings. All buildings.

Who built them? Are there still builders around?
Where did the materials come from? Is there still evidence of this gathering of materials, and if so, where?
When were the cities/houses built anyway?
Buildings mostly look similar according to region, so is this just a sense of tradition or were they all built at the same time by the same people?
How did the big stone face get to be on the BDroad?
What happened to the Emerald city, so it's now in ruins? And what is Canyt investigating at the Fortress?

Now that should give some interesting stories... I hope...

Parallo

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Re: a request from the settings team
« Reply #152 on: October 24, 2007, 09:05:00 pm »
In no real order: The houses in Hydlaa are of Ylian design but the temple and the library are of Xacha design. Building is an unimplemented skill as far as I can remember, though I may be wrong, so yes builders are still about. As for the face, that was presumably built by the entire community as it serves all. I'd also assume that the materials are gathered the same way they are in RL. They have forests for wood, mines for stone etc. Can't really speculate on the ruins though.
I suggest the statue of Laanx gets turned into a statue of Parallo <3. An NPC could never replace the huge hole he left in my heart when he died  :'(

Jeraphon

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Re: a request from the settings team
« Reply #153 on: October 25, 2007, 01:50:07 am »
Quote
What happened to the Emerald city, so it's now in ruins? And what is Canyt investigating at the Fortress?

Have you tried asking them?

LigH

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Re: a request from the settings team
« Reply #154 on: October 25, 2007, 04:14:04 pm »
@ Andoryn: There is a carpenter between Harnquist and Percival (last time I saw him).

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catelee2u

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Re: a request from the settings team
« Reply #155 on: October 29, 2007, 10:55:09 pm »
I'd love a detailed story book about the origins and life of Londris of the death realm before he became agebound as I find him an interesting character.

I'd like to know more about the dark crystal.
I'd like more on the origins and histories of the different schools of magic.
I'd like to know more about Diaboli in general.

I don't know if I misread the history page on the main site but when discussing Laanx the initial description seems to be referring to and describing a female deity whereas later towards the bottom of the page Laanx is described as him and he. Are deities genderless or is this a mistake?

Raa

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Re: a request from the settings team
« Reply #156 on: October 29, 2007, 11:02:43 pm »
Laanx gave up her feminitinessocity and became a he because she thought she was ugly. So now he's... a he. Well, it's consistent.
« Last Edit: October 30, 2007, 11:16:34 pm by Raa »

Parallo

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Re: a request from the settings team
« Reply #157 on: October 29, 2007, 11:04:27 pm »
Its more of giving up gender altogether.
I suggest the statue of Laanx gets turned into a statue of Parallo <3. An NPC could never replace the huge hole he left in my heart when he died  :'(

catelee2u

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Re: a request from the settings team
« Reply #158 on: October 29, 2007, 11:07:24 pm »
Thanks for the quick response.

One and only tanner

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Re: a request from the settings team
« Reply #159 on: October 30, 2007, 02:18:10 am »
krans eat crystals and such for their engery but how is this engery tranfured around their bodys? do they have vains filled with blood or some other substance? and a randomly strange questan.. what effect would extremly high tempratures have on a kran? would they melt if it was hot enuff?

Pizzasgood

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Re: a request from the settings team
« Reply #160 on: October 30, 2007, 09:11:24 pm »
I actually asked that second one earlier, along with stuff about cracking, smell, etc.  I never thought about how they'd distribute energy through their bodies though, nor how their organs/muscles/etc work.  Obviously, somebody needs to add a book on Kran anatomy to the library (when they get a chance, of course).

It may be that they're permeable enough that some sort of "Kran fluid" naturally seeps through their entire bodies, no veins required.  Movement would help circulate it?  Or their metabolism could be low enough that diffusion is enough to keep everything "fed".  That would help impose limits to their size, as a forty foot Kran would need extremely low metabolism to survive.  It would also provide a means to have "living" areas of cave.  They'd be more like ancient trees, functioning very slowly over long periods of time, but alive none the less.  They could serve as the "oisters" of the subterranean world, forming gems or ore as a waste product from consuming more dilute amounts within the surrounding rock and condensing it into a clump.

Of course, there would also be the Yliakian Dwarf Trap variety, that get supplemental nutrition from unlucky miners (after all, though I can't say I'd eat someone for hitting me with a pick, I'd certainly be pretty miffed about it!)


Or the Kran might not function remotely like normal critters.  Instead of delivering the energy as a substance within a "blood", it could be digested and transformed into another form of energy which can then animate the rest of the Kran's body.  You might say, "hey, my Physics prof. would flunk me if I said that!", but this is a world with magic.  For magic to exist, there have to be either new forms of energy or new methods for energy to transfer that we don't know about in real life.  Probably both.

That doesn't solve how they grow though.  I tend to think they're like trees:  they grow from the inside out.  After extracting the energy from the "food", the remaining material would be transferred throughout their core.  Slight permeability would allow some of it to get closer to the surface, allowing for expansion as they get bigger, and for healing if they get nicked.  Also, that would mean their exteriors will be the oldest, and thus the hardest and least permeable layer (due to being gradually "filled" over time).  That would also serve to keep the "Kran fluid" contained within them rather than oozing out and making them walking piles of sticky slime.

The crystalline nature of their food could be due to crystal's supposed affinity for conducting energy, especially of the magical variety (though their energy would probably be different from what you'd normally consider magic, so it wouldn't be like saying "Kran are magic golems", they just use an energy form we don't have in real life (as far as we know anyways...)).  By using that as the material from which to construct their bodies, they'd be making it easier for their energy to reach their extremities (kinda like trying to lower your cholesterol or something).  Also, what makes crystal crystal is that the molecules are more organized than in normal materials, which might also make it easier for them to digest it.

Or (unlikely) they could transfer the energy through very low amplitude high frequency vibrations (think quartz).  Also a motivation for eating crystals.

Maybe that means Kran have a better sense of time than most creatures, due to their internal buzz...


Another thing I wonder about:  the electromagnetic properties of Kran.  How conducting, how resilient to damage, whether they are perceptive of large amounts of charge, how magnetic (esp. are they ferromagnetic), does eating magnetic materials increase their magnetic-ness, do magnetic or electrical fields interfere with their biological or mental functions, etc.

I'd also like to know more about the nature of magic.  Because in a world with magic, magic is only magic to the uneducated, and is physics to the rest (give King Arthur and Sir Lancelot a pair of walkie talkies and see what they call them!).  Sure, at this time period, most people are still in the stage where it's just "magic" and shouldn't be questioned, but that doesn't mean that the Yliakian laws of physics don't exist, just that they haven't been discovered yet.

I haven't read much magic-containing fantasy yet (mostly just sci-fi), but so far my favorite interpretation of magic is that used within the Eregon universe.  The binding it to language aspect is stupid, imho, but the energy aspects are what I like.  As in, using magic to lift 20 rocks takes the same energy from you as lifting those rocks by hand.  Things like that, where people don't just pull energy and matter from nothing and just say "it's magic d00d".
Did you get the number on that one-eyed rat?

Iscariot

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Re: a request from the settings team
« Reply #161 on: November 04, 2007, 03:22:48 pm »
Question 1.
What is the "Evolution" of the Tria/Hexa/Octa/Circle. In the real world gold/silver/bronze were popular due to rarity and resistance to erosion(which the PS coins have too) but what's up with the shape and numerical values? 3 Sides = 1? 6 sides = 10? 8 = 50? A circle = 250? That doesn't make sense in many ways. The values need coins that represent them(often in the form of simply stamping the value on the coin). Also, every good working economy has coins/bills that are worth 1,2,5,10,50. With these numbers any type of transaction can be done with the least possible amount of work, why doesn't PS use this tried and tested method? And what if one of the many kinds of inflation ups the prices in PS? Do you want to create 20-sides coins that are worth 2000 Tria? And what's up with the Materials? Steel, Green Crystal, Blue Crystal, Red Crystal, Gold, Silver, Platinum? What kind of order is that? Silver worth more than Gold? Maybe Silver is rarer than gold in PS, but that goes into everything we have learned about old money in the real world! and Bronze missing while it's perfect for making weapons and armor? Steel, even better, lowest of all? Huh?

Anyway, to recap:
1. Why don't the coins have shapes that represent their numerical value?
2. Why are the numerical values of the coins in such a weird way(1,10,50,250)
3. Does PS know inflation?(if not, then it would be extremely unrealistic ;))
4. Why is the order of materials for the coins so weird?
5. (if Question 3=Yes)How do 1/10 Tria-Coins look like? (Steel, but what shape?) and how do the future 1 Quatorze[edit name at will] coins look like(Represents 1,000 1-coins or 10 100-coins) and the Quinze Coins? (Represents 1,000,000 1-Coins and 1000 1000-coins)
And extra:
6. How heavy/big are the coins?
7. If the amount of coins is kept at a certain level("repair broken coins and replace the ones that leave the city or get lost somehow" I don't see mining new ones here) how come coins are not getting rarer and rarer, since there are more and more people.
8. How come the metal "Orichalc" is the "only metal that doesn't deteriorate whatsoever"? And how come then that 1/10 coins are made of steel, while that is a metal that "deteriorates"

Question 2.
Please give another reason why the city never overpopulates besides the "Killing-by-kindness" theory. It's quite a achievement to stop a city from overpopulating. China for example is trying it's best, but there is still growth.

Question 3.
Tell me more of the Ex-Octarch Fertedian Dalko. How can you be such a bad octarch that you are tied to a... "hypnotized Megaras and sent straight towards the Crystal."...? and what did he leave behind? (What crisis did he create?)

Question 4.
Are there Armies? Were there any wars? (If yes, then: Who invented the strategies used in the wars?)

Question 5.
Explain how it could rain, storm or be foggy in a cave? (Because that would be cool)

Question 6.
Who invented the wheel, who invented the hammer and who invented the metal-smelter and who invented the written word?

Question 7.
What materials are rare in Ojaveda and plentiful of in the Bronze Doors? Same with Hydlaa/Ojaveda and Hydlaa/BD

Please don't see this as somebody trying to ask stupid questions just to make you angry or whatever. See this as somebody who thinks that it's history that creates a country


Cheers to all, Iscariot
« Last Edit: November 04, 2007, 03:28:28 pm by Iscariot »

Pizzasgood

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Re: a request from the settings team
« Reply #162 on: November 04, 2007, 11:47:34 pm »
For the values of the coins, my guess is to simplify things.  I think the idea was to optimize between having a small number of different coins and a wide range of possible values.  You have to remember, this is a medieval time period, which means no fancy minting factories where they can just churn stuff out by the millions.  So the fewer different types of coins they have to produce, the less work it takes and the cheaper it becomes to produce the money, meaning more budget for other things, like extra cheesecake at important government meetings.  So, they skipped some of the intermediates, like 5 and 25.

As for the shape, it would be nice if that was relevant, but it doesn't have to be.  Also, I wouldn't be surprised if it used to be relevant at one time, but if the numeric values have been adjusted over the years to what they are now, probably either due to some revolution (like in the real world with the French Revolution and Metric), or in attempts to combine the monetary systems that each race brought with them into something that all races would find acceptable.

Quote
If the amount of coins is kept at a certain level("repair broken coins and replace the ones that leave the city or get lost somehow" I don't see mining new ones here) how come coins are not getting rarer and rarer, since there are more and more people.
My assumption is that the level is actually a ratio of coins per person.  So more people equals more coins overall, but same ratio, thus same value.

Now, if we take into account that the population isn't increasing, the number will actually remain the same.  If this went on for many years, people would just take it for granted that there are X coins floating around.  If there were a big disaster though, they'd either realize that the total number will have to start adjusting again, or experience inflation.

EDIT:  I should clarify something:  Yes, more players enter the city every so often, but that doesn't mean it's growing.  Just that more of the population consists of us.  But until the number of human players summed with the number of NPCs is greater than the population of the town, it's irrelevant.  When we reach that point, then it will be growing.  But remember, Hydlaa is bigger than it seems.  It's not fully implemented.  By the time we have that many people, there will be plenty of other towns out there and people will be spawning all over Yliakum.

As for overpopulation, don't forget these are medieval times.  That means:
A.  People have shorter lifespans
B.  Children have much much lower survival rates than now, especially babies
C.  Successful births are also going to be less frequent (no modern hospitals and such; most babies will be delivered by the father, a family member, or a midwife)
D.  Potentially a more conservative view of getting jiggy with it, possibly fueled by the lack of birth control.  This could be countered by the larger families in older times, but that generally only applies to people in the country (Bigger family == more hands to till fields.  But in the city, your income won't increase as much from having kids).

Not that overpopulation can't happen in medieval periods.  As I understand it, overpopulation was a big factor in making the black plague as nasty as it was.  But, that was probably over a thousand years after humans started settling in Europe.  Yliakum, on the other hand, is only ~750 year old, if I remember correctly.


For weather, I've wondered this also.  I wrote up how I figured it could happen a year or so ago, so I won't repeat it.  Search would probably turn it up.  I don't know how realistic my version was though, I'm no meteorologist.
« Last Edit: November 04, 2007, 11:51:00 pm by Pizzasgood »
Did you get the number on that one-eyed rat?

theirah

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Re: a request from the settings team
« Reply #163 on: November 05, 2007, 01:15:52 pm »
how does that figure with the death realm in there, and people coming back from the dead?

by the way...you sound extremely familiar...like a certain social studies teacher I had last year, or someone who happened to have the same class at the time?
« Last Edit: November 05, 2007, 01:18:04 pm by theirah »

Pizzasgood

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Re: a request from the settings team
« Reply #164 on: November 06, 2007, 10:24:11 pm »
Good point.  Until recently, only the "powerful heroes" were said to escape the Death Relm, but things were clarified better some months ago, making it seem that more people than usual were managing to get through lately.  It might have been adjusted yet more over summer, but I haven't played much since May so I wouldn't know.

I don't remember the details enough to form a coherent theory though.  I'm sure there's a large percentage of people who still don't make it through and others who could but opt not to, but that doesn't account for those who do get out.  But as I understand it, each trip supposedly wears you out somewhat (I mean aside from the "penalty").  I view it like metal fatigue, where over time small stresses cause a chunk of metal to become increasingly brittle until it snaps.  So even if people don't stay dead the first time, they will eventually.

Another thing I forgot is emigration.  I don't know the stats for Hydlaa, but if emigrants are more frequent than immigrants, that could take some of the load off the population.  It could just as easily be the reverse though, with more people coming than leaving.


Quote
by the way...you sound extremely familiar...like a certain social studies teacher I had last year, or someone who happened to have the same class at the time?
I haven't had any social studies classes since spring '06, in my senior year of high school, and I doubt any of my teachers influenced my typing much.  Other than maybe my AP Lit teacher, who made us do essays analyzing a poem every week, all year.  If I were the type to ever have nightmares, I'd still be having them.
« Last Edit: November 06, 2007, 10:26:02 pm by Pizzasgood »
Did you get the number on that one-eyed rat?