Author Topic: Arena Habitats.  (Read 6485 times)

Earowo

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Arena Habitats.
« on: October 31, 2010, 04:02:13 am »
After playing, for 'almost' 2 years, I've noticed, that of everything that has changed, the arena has not, sure, the monsters are a bit diffrent, but the arena is 'still' a bit overrun by tefusangs. But this isnt my point.

The monsters within the arena, IC'ly should'nt be able to thrive, let alone 'want' to thrive, in the blank, triangle they live in. Notice, when you are in the riverling pit, or the trepor pit, all you see is dirt. What 'I' Feel is IC, would be to have a habitat, so to speak, for each pit of monsters, as a colony of trepors wouldnt be able to survive in dirt, they would need various grasses, plants, water, the riverlings would want a small pond, the velnishis, might want some rocks, the dlayos might want a stadium, the tefusangs would want a field, the coamtis would want a bush, or a hole, the tlokes and arnagmas might want a tree,
An analogy is basically saying, you wouldnt get a hamster, and place it in a fish tank, with no fluff, fake house, tubes, and food/water, without those it would die, Its the same for the arena monsters, So i just hope this is considered.
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novacadian

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Re: Arena Habitats.
« Reply #1 on: October 31, 2010, 05:40:37 am »
... the riverlings would want a small pond

Venorel cries out, "Free the Riverling; another intelligent race!"

Maybe have the stocking of the arena's mobs dependent on caravans bringing them to Hydlaa. Then rangers could take out the caravans; and in so doing cut down on Arena training. A War for the Mobs Scenario.

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Roled

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Re: Arena Habitats.
« Reply #2 on: October 31, 2010, 07:20:10 am »
Oh wouldn't it be cool if the mobs could migrate on a random schedule out to the grass moat. then get herded back by some Harnquist type npc.. I know I know not easy, lots of coding probably, lots of lag... oh well I will shoot down my own idea to save us all trouble... :@#\
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Phantomboy86

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Re: Arena Habitats.
« Reply #3 on: October 31, 2010, 07:29:10 am »
*Travosh Volunteers to have that many monsters under his command at once during the day

Earowo

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Re: Arena Habitats.
« Reply #4 on: October 31, 2010, 07:54:57 am »
Im not saying they have to be herded, im saying the pits the currently live in, should be decorated according to their needs in the wilds.
Dohmo: Please clean up your language immediately.
Me: as i just said, what i said, fits in the guidlines of rated PG, i was just explaining to the G guy
Dohmo: Sorry I tried to e nice
Dohmo: and i'm telling you to clean it up. last warning
Dohmo: now just do it
Dohmo: No more warnings

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Vakachehk

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Re: Arena Habitats.
« Reply #5 on: October 31, 2010, 10:32:38 am »
Well ICly Hydlaa is a massive city and so every animal will be placed in a pen outside the arena on waiting to be distributed to the pit, but once in they would last maybe an hour. Then the next lot come in etc. That would be the most obvious. They animals would also probably be put away for the night, unless a big festival or event was happening in the arena.
You maybe roleplaying but you could still be OOC.

Sangwa

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Re: Arena Habitats.
« Reply #6 on: October 31, 2010, 03:17:17 pm »
I like your idea Earworo. It would make the arena look a whole lot better. Even if the animals are brought in by caravan or whatever, they will certainly be braver and a better fight if they're in the best of their conditions: i.e. their habitat.

Plus, this would actually make each place of the arena a unique part, both mechanically and aesthetically. It'd be a great thing to see implemented.
Disclaimer: This is my opinion and I can be reasoned with. I'm probably right, though.

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Maisent

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Re: Arena Habitats.
« Reply #7 on: October 31, 2010, 07:30:11 pm »
I like the idea, and Earowo, the arena has been like that forever.... Since i started which was 5 years ago.

Vakachehk

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Re: Arena Habitats.
« Reply #8 on: November 01, 2010, 06:03:21 am »
I could see a point to this, which will be only to bring more IC settings, so people can find out why Ulbernauts like X and story lines as to why. It will also make the arena look nicer. But then it will be a difficult task and not that greatly useful, since there are also new Mobs getting implemented, so the arena will be getting more newer mobs. The arena will probably be getting revamped some stage before 1.0 along with Hydlaa as they are very old maps with low detail.
You maybe roleplaying but you could still be OOC.

Earowo

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Re: Arena Habitats.
« Reply #9 on: November 01, 2010, 11:20:55 pm »
What 'might' reduce lag to this, is if the arena is split into two areas, so a loading screen in between, so the pit/stand area would be one sector, and the halways, and shop area would be  a diffrent sector, im not sure if it would help but i 'might' help lag
Dohmo: Please clean up your language immediately.
Me: as i just said, what i said, fits in the guidlines of rated PG, i was just explaining to the G guy
Dohmo: Sorry I tried to e nice
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Dohmo: now just do it
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Vakachehk

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Re: Arena Habitats.
« Reply #10 on: November 02, 2010, 12:24:20 am »
I do believe the arena is already split up that is how you find the name change in guild info. The reason it is so laggy is because PlaneShift combating coding is pretty buggy, so that probably wouldn't help.
You maybe roleplaying but you could still be OOC.

RlyDontKnow

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Re: Arena Habitats.
« Reply #11 on: November 02, 2010, 12:38:12 am »
I do believe the arena is already split up that is how you find the name change in guild info. The reason it is so laggy is because PlaneShift combating coding is pretty buggy, so that probably wouldn't help.

the combat code is completely server side and in no way related to client side lag at all.
also yes: the arena is split into many sectors, however that's more an issue than it helps.
what's causing the lag there is that it's been created a long time ago and therefore - just like hydlaa - has some serious issues if it comes to how it is designed (read: it's not really made to work well with the optimizations the engine can do)

Earowo

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Re: Arena Habitats.
« Reply #12 on: November 02, 2010, 03:53:09 am »
the combat code is completely server side and in no way related to client side lag at all.
also yes: the arena is split into many sectors, however that's more an issue than it helps.
what's causing the lag there is that it's been created a long time ago and therefore - just like hydlaa - has some serious issues if it comes to how it is designed (read: it's not really made to work well with the optimizations the engine can do)
so when are they going to make these fresh and new?
Dohmo: Please clean up your language immediately.
Me: as i just said, what i said, fits in the guidlines of rated PG, i was just explaining to the G guy
Dohmo: Sorry I tried to e nice
Dohmo: and i'm telling you to clean it up. last warning
Dohmo: now just do it
Dohmo: No more warnings

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Vakachehk

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Re: Arena Habitats.
« Reply #13 on: November 02, 2010, 04:26:57 am »
Well I mean its not buggy, it just does a lot of work when in combat. Especially with the amount of stuff it has to write up in Systems tab and what have you. That can make me crash a lot when I am in combat, even in the wilderness. Well I might be wrong but it is what I find.

Earowo, when PS gets some art devs, so probably a long time coming.
You maybe roleplaying but you could still be OOC.

weltall

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Re: Arena Habitats.
« Reply #14 on: November 02, 2010, 04:40:28 am »
hint /clear.
if your computer has issues to parse some kb of text i'm sorry :)