Author Topic: Regarding Inns  (Read 1466 times)

Moogie

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« Reply #15 on: August 24, 2003, 02:18:24 am »
Maybe nothing? Maybe they havn\'t decided yet. I hope the penalties arn\'t too strict, though.

I\'n M&M when you die, you lose Reputation (these points are gained whenever you fight and increase your chances of receiving battle rewards when a monster dies). You don\'t however lose anything else like items, cash or exp.

I try my hardest to never die in games that have harsh penalties, however, this means that I usually crawl through games at a very slow pace and take very little risks. Not that exciting, really.

Drilixer

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« Reply #16 on: August 24, 2003, 03:13:10 am »
people: the devs seem to be fairly strong headed :D don\'t you think they have already discussed the issue of death and how it should be handled? :P  We really don\'t have that long till the next version... And if you search the forums there are several nice hints thrown in by the devs... you just need to look for them - I\'ll give you a hint though - the best hint can be found posted by one of the devs in a thread that i have responded to... start searching muahahah

Fish

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« Reply #17 on: August 24, 2003, 03:56:05 am »
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I think we now have a good idea of the fundamentals of the game rules, like the skill based system and the magic system, but as other devs said, we do not want to disclose more information just to avoid confusions. Until we implement those rules in game (and even after!), everything can change.
Quote Talad


I don?t think it?s as engraved in stone as you say Drilixer.
Doing things just for the halibut.

Moogie

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« Reply #18 on: August 24, 2003, 12:46:43 pm »
Quote
Originally posted by Drilixer
the best hint can be found posted by one of the devs in a thread that i have responded to... start searching muahahah



Count me out of that, I\'d be here all day searching through your post history.

Drilixer

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« Reply #19 on: August 24, 2003, 07:26:43 pm »
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Originally posted by Fish
Quote
I think we now have a good idea of the fundamentals of the game rules, like the skill based system and the magic system, but as other devs said, we do not want to disclose more information just to avoid confusions. Until we implement those rules in game (and even after!), everything can change.
Quote Talad


I don?t think it?s as engraved in stone as you say Drilixer.


he is speaking of balancing... but the concept behind the system will probably change very little for a long time

lostprophet

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« Reply #20 on: August 24, 2003, 11:57:52 pm »
But still Drilixer, the next version isn\'t final, it\'s still only alpha. The devs will likely try a lot of ideas in the next version and see the public response. They might take note of some of our ideas and if what they planned isn\'t well received, they could start doing different things.

Remember, PS is ever evolving.


Drilixer

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« Reply #21 on: August 25, 2003, 02:40:02 am »
Quote
Originally posted by lostprophet
Remember, PS is ever evolving.


muahaha  -> technically yes - but I still don\'t see too many devs suddenly changing from systems that they have loved from the start... aka Talad\'s npc chat interface from hell!!!

Fish

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« Reply #22 on: August 25, 2003, 03:58:51 am »
Now where was that quote.  Oh here it is
Quote

Licker, your points are well taken, but as the guy who designed and implemented the NPC dialog system we have now, I can tell you the problem right now is a lack of vocabulary data in the NPC dialog engine--not a fundamental design flaw.

We recognized from the beginning, that in the beginning, the NPCs would not recognize very much. This is because it is impossible to predict HOW people will actually try to use it. Instead, the dialog manager tracks and stores EVERY single non-understood statement in the database. Periodically we go through that table and improve our responses.

I think people who were here from the beginning of MB will testify that the NPCs (however bad they are now) are much better than they used to be. This improvement will continue to grow and add-on to itself as we go.

This is a DEMO remember? :-) It is a real-world science lab for us to test our frankenstein outside the petri-dish we call the dev team.

Thanks,
Venge



If you don\'t want to read the whole thing I give you the short version.

They\'re working on it.
Doing things just for the halibut.

Drilixer

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« Reply #23 on: August 25, 2003, 04:11:01 am »
I still don\'t think it\'s practical - no matter how many words/phrases they throw together in that beast

Fish

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« Reply #24 on: August 25, 2003, 04:41:39 am »
I hate to put it to this way but how many NPC interaction systems have you built. Do you have the slightest idea how difficult it is to get intelligible thought out of a computer.  I haven?t built one either.  Until you get into the headspace of actually building one of these things just do with the developers told you to do.  Talk to the NPC and if they don?t understand you go somewhere else.  Just think in the grand scheme of things will get better.
Doing things just for the halibut.

Drilixer

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« Reply #25 on: August 25, 2003, 04:58:07 am »
haha don\'t get angry if I complain - complaints are what fuel any pre-alpha game (well.. compliments too but criticism is more effective, helpful, and believable)

I understand that the system will get better - but I myself have never had any problems with multiple choice systems for NPCs... players are different but we don\'t need AI for players now do we ;)

(P.S. - dont take that last line too seriously :P)

Fish

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« Reply #26 on: August 26, 2003, 01:47:37 am »
I?m not even slightly upset.  However I did just get you to rattle out on your keyboard what you really wanted.

You want multiple-choice.
« Last Edit: August 26, 2003, 01:48:15 am by Fish »
Doing things just for the halibut.

Drilixer

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« Reply #27 on: August 26, 2003, 02:09:49 am »
Quote
Originally posted by Fish
I?m not even slightly upset.  However I did just get you to rattle out on your keyboard what you really wanted.

You want multiple-choice.

thats good - and if  you want a more precise multiple choice system -> I loved the one in morrowind (minus the part that all citizens say the same thing usually :P)

Sifright

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« Reply #28 on: August 26, 2003, 12:50:23 pm »
if you want to see the type of interactions between npcs i am hoping for.. the go to http://www.spiderwebsoftware.com you can get free demos of many games again grpahics not so hot but the games rock!

lostprophet

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« Reply #29 on: August 26, 2003, 11:41:30 pm »
I personally would like to see the devs continue with this npc system. Sure it sucks right now but it\'s gonna kick arse when it\'s done, as long as the npcs have a large enough library of phrases that they can understand you. It\'s not that i hate multi-choice systems, I just find them boring and repetitive. If you say something to annoy an npc with multiple choice, you can just end the conversation and start it again. With this maybe you could have to say sorry to people to get them to tell you things.