Stendhal Development Meeting 2009-11-22/Result Log: Difference between revisions

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{{Navigation for Stendhal Top|Developing}}
{{Navigation for Stendhal Developers}}
{{Stendhal Development Meeting 2009-11-22}}
 
== Mixed Things ==
 
* /ignore currently only works for /tell but it should work for public chat, too - this is being worked on ({{tracker|2872361}})
* "Strongest player" on website should be sorted by karma as second sort criterion because of the max level limit ({{tracker|2905264}}).
* It was suggested that animal masks from Fidorea in ados could stay longer than 2 hours, for example for 2 days. Perhaps with additional fees.
* blackfinix offered to update the [[StendhalManual]] and embed the referenced images by uploading them to the Wiki (<del>{{tracker|2892214}}</del> ''fixed by kiheru and kymara'').
* Enabled and minimized keyring pops up on every zone change (<del>[http://sourceforge.net/{{tracker/index.php?func=detail&aid=|1815905&group_id=1111&atid=101111 bug #1815905]}}</del> fixed)
* It was requested to have an npc to sell armors to which you can not sell to other npcs
* The black pearl image could be improved (done; a new image in CVS now)
* An NPC for offering items to other players in being worked on
 
== Mute ==
 
* /mute should to be remembered across restarts (<del>{{tracker|2880973}}</del> fixed).
* the command could be more user friendly: /mute instead of the confusing "/sound mute on" and "/sound mute off" (<del>{{tracker|2905154}}</del> fixed).
 
== Summon Scrolls ==
 
* Summon scrolls should become more powerful if you use them repeatedly.
* That was the original plan but there are some issues:
* Problem: Summoned Creatures had scaling issues with the old RP-fighting rules:
** Creatures are balanced to attack players who are wearing armor
** Creatures don't wear armor, so summoned creatures win against them easily.
** Need to reevaluate with the new RP-fighting rules.
* Problem: Someone could summon a very big creature right outside Semos then.
* If we make the protection more fine grained, the low protection areas could allow stronger monsters to be summoned
* Perhaps limiting the summoning to creatures who are on these maps? For example on a map which only hosts rats, you can just summon rats there.
* Are summoned creatures an advantage if limited like this?
* All in all: More powerful summoned creatures are very interesting but this needs to be approached carefully
 
== Size of bag ==
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* There should be poison arrows and weapons
** currently only players can be poisoned, needs some moving of code blocks
** those weapons should be created by the adventurers by applying poison to them ({{tracker|1591445}})
* there should be special antidotes for stronger poison
 
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== Quest Log ==
 
* We want a quest log that records the progress of quests ({{tracker|1716575}}). For example something like this:
 
* For example something like this: Helping Tad
** I have met Tad in Semos Townhall
** He asked me to buy a flask from Margaret in Semos Tavern.
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* those text boxed may guide you
* or there may be a in world sign near the city entrance which points to the important locations
 
== Trade System ==
* A trade system was asked about and it was confirmed that we are working on it
 
== Training ==
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* It was suggested that new players should be able get some very good items with quests - again this would be unbalanced
* Amulets were mentioned but without any suggestion of what purpose they would have
 
== Random (need summary) ==
 
 
* xkimetx: in island have one place with you can not enter
* xkimetx: you can create a new place there for lvl 400+ to lvl up
* xkimetx: for you not need players for train
* xkimetx: why if you kill one player
* xkimetx: you are marked with skull
* blackfinix: thats the gamble with training xkimetx
* blackfinix: it shouldn't be without risks
* xkimetx: or party system (/party (player)
* xkimetx: and if u kill with party you are not be a pk
* xkimetx: in this case the skull system
* xkimetx: not be if u kill only 1 players
* xkimetx: but if u kill more of 1
* xkimetx: in 1 week
 
 
* humana: no apple juice?
* humana: so I found some apple and I thought
* superkym: humana it sounds like you already know there is some
* superkym: why else are you asking about it? maybe you saw the item on a test server or on the items page? it was an idea which was started and not finished
* humana: maybe we can create apple juice for this gamve :)
* superkym: have you a particular need for a new food/drink? we have so much
* hamunu: ahh no kymi.
* hamunu: iam fine with this food what here is..
* hendrik: I like the idea of having a way to use apples.
* hamunu: hmm but maybe for another thing
* superkym: did you see the thing in practise hendrik, which used them?
* erdnuggel: maybe you can bake a apple-pie :D
* hamunu: not for apple juice
* superkym: it was a food mill
* tigertoes: i like apple pie better than apple juice
* hamunu: maybe apple cake?
* superkym: and you could make apple juice from apples using it
* blackfinix: throw them at annoying players?)
* hamunu: apple pie :)
* blackfinix: apple schnaapps?
* hamunu: ahh that's a good idea
* hamunu: it works a little bit like poison!!
* hamunu: apple schnapps
* hamunu: if you drink it
* superkym: it is already coded but i think the idea of an item processor is so useful that it is worth making it more general
* superkym: so that we can process other items too. and not hard code in that it only uses apples and only makes juice
 
 
* pepzs: can retired the aura protection ans implant skull system
* pepzs: 1kill red skull 3 kill black skull and when take black skull can sell or buy anything from npc for 2 weeks
 
* hamunu: it's more difficult to walk
 
 
* xkimetx: increase the def of mithril boots
* kiheru: the mithril boots could indeed be better. now nobody uses them
* blackfinix: i do, because they are pretty :)
* hamunu: just kiddng :)
* pepzs: implant one weapon make of mithril =D
* hamunu: the boots of finix looks like my white converse chucks :D
 
 
== Client Performance ==
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* Adding -Xmx200m may help, too.
 
== Regions (need summary)Random ==
 
=== Regions in Stendhal ===
 
* hendrik: There is something else related to zone and quests.
* hendrik: By region I mean a group of zones that are related. For example Ados City spans multiple zones.
* hendrik: Perhaps we can even add the concept of "regions" to the world in the future.
* Oslsachem: hendrik what would be the concept of regions?
* hendrik: Oslsachem, 0_semos_village_w, 0_semos_city, 0_semos_plains_n are all part of "Semos Area".
* hendrik: they have one common theme.
* hendrik: Semos is a rural area.
* hendrik: for low level players.
* Oslsachem: so, how would that be reflected in game in the future?
* hendrik: The first step would be to add it below the zone name.
* superkym: it already is reflected in game with the naming conventions, at least
* hendrik: and it may be a good idea to have one topic in each area.
* hendrik: Like Semos is a rural town. Nalwor Forest (which includes the city) is the elfish area.
* hendrik: Orril is the spuky castle area.
* hendrik: and so on.
* blackfinix: yes
* hendrik: Perhaps we can even group them losely by player level.
* hendrik: so as a low level player you are best in Semos Area.
* superkym: hendrik, isn't what you said all already true?
* hendrik: if you get stronger, you move on to xxxx. And then to yyyy.
* blackfinix: hendrik you mean like green, yellow, red for danger levels? (or 1,2,3)
* hendrik: This is no strict rule. Just a rule of thumb.
* superkym: as a rule we stick to keeping the semos areas safer, not putting crazy creatures there, nalwor is indeed the elvish area, and so on
* hendrik: blackfinix that is a good idea, too.
* superkym: i'm not sure what you're suggesting should be different
* hendrik: superkym, We know that. But new players don't.
* superkym: and we already have the idea that the further you go from semos city the less safe it is
* hendrik: Currently the main way to identify your position in the world is the zone name.
* hendrik: something like int_semos_townhall, 0_semos_village_w.
* hendrik: those names are there for technical reasons.
* hendrik: I guess we still need them. But I would like to have some in-game names. Not on a per zone basis.
* hendrik: zone are something that is there for technical reasons.
* hendrik: a "region" is usually something that spawns multiple zones.
* hendrik: for example: Ados city is so huge that it has multiple zones.
* yoriy: what if show to player something like "You are inside Semos city bank"
* hendrik: But from a players point of view that is Ados city.
* hendrik: We probably should use the current zone names as subtitle.
* Oslsachem: the fact is that zones are artificial divisions due to underlying technical requirements and not natural frontiers... :)
* hendrik: speaking of sub titles, would it be possible to display some transparent text on region changes?
* hendrik: That is similar to the "welcome sign" idea from earlier.
* plassy: it where nice if you cold locate someone. like having a map and giving the coordinates to it
* superkym: hendrik, transparent text?
* Oslsachem: it would be perhaps more useful to have a compass to get there...
* plassy: and then it shows the position of the coordinates on the map
* superkym: there are two types os area messages at the moment: zone entry messages which you only get the very first time you ever enter that zone
* hendrik: we currently don't have a map in game because it uses to much memory to display it.
* hendrik: But we may be able to create multiple maps. One per region.
* superkym: and messaging areas which can be sub-area-s of a whole zone, where you get a message when you enter an area, every time
* hendrik: Those would be a lot smaller.
* superkym: but what did you mean by transparent text?
* plassy: it dont have to be detailed! just a little picture
* porl: there should be a minimap wich we could open up, put a target where we want to go, and it would show the directions (like a gps)
* superkym: you mean like the map of ados city?
* Oslsachem: and because there aren't universal coordinates but patch based coordinates, I think... :/
* superkym: that julius gives out?
* hendrik: superkym, i am thinking of a mixture of those. A message you get every time when you go from say Orril to Nalwor.
* superkym: oslsachem, there are universal coordinates
* hendrik: But without the white background so that it is not annoying.
* superkym: i dont 'think that would be very visible hendrik
* superkym: but the messaging area text, the one you get every time, is less annoying because it doesn't pop up
* hendrik: Oslsachem, we do have a global coordinate system for all maps, except those starting with "int_".
* superkym: you only see it in the chat log like the /me action
* superkym shows, like this
* hendrik: superkym, oh, that is good, yes.
* superkym: hendrik i can show you such an area later if you like
* hendrik: yes, please.
 
 
=== Wiki ===
 
* it would be cool if we had a wiki page for each "region".
* it should say something about the region, the background story, what makes it special, its history, etc.
* many NPCs in world give useful background information about the regions they are in. It would be very useful to have that on the Wiki (without spoiling the quests)
* examples
** Ados is a port-city. It suffers from not having enough food.
** Semos consists of an old village and a small city. It is a rural area.
* a good starting point is [[StendhalAtlas]], which already [[StendhalAtlas#Places|lists some regions]].
* such collected background stories will make it easier to write new quests that fit into the theme.
* suggested page content
** a small image of the map
** background story about the whole region
** points of interests
** out-of-character information for players
** photos (screenshots)
** see [[Semos]] for a first example
* blackfinix and yoriy volunteered
* more help welcomed
 
== Stendhal Atlas image ==
 
* there have been suggestions for a place for level 400 players
* The [http://img372.imageshack.us/img372/421/worlddungeonsdy8.png map with dungeon entrances] is very outdated (0.62 instead of 0.79).
* it was suggested to only mark player killers if they kill multiple players
* Currently it is created manually by drawing the circles right into the .pnh file
* Thetraining [[StendhalAtlas]](camping), however, should not be a two layer imagewithout insteadrisk
* create apple juice out of apples with the help of a food mill
** the generated map images
* being able to throw apples at annoying players
** the yellow circle overlay
* apple schnapps, perhaps acting like poison to make it more difficult to walk when drunk
* So the overlay can easily be applied to new versions of the map file
* it was suggested that mithril boots may have to low def
* Other map topics:
** jpeg was suggested as image file format
** region boarders (see region section) could be added as a layer, too
* tigertoes <del>volunteered to create the multi layer map as Gimp .xcf file</del> created [[media:WorldWithMarkedDungeons091122.xcf|WorldWithMarkedDungeons091122.xcf]].