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}}).
*
* 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>
* 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).
== 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: 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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* or there may be a in world sign near the city entrance which points to the important locations
==
* We still need to teach that it's now not necessary to train, with the new RP - that gaining xp improves your abilities faster
* Training is still allowed, and it has its advantages, but it's risky
* Ideas were suggested to make training 'easier' like:
:* a training dagger which does a limited damage of 1 point per hit no matter the player's level and which gets used up when the player gets 1 point in both attack and defense experience. And the price is proportional to the player' level
:* weapons with rate less than 1 (it was explained that rate 1 means one hit per 1 turn, so it's not possible to go faster - it was claimed that in some other servers this is possible)
* It would be good if there was a way to train by being active in game. The old camping system of gaining level by not playing but just being logged in is not good.
:* if you train you have to answer question of a quiz (jokey suggestion)
:* after a certain number of hits you have to reselect to attack your partner so it is less 'hands off'
* Some players train to be able to cope better alone, e.g. in deathmatch
== Item availability ==
* It was requested that the very rare items like demon fire sword and soul dagger become less rare
* The best items are rare because it makes the game interesting and balanced
* Mithril armor was enquired about - the quest is still in development
* Mithril blade was mentioned but it is only an idea now
* 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
== Client Performance ==
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* Adding -Xmx200m may help, too.
==
* there have been suggestions for a place for level 400 players
* it was suggested to only mark player killers if they kill multiple players
*
* create apple juice out of apples with the help of a food mill
* being able to throw apples at annoying players
* apple schnapps, perhaps acting like poison to make it more difficult to walk when drunk
* it was suggested that mithril boots may have to low def
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