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The raw chat log is at [[{{Stendhal Development Meeting 2009-11-22/Chat]].}}
{{TODO|Creation of this page is in progress. '''Note:''' This is not a real chat log. Comments have been removed, sorted and edited.}}
== Mixed Things ==
* superkym: backpacks and boxes and containers are all very much being worked on. the keyring would then also work like this
== Pets (need summary) ==
* love_puppet: i believe that the pet system could be better that they are more helpful and not such a burden
* vomit: i think it should work for public chat too
* love_puppet: well right now a cat follows and a dragon can only take on a rat
* superkym: love_puppet for pets, pets are not very 'helpful' in real life. they are a friend or a play thing. they're not there to kill much for you :)
* love_puppet: mabey thare could be a leveling system for pets
* vomit: they should grow and get stronger
* humana: I don't like strong cat's..
* humana: I like little sweet cats :)
* love_puppet: well mabey dragons could lvl
* blackfinix: yes as it is i dont see many pets in use
* blackfinix: because they are more annoying than helpful
* vomit: pets should eat lesser
* hendrik: So we would have two types of pets? The cute ones and the fighters?
* superkym: love_puppet we could certainly see if it's possible. i have another suggestion too: what if you could leave them in your house safely?
* superkym: so you can have the cute pet but not with you all the time
* love_puppet: cant you do that at the moment?
* miasma: good idea.
* superkym: no it would die if the server restarted
* blackfinix: or even have a public kennel you can pay for
* miasma: nad i have no rats at my home... a dragon or a cat would starving to death, right?
* bluekiller: ok
* love_puppet: no if no one is on the screen with it it stops eating
* humana: bluekiller we don't need that now. I think.
* superkym: miasma they dont' get hungry when noone is around * g*
* hendrik: I like that idea of a kennel.
* bluekiller: humana okay sorry
* superkym: katinka can already look after pets
* miasma: oh okay :D
* tigertoes: kennel is very nice idea
* superkym: at the sanctuary
* tigertoes: yes
* superkym: but she would take them forever
* tigertoes: oh
* yoriy: `hi osl
* humana: hi oslachem :)
* Mayor Sakhs: Welcome citizen! Do you need help?
* tigertoes: howdy osl
* Oslsachem: hi jester
* plassy: ??
* Mayor Sakhs: Have a good day and enjoy your stay!
* superkym: maybe some extension to her, or a similar thing - where you can get your pet back, however i don't think you shoudl get them back fully fat for free. at the sanctuary they are fed ;)
* blackfinix: yes that would be easier than creating a new kennel
* tigertoes: well, it is typical to pay boarding fees when you take pet to kennel
* love_puppet: mabey they are sent to a room that no ones see so they dont starve and they done eat
* bluekiller: Ich wär für einen neuen Balrog
* hendrik: They should take care of the pet. Getting it all fat does not sound healthy.
* love_puppet: dont*
* storyteller: Hmm... maybe you have to pay for them to be fed...
* hendrik: So I guess a good idea would be to keep them the way they are when they are given to the Sanctury.
* humana: bluekiller .. say that in engish!
* love_puppet: could be a higher fee to get them out if they where under 100lb when placed in
* bluekiller: a new balrog
* tigertoes: yes
* blackfinix: and they are euthanized after a period of inactivity
* bluekiller: Ich muss off
* love_puppet: you know like your pet ate more than the other so i will have to charge you more for the return of your pet
* vomit: will the map become extended with the next release?
* superkym: vomit, the world is already very large and we focus on improving existing zones rather than adding new ones
* pepsz: could have a dog with pet
* kiheru: it could be possible to charge for the time spent in the kennel. that approximates the amount of food needed
* love_puppet: or mabey a wolf?
* hendrik: blackfinix, this is mostly a technically issue. If we save the kenneled pets as part of the player object, we can keep them forever. Only if we store it as part of the wildlife zone, there would be a limit.
* superkym: would you have liked to see an extended map, vomit? why?
* blackfinix: a wolf would be awesome
* plassy: does nobody know abaut the new rp-system? i read about anywhere at stendhal website. this would be a real improvement!
* hendrik: plassy, that is a large change, for the next section of the meeting.
* blackfinix: i've read the ideas about the new rp system. excellent.
* vomit: because it looks sometimes pretty small when i walk through
* plassy: ok
* vomit: especially because i just get to the same places
* blackfinix: but i think that is for a nother meeting
* hendrik: I suggest that if the player has given a cat to the kennel, he would not be able to adopt a second one.
* erdnuggel: I like the idea to save a pet in the own house..
* vomit: and i saw a handdrawn map at the wiki
* blackfinix: only one pet per person? that seems reasonable
* pepsz: me too =)
* erdnuggel: maybe it is possible to save it in the vault? if someone haves no own house?
* humana: yes erdnuggel
* humana: that's a good idea!
* superkym: the vault is destroyed when you leave
* hendrik: eeeak, how can you be so cruel to put a pet into a windowless room.
* superkym: it's just created while you are there
* erdnuggel: hmm
* superkym: i think better to have soemone taking care of it (an npc)
* erdnuggel: yes, sounds good too
* hendrik: I think the wildlife place is a good idea for the kennel.
* vomit: maybe you can put your pet into the chest
* humana: yes that's cool kym
* superkym: vomit that's very cruel!
* blackfinix: would making things like the vault or the kennel persitant between server restarts require a lot of work? on the DB code?
* humana: I think Katinka is friendly enough to save them
* pepsz: is posible when you put one iten on valt fo destroid it these iten can teleport for public cheest?
* vomit: i got this idea from WoW
* vomit: xD
* superkym: blackfinix that's not the aim of the vault
* storrymanmen: hi
* Mayor Sakhs: Welcome citizen! Do you need help?
* tigertoes: if you find a cat and give to sanctuary, and then want a cat of your own later, why couldnt you buy one
* hendrik: blackfinix, the vault, yes. The kennel, no.
* pepsz: becouse you no need this iten more the new players can use
* Mayor Sakhs: Have a good day and enjoy your stay!
* hendrik: tigertoes, if you give it to the sancturary for them to care about your pet, you can just get it back. This is different form giving it away without wanting it back.
* superkym: tigertoes if you give to the sanctuary that's forever, so yes you could get another. if you gave temporailiy to kennels i don't think you shoudl get another
* tigertoes: ok, i see, was thinking you meant differently
* vomit: why do i never see chars with both, dragon and cat?
* porl: ???
* superkym: sanctuary could = when you give permanently an abandoned pet you found or one you dont' want. kennel = temporary
* blackfinix: kym thats sounds right
* tigertoes: yes
* porl: can i join the party?
* superkym: vomit, the pet seller would tell you why that's not ok
* porl: what happened?
* vomit: okay
* superkym: porl we're discussing what small improvements can be made in the game
* superkym: we talked about making a variety of pet which can improve with time
* superkym: and now about kennels
* blackfinix: what about animals with special abilities? pack animals with extra slots for itemss. or mounted animals for faster travel?
* superkym: and we talked about /ignore working for public chat
* blackfinix: or animals for fighting (especially)
* superkym: blackfinix players run the fastest that anything can run, in this world
== Background Music (need summary) ==
* storyteller: but what if there is for example music added some time? Then you need "/sound mute on" and "/music mute on"
* humana: hey... I want more sound in this game, maybe music!... I thought about a new house... for example a jazz house... there are some musicians (is that the right word) which are playing music... you can do there for example a new quest too ... how do you think about this?
* humana: maybe first just one place for music ... it's difficult to write songs for all places in stendhal...
* vomit: humana u can compose music for the game and sent it to the developers
* hendrik: And too many other things to work on.
* vomit: there's a text in the wiki about this
* humana: what kind of music?
* plassy: you have to get the music from anywhere...
* humana: I can do maybe something with cheatdomi
* vomit: chilling tunes
* humana: I like it if there is a jazz house!
* storyteller: humana, I already produced a four music tracks for Stendhal :)
* vomit: maybe ambient
* vomit: or classic with a touch of medieval tunes
* humana: it's difficult to write something for all places vomit
* humana: you want for dungeons for example other music
* humana: storyteller? where can I hear this music?
* vomit: i allways think about the soundtrack of "elder scrolls"
* storyteller: it is added to the patches tracker
* hendrik: Please keep in mind that this is a free game. Which means that any music needs to be free and "with source". So an mp3 is not good.
* yoriy: its me who want it, osl
* storyteller: it´s something for ambiet/atmosphere
* miasma: we could take midi-files.
* superkym: storyteller's music is really good. but adding to the game it is another thing
* vomit: in the wiki stood something about ogg
* storyteller: I produced it myself
* pepsz: i thnk when you ignore somebody you can write the motive for example /ignore pepzs (motive)
* porl: it will suck whan im 597
* vomit: would flac do it either?
* humana: okay teller I will hear it
* blackfinix: hmm ambient music is not hard to compose :) .... or even automated music ...
* humana: kymi? what do you mean?
* superkym: pepsz, you can write this already
* porl: hi
* love_puppet: you have a vary long time befor u get that far
* vomit: i have one ambienttrack
* love_puppet: like long
* vomit: but it's in mp3
* plassy: maybe we can find some music at jamendo.com... ist creative common
* miasma: midi-files can be repeated the whole time aren't so big files and you can make them easy at home
* humana: I like some music for your heart
* humana: like blues and jazz
* blackfinix: convert it to ogg
* pepsz: wow i dont know these =S
* superkym: pepsz please type /help and you will see what to do to add the reason. and when you type /ignore alone, you see who you have ignored and for what reason
* blackfinix: ogg is open source
* porl: please
* porl: make no max lvl
* storyteller: no, I think we should not take music from anywhere...
* vomit: would flac do it, too?
* blackfinix: yes flac is open source
* humana: storryteller what do you mean?
* porl: if someone wants muc«sic, get itunes, and hear it!
* plassy: what do you mean with anywhere?
* kiheru: with flac we would get rather large download sizes
* miasma: i'm for midi-files.
* storyteller: well, to take it from any other source... Because of the copyright etc
* plassy: its a game
* vomit: flac would just be the source
* humana: porl there are guys who want music and guys which say it is not important
* porl: get itunes
* superkym: i'm pretty sure the wiki says what specifications we have, doesn't it say oggs?
* porl: im hearing music right now
* humana: yes and a game has a background music
* humana: you can mute the music
* vomit: you could downsample it then for your own desired size
* pepsz: more for example the people how you ignore can see why you ignore hem when try speak with you
* porl: no max lvl
* Oslsachem: music usually adds atmosphere to the game but not gameplay
* blackfinix: a midi composition would work miasma. but im not sure if he game can handle them
* humana: so I don't know now... what do you think about a Blues or Jazz house?
* plassy: midi and linux istnt a good idea
* humana: midi...
* blackfinix: if it was midi it would definitely have a retro sound to the game :)
* yoriy: what about next ideas
* Oslsachem: porl, the problem of levelling undefinedly is that if creature don't level together with you, you end up without challenges.
* vomit: i think it should be ogg
* sentinel: 7who
* storyteller: do you think about 8-bit music?
* matheus: open
* Oslsachem: undefinitely
* blackfinix: yes ogg is best bet
* storyteller: retro style? ;)
* vomit: and there should be a soundtrack file, which you are able to download extra
* kezman: hi all
* plassy: full ack to ogg
* miasma: i think a retro touch like lufia or secret of mana or sth. is not bad for a game like these
* blackfinix: vomit yes ... like the sound files now
* storyteller: thats right miasma
* vomit: yes
* blackfinix: yes
* superkym: adding music woudl still be rather a major change
* vomit: but midis are tooooo oldschool
* sentinel: missing a shop for armors
* blackfinix: ok we can put that off for now, or create a ccommittee to look into it
* humana: who wrote music for stendhal already?
* superkym: it's not a minor thing which we can just make happen, it's a major thing needed, as far as i remember
* vomit: atmospheric sounds in ogg would be better
* miasma: but not your ambient music, vomit. i think ulthar isn't a good choice. in dreamscape maybe ;)
* Oslsachem: music should be played adaptively according to the place and situation, to give it more value.
* plassy: whats the problem with music... there is support for sounfd in java... or im wrong?
* samson: I don't care about music / sounds as long as I can switch them off
* blackfinix: yes samson.
* plassy: so who did the original sound stuff?
* Oslsachem: there's the question wether music should be played individually for each player or wether it should be associated with the zone...
* hendrik: There should be different music for cities, forrest, dungeons.
* hendrik: So it would be zone depended.
* plassy: music have to add atmosphere
* superkym: yes and storyteller's music are great examples of this
* hendrik: We already have some wind like sounds in 0_semos_village_w, but that is very basic.
* storyteller: Thanks very much :)
* superkym: some are very pretty and quiet and suitable for outdoors, a meadow
* superkym: some are dark and scary like for a dungeon
* Oslsachem: but that means that when a player enters a zone the music is not played from the beginning
* superkym: also he made them fairly small file which is important as we don't want to force large downloads, and they loop, too.
* yoriy: if music stay zone dependent it must not be monotonic , so probably there must be 2-3 misic themes for each zones
* blackfinix: osl that wouuld be ok though?
* hendrik: There is this problem:
* storyteller: hmm...
* hendrik: Player One enters the zone.
* hendrik: The music starts.
* hendrik: 30 second later player Two enters the zone.
* blackfinix: oh i see ... yes
* storyteller: Then the music has to be played for every single player
* hendrik: Will he hear the music from the start? Or will it start with 30 seconds into the track?
* tigertoes: if it is a loop, wouldnt that mean it doesnt matter?
* vomit: the music should play for each player
* tigertoes: same concept for when you have music on telephone and they put you on hold
* storyteller: yes, tigertoes... for loops it doesnt matter
* love_puppet: or mabey the player 2 picks up 30s in to the track
* vomit: that should be controled locally by the client
* plassy: the music should fade in... ther is no need to hear it from the start
* hendrik: Always starting at the beginning of the file is a lot easier to code.
* plassy: except if special events arise
* yoriy: id like to have music in client
* yoriy: instead server
* plassy: hendrik: i dont see the problem... dosn't java handle this?
* plassy: isn't there any library?
* superkym: why is it a problem if the music starts from the beginning as you enter, for each player? i think that is ok
* jesco: yes it is
* hendrik: okay, that makes things easier.
* kiheru: java does not handle everything. there's still a lot about the behaviour to code
* blackfinix: wouldn't all this music be very resource hungry?
* humana: kymi? what is if you play with 2 accounts?
* humana: you have to mute one?
* Oslsachem: there's an unofficial rule that states that all the players should see the same things in the game though I don't know if music is really a part of the world or just the game interface because there isn't actually a musician playing it...
* humana: otherwise maybe it sounds really
* humana: strange
* hendrik: It may be a good idea to only play the music if the client is the active window.
* kiheru: you'd mute the music of one, unless you want a cacophony
* superkym: well they may not even be in the same zone humana... yes i guess you would choose to mute one
* superkym: or hendrik's idea
* blackfinix: but that would be the players problem if he/she choses to play more than one char
* humana: yes
* superkym: blackfinix the music itself would be shipped with the client, just like tiles and images are
* blackfinix: ok i see
* superkym: so it does not need to be sent over the network from the server. just the instruction to start playing, stop playing
* kiheru: as a separate packege, I'd prefer
* blackfinix: ok
* storyteller: yes, kym, that would be best
* tigertoes: i agree to the separate package... if someone wants music, they can download it separately
* superkym: or a FULL client and a clien twithout sounds
* Oslsachem: for all the players to listen to the music synchronously, it should be streamed from the server and not stored in the client I guess...
* superkym: like we already have
* plassy: no... no stream
* superkym: Oslsachem i'm really not sure that's necessary
* kiheru: no reason to stream. waste of bandwidht
* hendrik: kiheru, i suggest these steps: 1. Make mute persitent, 2. include the sound files in stendhal-0..., 3. include the music files in stendhal-FULL-0...
* blackfinix: streaming would really eat the bandwidth
* storyteller: yes, that´s true
* miasma: jep.
* kiheru: just have a "atmosphere" property for the zones that's send to the client
* superkym: if you really wanted to make it start at the correct place you'd send what moment in teh tarck to start from
* superkym: but not stream
* superkym: * track
* plassy: yes
* storyteller: yes
* hendrik: does someone volunteer?
* blackfinix: ok
* superkym: btw osl you're outside my window. can you come to the table?
* hendrik: I will fix the /mute thingy.
* taron: Ronaldo!!!
* superkym: thanks, hendrik
* storyteller: volunteer for what? ;)
* humana: oslachem?
* blackfinix: to lead the music commitee?
* hendrik: for creating music files, for writing to code to use them.
* kiheru: cI donburied under all my tasks already :-(
* storyteller: I´ll produce the music :)
* miasma: what about the animal masks in ados? why do they just stay 2 hours? i think the time should be altered for 2 days too
* humana: good job tigger
* tigertoes: :)
* hendrik: I think it may be a good idea to just start with two small midi files for testing, not putting to much time into it until the code works.
* Maria: humana, if you want my attention, just say hi.
* hendrik: if "midi" is the way to go.
* plassy: maybi i can help with the music programming
* storyteller: okay, btw converting to ogg isn´t a problem ;)
* superkym: plassy, that would be good
* miasma: i could try to make midi-files. thanks to guitar pro :D
* hendrik: plassy, cool.
* storyteller: ^^
* plassy: i only have to look a bit in the java docs
* hendrik: miasma, thank you.
* tigertoes: i dont think you can get the range in midi files as you can in ogg
* kiheru: the code is the critical part for now, so help for that is very welcome :-)
* storyteller: Okay, Miasma and I do the music :)
* hendrik: plassy, it may be a good idea to join arianne on irc. Pleae ask there if you have any questions or need some points around the Stendhal source code.
* Oslsachem: you could play with the music tempo, increasing it when a player has low health
* storyteller: good idea
* humana: so if you want some music for some maps... Iam here, I have guitar pro .. and domi have a better programm
* miasma: like the time-out music in super mario, oslsachem? ;)
* kiheru: maybe eventually osl. first we need something that works
* humana: good Idea oslachem
* storyteller: yes, miasma :D
* Oslsachem: I guess so, miasma :)
* storyteller: that would be great ^^
== Poisonous Weappons (need summary) ==
* Oslsachem: heder suggests to make it easier to level up skills
* love_puppet: like a training room?
== First 5 minutes of new players (need summary) ==
* hendrik: There is one topic we skipped: The first 5 minutes of new players.
* hendrik: I am not sure if we should discuss that now or call it a day.
* tigertoes: please, call it a day
* bluekiller: who make it new?
* hendrik: This meeting already took 2,5 hours and i am getting exhausted.
* love_puppet: i think thare should be a place where u have to read the rules befor your player can be made
* Oslsachem: oh I thought we were still on small details :)
* humana: so iam back
* tigertoes: i am past exhaustion
* storyteller: yes, love puppet
* love_puppet: so player can not say when a rule is broken that they dident know
* storyteller: I agree
* porl: i agree
* humana: what do you speak about?
* superkym: love puppet you are told after a certain time about the rules page, that's a tutorial message
* superkym: every new player gets it - i think after 15 minutes of playing time
* Oslsachem: the first 5 minutes since logging in or since clicking play now?
* porl: my friend created an account named porn, and got ban because he didnt know, so i think it would be a good idea
* humana: puppet I agree what you are saying!
* hendrik: for a new player.
* porl: me too
* hendrik: There is a tutorial event about the rules after 60 minutes.
* superkym: one of the ideas behind stendhal was to make it accessible for people to just create an account and see the world
* hendrik: In the past only 20% of all players stayed more than 5 minutes.
* superkym: forcing to read rules would be the opposite of that. we are really keen that people can visit and see it easily
* yoriy: i have offer: insert rules to tutorial completely.
* humana: yes that's important... cannot be that there are some names like porn, with that you can't login?
* hendrik: we are now at about 50%.
=== Prevent new players from getting lost (need summary) ===
* bluekiller: we can make arrows on the map for new players
* bluekiller: so they know where they have to walk
* superkym: bluekiller that's a nice idea. from semos vilage to semos city you mean?
* bluekiller: to bank, to public chest
* bluekiller: yes
* bluekiller: to bank to public chest
* hendrik: Letting them start in 0_semos_village and asking them to kill something quickly was a huge improvement.
* yoriy: i dont like this arrows idea. players can speak with various npcs
* porl: i know its not the subject but, why did gladiatthor get ban? he was lvl 440?
* superkym: hm. the minimap already shows a 'N' just for new players. i wonder if it can show arrows there.
* bluekiller: yes
* superkym: porl, it definitely is not the subject and it's not something we would ever discuss, why players would get banned
* bluekiller: yes
* bluekiller: ask later
* porl: ok
* hendrik: There is a problem of players getting lost.
* superkym: yoriy , it's to get them from the village to the city
* superkym: they only met one npc, say
* bluekiller: we can make
* superkym: and perhaps they didn't understand or listen when he said which way to walk
* superkym: but an arrow is really visual
* yoriy: hm
* tigertoes: i hate to be a party poop, but i really need to get busy outside... i will look at rest of meeting online, thats all for coming, on my part, see you, bye
* hendrik: The first task is to kill a rat.
* bluekiller: but we can make that every new player have a home scroll in his bag
* hendrik: There is a small hole in the fence north of the house.
* hendrik: And the only rat visible was there.
* erdnuggel: bb tiger
* hendrik: That player went killed that rat, which was quite difficult with it running away.
* hendrik: Returned to Hayunn but then walked off north again.
* hendrik: And got lost.
* love_puppet: ah but if we gave a free home scroll in the bag then some player would try to abuse that and make char just to get free home scrolls
* porl: once this guy i dont remember the name, tought me how to pass the orb quest from the temple, i did it, then he told be to use, and i did! he didnt go with me, it was a trap. i got lost and died from ricesia
* hendrik: There is a similar problem at the south.
* hendrik: There is the huge "gate" poiting south.
* bluekiller: hi
* Mayor Sakhs: Welcome citizen! Do you need help?
* miasma: you can fix the scrolls, puppet.
* bluekiller: bye
* Mayor Sakhs: Have a good day and enjoy your stay!
* bluekiller: :D
* hendrik: And only a very invisible path poitnting to semos city.
* samson: phone .. afk
* porl: there should be a button to toggle the path to semos, so that a player would know, that would be easier
* hendrik: perhaps the gate can be moved from semos village to semos city?
* porl: yes
* hendrik: and the hole in the fence closed?
* porl: i had problems with that
* bluekiller: why
* bluekiller: yes
* superkym: the hole is deliberate so people can pass through if they want to, it's only tiny
* hendrik: okay, you can easily get stuck when you walk from semos city over to the village.
* superkym: maybe once gates worked it could be a gate instead?
* superkym: but yes, he huge sign entrance thing could be moved over to semos
* hendrik: but perhaps we can prevent that people walking into that direction get trapped inside the fence?
* superkym: do we have any graphic for a sign in that orientation
* hendrik: I don't know.
* superkym: and what would you do to prevent people going to the forest, even so?
* superkym: perhaps semos village was just a bad place to start them
* yoriy: brb
* hendrik: Another idea would be to add that sign gate at the south of semos city.
* superkym: and they should start in a house in the city instead
* hendrik: And close the passage south in the village.
* porl: lol
* hendrik: i suggest that we have a small but closed training area for new players.
* porl: while everyone is here, im going to take the chance and get grain, bye
* superkym: thats why i moved it to the village, before. when they arrived in the townhall it coudl be very confusing at first
* superkym: so many npcs and players running around the city. so i thought a quiet room in the village was better
* hendrik: yes, i agree.
* hendrik: and i am suggesting to closing it even more.
* erdnuggel: sounds good to me
* Oslsachem: only for new players?
* superkym: can certainly try moving the sign but i think we need a new graphic, and yes the path to the forest could be changed
* gido: HOWDY at all
* bluekiller: howdy
* miasma: cheers gido
* superkym: so that it cuts down from semos through semos plains s
* superkym: instead of from the village
* hendrik: Oslsachem, we should prevent other players from accidently getting stuck. That is very annoying and the reason why the hole in the fence was created.
* hendrik: Because if you walk over from city to village at bank level, you get into the confined area.
* storyteller: what about a level- gate at the hole in the fence and at the gate south? So you can only go to Semos City with level 0 and at level 5 or so you can pass the fence or the gate to the south.
* hendrik: I think that is a good idea.
* storyteller: Like at the gnomw- village, but just the other way round?
* storyteller: * gnome
* superkym: or make the fenced area smaller
* porl: grain was gone :(
* erdnuggel: sorry guys, I am hungry and have to go... will be back later
* hendrik: superkym, yes.
* superkym: channel them through but leave plenty space around the edges
* blackfinix: bye hendrik
* blackfinix: bye erdnuggel,i mean
* blackfinix: :)
* superkym: if you walk out past carmen you'd go into teh small channelled fenced areas but otherwise, you'd go into the unfenced region
* hendrik: yes.
* Oslsachem: NPCs guarding level gates make them look more natural...
* bluekiller: the other style from balrog was better:D
* hendrik: and perhaps still put the city gate right to Carmen. So that this will become the prefered path to Nalwor for non-new players.
=== Warning new players running into dangerous zones (need summary) ===
* hendrik: Can we have zone entry messages that are level based?
* superkym: i dont see why not
* superkym: i like the region messages idea too
* Oslsachem: what for, for example?
* superkym: that shouldn't be forgotten
* hendrik: So if a new player walks to the west of semos village, he could get a warning.
* storyteller: yes
* bluekiller: yes
* superkym: oslsachem, every time you head towards X location while you are still less than level 30 you get warned but after that why do you need it
* storyteller: just to tell him that he better turn round
* kiheru: current code does not do them, but extending the functionality a bit would be easy
* storyteller: Well, what about to do a quest, which leads the new player to a NPC in Semos City?
=== Losing Club on Death (need summary) ===
* hendrik: Some time ago it was possible to lose your club when being killed.
* porl: it still is
* hendrik: And you can not kill a rat easily with just your hands.
* hendrik: It may be a good idea to prevent that.
* storyteller: hmm... maybe add a "basic damage"...
* storyteller: for the players who lost their club
* storyteller: just 1 ATK or so...
=== Killing the first creature (need summary) ===
* hendrik: It may be too difficult for new players to kill a rat because they are running away.
* superkym: gummipferd he didn't mean training like camping
* superkym: just teaching about the game, i think
* hendrik: yes.
* superkym: hendrik yes, that is true. perhaps it shoudl be a different creature you are first asked to kill
* superkym: something that is not a coward
* hendrik: learn how to fight, how to talk to npcs, etc.
* superkym: and perhaps it could even be in the guard house
* storyteller: yes...hmm...
* bluekiller: hoi
* superkym: i think rats should be cowards, and they were made stupid cowards so they are easier to kill
* superkym: (stupid cowards don't turn corners to run away)
* blackfinix: i guess you dont like rats in real life kym?
* superkym: but the new player could be asked to kill something else
* hendrik: Just in case anyone is wondering: superkym is talking about the AI profile.
* Oslsachem: hendrik, the difficulty is mainly proportional to the space the rats have to run... :)
* superkym: blackfinix ??
* bluekiller: they are in fado castle
* bluekiller: or?
* superkym: rats should be scared of you and run away when you try hit them
* bluekiller: yes
* hendrik: so having a rat in the small guard house may help.
* superkym: = they should be cowards
* hendrik: ?
* hendrik: or something else?
* porl: archers are really anoying when ther run away
* superkym: rats should be stupid cowards and not turn corners as you run after them
* Oslsachem: I think so, and it adds to the atmosphere
* superkym: because otherwise it i smuch too hard for low level players to kill them
* superkym: hendrik i think a small mouse or rat which is special and not cowardly could be in the guard house
* kiheru: a rat in the guardhouse would be a danger for new player who wants to find about gameplay
* superkym: or maybe since it's a close space, it's not a problem that they ytry to run away
* superkym: kiheru : a special creature which is really low damaging?
* storyteller: well, what about to ask the NPC to "summon" (or let in) a special training enemy?
* bluekiller: no
* bluekiller: the
* blackfinix: a giant flea?
* hendrik: rats cannot hurt players.
* storyteller: then there is no danger at first
* bluekiller: Gashadokuro drop only noob things
* Oslsachem: perhaps rats shouldn't attack...
* hendrik: Well, in the past, did not check that recently.
* bluekiller: the best monster
* gummipferd: hendrik they can
* bluekiller: Gashadokuro
* hendrik: okay.
* heder: bye my friends
* heder: :)
* superkym: storyteller, nice idea. maybe a rat or mouse can appear when the player agrees to try kill one
* storyteller: yes, that´s my idea
* hendrik: storyteller, we may need a summon meachnism, so that there is always one enemy if a new player arrives. But I guess the player should not have to ask for it being summoned.
* superkym: i think it could happen when you agree to teh quest from hayunn
* storyteller: yes
* hendrik: okay, sounds like a good idea.
* bluekiller: we can make a special house for raits
* bluekiller: we can make a special house for raits
* storyteller: :)
* bluekiller: yes
* bluekiller: nice idea blue
* bluekiller: :D
* superkym: ok. i will look into those things that we discussed to help the first 5 minutes then
* Oslsachem: perhaps hayunn could give the player a piece of cheese and when the player dropped it to the ground, the rat appeared :)
* blackfinix: i like that osl
* storyteller: Maybe Hayunn also says: "Oh, how does this rat get in? Quick, kill it before it hurt´s you!" or something ;)
* superkym: players probably won't know how to put cheese on the ground yet
* superkym: that's something they are taught later, how to inspect corpses and how to move items around
* Oslsachem: then make hayunn drop it :)
* superkym: i wonder how many new players woudl then lay pieces of cheese everywhere and wait the rats to come
* Oslsachem: and then do as storyteller says
* bluekiller: :D lol
* Oslsachem: except kill it before it eats the cheese
* storyteller: yes ^^
* Oslsachem: I thought the rat was special :)
* heder: hola
* Mayor Sakhs: Welcome citizen! Do you need help?
* storyteller: well, just something like that :)
* Oslsachem: a cheese-rat
* storyteller: ^^
* Mayor Sakhs: Have a good day and enjoy your stay!
* bluekiller: who is from germany
* bluekiller: ?
* Oslsachem: me, hede
* hamunu: me too
* bluekiller: resident evil kommt
* bluekiller: :D
* heder: que sea mas facil de cuvir los skills
* Oslsachem: me, heder
* superkym: I think that's a good time to close the meeting maybe?
* bluekiller: yes
* blackfinix: yes!
* hamunu: yes!
* hendrik: I like the idea, but i suggest that we implement it in two steps: First get it to work and only than let Hayunn put down the cheese.
* storyteller: hmm...
* bluekiller: and make a rait:D?
* gummipferd: hayunn could also put up a training puppet. old warrior getting scared of a rat sonds strange to me...
* yoriy: what with agenda
* hendrik: Perhaps it should be a smaller cheese image.
* hendrik: gimipferd, he is not scared.
* superkym: gummi - i don't think he's scared of it. he's just trying to teach.
* hendrik: He asks the player to kill the rat because he things the player has too little experiance to even kill a rat.
* Oslsachem: well, it happens that people are not scared of big animals while they are scared of smaller ones
* heder: up skills very very fast
* gummipferd: aah, so he intentionally drops the cheese? sry my brains have been working today
* hendrik: gummi, yes.
* heder: make much raids
* kiheru: or lets a rat out of a cage, or whatever
* Oslsachem: I was thinking about hayunn accidentally dropping the cheese while offering it to the player
* blackfinix: which is the way it should be i think
* plassy: i'll go too. i will have a look at the java sound api in the next week
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