Stendhal Development Meeting 2009-11-22/Result Log
- Meeting
- Result Log
- Raw Chat Log
Mixed Things
- /ignore currently only works for /tell but it should work for public chat, too - this is being worked on
- "Strongest player" on website should be sorted by karma as second sort criterion because of the max level limit.
- 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.
- Enabled and minimized keyring pops up on every zone change (
bug #1815905fixed) - 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
Mute
- /mute should to be remembered across restarts.
- the command could be more user friendly: /mute instead of the confusing "/sound mute on" and "/sound mute off"
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
- The bag is always too small.
- It may be a good idea to let players earn the right to get more storage, like the keyring.
- There is some work in progress on boxes and backpacks and so on
Poison
- Poisoning creatures are disliked by some players
- well, that is the idea behind them
- fit well into the world
- 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
- there should be special antidotes for stronger poison
Stackable item handling
- ctrl+drag does not work if you take the item from a chest
- there should be the reverse of /drop 2 items to take 2 items from the chest
- even better a menu for that which pops up on ctrl drag
Quest Contribution
- Stendhal Quest Contribution explains how a quest is created. Starting with a very first rough idea and ending with an implemented and well tested quest that is fun to play.
- There are already some ideas at Stendhal Quest Ideas in various states of completion.
- It is a good idea to join #arianne and talk about your ideas, especially before you start to put lots of work into it.
Quest Log
- We want a quest log that records the progress of quests. 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.
- I got a flask and will bring it to Tad soon.
- Tad asked me to take the flask to Ilisa at Semos Temple.
- Ilisa asked me to get a herb called Arandula which I can find north of Semos, near the tree grove.
- Ilisa created a powerful potion to help Tad. She asked me to tell him that it is ready.
- Tad thanked me.
- This feature is in development and already works partly: /listquests IntroducePlayers
- Starting with 0.80 /listquests without parameter will give you a list of all quests known to you
- Warning: On 0.79 /listquests without parameters might create such a long reply that the client crashes
- There should be a dialogue window in the long run
- One part showing the list of known quests
- The other part shows the log for the selected one
- Window should be outside the world not like the bag, but like the minimap or the help window
- The log itself is something that everyone that knew the quests can help with. Even without knowing anything about coding computer programs.
- blackfinix and humana volunteered to write some of the required texts. More volunteers are very welcomed.
- The wiki page about quests may help because it often advises on the different states of the quests
- The work that has already been done can be seen at quests.xml (right click on this link to download)
City Welcome Messages
- there could be a welcome message when you reach a city for the first time: Welcome in Fado
- perhaps this could appear when you reach other areas for the first time
- 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
- 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
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
- There had some performance problems in the drawing code of the client in the past which we think we fixed in 0.79
- If anyone still has problems like the chat bar not reacting to newly typed letters quickly enough, please contact /support and try to include information about your operating system and java version.
- We have three clients for you to test if you are still suffering client side lag. They use different ways to synchronize the drawing with the reset of the game.
- On some systems, the client gets a lot faster when starting it with java -Dsun.java2d.opengl=true -jar stendhal-0.79.jar
- Adding -Xmx200m may help, too.
Regions (need summary)
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
- hendrik: I think it would be cool if we had a wiki page for each "region". Which says something about the history, what the region is about.
- hendrik: For example Ados is a port-city.
- hendrik: It suffers from not having enough food.
- yoriy: hendrik, i guess Zynn Ivuhos have explanations for that wiki pages... :-)
- hendrik: It would be cool to have this information, which you can learn by talking to NPCs and solving quests, at one central place.
- Oslsachem: yes, the game needs more background story
- superkym: There is some of that information here: http://stendhal.game-host.org/wiki/index.php/StendhalAtlas#Places
- superkym: did you mean you would like that put into a wiki page for each place?
- Oslsachem: which can serve as a starting point for developing quests related with the plot
- hendrik: http://stendhal.game-host.org/wiki/index.php/StendhalAtlas#Places is a good starting point. But it needs quite a big of work. Perhaps even one article per city?
- superkym: there was a bit of an example started for semos village http://stendhal.game-host.org/wiki/index.php/Semos_Village
- superkym: but like the manual that page has an external image which needs to be uploaded to the wiki. and of course it needs more work
- hendrik: For me it is difficult to add new NPCs or quests because I know too little about the history. I may easily add some inconsistancies.
- hendrik: We don't need something like that for every zone. But it would be really cool to have something like that for every region.
- superkym: Why not the major regions as in that atlas link
- blackfinix: it shouldn't be too dificult
- hendrik: But those who actually play Stendhal can write it easily.
- blackfinix: I probably could do it
- blackfinix: Im looking at the one for semos now
- superkym: the great thing about the wiki is that it is something anyone can edit, and history is always kept, so you don't need to feel afraid of it
- blackfinix: I'll do it if no one else wants to
- hendrik: The one about Semos Village is very outdated. It was written at time before Hayunn was moved there.
- yoriy: i can i think - i playing often enough
- superkym: what should the page titles be
- blackfinix: ok yoriy
- superkym: ok, just Semos , Ados etc then
- tigertoes: so dont open file to edit, let it sit for long time before committing
- blackfinix: And semos dungeons would be just one?
- superkym: and images can be uploaded to the wiki linke the small image of one zone which you can see roughly where to get from that semos village example, or you can cut out a bigger image from the atlan of you want a bigger area
- superkym: I think I would suggest that the Semos area page has details of the city, the village, the dungeons and maybe the plains around it
- kezman: upload and download? also?
Stendhal Atlas image
- The map with dungeon entrances is very outdated (0.62 instead of 0.79).
- Currently it is created manually by drawing the circles right into the .pnh file
- The StendhalAtlas should be a two layer image instead
- the generated map images
- the yellow circle overlay
- So the overlay can easily be applied to new versions of the map file
- Other map topics:
- jpeg was suggested as image file format
- region boarders (see region section) could be added as a layer, too
- tigertoes
volunteered to create the multi layer map as Gimp .xcf filecreated WorldWithMarkedDungeons091122.xcf.