Particle's Custom RPG

PCRPG Development => Development => Topic started by: Particle on August 2, 2006 09:23 am CDT

Title: PCRPG 3.36
Post by: Particle on August 2, 2006 09:23 am CDT
The next version of PCRPG is being developed now.  I don't have a lot on the menu to do, so please list bugs, feature requests, and whatever else should be done in this thread for version 3.36.  Here's the current stuff:

- [IP] Added #addlvls command for admins to make adding levels easier with the progressive exp system.
- [--] Added #pkkick for the pK staff to be able to kick non-admins and non-pKs.
- [--] Added #teleset for admins so they can teleport people to specific coordinates.
- [--] Added old "CRPG 4.00" weapon called Thorr's Hammer, which mines 1-3 random minerals per strike.

Thanks.
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Post by: Jeenyus on August 2, 2006 10:22 am CDT
#pkkick
Thanks :D
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Post by: Corona on August 2, 2006 02:07 pm CDT
Feature request: How about a #setposition command for admins? Teleports a player to the specified position, e.g., #setposition Somedude -351 1449 710

Thanks :)
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Post by: -ShaNNaRa- on August 2, 2006 03:19 pm CDT
Thorr's Hammer!
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Post by: Kyrie on August 2, 2006 05:22 pm CDT
I think #fine for PKs is broken, that's what I've been told, anyway.
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Post by: Particle on August 2, 2006 05:49 pm CDT
Quote from: "Kyrie"
I think #fine for PKs is broken, that's what I've been told, anyway.


I'd prefer bug reports be positive instead of perhaps.  It'll save me a lot of time chasing ghosts.




Added new features to the development list.
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Post by: Corona on August 2, 2006 06:47 pm CDT
#teleset w00!

Thanks!
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Post by: -ShaNNaRa- on August 2, 2006 10:38 pm CDT
At the moment, #fine will give the player a message saying they were fined "X" amount of coins, but it doesn't actually take anything.

It would be nice if it were fixed. Maybe add in another command (#checkbank ?) to see how many coins they have. It could be helpful in catching dupers.
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Post by: villman420 on August 3, 2006 12:01 am CDT
if i remember right #fine b or any letter will show you how many coins they have.

God Zone with our names writting on a plaque
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Post by: Kyrie on August 3, 2006 08:24 am CDT
If you can, have the server do a #savecharacter on a player as soon as they are jailed. At the moment, if they drop from the server before it saves them, then reconnect, once their sentence is up they remain in jail but have full use of their #commands.
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Post by: Particle on August 3, 2006 09:24 am CDT
Quote from: "-ShaNNaRa-"
At the moment, #fine will give the player a message saying they were fined "X" amount of coins, but it doesn't actually take anything.

It would be nice if it were fixed. Maybe add in another command (#checkbank ?) to see how many coins they have. It could be helpful in catching dupers.


I'll look at it, but duping has been eliminated.
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Post by: villman420 on August 3, 2006 05:48 pm CDT
what about changing the blank class over rl 101+ to God with roman number after it? or make different type of gods or just make the blank screen God
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Post by: Xenos on August 5, 2006 10:48 am CDT
I dont know if this can be fixed.  If you have over 500 of an item on you and the server crashes or you disconnect you only start with 500.  This is really bad if you try and sell 10000 emeralds and the server or your connection craps out.
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Post by: Particle on August 5, 2006 11:22 am CDT
That isn't true.

It's quite a bit simpler than that--if the game crashes, you are only saved to your last savecharacter (automatic on log off and every so many minutes).
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Post by: Xenos on August 5, 2006 11:59 am CDT
I dont just make malarkey up.  

Steps to reproduce:

1. Take 505 emerals out of storage
2. Type #savecharacter
3. Disconnect
4. Reconnect
5. Observer you now have only 500 instead of 505.

I just did this 60 seconds ago on your server.
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Post by: Corona on August 5, 2006 12:59 pm CDT
Yeah, this is a known problem. I once purchased 700 parchments, disconnected and reconnected (the server did not crash) ...and then I had 500 on me. :S
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Post by: Particle on August 5, 2006 03:41 pm CDT
Interesting.  Usually when people complain about losing items, it's the problem I described (though they don't realize it).  I'll add it to my "investigate" list for 3.36.
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Post by: Particle on August 5, 2006 03:44 pm CDT
It appears to be by design.  When you save your character file, it checks if you have more than $maxItem of any one item when it builds the list of your stuff.  If so, it drops you down to $maxItem.  It's a global variable in globals.cs and defaults to 500.

So, it will save a max of $maxItem (default 500) of any particular thing but will let higher quantities float in memory until you log on again.  At that point, it uses the capped item count that it saved.
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Post by: Xenos on August 5, 2006 04:08 pm CDT
So it's an easy fix then?  Some people carry up in to the 10,000 range.  I dont think anyone legit has more than 100,000 of any items.  You could just make it some abusurd high number or remove it right?
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Post by: Particle on August 5, 2006 04:19 pm CDT
It wouldn't be a fix so much as an adjustment.  It's a preference, just like how many SP you want people to get upon leveling up.

Yeah, it's easy to change.
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Post by: Jeenyus on August 5, 2006 06:40 pm CDT
I'd like to sell more than 100 items/click and take more than 100/click from my storage. A lot of people would like that. Don't know if you can do that.
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Post by: Particle on August 5, 2006 06:54 pm CDT
Yeah.  Admins can do 1000x at a time if they want.  Players are limited to 100x.
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Post by: Jeenyus on August 5, 2006 07:37 pm CDT
Why are we limited?  :P
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Post by: Particle on August 5, 2006 07:50 pm CDT
You can crash the server with that feature if you go high enough.  It's done with a loop instead of just quantities.  Admins can be trusted typically not to be malicious with that power.  Players cannot.
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Post by: Xenos on August 5, 2006 08:06 pm CDT
Quote from: "Particle"
You can crash the server with that feature if you go high enough.  It's done with a loop instead of just quantities.  Admins can be trusted typically not to be malicious with that power.  Players cannot.


So does this mean it's on your list of things to fix or that we are stuck at 100?
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Post by: HUBBA on August 5, 2006 08:14 pm CDT
Quote from: "Xenos"
Quote from: "Particle"
You can crash the server with that feature if you go high enough.  It's done with a loop instead of just quantities.  Admins can be trusted typically not to be malicious with that power.  Players cannot.

So does this mean it's on your list of things to fix or that we are stuck at 100?


I think you are stuck with a hundred. Just don't put a lot of crap into storage and sell stuff more often.
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Post by: villman420 on August 6, 2006 03:36 am CDT
doesnt matter if gods maxing out sell often or wait to sell in mass quanity, we still have to buy and sell in 100's. just make everything so much easier if 1000 was the maxx.

and do you have any ideas about what i said earlier on the nwe class name for gods above remort 100? blank sucks
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Post by: Xenos on August 6, 2006 06:59 am CDT
How about this. A revised bash recovery time.  Currently it sucks because if you want to bash before level 101 it takes too long to recover. Base rpg dely is this

Code: [Select]
%delay = Cap(101 - fetchData(%shooterClient, "LVL"), 5, 50);

At level 51 your bash recovery time is 50 seconds. Every level it decreases by one second until you get to 5 seconds where its capped. Can we add remort into that somehow. So higher remorts have a 5 second recover at level 50 or less?
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Post by: Bovidi on August 6, 2006 05:21 pm CDT
Quote from: "Particle"
It appears to be by design.  When you save your character file, it checks if you have more than $maxItem of any one item when it builds the list of your stuff.  If so, it drops you down to $maxItem.  It's a global variable in globals.cs and defaults to 500.

So, it will save a max of $maxItem (default 500) of any particular thing but will let higher quantities float in memory until you log on again.  At that point, it uses the capped item count that it saved.


From my understanding the reason why they cap it at 500 is because if you have something like 1000 of an item then you join the Tribes engine in the inventory messes up big time.  Although the server has the correct item count the player could have their inventory saying something like 215.  The Tribes inventory seems to only mess up if more than 500 items are given or taken in a few milliseconds of each other.  Although say you give 500 items, then another 500 items a second after Tribes should correct say you have 1000 items

To recreate just create a pack:
1) Create a pack with 1000 basic arrows
or if #hamalarkeyem still works
#hamalarkeyem basicarrows 1000 or however the command works again
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Post by: Xenos on August 6, 2006 05:46 pm CDT
Quote from: "Bovidi"
Quote from: "Particle"
It appears to be by design.  When you save your character file, it checks if you have more than $maxItem of any one item when it builds the list of your stuff.  If so, it drops you down to $maxItem.  It's a global variable in globals.cs and defaults to 500.

So, it will save a max of $maxItem (default 500) of any particular thing but will let higher quantities float in memory until you log on again.  At that point, it uses the capped item count that it saved.

From my understanding the reason why they cap it at 500 is because if you have something like 1000 of an item then you join the Tribes engine in the inventory messes up big time.  Although the server has the correct item count the player could have their inventory saying something like 215.  The Tribes inventory seems to only mess up if more than 500 items are given or taken in a few milliseconds of each other.  Although say you give 500 items, then another 500 items a second after Tribes should correct say you have 1000 items

To recreate just create a pack:
1) Create a pack with 1000 basic arrows
or if #hamalarkeyem still works
#hamalarkeyem basicarrows 1000 or however the command works again


I've heard of problem with the inventory screen when you have numbers over 500.  Another option would be to check if they have over 500 and then automatically put anything over 500 in storage when they #savecharacter or disconnect.  If duping is elimiated then this shouldn't be exploitable.
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Post by: HUBBA on August 6, 2006 07:32 pm CDT
Quote from: "Xenos"
Quote from: "Bovidi"
Quote from: "Particle"
It appears to be by design.  When you save your character file, it checks if you have more than $maxItem of any one item when it builds the list of your stuff.  If so, it drops you down to $maxItem.  It's a global variable in globals.cs and defaults to 500.

So, it will save a max of $maxItem (default 500) of any particular thing but will let higher quantities float in memory until you log on again.  At that point, it uses the capped item count that it saved.

From my understanding the reason why they cap it at 500 is because if you have something like 1000 of an item then you join the Tribes engine in the inventory messes up big time.  Although the server has the correct item count the player could have their inventory saying something like 215.  The Tribes inventory seems to only mess up if more than 500 items are given or taken in a few milliseconds of each other.  Although say you give 500 items, then another 500 items a second after Tribes should correct say you have 1000 items

To recreate just create a pack:
1) Create a pack with 1000 basic arrows
or if #hamalarkeyem still works
#hamalarkeyem basicarrows 1000 or however the command works again

I've heard of problem with the inventory screen when you have numbers over 500.  Another option would be to check if they have over 500 and then automatically put anything over 500 in storage when they #savecharacter or disconnect.  If duping is elimiated then this shouldn't be exploitable.

The only problem I see with that is if people have more then 25 different items and they try to store more, when they come back into the server it will blackscreen them. Kinda like when people mimic. The items automatically go into there storage. Some people get blackscreen from it.
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Post by: Bovidi on August 7, 2006 01:24 am CDT
Quote from: "HUBBA"
The only problem I see with that is if people have more then 25 different items and they try to store more, when they come back into the server it will blackscreen them. Kinda like when people mimic. The items automatically go into there storage. Some people get blackscreen from it.


Ok I know I might be getting this horribly wrong but isn't it possible to fix that storage glitch? From what I know the biggest part of why they limit it to 25 items is because of the amount of data that can be saved in the $funk before it cuts it off when the $funk is exported(I could be wrong).  I can't quite remember but there might be another glitch where you can not have more than a certain amount of items or the tribes inventory messes up again.  But anyways I am putting a code that was from the base RPG and then Trident's TvT because it saves the storage differently.

RPG base - rpgfunk.cs in function savecharacter
Code: [Select]
$funk::var["["" @ %name @ "", 0, 16]"] = fetchData(%clientId, "BankStorage");

Trident's TvT - tridentsstuff.cs in function savecharacter
Code: [Select]
//bankstoragefix
//7
%storagebugfix[%name] = fetchData(%clientId, "BankStorage");
%x = 0;
%y = 0;
%string = True;
for ( %cnt = 1;%string != ""; %cnt++)
{
%string = String::NEWgetSubStr(%storagebugfix[%name], %x, 255);
$funk::var["["" @ %name @ "", 7, " @ %cnt @ "]"] = %string;
%x = %x + 255;
}
%storagebugfix[%name] = "";
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Post by: Xenos on August 10, 2006 02:58 pm CDT
The game still dosen't kick someone when they log on with the wrong pass.  I waited for 3 minutes before disconnecting.
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Post by: Particle on August 10, 2006 05:18 pm CDT
I'll look into it, but it was working just fine during development.
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Post by: Xenos on August 11, 2006 10:07 pm CDT
Don't know if this is the place to post it but there have been more crashes than usual. It dosen't look like the server itself crashes. Its just everyones client crashes.  This happened to everyone at once tonight.  It has happened more often than tonight.
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Post by: Jeenyus on August 12, 2006 02:54 am CDT
Kyrie was just spawning things, that's what made us crash..
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Post by: Particle on August 12, 2006 09:23 am CDT
It wouldn't be because of a release I published two weeks ago.  That should be pretty obvious.
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Post by: Kyrie on August 12, 2006 09:47 am CDT
Have the server automatically #savecharacter on a player when they're jailed. Currently they can bug the jail by dropping before the server saves then reconnecting. Once their time is up, they remain in jail but regain use of #commands.
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Post by: Particle on August 12, 2006 02:21 pm CDT
Good idea.  I'll put it on the list
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Post by: Xenos on August 18, 2006 01:42 pm CDT
I have a request. Make my afk script not work.  It was a mistake releasing it and people who I didn't want using it are.  You can come up with whatever solution you want.  The easiest way is to change the message people get when they are lcked.  The script basicially waits for that message and then disconnects.

Some people will hate that I suggested this other will love it.
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Post by: Razore on August 18, 2006 03:05 pm CDT
Seriously, when I played Xenos' script forking pissed me off. Right when you lcked someone they disconnected.

It shouldnt have been released >>
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Post by: Jeenyus on August 18, 2006 04:38 pm CDT
yeah but if he changes the message, the people will just edit the script..
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Post by: Particle on August 18, 2006 04:51 pm CDT
I could make a penalty for dropping within x seconds of losing a LCK.
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Post by: KoRo on August 18, 2006 05:07 pm CDT
That penalty would be the death of me if I started playing again.
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Post by: Xenos on August 18, 2006 05:56 pm CDT
Quote from: "Particle"
I could make a penalty for dropping within x seconds of losing a LCK.


I can see this  being bad in some cases like getting cornered and lck raped.

Thanks for atleast considering some options.  Whatever you ultimately decide it would be nice to see it be reality in the next version.
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Post by: Kyrie on August 18, 2006 07:59 pm CDT
Send an automated message to each player every x minutes, "* tries to hit you but misses! (1 LCK)."
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Post by: -ShaNNaRa- on August 18, 2006 08:37 pm CDT
I don't see how that would be a problem, Xenos.. it's not hard to set LCK to death. It is their fault if they leave it on miss...
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Post by: Xenos on August 19, 2006 08:04 am CDT
Quote from: "-ShaNNaRa-"
I don't see how that would be a problem, Xenos.. it's not hard to set LCK to death. It is their fault if they leave it on miss...


If you are in a house and have lck to miss that's one of the risks of a house.  It looks like particle was on to something. Now to just figure out a good penatly.
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Post by: Kyrie on August 19, 2006 07:39 pm CDT
Remove the bot Theora in Keldrin, or just her quest. It's the Trancephyte quest and every few days a noob asks where to get Trancephytes. A new quest could be cool, maybe give her your cheetaur's paws or something.
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Post by: Xenos on August 23, 2006 05:36 pm CDT
Idea!

Better punishments for mugging.  Its annoying when a level 145 goes and tries to mug you when you are level 40.  If someone mugs, failed or not, they should immediatly be able to be killed.  This would be turned on for some amount of time.  Anybody should be able to kill them not just the person they just mugged.
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Post by: -ShaNNaRa- on August 23, 2006 05:43 pm CDT
I remember seeing that on a different RPG server, you could attack the player in town too (for about 3 minutes).


To add to Kyrie's idea, I would love to see new/updated NPC quests. The current ones aren't worth it, even if you're a level 1 newbie. Increasing the EXP/coins gained would be a start.. or maybe re-vamp them completely so they give out items (weapons, armors), maybe even LCK and SP..

 Also, it would be nice if dust was updated. Dust was made for the old EXP system. It costs 24,111 dust to get from level 145-1500 atm.


EDIT: Increasing the ATK of the KLS would be cool, too. It only has 90 ATK right now, so it's really not worth having.
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Post by: Xenos on August 23, 2006 06:29 pm CDT
Quote from: "-ShaNNaRa-"
I remember seeing that on a different RPG server, you could attack the player in town too (for about 3 minutes).


I think its sinisters server that does that along with mug points.  Its something that should of been in rpg from the start.  It makes things equal so muggers can't just mug out of range people and be safe.  Even in town they should be hunted.
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Post by: -ShaNNaRa- on August 23, 2006 07:00 pm CDT
Nope, it was a couple of years ago.. something along the lines of "Gods RPG", don't remember the exact name anymore.
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Post by: villman420 on August 23, 2006 10:02 pm CDT
i like that idea
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Post by: Particle on August 23, 2006 11:09 pm CDT
Quote from: "Kyrie"
Remove the bot Theora in Keldrin, or just her quest. It's the Trancephyte quest and every few days a noob asks where to get Trancephytes. A new quest could be cool, maybe give her your cheetaur's paws or something.


JI made that suggestion to me last week.  I plan on it.
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Post by: Corona on August 23, 2006 11:33 pm CDT
#onhear and #onconsider fail to pass the ^victimName variable on to code blocks when #onhear or #onconsider calls a block. Code example (where "Foo" is an admin-spawned test bot):

Example:
Code: [Select]
#onhear Foo 10 true all "bar" >#call foobar ^victimName,

#block foobar
#anon all 0 %1 just said "bar" to me!
#endblock




This hasn't really been a huge issue, since there is an easy work-around:
Code: [Select]
#onhear Foo 10 true all "bar" >#anon all 0 ^victimName, just said "bar" to me!

But the work-around doesn't work very well for certain quests, or at all. It would be really great if this was fixed :)

Thank you
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Post by: Jeenyus on August 24, 2006 10:48 am CDT
Quote from: "-ShaNNaRa-"
Nope, it was a couple of years ago.. something along the lines of "Gods RPG", don't remember the exact name anymore.

No, that was in a TRPG update but they removed it the next update :D
Also, new items would be great but quest only items and hard quests :P
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Post by: funger on August 24, 2006 11:05 am CDT
how about a quest that actually has u do things, (gohere and do this, then go see someone over there to get this, then go kill this, then come and see me) a real quest?
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Post by: BlAcK-IcE on August 24, 2006 01:50 pm CDT
Yeah the quests have always been lame, why not some epic quests.. Where it involves killing? Why not like raid bosses aswell, where you can't solo them and need a party.. Just some thoughts.
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Post by: Kyrie on August 25, 2006 03:09 pm CDT
The mimic spell gives the error for trying to mimic a deathknight anytime you fail a mimic.
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Post by: HUBBA on August 25, 2006 07:27 pm CDT
Quote from: "BlAcK-IcE"
Yeah the quests have always been lame, why not some epic quests.. Where it involves killing? Why not like raid bosses aswell, where you can't solo them and need a party.. Just some thoughts.


I have tried those type quest in the past. The lower levels get killed and whine about it. The higher levels jump in kill everything taking all the exp. Jaten quest ring a bell?  We had to set rules on Jaten quest so the higher up would leave the lower level bots alone. Then people would whine cause we were not running line quest.
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Post by: Corona on August 25, 2006 08:03 pm CDT
I have had the idea of a multi-level quest for awhile now, just been too lazy to make it. The basic idea is that a quest telebot sends people to fight different bots in the same quest depending on the player's level (or perhaps RL). Same quest, but the bots you fight are determined by your strength. Then everyone would join up for the rewards/end phase.
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Post by: BlAcK-IcE on August 25, 2006 11:05 pm CDT
Quote from: "HUBBA"
Quote from: "BlAcK-IcE"
Yeah the quests have always been lame, why not some epic quests.. Where it involves killing? Why not like raid bosses aswell, where you can't solo them and need a party.. Just some thoughts.

I have tried those type quest in the past. The lower levels get killed and whine about it. The higher levels jump in kill everything taking all the exp. Jaten quest ring a bell?  We had to set rules on Jaten quest so the higher up would leave the lower level bots alone. Then people would whine cause we were not running line quest.


/shrug Ah, well I havn't really been playing for the past.. year+ so I have no idea what's up. Just thought I'd throw that out there, heh.
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Post by: Xenos on August 26, 2006 08:03 am CDT
Quote from: "Corona"
(or perhaps RL)


Include RL in the decision. A level 100 RL 10 is nowhere near a level 100 RL 100+.
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Post by: Kyrie on August 26, 2006 04:51 pm CDT
We could really really use a new jail system. This one is not effective at all. Players should not simply be allowed to get jailed then go afk until their time is up.
I've created a temporary solution I plan on implementing in the future that requires players to use their pack key on a stool that spawns once a minute. If they don't activate a stool, nothing will happen and they can sit there all day and night for a year. Once they do activate it, it will spawn another stool one minute later. Stools continue spawning and the script tracks each stool until it arrives at the number set by the admin when the player was first jailed.
A randomly moving 'jailbot' in the room with the player and the stools spawning in one of three random locations makes an afk script near impossible to use.

Using a system similar to this means we can have shorter jail times and the players can afk all they want, they still have to carry out their punishment to get out of jail.
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Post by: villman420 on August 26, 2006 08:47 pm CDT
haha nice kyrie. could we also get ski back?
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Post by: Kyrie on August 27, 2006 12:28 am CDT
Admins would love to be able to spawn more bots! How likely is it that you could give us more empty spaces to spawn them?
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Post by: Bovidi on August 27, 2006 11:14 pm CDT
Quote from: "Kyrie"
We could really really use a new jail system. This one is not effective at all. Players should not simply be allowed to get jailed then go afk until their time is up.
I've created a temporary solution I plan on implementing in the future that requires players to use their pack key on a stool that spawns once a minute. If they don't activate a stool, nothing will happen and they can sit there all day and night for a year. Once they do activate it, it will spawn another stool one minute later. Stools continue spawning and the script tracks each stool until it arrives at the number set by the admin when the player was first jailed.
A randomly moving 'jailbot' in the room with the player and the stools spawning in one of three random locations makes an afk script near impossible to use.

Using a system similar to this means we can have shorter jail times and the players can afk all they want, they still have to carry out their punishment to get out of jail.


Might I also suggest red screen so a jail sentence actually is more annoying to have to serve?
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Post by: Kyrie on August 28, 2006 06:33 pm CDT
When an admin looks at an item (pack key) give more information for it instead of just the spawn name. Give the dis name and the location of the item.
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Post by: Corona on August 31, 2006 06:30 am CDT
[Feature request] There should be an option for admins and peacekeepers to toggle on/off the display of information that would help them administrate the server. For example, a client::sendmessage sent to all admins and pK's currently on the server whenever someone kills someone else or mugs someone else. This would somewhat negate the need for victims to provide screenshots, and admins could see at a glance if someone is over killing or over mugging.

Or perhaps make some of the rules enforced by the server itself. e.g., the server doesn't allow you to be mugged more than twice per 30 minutes by the same person unless you have set an option to allow it.
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Post by: Bovidi on August 31, 2006 06:15 pm CDT
What would happen to the people who were AFK though you wouldn't be able to mug all their items if it only allowed 2/30minutes
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Post by: Particle on August 31, 2006 06:46 pm CDT
I can probably put in some sort of AFK detection.
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Post by: Kyrie on September 4, 2006 01:59 am CDT
Minotaur's Lair still appears to be tentable, I've tested it and successfully did it.
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Post by: Kigen on September 7, 2006 09:59 pm CDT
Annihilation has some interesting ways of preventing objects from being deployed on certain buildings (Jails) and within range of other objects.
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Post by: Particle on September 7, 2006 11:37 pm CDT
I've just got to add another restriction is all.

I got most of the major places, but I didn't do everything.
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Post by: Kigen on September 8, 2006 05:45 pm CDT
Right now, I can be most helpful in debugging and crash protection.
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Post by: villman420 on September 17, 2006 02:18 am CDT
so right now theres only gonna be 4 things added and 3 of them are for admins? i seen like 10 good things that need to be done other than that
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Post by: Kyrie on September 19, 2006 12:06 pm CDT
A nice addition would be a deeper explanation of the house system for the Guildmaster. Many noobs are tricked by higher levels into joining a house because they do not understand what a house is. Many other noobs join just because he's there. At least some join because they think of Harry Potter and want to join House Gryffindor.

Even just a warning would help.

GuildMaster tells you, "By joining a house you may be freely attacked by players from opposing houses, at any level, in any non-Town zone."

This addition would probably bring about a reduction of low rl players joining houses. This would essentially eliminate any source of Rank Points for players in houses because the only players who join houses are the players who don't fear being killed for their rank points. Since there are no additional rank points being earned, the system should be modified or removed.

The only players who can gain rankpoints are gods, who can't gain them from other gods, and are forced to prey upon low RLs who join the system unknowingly. I also preyed upon the weak, over 180 noobs fell victim to my powerful sword. I did not enjoy killing them, but the bonus from Rank Points was too nice to pass up.

I wouldn't like to see the rank point system removed, it is quite useful, but modified to be more practical. Perhaps give a rank point bonus to players in houses when they remort.
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Post by: Particle on September 19, 2006 02:42 pm CDT
maybe a ladder system for the members of houses would help

For example, reduce the effectiveness of each RP point first.  Then, make it to where higher remorts and levels higher than you give much better RP rewards than those below you.
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Post by: Kyrie on September 19, 2006 03:39 pm CDT
That would be cool. RP from an rl2 lvl 50 almost worthless to an RL100 lvl 400.
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Post by: sin on September 21, 2006 02:36 am CDT
How about a system like I have.  Make elections for house leaders.  Give the house leaders a specific item that cannot be gotten by anyone else and have the guildmaster take the item to join the house.  Also make a function that allows the houseleader to boot ppl from his house if he wishes it.  Problem solved.  

My system actually takes 2 items to join a house.  One is an item that can be gotten from the mine enemies or yolanda.  The odds of getting it are very slim...about 1 in 10,000 chance.  You take that item to a bot who will trade it for another item.  With the new item you received and the house leader's item, you visit the guildmaster and you are admitted to the house.

This type of system pretty much eliminates the problem of noobs getting tricked into joining a house....UNLESS you have a corrupt house leader who is allowing such things to happen, in which case you hold re-elections.
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Post by: Corona on October 17, 2006 06:22 pm CDT
Urgent feature request

I would like to see messages sent to the client when they have been shoved or mugged. e.g.,

Perpetrator just shoved you., or
Perpetrator has just stolen your Battle Axe.

Screenshots are totally useless as a form of evidence when you have been shoved (off the den would be a good example) or over-mugged. I believe the benefit of making screenshots admissible evidence would far outweigh any arguments to the contrary about spam, lack of "stealth," etc.

If this is not possible or desirable, I would like to request that these client messages be sent to all admins and peacekeepers present in the server instead (with an option to toggle them off, of course). Like "Perpetrator just shoved VictimName." That way, if someone commits a crime in the server and an admin is present (but they weren't watching at the time), they don't require screenshots to act.

This would largely solve the proof issue, which is getting to be a pain in the ass. Thanks for considering it.
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Post by: Particle on October 17, 2006 06:50 pm CDT
I'd like to keep the stealth factor in the game, but I think I can help.

I will add two features for 3.36:
- Toggle-capable feature that will report interactions between users (what is reported is configurable) for both admins and pKs.
- Time stamped weblog (seven day) viewable by admins and pKs.
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Post by: Xenos on October 17, 2006 06:57 pm CDT
It would be nice if the mugging limit was server enforced.  If not that then have actual punishments for mugging other than increasing your bounty.   Failing to mug should result in being jailed.  Start out for a short amount of time then keep increasing it as they fail more.  Its like increasing your bounty except its increasing your jailtime.

Failing to mug in town could result in a message like "The town guard has caught you trying to steal from someperson!" then since its in town you would get jailed for 10 minutes to start.
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Post by: villman420 on October 18, 2006 12:59 am CDT
doesnt matter we wont see it until another year or so
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Post by: Particle on October 18, 2006 01:27 am CDT
probably a month
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Post by: villman420 on October 18, 2006 01:14 pm CDT
not to sound like a dick or anything but why not let rose and corona be in charge of making updates to the current pcrpg so you have less to deal with and more energy on the new trpg. would kinda make sense to me.
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Post by: Particle on October 18, 2006 09:01 pm CDT
I don't give anybody the code.  You know that.
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Post by: Razore on October 18, 2006 09:34 pm CDT
you should make healing less powrful because there are those gods that can like get hit for 100k and then regen it in two seconds.
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Post by: KoRo on October 18, 2006 09:48 pm CDT
Are you talking about the Healing Skill or the Healing Spell?
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Post by: Particle on October 18, 2006 10:04 pm CDT
I would imagine skill since he said regen.
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Post by: villman420 on October 19, 2006 02:17 am CDT
cant they just give you the code and you put it in yourself?
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Post by: Xenos on October 19, 2006 09:00 am CDT
Quote from: "Razore"
you should make healing less powrful because there are those gods that can like get hit for 100k and then regen it in two seconds.


There is a reason they are called gods.  It would be lame if a god could be killed easy. That wouldn't be very godly.  Demigod would be more like it.
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Post by: Kyrie on November 26, 2006 04:38 am CST
There's a bug that allows high level players to attack low level players after they remort. Target should automatically wear off when a player remorts.
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Post by: Celtic16 on November 26, 2006 09:16 am CST
Quote from: "Kyrie"
There's a bug that allows high level players to attack low level players after they remort. Target should automatically wear off when a player remorts.


I thought you said this was legal, or was that only when xenos attacked me after I remorted?
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Post by: Xenos on November 26, 2006 09:45 am CST
Quote from: "Kyrie"
There's a bug that allows high level players to attack low level players after they remort. Target should automatically wear off when a player remorts.


I hate to mention this but don't forget the fun one where you target someone and once they get the second message they drop. The target wont ever expire and as long as you don't disconnect they will bascially be targeted forever. :D
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Post by: Kyrie on November 27, 2006 12:32 pm CST
Yes, that too. I used to use that on Shorty quite often.

Edit: Class changes. It might be nice if the class changes we could give out would show up in the tab list. Like for instance if I change someone's class to Noob, instead of -1 displaying in tab and the #getinfo for that player, it would show their class as noob. Currently if we do ^victimClass in a pack, it returns the changed class name. We could then use class names as rewards in classes. And I don't believe that class changes like that effect SP modifiers, but I'd have to check.

Edit 2: #getstorage. We have an issue with this command in that there seems to be a max length of characters that can be sent to the chat at once. So we only get to see half or less of the items in player storage. Maybe you can break up the message into two or three parts and send them to the admin, that'd be really nice.
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Post by: Kyrie on December 10, 2006 02:37 pm CST
Fix #addexp and #exp to set player skill levels to appropriate level when experience is removed.

Maybe we can get a #setremort command to quickly and easily change player remort levels for punishments or rewards?
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Post by: Razore on December 10, 2006 03:39 pm CST
#if storedata somethign something remortStep something something
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Post by: Xenos on December 10, 2006 04:02 pm CST
Quote from: "Razore"
#if storedata somethign something remortStep something something


Not helpful unless you are admin 5.  TRPG is really lacking any commands to modify remort.
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Post by: Kyrie on January 22, 2007 12:32 am CST
The skill point system is being..weird. For me, at least. I have to confer with Xenos, but since I've hit remort level 1000, I've been noticing that my sp level hasn't been increasing. At first I thought it was capped at 1 million sp and if you go over, it defaults to that when you remort, but no.
It appears that I'm only gaining 1 sp per level now.
It's not a big issue, really, I'm just a little curious about it. I wonder what other things will get weird as I continue to remort!
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Post by: Xenos on January 22, 2007 11:29 am CST
My sp seems fine. On the deus hud you see 1.00082e+06 as your sp.  I think what you are not seeing is the last digit of that number.  I could be wrong but don't you read that number as 1,000,82x? With the last digit being either 0-9 that you dont' see?
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Post by: Kyrie on January 22, 2007 12:38 pm CST
No, I'm not using Deus hud, just checking the skills in the tab menu.
The only time you don't see the last digit (as far as I can tell) is when you hit a 10...like 10, 20, 30, etc. It displays as 1.0008e+06, otherwise it does display: 1.00079e+06.
I remorted, then used sp until the tab menu showed exactly 1 millon (1e+06) then as I leveled, it went up at exactly the rate of 1 sp per level. My sp level reflected my actual level.

Interestingly, when I'm under 1 million sp, it rises at the normal rate of 12 per level.
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Post by: Xenos on January 22, 2007 04:10 pm CST
Wow never noticed before but Rose is correct.I started with 1.0002e+06 sp and after one kill (8 levels) I had 1.00028e+06.

I always felt I was stuck at 1 mil sp because even after 50 remorts my sp still was around 1 mil after remorting.
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Post by: Kyrie on February 27, 2007 11:16 pm CST
Danger! Players will eventually run out of SP!

My calculations:

At level 1381 I used 47 sp to max 1 skill at level 1. I will base these calculations on 51 sp per skill at level 1, to max. You reach that at remort level 1471.
Skills work a little weirdly once you get to the max multiplier (30). Instead of gaining .1 skill multi every remort, you gain 30 multi on each skill every 30 remorts. The multis are paused at 30 until you reach the next boost level at which point they jump to 60. Then 90, etc, etc.

I consider these skills worth maxing each remort level:

Slashing, Weight Cap, Stealing, Offensive Casting, Healing, Endurance, Energy, Haggle, Neutral Casting. Technically Haggle stops being useful at 1100 skill and Neutral only really needs to be at 200, but it's easier just to type 50 and press the number than it is to raise it to a specific level.

So I max 9 skills at level 1 at a rate of 50 sp per skill:
9 x 50 = 450 sp per remort to max skills between remorts 1471 and 1501.

The max sp you gain per remort is:
12 sp x 101 level = 1212 skill points per remort


Once I reach a remort where the amount of SP that I can earn (1212) is the same as the amount that I spend to max skills, I will have a net gain of 0 SP for that remort.
The Magical Remort that this occurs is:

1212 max skill points / 9 skills = 134.6 sp per skill to break even at 0 sp gained. Let's say 135.

Every 30 remorts I need 1 more sp to max a skill, so,
30 remorts x 135 skill boosts needed = 4050 remorts needed

4050 more remorts needed + 1471 remorts attained = 5521

So at remort 5521 I'll start to gain -3 sp every remort. Then it goes down hill. At remort 5551 I'll spend 1224 sp at level 1 to max my skills

1212 sp earned per remort - 1224 sp used per remort = -24sp!
Every remort after that I'll simply go deeper and deeper into debt until eventually I'm forced to start leveling in other zones again to raise my skills through training.

Granted, it's quite a ways away, but the problem is there.

I wonder if LCK starts to do anything weird at high amounts like SP and skill caps  :D  I'm over 11,000 with no noticed issues yet!
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Post by: RedneckNoob on March 9, 2007 09:41 pm CST
I notice how a lot of people unsavory woman that Particle doesn't do anything to make any changes around here.  Apparently it has been going on for a long time, because of http://http://forums.pcrpg.org/viewtopic.php?p=66404#66404.  Yet Particle offers to make a development discussion and there weren't enough people to get it going.  I'm seriously pissed at this.  I want to see some changes, and I know you guys do, too.  So why not get off your bums and do something to help even more.  He had the thread up for over a week, asking people to pm him about attending, and there weren't enough people.  I understand you guys have lives, but you could have pmed or replied about that, trying to get for another date.  What's up with the lack of involvement?  I don't even play that much and I was looking forward to this.
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Post by: HUBBA on March 9, 2007 10:56 pm CST
There will be an incentive for those who show up to the next meeting. Which will be 2 weeks from tonight. Sad that we have to make it worth people's while to show up but I will personally hand out the reward. Don't ask what it will be, just pm Particle and show up for the meeting.
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Post by: Kyrie on March 9, 2007 11:47 pm CST
I was out today, unavoidable despite having previous knowledge of the event.
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Post by: RedneckNoob on March 10, 2007 12:00 am CST
Quote from: "Kyrie"
I was out today, unavoidable despite having previous knowledge of the event.


I understand you, and HUBBA, but it was mainly directed to the people who I know could have made time for it, that have specificly been complaining about it over and over again without trying to provide the right information to Particle for him to get things going.  A lot of people say they want change, but then they don't get involved to help make the change.  They'll say things in their defense, like "I made scripts for him to use, and he wouldn't implement it!"  Well he's explained why, and it's a very valid reason.  It may be a little paranoid, but I'd do the same thing.  Yet, after all of that, Particle comes and gives people a chance to explain to him in better detail about their ideas, and get some work done, and nothing even comes close to happening.  I don't play much, yet even I am ready to help get my ideas into the game.  I see a huge problem with that.
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Post by: Xenos on March 10, 2007 05:50 am CST
I would show up for a chat based event.  I do not have a mic.