Grave concern for The Universal
- dramaking444
- Posts: 192
- Joined: Sun Feb 19, 2006 12:34 pm
- Location: the 3rd ring of jupiter
Grave concern for The Universal
All,
I feel that after many years playing, what is, a fantastic game in my eyes, I feel I must voice some concerns I have as to the current situation we face as the community of the game's devlopers.
We have to take a step back and take an objective view of the future of the game and remove the emotional attachment, and I'm talking specifically about Mishka, Flametard, Bongzilla, Zaroba and all you others (you know who you are), we have for the game.
My main concern is that TU is, quite simply, stagnating. By this I mean it's not developing as quickly as it should. More importantly, vital developments are being pushed aside. For example, we desperately need to work on our playerbase. Yes, we have a few hard-core players, those mentioned before; but we need to focus on all the newbies that keep signing up then leaving promptly due to a lack of guidence of frustration and features that don't work.
One of the easiest ways of countering this, in my view, is to finish the help guides once and for all. There has to bee some kind of easy start guide for new players. The current documentation that is available through the help console in space (of which most is not written yet) dosn't have much of the vital information needed to sit down and start playing the game.
I reckon we need to get a group of veteran players to sit down and work to complete these and I would be more than happy to help, or indeed lead this attempt.
Secondly, we must attempt to clean up incomplete planets, and spring clean the finite drive of all those that don't work. I propose that the finite drive is automatically populated with all planets that have been active in the past 24 hours, and those that become inactive are taken off.
As far as in-game developments go, that is al I can suggest, but I do believe we need to make an immense push to increase our player base and retian those who do arrive. Getting the name on every MMORPG site there is and getting adverts upp all over the net should be our priority.
I completely understand that The Universal is developed entirely voluntarily, and I commend everybody who has helped developed and bettered this game that I have grown to love. Indeed, I believe this voluntary approach adds to the game. However, I also believe we should be enticing coders and other technical people to aid in developing the game on the technical side, as it is quite obvious the current technical team, as fantastic as you have been and continue to be, are under huge strain.
Pleae do not shoot me for this, I have said this out of compassion for the game rather than frustration as some may find it.
Let's all work together to make The Universal even more fantastic.
DK444
I feel that after many years playing, what is, a fantastic game in my eyes, I feel I must voice some concerns I have as to the current situation we face as the community of the game's devlopers.
We have to take a step back and take an objective view of the future of the game and remove the emotional attachment, and I'm talking specifically about Mishka, Flametard, Bongzilla, Zaroba and all you others (you know who you are), we have for the game.
My main concern is that TU is, quite simply, stagnating. By this I mean it's not developing as quickly as it should. More importantly, vital developments are being pushed aside. For example, we desperately need to work on our playerbase. Yes, we have a few hard-core players, those mentioned before; but we need to focus on all the newbies that keep signing up then leaving promptly due to a lack of guidence of frustration and features that don't work.
One of the easiest ways of countering this, in my view, is to finish the help guides once and for all. There has to bee some kind of easy start guide for new players. The current documentation that is available through the help console in space (of which most is not written yet) dosn't have much of the vital information needed to sit down and start playing the game.
I reckon we need to get a group of veteran players to sit down and work to complete these and I would be more than happy to help, or indeed lead this attempt.
Secondly, we must attempt to clean up incomplete planets, and spring clean the finite drive of all those that don't work. I propose that the finite drive is automatically populated with all planets that have been active in the past 24 hours, and those that become inactive are taken off.
As far as in-game developments go, that is al I can suggest, but I do believe we need to make an immense push to increase our player base and retian those who do arrive. Getting the name on every MMORPG site there is and getting adverts upp all over the net should be our priority.
I completely understand that The Universal is developed entirely voluntarily, and I commend everybody who has helped developed and bettered this game that I have grown to love. Indeed, I believe this voluntary approach adds to the game. However, I also believe we should be enticing coders and other technical people to aid in developing the game on the technical side, as it is quite obvious the current technical team, as fantastic as you have been and continue to be, are under huge strain.
Pleae do not shoot me for this, I have said this out of compassion for the game rather than frustration as some may find it.
Let's all work together to make The Universal even more fantastic.
DK444
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- Posts: 534
- Joined: Thu Nov 23, 2006 3:20 pm
You know, i think you was far too cautious of you being flamed for that post, but good on you for making it. It's exactly what the game needs and although most of those points have been brought up individually, they aren't going to help by discussing it on the feature request forum. What you are thinking is real progression for the game, we have a lot of dedicated gamers here that would no doubt get involved, look at the TU wiki for example.
Any ideas for what we can do for the guides then? If we typed up the sections and sent them to Mit or Fooli, I'm sure they could implement it into the next patch. If your going to do a section, just let everyone know here so nobody is doing the exact same thing. Same for anything else you want to do, just let us all know.
Any ideas for what we can do for the guides then? If we typed up the sections and sent them to Mit or Fooli, I'm sure they could implement it into the next patch. If your going to do a section, just let everyone know here so nobody is doing the exact same thing. Same for anything else you want to do, just let us all know.
- dramaking444
- Posts: 192
- Joined: Sun Feb 19, 2006 12:34 pm
- Location: the 3rd ring of jupiter
First of all, sincere thanks for your understanding.Gavinbaisk wrote:You know, i think you was far too cautious of you being flamed for that post, but good on you for making it. It's exactly what the game needs and although most of those points have been brought up individually, they aren't going to help by discussing it on the feature request forum. What you are thinking is real progression for the game, we have a lot of dedicated gamers here that would no doubt get involved, look at the TU wiki for example.
Any ideas for what we can do for the guides then? If we typed up the sections and sent them to Mit or Fooli, I'm sure they could implement it into the next patch. If your going to do a section, just let everyone know here so nobody is doing the exact same thing. Same for anything else you want to do, just let us all know.
Secondly, I'm glad you are as eager to write the guides. Unfortunately it is late and I will soon retire, however, I will look through all the current help documentation that exists tommorrow, and asses what needs to be added. On another down note (rather paradoxically), I will be going on holiday on Thursday so will be interent free for aout two weeks. However, I shall assign myself parts to write during my abscence and notify you before I leave.
Many thanks,
DK444
this is all great, though we still cant expect Mit to have the time to put the guide in the game.if less people were afk and willing to help, we wouldn't need a detailed guide. How many people do you think will take the time to read the whole thing? i have a railroad tycoon game that i dont understand entirely because i refuse to read it's guide. Don't take me wrong, this is a great idea, and I do read guides usually. I think a guide would make people want to help others less because they could say "go read the guide" Helping peope does make them want to play more(don't help beggars though)
also, i believe the problem is probably more the players' fault than the staff's. who out there is actually playing a planet or doing space(yeah i know you play space mishka ) I see too many players simply landing on a planet, typing .away, and going to youtube.
in conclusion,
also, i believe the problem is probably more the players' fault than the staff's. who out there is actually playing a planet or doing space(yeah i know you play space mishka ) I see too many players simply landing on a planet, typing .away, and going to youtube.
in conclusion,
asses
its not often somebody decides to have the guts to voice there opinion.
most people will chicken out and hide there true thoughts instead of voicing there opinions due to thoughts of retaliation. criticism is good, it shows the faults of what is being criticized so the creator/owner can fix them. i really wish more people would open up and voice there serious thoughts on things.
i see what your saying, and i'm not surprised at how many new players come and go. or even older players that have left.
unfortunately, and i hate to say it, but i think one of the main issues is the game itself.
not to be taken as an insult to the game (or to mit, fooli, etc). but honestly, look at all the bugs, look at all the non working features, look at all the partially made features. look at all that have existed and been reported, and never been touched. it almost seems pointless to even report bugs since theres some bugs that have been around for years without so much as a thought of having them fixed. I'm not going to fill this topic with a list of partially made features, not fully working features, and other inconsistencies and bugs, the bugs forum lists most of them. i know mit doesn't have time to code, but surely there are a few others who could help code the game.
as for other things. theres actually a lot of stuff that players can help with. the only thing that is staff dependent is the programming, the fipro, and registration/placing of worlds. increasing the player base, guides, helping new players, etc can ALL be done by the current players.
players can advertise the game on other sites, etc
players can make guides for space and worlds
players can camp out in cirus minor and help out new players to teach them to play.
so i must ask, why do players prefer to say it needs to be done instead of actually doing it themselves? if you like the game then help it by advertising in chat rooms, forums, and submitting it to mmopg sites. make a guide for space if you know how to play it. help out new players so they don't abandon the game the min they can't figure out how to make money.
most people will chicken out and hide there true thoughts instead of voicing there opinions due to thoughts of retaliation. criticism is good, it shows the faults of what is being criticized so the creator/owner can fix them. i really wish more people would open up and voice there serious thoughts on things.
i see what your saying, and i'm not surprised at how many new players come and go. or even older players that have left.
unfortunately, and i hate to say it, but i think one of the main issues is the game itself.
not to be taken as an insult to the game (or to mit, fooli, etc). but honestly, look at all the bugs, look at all the non working features, look at all the partially made features. look at all that have existed and been reported, and never been touched. it almost seems pointless to even report bugs since theres some bugs that have been around for years without so much as a thought of having them fixed. I'm not going to fill this topic with a list of partially made features, not fully working features, and other inconsistencies and bugs, the bugs forum lists most of them. i know mit doesn't have time to code, but surely there are a few others who could help code the game.
as for other things. theres actually a lot of stuff that players can help with. the only thing that is staff dependent is the programming, the fipro, and registration/placing of worlds. increasing the player base, guides, helping new players, etc can ALL be done by the current players.
players can advertise the game on other sites, etc
players can make guides for space and worlds
players can camp out in cirus minor and help out new players to teach them to play.
so i must ask, why do players prefer to say it needs to be done instead of actually doing it themselves? if you like the game then help it by advertising in chat rooms, forums, and submitting it to mmopg sites. make a guide for space if you know how to play it. help out new players so they don't abandon the game the min they can't figure out how to make money.
If you have any guides to submit, stick em' on the forums somewhere or email em' to me at theseer - gmail - com. Or, if you think you're up to it and want to be an editor of the guide... do the same.
Also... the problem is keeping a world guide update to date is notoriously hard because the worlds change so frequently and trying to make a walkthrough guide so that the new players can actually learn as they play instead of trying to apply general advice to any world isn't practical for the same reasons (frequently changing worlds).
Also... the problem is keeping a world guide update to date is notoriously hard because the worlds change so frequently and trying to make a walkthrough guide so that the new players can actually learn as they play instead of trying to apply general advice to any world isn't practical for the same reasons (frequently changing worlds).
- dramaking444
- Posts: 192
- Joined: Sun Feb 19, 2006 12:34 pm
- Location: the 3rd ring of jupiter
Zar, you're right, a lot of the stuff I discussed can be done by players. Don't get me wrong, I have not posted hypocritically, I am always out in Cirrus Minor helping new players.
In fact, just last night I educated two very keen new players winvirus and tacklebox as to what to do in the beggining. How to play space, what to trade etc. And told them about planets, sun-diving (and not to do it!), and I am confident they will stick around.
But I believe one of the problems is that it is only staff that can program. I blieve we need to attract new programmers that have the time and patience to code something like TU.
Theseer, I was not suggesting making guides for planets, because, as we all know, they can change every week. But I do believe a more indepth guide to space, trading, moving around, using maps and trade reports and the infimp etc, need to be written.
DK44
In fact, just last night I educated two very keen new players winvirus and tacklebox as to what to do in the beggining. How to play space, what to trade etc. And told them about planets, sun-diving (and not to do it!), and I am confident they will stick around.
But I believe one of the problems is that it is only staff that can program. I blieve we need to attract new programmers that have the time and patience to code something like TU.
Theseer, I was not suggesting making guides for planets, because, as we all know, they can change every week. But I do believe a more indepth guide to space, trading, moving around, using maps and trade reports and the infimp etc, need to be written.
DK44
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- Posts: 534
- Joined: Thu Nov 23, 2006 3:20 pm
I totally agree with all of you here, I might attempt to write some of the guild and i attempted to help someone last night too, although they didn't know how the chat feature worked so i couldn't. It would be far easier if the first tab shown was the system chat rather than main like coolbiker suggested about a year ago, that way people could be helped straight off.
Programmers is a real problem for this game, Mit's already told people that he doesn't want the game open-source, meaning that the things we can do is limited. If anybody does know any programmers out there who might be willing to help, tell them to come here. What coding language is the game built upon btw?
Programmers is a real problem for this game, Mit's already told people that he doesn't want the game open-source, meaning that the things we can do is limited. If anybody does know any programmers out there who might be willing to help, tell them to come here. What coding language is the game built upon btw?
Emotional attachment? Well I'm quite an emotional person, but I really want this game to develop, in some way I've flooded the feature request forum. I can't really do anything much, the last newbie I tried to help in CM seemed like he didn't even know that the game has a chat system.
I really don't have much time right now to make a huge post so specify but in short words:
We need our developer back.
I really don't have much time right now to make a huge post so specify but in short words:
We need our developer back.
- dramaking444
- Posts: 192
- Joined: Sun Feb 19, 2006 12:34 pm
- Location: the 3rd ring of jupiter
- dramaking444
- Posts: 192
- Joined: Sun Feb 19, 2006 12:34 pm
- Location: the 3rd ring of jupiter
All,
I have written a short welcoming message for new players when they log onto TU for the first time. I've put a bit of a fictional spin on it see below:
"Welcome to The Universal.
We are happy to see you have joined us in Cirrus Minor, one of the main star systems in the Andromeda Galaxy. If you are new to The Universal the following information will help you in your travels around the Universe.
Movement:
Use the arrow keys to manoeuvre your ship. Note that the up and down keys are inverted.
Use ‘Page Up’ and ‘Page Down’ keys to speed up and slow down your ship.
Pressing home will increase your ships speed to its maximum.
Drives:
There are 3 available ship drives available.
The Finite Improbability Drive contains a list of pre-selected planets. These are usually very active, so if you want to explore different worlds, this can be very useful.
The Infinite Improbability Drive is one of the most useful ship drives available. When activated, it will instantly transport your ship to your chose destination. These are available at Drellis at a very reasonable price.
The Stardrive allows you to travel between different star systems with ease. Just select a system in your Stardrive range from the galactic map and then click the Stardrive. It will engage and take you there automatically. This is especially useful when trading, as the Finite and Infinite drives can not be used while carrying cargo.
Trading:
Trading is a wise pursuit if you wish to spend your time in space. I see you currently posses in interplanetary shuttle. I would suggest buying an infinite improbability drive at Drellis then using it to travel to Netrac. They have cargo ships for sale at a very reasonable 25 cr. This will leave you with roughly 10 cr to start trading.
It is advisable to start trading in Cirrus Minor. Water and Foodstuffs are good commodities to buy and sell in this system, especially for a new trader like yourself.
All items are bought and sold from space stations. To dock a space station, fly close enough to and press F10 to dock.
Remember, the key to a traders success is buy low and sell high!
Be aware, pirates operate in the area. Buy missiles, counter measures and shields as soon as possible from Zoric to defend yourselves.
I hope you do well in your time in Cirrus Minor and The Universal.
Zvar Xarrock
President of Cirrus Minor"
Any comments?
DK444
I have written a short welcoming message for new players when they log onto TU for the first time. I've put a bit of a fictional spin on it see below:
"Welcome to The Universal.
We are happy to see you have joined us in Cirrus Minor, one of the main star systems in the Andromeda Galaxy. If you are new to The Universal the following information will help you in your travels around the Universe.
Movement:
Use the arrow keys to manoeuvre your ship. Note that the up and down keys are inverted.
Use ‘Page Up’ and ‘Page Down’ keys to speed up and slow down your ship.
Pressing home will increase your ships speed to its maximum.
Drives:
There are 3 available ship drives available.
The Finite Improbability Drive contains a list of pre-selected planets. These are usually very active, so if you want to explore different worlds, this can be very useful.
The Infinite Improbability Drive is one of the most useful ship drives available. When activated, it will instantly transport your ship to your chose destination. These are available at Drellis at a very reasonable price.
The Stardrive allows you to travel between different star systems with ease. Just select a system in your Stardrive range from the galactic map and then click the Stardrive. It will engage and take you there automatically. This is especially useful when trading, as the Finite and Infinite drives can not be used while carrying cargo.
Trading:
Trading is a wise pursuit if you wish to spend your time in space. I see you currently posses in interplanetary shuttle. I would suggest buying an infinite improbability drive at Drellis then using it to travel to Netrac. They have cargo ships for sale at a very reasonable 25 cr. This will leave you with roughly 10 cr to start trading.
It is advisable to start trading in Cirrus Minor. Water and Foodstuffs are good commodities to buy and sell in this system, especially for a new trader like yourself.
All items are bought and sold from space stations. To dock a space station, fly close enough to and press F10 to dock.
Remember, the key to a traders success is buy low and sell high!
Be aware, pirates operate in the area. Buy missiles, counter measures and shields as soon as possible from Zoric to defend yourselves.
I hope you do well in your time in Cirrus Minor and The Universal.
Zvar Xarrock
President of Cirrus Minor"
Any comments?
DK444
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- Posts: 534
- Joined: Thu Nov 23, 2006 3:20 pm
- fhko
- VIP
- Posts: 930
- Joined: Sun Mar 27, 2005 10:38 pm
- Location: As I awake I find myself in a strange new place.
Yes. Thanks again dramaking for starting this topic. The situation really needed addressed.
I have a few suggestions to add into the mix:
When making guides for the game, in whatever format they may eventually take, we should remember to try to include a good supply of effective illustrations to go along with the text. A lot of games seem to forget that new players don't know all the terms commonly used to reference part of the interface/gameworld and can get lost in the wordiness of it (perhaps one of the reasons why it is sometimes far more effective to skip guides all together when starting a game, even if you get off to a bad start). In the games I play offline, the help materials I probably used most often are the pretty diagrams of key functions and what not. (see the game controls section of the wiki as an example of what I'm talking about). With only a few images a player can learn much about a game.
According to my planned summer work schedule, I will have Fridays and weekends off. So, if we can come up with a formal way of delegating tasks, I can probably end up doing a fair amount. Assuming I don't waste all my time on DS II. . . .I have a gaming addiction, I need help.
-----------------------
If we are going to do the advertising thing effectively, we should try to come up with a formal set of descriptions, images, and reviews that we use on all the more formal mediums. Making sure most of the stuff we include is recent (not from the days of A Tractor, preferably) should be a priority as well as keeping it up to date. Maybe a list in some sticky post, that includes both the site advertised and the version number when last edited?
------------------------
Worlds are a vital part of The Universal. Unfortunately, as the primarily player run part, it is something that can be a little random in what it does and doesn't include. I think we should get together and make a brief list of five to ten world types that each showcase a unique aspect of the game. We should then take these types and do whatever we need to do to ensure that we have at least one of each type. Otherwise, we tend to end up with a dozen partially completed economies that more people have a part in making than in playing. If you don't like any of the worlds that are currently available in the galaxy then space becomes your only other option and that tends to get monotonous after a few weeks. Variety is the spice of life.
*Small Worlds
Insta-combat world: players start knocking the snot out of each other from the moment they land, with little or no long-term goals.
Minigame world: Just as it sounds. World is optimized for the various minigames currently available.
Medium Worlds
Organized combat world: A slightly more involved experience than the Insta-combat. Probably a team based war lasting between 2 hrs. and 2 weeks.
Newbie World: Provides a little taste of everything that the game has to offer. Includes very detailed guides and help docs. Should be located in Cirrus Minor (preferably: is the world you first spawn over) and acts as the gathering place for all veterans and newcomers alike. Possibly hybridized with minigame world.
Short-term econ: Players are focused on the acquisition more money and better items/buildings. Shouldn't take more than a few weeks of regular playing to amass a considerable collection of items or money (consistent reset schedule). Probably could act as a newcomer's second world.
RPG/Civilzation style world: Players advance in technology levels by building, going through scripted quests, and defeating opponents. Often consists of teams of roughly 1 to 10 players. Can vary widely in length and detail.
Themed worlds: Things such as bong-trek. Gameplay tends to differ significantly from others. Demonstrates a uniquely creative use of existing or specially implemented settings. Really makes the players feel as though they have entered into another world entirely. Can be considered the 'other' category.
Large Worlds
Long-term econ: Standard econ. Slow paced, but rich in detail and variety of buildings/items. Don't expect to make the top ten overnight. Plenty of time to create a well tuned corporate machine. (Probably should come to a reset point eventually)
Warcons: Long term struggle for dominance between players. Usually implements economy feature to add length and a new area of expertise (for those who aren't as fast at hitting tab). Alliances are formal and tend not to change from beginning to end. The goal is typically well defined, although sometimes comes down to a judgment call on the part of the owner/moderator to determine when one or more of the teams has been thoroughly pulp-ified.
Pretty worlds: Worlds with little purpose other than to be a place of leisure. Often times will possess a well designed environment (since there's no need for a high frame rate). Can be used to show off new models and graphical features or just to casually talk.
*size is both a relative indication of the expansiveness of the map and the amount of work that must be done until the world tends to be considered done (for both the player and owner). Obviously, exact 'size' will vary from world to world. Larger worlds may require several co-creators and/or moderators.
------------------------------
I'll shut up now...
I have a few suggestions to add into the mix:
When making guides for the game, in whatever format they may eventually take, we should remember to try to include a good supply of effective illustrations to go along with the text. A lot of games seem to forget that new players don't know all the terms commonly used to reference part of the interface/gameworld and can get lost in the wordiness of it (perhaps one of the reasons why it is sometimes far more effective to skip guides all together when starting a game, even if you get off to a bad start). In the games I play offline, the help materials I probably used most often are the pretty diagrams of key functions and what not. (see the game controls section of the wiki as an example of what I'm talking about). With only a few images a player can learn much about a game.
According to my planned summer work schedule, I will have Fridays and weekends off. So, if we can come up with a formal way of delegating tasks, I can probably end up doing a fair amount. Assuming I don't waste all my time on DS II. . . .I have a gaming addiction, I need help.
-----------------------
If we are going to do the advertising thing effectively, we should try to come up with a formal set of descriptions, images, and reviews that we use on all the more formal mediums. Making sure most of the stuff we include is recent (not from the days of A Tractor, preferably) should be a priority as well as keeping it up to date. Maybe a list in some sticky post, that includes both the site advertised and the version number when last edited?
------------------------
Worlds are a vital part of The Universal. Unfortunately, as the primarily player run part, it is something that can be a little random in what it does and doesn't include. I think we should get together and make a brief list of five to ten world types that each showcase a unique aspect of the game. We should then take these types and do whatever we need to do to ensure that we have at least one of each type. Otherwise, we tend to end up with a dozen partially completed economies that more people have a part in making than in playing. If you don't like any of the worlds that are currently available in the galaxy then space becomes your only other option and that tends to get monotonous after a few weeks. Variety is the spice of life.
*Small Worlds
Insta-combat world: players start knocking the snot out of each other from the moment they land, with little or no long-term goals.
Minigame world: Just as it sounds. World is optimized for the various minigames currently available.
Medium Worlds
Organized combat world: A slightly more involved experience than the Insta-combat. Probably a team based war lasting between 2 hrs. and 2 weeks.
Newbie World: Provides a little taste of everything that the game has to offer. Includes very detailed guides and help docs. Should be located in Cirrus Minor (preferably: is the world you first spawn over) and acts as the gathering place for all veterans and newcomers alike. Possibly hybridized with minigame world.
Short-term econ: Players are focused on the acquisition more money and better items/buildings. Shouldn't take more than a few weeks of regular playing to amass a considerable collection of items or money (consistent reset schedule). Probably could act as a newcomer's second world.
RPG/Civilzation style world: Players advance in technology levels by building, going through scripted quests, and defeating opponents. Often consists of teams of roughly 1 to 10 players. Can vary widely in length and detail.
Themed worlds: Things such as bong-trek. Gameplay tends to differ significantly from others. Demonstrates a uniquely creative use of existing or specially implemented settings. Really makes the players feel as though they have entered into another world entirely. Can be considered the 'other' category.
Large Worlds
Long-term econ: Standard econ. Slow paced, but rich in detail and variety of buildings/items. Don't expect to make the top ten overnight. Plenty of time to create a well tuned corporate machine. (Probably should come to a reset point eventually)
Warcons: Long term struggle for dominance between players. Usually implements economy feature to add length and a new area of expertise (for those who aren't as fast at hitting tab). Alliances are formal and tend not to change from beginning to end. The goal is typically well defined, although sometimes comes down to a judgment call on the part of the owner/moderator to determine when one or more of the teams has been thoroughly pulp-ified.
Pretty worlds: Worlds with little purpose other than to be a place of leisure. Often times will possess a well designed environment (since there's no need for a high frame rate). Can be used to show off new models and graphical features or just to casually talk.
*size is both a relative indication of the expansiveness of the map and the amount of work that must be done until the world tends to be considered done (for both the player and owner). Obviously, exact 'size' will vary from world to world. Larger worlds may require several co-creators and/or moderators.
------------------------------
I'll shut up now...
- dramaking444
- Posts: 192
- Joined: Sun Feb 19, 2006 12:34 pm
- Location: the 3rd ring of jupiter
Wow, thanks fhko, this is fantastic.
I like your world classification, I just wonder how it will be useful in writing guides?
I have to inform everyone that I leave for portugal tommorrow morning, so I will be unavialbe until next Friday. While I'm away, I'll start on guides and then share them with you on my return, regardless of who's written what.
(By the way, Zar, please freeze me on Zoric until then.)
Thanks all,
DK444
I like your world classification, I just wonder how it will be useful in writing guides?
I have to inform everyone that I leave for portugal tommorrow morning, so I will be unavialbe until next Friday. While I'm away, I'll start on guides and then share them with you on my return, regardless of who's written what.
(By the way, Zar, please freeze me on Zoric until then.)
Thanks all,
DK444