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Rivn Epoch
Senior Member
Join date: 17 Dec 2002
Posts: 207
01-15-2003 06:30
It scares me to think that almost all the features are here already....
Honestly at least for me ,When I first got SL me and my wife Soulace fought for computer time when SL was up so we could be on and biuld/create now since we have Knights Supply Shop biult , filled with item and such Neither of us log on for more than a few Min at a time , what concerns me is that once it goes live if this is basically all we are going to have then what will people do once they have biuld there home/store and filled it with items ?
chat????
hang out ???
what???????????

I know for a fact it wont take me long to get bored with that (sorry)
Isnt there going to be some sort of combat with Mobs or PvP or anything of that nature too ?
Dont get me wrong here ....Please!
The format for biulding your home area is a great concept and creating items also equaly great, but to me it will need more content and things to do than just that , Over the Long hall MOST people will get bored fast once those things are done if there isnt more to be achieved, maybe I have missed something here or maybe Im just a person who needs more I dunno ,
Is there going to be more?

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Nada Epoch
The Librarian
Join date: 4 Nov 2002
Posts: 1,423
01-15-2003 09:18
this is kind of like the needs thread... but in kind of an answer, i think that as we get more proficient with the scripting language, there fore our scripts get more complex, we will begin to see some of the content that you are suggesting to keep yourself from being bored.
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Rivn Epoch
Senior Member
Join date: 17 Dec 2002
Posts: 207
01-15-2003 15:08
So if ya dont script your screwed ? or ??
Datura Fairchild
Dress Diva
Join date: 11 Dec 2002
Posts: 133
01-15-2003 15:42
You can always HIRE people to do things you're not good at. That way the money keeps flowing. You can always find new projects to work on with other people, combining your skills or hiring them out. Every time I log in, I end up having more ideas for what I want to do, but I'd quickly bankrupt myself if I had to do them all alone.
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-Datura
Nexus Nash
Undercover Linden
Join date: 18 Dec 2002
Posts: 1,084
01-15-2003 16:04
Ok Jack... one night I got sooo bored in SL... so I just started to go around and chat... then I got TONES OF IDEAS for stuff to make.... now it's been over a month and i'm still not bored! THERE is always something to do! If you get bored come see me!
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Philip Linden
Founder, Linden Lab
Join date: 18 Nov 2002
Posts: 428
01-15-2003 20:12
Combat is coming! Working on gun and attack scripts, etc for swords, and so on. We should get some work done on the outlands weaponry this week.

Once folks start digging in and creating various weapons and defenses, things should be very fun. We are going to work to jump-start that by creating areas with all kinds of fighting combat. So hang on. Plus I believe a couple of users (Charlie Omega and the rest of the Tahoma gang) are doing some good advanced work on guns.

We didn't build attachments on your hands for nothing....
Rivn Epoch
Senior Member
Join date: 17 Dec 2002
Posts: 207
01-16-2003 01:34
what can I say but ...............
WOOT!













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Kerstin Taylor
Goddess
Join date: 13 Dec 2002
Posts: 353
fighting area locations
01-16-2003 03:39
Are the fighting areas going to be exclusively within the Outlands?

Thanks -
Kerstin
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Philip Linden
Founder, Linden Lab
Join date: 18 Nov 2002
Posts: 428
01-16-2003 06:32
When you buy land you can set it 'health-enabled'. Whenever this is on, you can fight, and get killed.

The community standard we think makese sense is that if you are on health-enabled land (and indeed most of the outlands is), it isn't an abuse to hit you over the head with a chair (or put you in a cage, squish you like a bug beneath a 10x10x10 block, etc). So the idea is that areas where you can fight are health enabled.

My first fun idea was to build a real wild-west saloon, where all the furniture is physical, and getting mad means throwing things! See the wild-west land office (in Ritch) if you want to help build.

Technically, scripted objects can hurt you by hitting you. So bullets, etc, can harm you if they can hit you. But of course you can have a scripted 'shield', etc... so thing will get pretty interesting pretty quickly. The 'energy' implicit in objects starts as a function of their mass, so stuff that is bigger is more dangerous but would make you move slower, etc.
Charlie Omega
Registered User
Join date: 2 Dec 2002
Posts: 755
01-16-2003 11:05
Yea we are getting better at the weapon idea, So far I have only played with Hand held guns. But drivable units are in mind.

So far the only problem is the aiming. We tried the setanimation call Philip but haven't figured it out on how to get it to work yet.

On behalf of the people in my home sim you reffered to we thank you for the recognition :-).

So far the only weapons I have are made/designed by someone else. I cant sell them until they give me the ok and I perfect the design, then get a copy to the original designer first.

But if they ok sales then I can sell.

Or if I make my own guns and write my own scripts for them, I dont even feel right selling an object with someone else's script in it with out their consent first. Now I will and do intend on learning the gun script so I can write my own with out just copying it to another script.

Untill then, the only thing original on my behalf is the creative things I do by joining different scripts to different guns and the mods I do to someone else's script.
Nexus Nash
Undercover Linden
Join date: 18 Dec 2002
Posts: 1,084
01-16-2003 11:12
I still havn't gone into the whole gun thing until about 2 days ago. I'm gonna start working on a plasma rifle shortly and a rail cannon with recoil (yes cannon, for a future project) I think I will need Nada's help!
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Tracey Kato
Royal PITA
Join date: 26 Dec 2002
Posts: 400
OH BOY....GUNS
01-16-2003 11:15
cough.....cough

just what we need.....MORE guns !!

cough......
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Valfaroth Grimm
The Hunter
Join date: 18 Dec 2002
Posts: 165
01-16-2003 12:13
I have to set up an anti aircraft gun to stop BBC from shooting down my blimp 8)
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Valfaroth Grimm
Charlie Omega
Registered User
Join date: 2 Dec 2002
Posts: 755
01-16-2003 12:56
HEHE Im going to make something like an anti-aircraft thing.

A gattling gun that will be deck mounted with a seat you sit in and hopefully the whole gun will (in mouselook or even not in mouse look) rotate and shoot upon key press.

Also looking into a auto aim and shooting security system.

Like phoenix's cameras, and Orreys stareing statue, but will shoot if your in a specific set range.
Nexus Nash
Undercover Linden
Join date: 18 Dec 2002
Posts: 1,084
01-16-2003 13:03
Hey Charlie... can you get the script for that camera thing and moving statue?
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Mac Beach
Linux/OS X User
Join date: 22 Mar 2002
Posts: 458
01-20-2003 19:51
As the resident windbag at 3dvrweb.com I spend a lot of time thinking about such things as how VR programs can survive the boredom factor. There is nothing unique about 3D-VR programs when it comes to this issue, except the fact that 3D-VR programs represent just about the most complex interaction possible using computers at this time.

Still, we can draw understanding from previous experiences, even with simpler interfaces. It took me a long time to stop salivating every time there was a new version of Internet Explorer. My first (and previous) 3DVR experience lasted 4 years or so. While it involved a much less sophisticated browser than SL I think I had actually gotten bored with the program after the first year, but at the time they were adding new features regularly, and those new features were, like the IE updates distractions from the essential sameness of the interface.

So, why did I continue to use the other 3D-VR program long after they stopped adding new features, and why do I continue to hop on my computer every day even though I long ago lost interest in new browser features and office automation tools?

The answer is content. Content can take on many forms. For web browsing, the form is news, the ability to pay bills online, keeping up with friends by e-mail. The tools are b-o-r-i-n-g, but the things I can do with the tools continue to be at least useful, if not always exciting. For 3D-VR tools _currently_ available the primary form that content takes is human interaction. Building, script writing, texture editing, or even battle modes are all ways in which we interact with other people without leaving the comfort of our home computer center. It's hard to imagine the energy that people spend working on their property were it not for the desire to "show our stuff" to others.

It's fairly clear that the people that started SL understand this and many of the features that are unique to SL are meant to enhance this aspect of the experience. While I am not totally in love with some aspects of the economic system as it currently stands, this current release makes it clear that tinkering with the economy to make it an encouragement to continued use is something the SL people are thinking carefully about. Ultima-Online, the new SIMS game (whatever it's called) and a few other programs that are coming along also attempt to establish economies that not only regulate limited resources, but curb bad behavior, and encourage "good" behavior.

Assuming all this can be made to work (and I think that it can), the trick will be to make sure that inevitable adjustments to the economics system after the system goes production are not disruptive. Following that, I hope that 3D-VR programs of all types begin to expand the ways in which they let people interact. That will involve some complex use of bandwidth such as n-way voice chat (nobody has ever figured that one out very well) as well as much simpler things like the ability to "hand" someone a document during a chat session, or draw something on a virtual white-board during a presentation.

Ideally in the not-to-distant future I'll interact with my boss using these tools rather than just thinking of them as a "game". The path to that day will not get boring.