Forum Activity for @louis-francis-de-beauharnois

wiseboyqc
@louis-francis-de-beauharnois
16 Apr 2019 04:09:23PM
28 posts

RL:SL Size Ratios - What are Your Building Methods?


General Discussion

This is a very interesting topic Tat :)

I'm 110% with you about the camera issue, I no longer use the default camera setting in SL as I hate to walk like 3rd person The Sims view ;) So I change it so it look a bit more like RL when you walk look forward without an owl view angle and you can see both floor and ceiling at once. Tough, for slacing I may be too lazy but I don't use a calculated scale, I try to stick to 1:1 ratio but only with my own View I don't math the thing... I sized my Av to be around 6 feet wich is... very tall for me but acceptable then I begin with the size of the rooms and place the walls, as long as standing next to a wall and windows can match a RL picture I consider it ok in scaing, if the wall is 3 times my AV... I have a problem...  I agree with you that small rooms can be a bother but I still do some as it's usefull. When doing historical plans and a room is way to small to be functionnal I merge it with another room. Should you go visit my home Chateau de Champs-sur-marne, it is based on RL picture and plans so you can see what I mean with tweaking and scaling, link is in my PICKS profile.

Tough I understand not everyone will tweak their camera settings or vieangle I see there is a good trending on scaling down building all around SL and that might be related to the LI of Mesh as you pointed out but also, you can place so much more on your same land size if you scale it right then using oversized buildings. For exemple it is the third time I do this castle and the latest one seems to have more space inside but is in fact half to 2/3 the size of the previous one and I can still have a salon with 10 peoples without feeling sqeezed :)

wiseboyqc
@louis-francis-de-beauharnois
14 Apr 2019 05:46:20AM
28 posts

Historical RP/Sim : How to get new people and retain existing


General Discussion

Tatiana Dokuchic:

I'm quite enjoying these conversations not only because they broaden my perspective but they help me to better define the environment I'm managing.  Abbondio mentions "light" roleplay, Sombra, creator of G&S, talks about "active" roleplay.  The term roleplay has been stuck in my head for over a decade with regard to historic estates and it has certain negative connotations which I continue to challenge.

I totally agree with you that sometimes the definitions of the Roleplay is very hard to understand and I would like to add some comparision with existing games of the industry.

First, the aspect of of crafting, gathering and farming so either G&S or ACS or Unity is called Sandbox. (remember FarmVille on facebook) Sandboxing is part of many other games and is considered a very interesting way to keep people active and give them incentive to either upgrade themselves or make money.

Second, in MMORPG worlds, we most of the time use the term CASUAL to describe people who play the game lightly. So they are not dedicated to the game all the time and when they come online they enjoy being part of it but they don't seek to be the top of the elite. I really like this term as I see it in SL as people who are not doing Para-RP and when roleplaying they almost sound OOC but keep in period discussion.

I also like the terme of Historical accurate RolePlay, as it was in Versailles and other, and would describe as people who prefer to stick to a character that really existed (or movie characters) and stick to history and attitude this character had (Or.... they think they had... because how can you really know the additude of someone dead 400 years ago only by reading probaganda agains't them???). This kind of Roleplay are usually the most stricts out there and are very scripted.

Pamus say it before, the learning curve is huge for someone who join SL, and for me historical accurate roleplay are adding too much to get involve as you need to study history BEFORE you can play there. I know people who join historical sims should have a basic interest in history but there is a major difference between liking a time period and wanting to pretend to be part of it then having to know all the "current" plots and events that happened in that period of time with accuracy. Also to come back on Para-RP, I would add this to learning curve that is not always at the reach of everyone. For myself, english is not my first language (Yes we know...) but I'm not either a novel reader, and having to write one when I play is very time consuming and I know I'm not the only one out there who feel this way so when you setup a Role Play and request for Para-RP (= Every post should be a paragraphe with feeling, description and actual comment.) this that it will act as a filter on the player you will get.

So for me the futur lies in sandboxing and casual roleplay, where you can come and join easily without requirements other then being dress in period and try to avoid modern talks. Over time people will get more into their role and learn more about the historical aspect they are in and it will become better and better. But till it's achieve, everyone can have great fun together.

And I agree with you Abbondio most in the past were title and power angry peoples and historical roleplay tend to bring those up as everyone want to be Marie-Antoinette ;), and with Tatiana that managing a roleplay should be easy enough to allow management to play the game too, those are two major concern I had and is why the Antiquity HUD bring more of the MORPG and manage titles and will work with no to minimal the need of admins. This I hope should make us drama free and be FAIR to everyone who join.

wiseboyqc
@louis-francis-de-beauharnois
13 Apr 2019 08:30:36AM
28 posts

Historical RP/Sim : How to get new people and retain existing


General Discussion

What I saw happening most of the time is pleople would join a RP but will wait for the admin board to have event scheduled. So in the early stage of the RP many will be around and interact with each other, attend every official events and have great fun. Tough, over time, events will begin to decrease, attendies too and sim would empty itself as people got nothing to do anymore.

What I think is a good RP sim should not depend on planned Event to work and be fun, it should work more like a Game. A game where you can play alone but its better when you can play with others.

To achieve that you need:

- Clear path of what your role as role player should be

- Activities that you can do alone and in groups

- Economy system that work by itself (If all your store need a real person to make them work, it means everytime the store tender is not online your system crash.)

- A mean to reward people for doing stuff. (Experience, title, bonus etc)

- Keep it simple

- Make clear rules

To say the least :)


updated by @louis-francis-de-beauharnois: 13 Apr 2019 08:31:02AM
wiseboyqc
@louis-francis-de-beauharnois
13 Apr 2019 08:24:35AM
28 posts

Historical RP/Sim : How to get new people and retain existing


General Discussion

Inspired by Pamus's comment I'll simply quote her to start this new topic.

" am seeing one constant and frustrating problem, that is trying to bring new people and retain them. My frustration is often vented in various group conversations, as many who know me will verify. We have some excellent Trading Systems; I do believe the Antiquity one has tremendous potential. So how do bring new blood to our Historic Estates, retain them, get those who never read notecards to read them. I feel this is a direction that needs some investigation."


Based on your experience as sim owner or as Role Player, what do you think is missing or should be done to help keep our Historical community healty ?

wiseboyqc
@louis-francis-de-beauharnois
13 Apr 2019 08:18:43AM
28 posts

The Sims: Were You a Player?


Gaming

I'm very impressed to see there was other famous Sim figure that are now in SL ;)

For my part I've been a daily active player of the sims 1-2 and 3,

I spent most of my time building house and scavenging to find historical download then actually playing the game and the saddest part of it was to have no interaction with other real person. It is while googling for downloads that I came across many adds of the SL MarketPlace and also many pictures of VSL that I decided to have a closer look at SL.

Tough my real intention was to visit VSL to see how it was made and how it would inspire my Sims 3 Versailles, it turns out I met wonderfull people and that building in SL was much more fun then the Sims as I had no limit but skills. Even if at first the same challenge to find nice historical objects for SL was only a bit easier then the Sims :)

So now as I can't go back to the sims and loose the social part of SL I prefer to try to bring what I loved of the Sims to SL :D

wiseboyqc
@louis-francis-de-beauharnois
10 Apr 2019 04:02:29PM
28 posts

Managing a Historical RP Economy


General Discussion

Tatiana Dokuchic:
Tiamat Windstorm von Hirvi:

I must admit that I am not a great fan of inworld economies - I come to SL to escape from things like worrying about what to do about supper! 

I can agree that we each have our own limits, Tiamat.  I have very found memories of playing TheSims2 but I just hated the hygiene requirements.  Who has a time for a bath when there are worlds to conquer!  In any case, I soon learned how to cheat my way out of that :) 

Both comments go right to my heart :) I'm a huge fan of The Sims Game too. Also had some of your work Tatiana :D

But as taking bath in the Sims was just long and boring, we add new ways to clean yourself in a more 18th fashion way, like perfume you use to "clean" yourself. chuckle... And will soon add soap and scented herbs to add to bath to clean quicker.

But Tiamat bring up the biggest part of it, all this is mean to make people more social, play together and encourage unplanned RP events.

wiseboyqc
@louis-francis-de-beauharnois
10 Apr 2019 03:58:28PM
28 posts

Managing a Historical RP Economy


General Discussion

Tatiana Dokuchic:

I'm very interested in the cross-trade you developed with Pirates Destiny.  Would it be possible for you to also include items from the G&S system?  Perhaps a limited set?  Thanks to Abbondio's On Produce & Trade (from notes on a G&S Economy) we have a great list to work from.  If we could find something that you're not producing (or won't be for some time) we could focus in on that.

I'm also wondering if you have included any medicinal items (which are sorely lacking in G&S) at the moment?

It is with big interest we wish to establish trades with other Sims. To include G&S product is not very easy for the same reason we haven't choose G&S system to work with. There is no way we can enforce the use of their goods and this is not a free system. With Pirate Destiny they have their own system too so making a cross working solution when all is free is easy. What I see possible is to purchase product from QH G&S at our trading company then we convert that to our system. The hard part is to reverse that... we could sell you back what you sold us but to sell new G&S product it would mean we would need to harvest G&S product. Tough I leave that part to Jacon ;)

For the medical question, yes we do have medical items (some working some in the work) also we will have in a futur addon sickness added to the HUD for now its more to repair injured people ;)

wiseboyqc
@louis-francis-de-beauharnois
07 Apr 2019 12:24:32AM
28 posts

Managing a Historical RP Economy


General Discussion

It's been ages since I last wrote something but had to take part in this conversation. As my RPG Sim project in OpenSim closed I moved back to first loving area in SL, Antiquity and we are doing major changes.

We used G&S system for a long time and tried to keep it alive in our RP but had the same issue as everyone else, too much production for not much demand. This is why Antiquity invested few years ago in having his own crafting system called [ACS] and was managed by Beatrix Muircastle who did an excellent job at hosting a market night every week and keeping the system alive for so long. The problem with [ACS] was the same as G&S... If you don't have to use it, why would you?

Tatiana said it, it's best to figure out the Economic system as you launch your RPG and even tough Antiquity is a long standing Sim, we keep the change to renew our RP system with a new HUD that manage your titles, provide class, levels, and a progression path and professions but mostly [ACS] have been rebuild from the ground so all is tied together. This means you have to wear the HUD to RP and the HUD require you to use [ACS] stuff in different ways so you have to consume product.

Picking the right systems and tools to help manage your economy : For me, to keep control over your economy you need to have control over the sources, the reason behind making our own HUD one of them. I used SpellFire that is like Unity before and loved it, but as it is possible for anyone to purchase COPY item so get unlimited food for a single L$ investment, this kind of ruined the project... Also we wanted to have a system that we own and was 100% free for our RPers and that was not available (or we didn't found it...). As we provide PAY system based on Level and Class, we provide Crafting System [ACS] and the HUD to tie it all together we expect to be able to keep a fair control over the economy and create a fair experience to everyone.

Strategies to help you get started : everything in the RP is purchasable only with HUD currency, pricing and products are created with scale, so lower level with less money can still get what they need to survive and as they progress they can get more and more, so it keep an incentive to play and progress. We reward people with Experience points for what they do and the "time" they spend in the RPG. If you can get everything from the start by using your L$... you loose the pride part of the game.

Closed vs. open systems : For us closed was mandatory as what we seek didn't existed the way we wanted it... This being said, a closed system could be spread in different sims it's just not gonna be available on MarketPlace, and will follow the same basic rules everywhere.

Encouraging healthy cash flow : We consider that giving experience point to progress when you either harvest, craft but also when you do social activities with other RPers encourage people to consume and so spend money. As mostly everything cost HUD money cash should flow around everyday.

Usability: [ACS] is really easy to use, it is based on rez and click for the crafting part, but to add realism to the RP, some crafting require you to be of a specific profession. Some craft require a minimal level, some recipe are availaible to everyone but other need to be purchased and learned. Once you understand how to use one part of it, you understand how to use it all as everything work the same. And... you won't be able to eat a full turkey with a single click... it will take time to eat it all ;)

How important is historical accuracy : For me it's very important as long as it doesn't create an unpleasant limit. For exemple you won't see BigMac in [ACS] (At least you shouldn't...), but paysant can eat other stuff then bread and broth.. (just saying)

For me crafting system is nice, but there is to be a reason to use it and there should also be means to do without them, this is why we are setting up store with NPC to allow people to purchase stuff at higher price then what local producer could offer, people will also be able to have stall at their home to sell product even if they are away and we hope all this create an immersive and fun RP.

We are still in setting up but the core is already working and all is focus on keeping people active, consuming and acting their role, like mentionned before, if you are a high noble, you are expected to spend lot of money so we'll provide you with expense to fill your paycheck :)

wiseboyqc
@louis-francis-de-beauharnois
28 Mar 2017 07:57:17AM
28 posts

Opening of [ Kingdom Of Florin's ] Royal Factory


Business Announcements

Greetings everyone,

I'm pleased to announce the opening of the store [ Kingdom Of Florin's ] Royal Factory on Kitely Market Place.

Click here to visit.

[ Kingdom Of Florin's ] Royal Factory

This store is a fundraiser for the Kingdom of Florin sim and gameplay on Kitely Grid (Not Second Life). 

  • Items available on this store will remain there for various period of time and therefore can be removed at any time without warning.
  • Contents that can be used in the RolePlay are available only with limited Permissions [TRANSFER ONLY].

If you like our project and wish to support the Kingdom of Florin you can also make donation and follow our development on our forum : http://florininkitely.weebly.com/

More furniture and buildings will be added to the store.

Thank you for your support!


updated by @louis-francis-de-beauharnois: 28 Mar 2017 07:58:25AM
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