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starsignal
Registered

just a page in someone's book
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Posted: Mon Jun 10, 2013 1:25 am |  |
/hijacks the thread for her own devices
Shouldn't soap, uh...-do- something? At least remove nasty smells from people, at most have a hard-coded message that adds a scent the same way cigs and other stuff do?
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Posted: Mon Jun 10, 2013 1:51 am |  |
If I remember correctly, the soap thing's been an issue for a -very- long time, and actually requires some kind of coded effort to make it both add a smell, and remove a smell, or just remove any at all. In fact, I'm pretty sure coding so that smells are removed by crafts/items/progs is -extremely- difficult period, because of the way things're set up.
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Holmes
Dictator in Absentia

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Posted: Mon Jun 10, 2013 2:06 am |  |
It's probably not too difficult, just not something we ever got to. I'll put it on the list.
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grandpa
Registered

Entrenched Oldbie
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Posted: Mon Jun 10, 2013 2:42 am |  |
Re: middle ground, there's an entire as-yet mostly unexplored area of the game 100% open to anyone to entire, which could be even harder than or easier than the wilderness.
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Posted: Mon Jun 10, 2013 5:04 am |  |
| Irkallia wrote: |
| Because it is impossible to get more than 3-4 people together, and that many people WILL DIE if they go outside. |
This is very true, and unfortunate. It's impossible to go outside at offpeak times, compounded by the fact that people are afraid to go out without a group of like 10. In regards to grandpa's statement, I would presume that people's response to a new area would be equally if not more wary... :/ Which means (imo) even if it is easier good luck getting a small enough group in there to find out if they can handle it.
This is totally compounded on an OOC-level by the factions' standoffishness toward eachother, but that's neither here nor there and not something that I can really comment on. It's RP. The only thing I want to see is people finding a better way of expressing it than "You can't scav with X." because the only RP that results from that is a lot of dead potential. There are a lot of counterarguments, but only one result.
Big RPTs are fun from time to time, but they are also spammy and not my idea of a nice way to scav every day. The fact that everybody has to stack up to go on one or two scavs per day detracts from the process a lot for me, and makes stuff that's regularly quite fun feel drawn-out and boring. Anything above ten or twelve people and I just stop emoting and start being irritable.
I think the thing I miss the most about Atonement was doing things after 9 PM/before 6
I still love the game though :)
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Posted: Mon Jun 10, 2013 11:37 am |  |
@ Real- *sigh* I feel your pain! I really do! God knows I loathe the 20+ people groups that go out to scav. the spam, the inability to make impactful RP, the page after page of spam-scavving..my favorite is either a 3-4 person sneak scav, or at most a 10-person group, because you can still be distinct. However, I can say from personal experience that, with the skill and armor levels we have, that is NOT an option, period. And as long as Lagatos wander the wild, that will stay that way. I would -love- to have an area that is middle ground purely because of off-peak players and those that enjoy combat-type RP that isn't mass-spam fests. Maybe that other area will be it, who knows?
As for the factions, that is a tricky one. We are gangbangers, we are -going- to screw each other over and be stand-offish with a few exceptions (people make friends in other clans, that shit), and this will persist unless we have an external force to unite us, even if its only from time to time, which would encourage more friend-making (which would get torn apart in ensuing gang wars, which is awesome). I know the admins have things in the works, and I trust Holmes and the others to do a good job with that. They are all ARPI veterans and learned their lessons there.
I love this game too, and I'm already giddy for more character concepts and plot developments.
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Posted: Mon Jun 10, 2013 11:51 am |  |
[quote="Real"]
| Irkallia wrote: |
Because it is impossible to get more than 3-4
its RP. The only thing I want to see is people finding a better way of expressing it than "You can't scav with X." because the only RP that results from that is a lot of dead potential. There are a lot of counterarguments, but only one result.
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Be the change you want to see. You could always make a hot headed member of clan x who always picks fights with members of clan y.
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Posted: Mon Jun 10, 2013 12:49 pm |  |
The big problem with small sneak-scav groups, as far as this newb can see, would be getting revealed all over the place whenever you try and chuck out an emote. Alas.
(I don't really have any more stuff to say other than I love the game and right now I am sleepy so goodnight/morning)
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Posted: Mon Jun 10, 2013 1:02 pm |  |
They're not made of pure gold, they're made of an alloy of gold and the metals that exist on the moon. It's fairly viable as bullets and can be used in real life, it's just that people don't do it for obvious reasons. It would make even less sense for the different calibers to require different alloys. Ultimately, however, bullets are made of gold because (aside from it actually being fairly realistic) it preserves the rarity and allows for the use of bullets as an alternate currency. If everyone could scrounge up some alion and make a pile of bullets, people could go on shooting sprees every day. Nobody wants that.
I think there's a bug where a corpse's coded weight is reset to 0 when the game crashes or something. This might be what happened. Normally it's more than possible to sustain a character on "sewer hunting" and I've done it many times myself. The introduction of meat and cooking crafts should make this even easier, but a quirk in the cluster object code made it so I had to set the carcasses to require butchery to gather anything from at all. I initially intended for the first of the two gathered objects to be unskilled and thus guaranteed, but that turned out to just make it check the scavenge skill.
| Quote: |
| Learning curve of suicide: |
I can't see what it is that supposedly makes no sense. The dangers of the wasteland are abundantly documented and going out there alone should be unthinkable to any but the most insane and suicidal character. The easier targets are in the sewers.
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| Slums NPCs? Nah, no one actually lives here: |
They're virtual NPCs. Having real NPCs wander about would serve no possible purpose other than to encourage the constant mass murder of innocents by anyone interested in skill-twinking or looting their rags. We want to avoid the 'rinth factor here, not encourage it. NPCs in non-lawful areas will literally be camped by players, I'm sure the resident Armers can attest to this. Being able to imagine a virtual population is part of good roleplay -- they're sufficiently represented in room descriptions, documentation, and even in a few progs.
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Posted: Mon Jun 10, 2013 1:38 pm |  |
Scaling difficulty in "zones" has always been a big issue in open areas. The MUD code just doesn't give you any intuitive way of limiting certain mobs from wandering into areas they shouldn't be in (perhaps in very rare circumstances). However, probably the easiest way of doing this from a code standpoint is to determine zones of difficulty and set a line of NOMOB flag rooms across the wilderness, with only a few "chokepoints" gap rooms where mobs can wander through. Set the spawners to spawn mobs where they should be, and once in awhile a more difficult mob will wander into an area it shouldn't be, but it'll be quite rare. No more lagatos wandering around near Grungetown.
We didn't do this for BETA, and as a result you needed to go out in large groups just to prepare for every eventuality.
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