PlaneShift

Gameplay => Wish list => Topic started by: rauz on July 23, 2005, 10:02:38 am

Title: /follow command
Post by: rauz on July 23, 2005, 10:02:38 am
Hi!

Been playing PS yesterday eve, and it\'s a really nice game. I was offered a guided tour by a player, which I really appreciated.

Though, what bothered me, is that I had to follow him manually. Couldn\'t I just type /follow \'player\' to follow him automatically? That way I could look around with the camera much better and chat in the meantime.

Hope it gets implemented.
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Post by: Drey on July 23, 2005, 10:29:42 am
child, thats just plain lazy. is it really too much effort to look at the screen as you play?
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Post by: hramrach on July 23, 2005, 11:13:14 am
But looking at the screen is exactly the reason why /follow was suggested.

In reality, following someone (or walking next to someone) does not require much concentration, even if you do not hold your guide\'s hand (or paw or whatewer).

However, in games it can get a quite tricky as the view angle tends to be quite narrow. Also your guide can stop for a while to say something but you cannot do the same as you would stop following and get lost. And you cannot look sideways for the same reason.

And if you choose to be a guide it means you choose the path and the people who follow you do not have to think about it which /follow would express quite nicely.

Now in PS you can probably improve the situation a bit by choosing the right camera mode (before you start following). But I guess it still does not  make it that much better. I cannot try right now as with the hardware here I cannot see anything more than two steps ahead.
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Post by: Nilrem on July 23, 2005, 11:25:14 am
http://www.planeshift3d.com/wbboard/thread.php?threadid=16831&boardid=11

It\'s a post about how pure carbon can become diamond under the right temperatures and pressure.
I thought it could be of help.
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Post by: fken on July 23, 2005, 11:25:19 am
Im sure I spoke about a follow command before... and moreover Im sure anyome spoke about it before...
I recognize its long time ago... but be sure there is no thread in search section...

I think the follow command could be very interesting... its very useful, Drey.
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Post by: rauz on July 23, 2005, 11:14:42 pm
Quote
Originally posted by Drey
child, thats just plain lazy. is it really too much effort to look at the screen as you play?


no, I can follow people just fine and I actually like to look at the screen while I play.

However, as hramrach pointed out, when you walk/travel with a group IRL, someone is usually the \'leader\', whom the rest follows. I usually have some sort of confidence in the \'leader\', and I don\'t really have to actively follow him, I can just talk, look around, eat stuff, look something up, take something from my jacket, etc.

Implementing a follow command in PS could simulate the same thing. I mean when travelling with a guide/leader I would like to check my inventory, look at my stats, chat a bit, etc, all while the guide/leader just walks where he wants without having to worry if his followers are not too far behind.
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Post by: Keyaz on July 24, 2005, 02:27:31 am
next you will want a command to fight monsters with, then one to level your stats automatically, then one to pick your nose for you, hey, why not do the washing up?

play the game, its why its there
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Post by: Bnm85 on July 24, 2005, 02:53:15 am
I agree that /follow command would be great! I play Anarchy Online and such command is in that game. No one has ever complained about it but, if asked, would agree that it\'s extremely useful. Not to mention all the custom macros one can make to help be more efficient in teams. Sheesh, some of the peoples\' replies here... It\'s a wonder they ever accepted the use of computers in the first place...
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Post by: odd2k on July 24, 2005, 07:46:45 am
I agree that a /follow command should be implemented. It\'s not about laziness, it\'s actually about realism. Think about it, in real life you don\'t need to focus all your attention on walking. You can talk, have a look around, rummage in your pockets etc. while walking. Currently this is impossible in PS because you would need 4 hands for that.

So, by not having a /follow command the game actually loses some realism as people are unable to talk while walking. I guess that doesnt solve the problem for people not using the follow command though. Hm, I guess the only possible solution to talking and walking would be to use voice transfer for talking, but that\'s just silly. I guess the realism has to stop somewhere :P
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Post by: DaveG on July 24, 2005, 07:19:13 pm
Quote
Originally posted by odd2k
I agree that a /follow command should be implemented. It\'s not about laziness, it\'s actually about realism. Think about it, in real life you don\'t need to focus all your attention on walking. You can talk, have a look around, rummage in your pockets etc. while walking. Currently this is impossible in PS because you would need 4 hands for that.

I don\'t normally like to \"put my 2 tria\" in to these beating-a-dead-horse threads... but I just need to agree 100% with this statement.

TOOOOO often things are deemed \"un-realistic\", regardless of the many other vastly un-realistic things already in the game.  Even if you\'re using mouse-run or auto-run, you need to keep adjusting your heading, because it only goes in straight lines... and roads don\'t.  If you ever see me walk flat into a wall, it was probably because I was trying to talk to the guy next to me.  :P  It is un-realistic that we are controlling our characters through keyboards and mice, whereas we would do these things normally through natural movement of our legs, arms, mouths, etc.  If we want \"realism\" aka immersiveness, we need to add things to compensate for these unavoidable problems.

Some sort of \"/follow\" command (with various AFK abuse protections as rambled about somewhere else) is necessary to add realism to the game.
Title: o.O
Post by: Pyrodiver on July 25, 2005, 01:32:21 am
I don\'t see a single problem with the system as-is. The inventory is translucent, so you can look at what\'s inside while walking.. As for talking.. Yeah, I can see that.. Maybe arrow keys, since they don\'t really do anything with it, could be freed up when the chat window is open, so that you can type, and still move. I\'ll be honest with you though, I\'ve never seen a \"good\" follow script. You usually wind up with a train of people, chugging along.. It\'s kinda pathetic really.. But extremely hard to improve. I for one, am glad the PS devs have group members walking on their own.
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Post by: DaveG on July 25, 2005, 02:21:02 am
Quote
Originally posted by Pyrodiver
I\'ll be honest with you though, I\'ve never seen a \"good\" follow script.

Yeah... that is the problem, isn\'t it?...

The main reason to automate walking slightly, is that walking in real life is already somewhat automated.  I\'m not thinking: \"right foot, left foot, right foot, left foot, right foot, left foot...\" and I can talk while walking without interrupting my movement.  With a game, however, you\'re using your 2 hands to control everything.  If I\'m using my hands for typing, I can\'t control my walking that well.

But yes, there are problems with the idea.  Like the potential for abuse, aka laziness... (here\'s a link to the other thread on the subject (http://www.planeshift3d.com/wbboard/thread.php?threadid=16831&boardid=11))  But, in spite of potential problems, it\'s a needed feature.
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Post by: Keyaz on July 25, 2005, 02:30:08 am
so to improve realism you want to remove control of your character while you do something else so someone can take you somewhere...

no, its rubbish, its just for PL parties and laziness, get used to the planeshift controls, or even better customize them!

with a little practice you can look around, look in your rucksack for that lost apple and still walk


just. takes. practice.
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Post by: DaveG on July 25, 2005, 02:47:12 am
Real:
Mouth and feet are independent; walking is handled by fairly automated processes within the brain

Game:
Movement and chatting are both done with hands on a keyboard; while you can learn to do both intuitively, they won\'t be at the same time


You can\'t walk in anything other than a straight line and talk at the same time.  You might be able to learn how to type fast one-handed and mirror the movement keys onto the arrows or something like that, but that would still be very annoying.  (And sadly, half the people in this game can barely type two-handed...)  Like it or not, this is a game played on a computer, and you can\'t get away from that fact.  The \"realism\" is already gone via the keyboard; I\'d like to find a way to get some of it back.

On the subject of laziness... yeah, I know.  This could be a big problem.  A \"/follow\" command should only be allowed for short periods of time, in conjunction with an automatic AFK-booter.  And frankly, I think a way points based auto-run would be less problematic.  But, in a game where we\'re trying to emphasize RPing, we need ways to walk and talk at the same time effortlessly.
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Post by: Valbrandr on July 25, 2005, 03:47:22 am
How about instead of the /follow command, we have the devs make all the roads strait.  Then we can run strait and no one would know the difference :).
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Post by: Karyuu on July 25, 2005, 04:14:34 am
But that\'s horribly boring ;) And what if you\'re exploring the hills with someone, along curvy trails? The thread DaveG and Nilrem linked to had good suggestions - have /follow require people being in a group, with the leader offering the /follow option to the potential follower. Less chance of abuse that way. But there is a slight problem I haven\'t seen addressed yet - the main reason for wanting the /follow command is to make chatting easier. Yet one person still has to lead, right? That person won\'t be following anyone, so he or she will still have to stop occasionally to type, or form replies. So what\'s the point, exactly? :)
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Post by: DaveG on July 25, 2005, 04:27:55 am
Quote
Originally posted by Karyuu
the main reason for wanting the /follow command is to make chatting easier. Yet one person still has to lead, right? That person won\'t be following anyone, so he or she will still have to stop occasionally to type, or form replies.

Yep, you hit the nail on the head with that one...   :P  That\'s one of the reasons why I think a way point based auto-run system is needed.  Basically, just the mouse-run that\'s in now, but each click adds a point instead of replaces the existing one.  You\'d still have to keep clicking, but you could map out your immediate course all at once.  (Thus, allowing talking while walking similar to now, but on curvy paths instead of just straight.)  The leader could be making the path, but still typing, and the others could just follow along using \"/follow\".  I think both concepts have their uses.
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Post by: Karyuu on July 25, 2005, 04:41:05 am
I like that suggestion. Don\'t see how it could detract from RP in any way, since it is just moving your character from one place to another with a route already planned out (as people commonly plan this out IRL). So this has my thumbs up, for whatever it\'s worth.
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Post by: Nilrem on July 25, 2005, 10:50:55 am
Quote
Originally posted by DaveG

(here\'s a link to the other thread on the subject (http://www.planeshift3d.com/wbboard/thread.php?threadid=16831&boardid=11))
 


Amazing.

/me runs to find a pencil
/me takes it and talks to it: \"When they said: \'you\'re a diamond yet to be polished\' I thought they were referring to me! So, then it was you?\"
/me shackes his head
The pencil smirks while nodding back
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Post by: hramrach on July 25, 2005, 02:01:13 pm
As discussed earlier, it is nearly impossible to follow somebody _and_ talk or look around. Maybe a few very skilled people can do that.
But if I understand it correctly, this game is for people that are at least average at interacting with computers and want to join PS. If it is only for poeple that can and wish develop special typing skills then I will find another one.


I do not see much potential for abuse in /follow.

After all, you never know where the person is really going unless you made some arrangement before you started to follow and you can trust the leader.

If somebody is annoying by following you and shouting something there are several options. For one, you can lead the follower into a group of monsters. Second, there should be some /ignore so that you can avoid people shouting all the time in some places that you visit often. And /ignore should could also give the added effect that the person cannot follow you, in addition not being able to talk to you.

And since I can see /follow as an possibility to ask something random passer-by you could not achieve this if you could only follow poeple that offer leadership to you. And if you want to look at it from the \"realistic\" perspective one does not have to offer leadership for others to follow IRL.

The problem that the leader has to stop to reply is a little glitch but /follow at least allows conversation when walking. And it could be avoided by some waypoint system.

And trains of people are not really necessary. You can choose to walk next to the leader when following or even configure custom follow \"formation\".
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Post by: Karyuu on July 25, 2005, 05:07:42 pm
Actually I see nothing wrong with \"trains\" of people. While playing Ryzom, for example, I noticed wandering groups of NPCs that traveled through the wilderness, which players could try to merge into to avoid creatures that would attack a smaller group. Trains, or any other formation, are realistic. While moving down a tiny path, or around a steep cliff, people will have to walk one-by-one, one-after-another anyway. And again, have the leader offer the command to the others in his/her group - if someone wants to stalk, they will have to rely on their own tracking skills.
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Post by: DaveG on July 25, 2005, 09:53:38 pm
Quote
Originally posted by Nilrem
Quote
Originally posted by DaveG

(here\'s a link to the other thread on the subject (http://www.planeshift3d.com/wbboard/thread.php?threadid=16831&boardid=11))
 


Amazing.

/me runs to find a pencil
/me takes it and talks to it: \"When they said: \'you\'re a diamond yet to be polished\' I thought they were referring to me! So, then it was you?\"
/me shackes his head
The pencil smirks while nodding back

Congrats on confusing me...  :P

Quote
Originally posted by hramrach
I do not see much potential for abuse in /follow.

No, there is great potential for laziness...  I think the other thread on this subject should convince you of that.


While we\'re on the subject, I had a better idea today.    How about all main paths and roads were given a special designation in the code, and you could basically have a \"snap-to\" mode.  Press the auto-run button on a designated path, and you\'ll just keep walking on that path, regardless of curves.  When you get to a junction, you would pause, and hit left, right, forward, or whatever.  This would allow for some degree of automation on commonly traveled paths.  If you want to go off-road, then you?ll need to ?think? more, so it?s fine to require a pause to talk.  If we ever get wagons and the like, this would be the perfect control scheme for them.

If the above feature were implemented, then the \"/follow\" command could be restricted to towns only, or something like that.  (Thus, restricting it to giving tours.)  Though, if we want to add some more NPC interactivity, we would need a similar command to order them around.  The short-range way-points system would still be useful, to some degree.
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Post by: Andrek on July 25, 2005, 10:55:19 pm
I breezed over most of these... I will read more detail as I have time..

There is always the \"Money Train\" aspect of it.  Pay a guide to lead you where you want to go.  Now when you come across dangerous territory (ie in the temple) if you are not there to take control of you character it will probably die (this should be implimented)  That way you will still need to be at your node instead of \"laziness\".  As well you can have larger creatures that potentially kill groups.  You will need to be there to keep safe, as IRL if you are on a tour and a mugger jumps out you would do your own thing (attack, run, pee your pants and drop).  The leader would do thier thing and most likely will not tell everyone what to do as they cannot.  Put a stipulation in that if a member of the train/group is attacked the follow is immediately disbanded until the threat is gone.

Just an idea

I like a /follow command
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Post by: hramrach on July 25, 2005, 10:57:43 pm
Quote
Originally posted by DaveG
Quote
Originally posted by hramrach
I do not see much potential for abuse in /follow.

No, there is great potential for laziness...  I think the other thread on this subject should convince you of that.


I haven\'t seen it misused in Runuscape. I haven\'t played it much, though.

Anyway, if you get /ignore and /drop you should get rid of annoying followers. And if passively following poeple become too widespread I guess some related jokes will get widespread as well and will weed them out again :)
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Post by: DaveG on July 26, 2005, 06:00:01 am
Quote
Originally posted by hramrach
Runuscape

1)  /me whacks hramrach with the idiot wand for his bad spelling
2)  /me waits for someone to yell at him for mentioning that game...
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Post by: Andrek on July 26, 2005, 08:57:01 am
Sorry DaveG, but we are going to draw upon the same crowd that plays the game of which you cannot speak.  They like the game because it is a free enviroment.  I stopped because I could not level with skills I wanted to... and the community was not the best.  Some people were great but I did not have the feeling that I needed to stay.

I do like the follow command in that game

Could we set it up like a group, the follow needs to be offered and accepted?  Therefor no auto follows!
Title: so: /follow_me command ?
Post by: Wired_Crawler on July 26, 2005, 09:41:02 am
Quote
Originally posted by Andrek
Could we set it up like a group, the follow needs to be offered and accepted?  Therefor no auto follows!
It is amazing, how good results you can get by reversing somebody\'s thought. I like it.
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Post by: Karyuu on July 26, 2005, 09:49:14 am
But this has been suggested already multiple times in this thread, and the previous thread as well. Not a new idea ;)
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Post by: Wired_Crawler on July 26, 2005, 10:13:53 am
Argh. True. But I was so excited, that I forgot to click \"search\" before posting reply ;).
Anyway, It  looks, like ppl generally agree, that \"/follow\" or \"/follow_me\" is a good thing. So do I.
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Post by: Andrek on July 27, 2005, 02:24:45 am
Quote
Originally posted by Karyuu
But this has been suggested already multiple times in this thread, and the previous thread as well. Not a new idea ;)


Quote
Originally posted by Wired_Crawler
Quote
Originally posted by Andrek
Could we set it up like a group, the follow needs to be offered and accepted?  Therefor no auto follows!
It is amazing, how good results you can get by reversing somebody\'s thought. I like it.


I am sorry that I restated.  I did not read all of it... sorry time restraint.

But this should serve as evidence that a follow command could do well....  I will search for the reasoning now...
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Post by: Andrek on July 27, 2005, 02:55:55 am
Quote
Originally posted by Karyuu
But that\'s horribly boring ;) And what if you\'re exploring the hills with someone, along curvy trails? The thread DaveG and Nilrem linked to had good suggestions - have /follow require people being in a group, with the leader offering the /follow option to the potential follower. Less chance of abuse that way. But there is a slight problem I haven\'t seen addressed yet - the main reason for wanting the /follow command is to make chatting easier. Yet one person still has to lead, right? That person won\'t be following anyone, so he or she will still have to stop occasionally to type, or form replies. So what\'s the point, exactly? :)


Well if you have groups of people following they may not need to speak at the leader... but case seen and considered.

I also a a mutiple mouse point run...

Use both.

1.  Skilled peeps will know where to go.
2.  Not so skilled peeps will follow the skilled peeps.
3.  They can all talk about it.
4.  DON\'T LET RUN BE IN THE FOLLOW!!!  If you run the follow will be disabled.  This will discourage people from \"laziness\".  Your time is doubled doing it!
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Post by: rauz on July 27, 2005, 12:55:10 pm
okay, the \"follow me\" sounds like a good idea. Would be more like a /guide command then.

It would work just like the /challenge command, where the receiving person either has the options to accept or decline the offer.

And after all, the game is still in pre-alpha phase, so it can\'t hurt to test the command anyhow.
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Post by: Andrek on July 27, 2005, 07:06:46 pm
Quote
Originally posted by rauz
And after all, the game is still in pre-alpha phase, so it can\'t hurt to test the command anyhow.


I like that statement.  Can I use it in my sig?

As well this is the time to test gameplay situations like this.  Not everyone has a server at home where they can have 30+ members playtest at once.  I am open to these ideas.  being tested now, before we have many people out and figure it would have been great if, or that really sucked when the community is in the thousands... (what is the number of users up to?)
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Post by: hitancrias on July 27, 2005, 10:33:05 pm
Good points everybody. The two remaining problems seem to be that it?s very hard to make a good script and that the leader of a group still can?t talk without stopping. My suggestion to solve these problems is that you merely follow each other, instead of the leader. This could work like this: everybody in the group can opt to check a ?follow-box?. Normally everybody has to walk for himself, but as soon as you select the communication box to say something you?ll start to follow someone else in your group who also checked the follow-box. This would normally be the leader, but if you are the leader yourself, or the leader is talking or hasn?t checked the box, it will be the next in the list who checked the box. That way everybody in the group can talk now and then without getting behind and it won?t look that stupid as you probably are walking yourself most of the time.

It might sound a bit complex this way, but that?s probably just because I explain it a bit odd. :)

What do you think?
Title: Summary
Post by: DaveG on July 27, 2005, 11:09:57 pm
/me has lost track of the discussion...

[obsessive neatness]

A summary of all walking stuffs suggestions:
(from both threads)

1)  A \"/follow\" command:
 a)  Boot AFK followers
 b)  For use within the group only  (option in group window)
 c)  Require conformation
 d)  No confirmation for spies
 e)  Allow \"/follow\" only in towns, or only with walking
 f)  Group acts as a blob, moving as one

2)  A waypoints based movement systems:
 a)  Selecting destinations
 b)  Mouse-run with each click creating a waypoint

3)  Auto-run snap-to on roads:
 a)  Enabling auto-run on a main path/road would make the character automatically stay walking on the road
 b)  Pause at junctions to choose direction to go

4)  Other means of transportation would prevent some of the need for all of the above.

[/obsessive neatness]

Out of all of these, the only ones I don\'t really like are 1.d, 2.a, and maybe 1.b and/or 1.f
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Post by: hitancrias on July 27, 2005, 11:38:41 pm
Nice summary, good idea, but where is my suggestion in there? :)

In my opinion we only need option 1 (/follow), since 2 (the waypoints don\'t work too well on hilly maps and it is not really needed if you have a good working /follow system.
Against 3 I have more rejections though, because it can be used too easy by lazy players who go make themselves some coffee while traveling. (It would be a pity if players went afk while traveling cause I love meeting interesting strangers on the road and don\'t like the scenario where everybody is running by because the player is afk)
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Post by: Andrek on July 28, 2005, 01:08:59 am
1d... no good unless there is an opposed notice skill check.  If you notice them in the check you should get a message popup (in chat window) that tells you you see them... as well change their name color as long as they follow you (ie you see them and have the choice to do what you will)

2a  Laziness will happen, I like the idea but as well I cannot justify it for there are too many peeps who do play this game more than I have time and it would just be convienient... I reject 2a

1f... Not sure on this one but it will eliminate the line a few are concerned about.  Not realistic but one leader and mutiple peeps behind the leader in one hex would conserve space.  No I do not like it.  I would rather see lines.  Preadators in the jungle and wild will pick off the last person in line.  You should be the strongest to be there to protect the weak.  As well the leader should not be weak either.  Keep the lines in my opinion.
Title:
Post by: DaveG on July 28, 2005, 05:22:56 am
Quote
Originally posted by hitancrias
where is my suggestion in there? :)

You are the proud owner of 1.f the amalgamous blob...  :D

@Andrek:
Yep... basically my reasoning as well...  well, except for the \"predators picking off the weakest members\" part...  :P



I\'m beginning to think the best solution might be a combination of:
1.a,c,e + 2.b + 3 (a & b, heavy on b) + 4 (but with a fee)

... Bingo!...
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Post by: Andrek on July 28, 2005, 06:02:30 am
DaveG  I like that setup... now if I onlyh had some political sway :S  j/k
Title:
Post by: rauz on July 28, 2005, 07:57:17 am
Quote
Originally posted by DaveG
+ 4 (but with a fee)

... Bingo!...


Yes, public transport would be nice, but you\'re talking far future from here.
Title:
Post by: hramrach on July 28, 2005, 02:02:58 pm
Quote
Originally posted by rauz
Quote
Originally posted by DaveG
+ 4 (but with a fee)

... Bingo!...


Yes, public transport would be nice, but you\'re talking far future from here.


And there is no reason why you could not sleep in the cart. They would just have to take you out at the destination, but you paid for that after all :)

Imagine a cart driver stopping at an inn, carrying out a sleeping mage, and laying him inside :D

This way there would be a possibility to travel automatically if you wish (and cannot teleport yourself) without annoying people travelling at full consciousness.


I agree that the possibility to snap-to roads or use some pre-planned waypoints (located farther than current visible area) could lead to hordes of walking zombies, which is much worse than a zombie following you.

As for zombies following you - realistically, you should be able to hide in bushes or something so that they no longer see where you went. But to make things easy, I would prefer a special command for getting rid of followers. That way you retain the possibility to follow anybody at anytime but get the ability to get rid of zombies.
In other words, accepting followers should be the default (and without offering leadership) but the option to reject them should exist.

I am not sure that grouping (and especially following only inside groups) is a good idea. What would that group be? If it is a guild, you do not start or join guilds just to walk around. If it is some technical aid for walking together it is just weird - making a group to walk together for a while. How many of such groups would you have to create to walk comfortably with people you meet?
Or if it is something else, what is it?


Now how to make it possible for people that are not explicitlly in some group to walk together and talk: when you /follow somebody, it affects your movement only at the times you would normally stand still (or walk straight because of autowalk?). You can move on your own as usual. That way, you can choose where you go, wether you prefer to walk next to your leader, follow behind, or run around in circles. When you want to talk or look around, you just continue in the direction and at the pace selected by the leader.
Now if you both follow each other, and one talks, you keep moving. If you both talk or look around, you stop (or walk straight possibly?). That\'s natural and should be expected.
Larger groups can form if several poeple follow one leader, for example.

Of course, you need to stop following. But this is related to other use of keyboard as well. Currently there is a \"toggle chat\"  - I am not sure what it should do as the keybindings do not work very well on OS X. But I would expect once you press it, the chat window gets focus (without showing it in any way - aargh), and when you press it again it loses focus, and you can use the keyboard for navigation.

So what I would like is a \"start chat\" command - I would bind it to spacebar but other keys are possible - the keybindings in the game are fortunately already configurable. If you hit enter in the chat, you  send the message an return to \"normal\" mode. If you hit Esc, you should not send anything (keep the unfinished messagefor later), and return to \"normal\" mode.
In \"normal\" mode, I would bind some Stop command to Esc as well.  This would stop following or anything else you are possibly doing (ie stop autorunning, take fishing rod out of the water if you see a log that would likely break it).
Title:
Post by: DaveG on July 28, 2005, 10:11:43 pm
Quote
Originally posted by rauz
Quote
Originally posted by DaveG
+ 4 (but with a fee)

... Bingo!...


Yes, public transport would be nice, but you\'re talking far future from here.

Yeah, I know...  :sigh:  but then again, this is the \"Wish List\" forum...  :P

The other good ideas are easier to implement, and are obviously higher up on the list.
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Post by: Andrek on July 28, 2005, 10:17:37 pm
Yeah... if some guy wanted to pay me an Octa I would totally carry him into an inn after travelling his body all around... I smell money from vamps!
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Post by: Verrliit on August 02, 2005, 09:15:18 pm
In the mean time, the only currently available solution is to modify a usb joystick, and map it so that you can control motion with some other portion of your anatomy.

A better solution would be to hook in some of the common voice recognition programs and use a microphone.  (another blatant plea to the Devs to enable cut-and-paste, too.)

Best of all would certainly be actual VOIP, with voicechangers, but this is a few years away, and will not happen until broadband penetration is pretty much universal.   :)


We will just have to be patient.  

(*eyes a cheap joystick thoughtfully*)



The Dark Lady
Verrliit
Title: wishlist
Post by: neme5i5 on August 02, 2005, 09:34:08 pm
migrated up to a new thread
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Post by: DaveG on August 02, 2005, 10:07:28 pm
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Originally posted by neme5i5
I know what I would like. I would like a current, and public listing, maybe here, of what they are working on. I\'m starting to read their src now, and it would help when I was ready to make a contribution.

1.) Outsiders like me would not be duping someone\'s work.
2.) It would be a pointer where you\'re needing help.
3.) Would be a nice contact point too, for collaboration. (micro projects)

Why did you post this in the /follow thread?...

Hey, Moogie or Kiva... could you just split this thing off?...  :P
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Post by: neme5i5 on August 02, 2005, 10:15:58 pm
sorry how can I fix it?

UPDATE: I fixed it, sorry again.
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Post by: Andrek on August 04, 2005, 03:33:14 am
yes because we all have joystics...  I like that idea though.. Maybe I need to start to do it and program my buttons.

So where are we on this debate from the Dev standpoint.  Yes, promising, not likely, NO!  I just want to know where and why we stand as a force pushing for this thing.
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Post by: Gorzan on January 13, 2006, 06:21:49 am
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Originally posted by Verrliit
In the mean time, the only currently available solution is to modify a usb joystick, and map it so that you can control motion with some other portion of your anatomy.


Hey now that is an idea. Foot pedals are used in flight, and driving sims...one would really just need left and right (turning movement) at a minimum if auto move was turned on. Hmm....

However, I do like the idea of a follow command. And really, now the following statement may be heretical--perhaps not the best choice for a first post--,but if someone wants to set follow and take off to make some coffee, does it really matter so much? People day dream and don\'t pay attention when doing repetative tasks all the time in real life. People should be allowed to pay more or less attention depending on the situation, and if they let their attention wander too much or in the wrong place sometimes bad things happen, perhaps they will come back to find themselves in death realm, a victim of a supprize attack. I think consequences should limit abuse of a command, not a limited command set.
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Post by: Andrek on January 13, 2006, 07:02:09 am
I agree with Gorzan!
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Post by: DaveG on January 13, 2006, 04:52:39 pm
Gorzan:  Not that your post wasn\'t valid... but did you really have to resurrect such an old post?  :rolleyes:

Andrek:  Your post was useless.  :P
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Post by: Jakob on January 13, 2006, 11:27:09 pm
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Originally posted by DaveG
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Originally posted by hramrach
Runuscape

1)  /me whacks hramrach with the idiot wand for his bad spelling
2)  /me waits for someone to yell at him for mentioning that game...


Have you waited long enough DaveG?  

Why would spoonscape have any relevence?  Spoonscape is misused in spoonscape...

To the /follow command...  Unless there is a special skill for spying that allows you to follow someone outside a group then I don\'t that groups should be neccessary... Wait... I just changed my mind...  I think that someone who wants to follow and spy should have to follow just like we do now... manually.
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Post by: Sisilam on January 15, 2006, 04:42:36 pm
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Originally posted by hramrach
As discussed earlier, it is nearly impossible to follow somebody _and_ talk or look around. Maybe a few very skilled people can do that.


Sorry, I don\'t completly agree .. even in real live when the leader is running infront of you you will not be able to look around much but instead not try to loose him and watch on his feat. Thats the same ingame! But as like in RL you are still able to say \"stop\" or \"wait\". This is a game with interaction and not mentioned to do everything automatically for you. So if someone gives you a sight sseing tour he should also take a look on you and stop from time to time to look back if you still be able to follow. And if then there is a special thing to look its quite vene better to stop walking and take a closer look.

Anyway you also have the Autowalk feature which might be able you to talk and walk and you have not to be pretty skilled on that!

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But if I understand it correctly, this game is for people that are at least average at interacting with computers and want to join PS. If it is only for poeple that can and wish develop special typing skills then I will find another one.


This game is intend for Role Playing Chars of any kind and not mentioned to develop special skills. But how often you need to follow, take looks around and talk mass sentences at once?

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After all, you never know where the person is really going unless you made some arrangement before you started to follow and you can trust the leader.


.. and if he jumps in the dwell and you follow him as a first timer you might be death in the time you fall down ..

Anyhow .. the /follow TAG is supposed to let you pet follow you.

Also it is very difficult to program and will consume a lot of CPU power of the server. As example if you walk on a curve next to a ladder or stairs the follower might shorten the curve and than walk alongside the stairs and might get stuck. Are take your mind on the walksides in the DeathRealm where you easy may fall down .. so it will take a lot to avoid that. For your pet this might be a managable  effort .. but to let everybody follow each other.

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The problem that the leader has to stop to reply is a little glitch but /follow at least allows conversation when walking. And it could be avoided by some waypoint system.
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.. autowalk will do the same without the need to specialy follow one person ..

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And trains of people are not really necessary. You can choose to walk next to the leader when following or even configure custom follow \"formation\".


Also did you thought of the complexity if B follows A, C follows B and D follows C. It will be as complex as to describe a fish swarm. Maybe if you gift the planeshift community a linux server farm this might be possible to go with!

Sorry .. so I think there will be no realistic way to implement that on mass ...
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Post by: Palin.Majere on January 15, 2006, 09:11:03 pm
I am wondering if something like a follow algorithm should be implemented no matter what for monster pursuing fleeing characters.

That is, now it\'s there but it\'s terrible! ;)
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Post by: Andrek on January 15, 2006, 09:28:31 pm
What do you mean by follow Algorithm?  [isn\'t is alogrithm... It has been too long since I needed to use upper level maths beyond algebra]  How would it work is really what I am asking?
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Post by: Palin.Majere on January 16, 2006, 10:20:54 pm
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Originally posted by Andrek
What do you mean by follow Algorithm?  [isn\'t is alogrithm... It has been too long since I needed to use upper level maths beyond algebra]  How would it work is really what I am asking?


Well i don\'t know how it is done in 3D but usually when you do in 2D is simply a matter of adding a new dimension (and PS is not a real 3d problem because most character and monsters don\'t fly).

To make a long story short, is a matter of plotting several paths through obstacles and \"weight\" the difficulty taken by each choice, and choose the less. Speed should not be taken into account unless there are terrains who slow you down. Weighting the paths is easier done than said, because it\'s a matter of length (usually easy calculated by reducing the path to a fair number of straight segments) and time lost doing turns.

Note that all the math involved by using this method is integer math (unless you take in account simple conversions by using trigonometrics to compute segment lenghts but you can still use Pitagora\'s theorem for that ;))

I\'ve seen it done in a pacman-style game using the famous Dijkstra algorithm (those used to plot routes between addresses in internet space).
Title: Re: Follow command
Post by: Choren on January 17, 2006, 06:05:57 pm
I know that there is atomced run command.  You push the t button to use it.

Why not just add a an atomced walk command.  When use puse W then it would be less of a promble and you can use the left and right bottns to change derection and chang your anglement to.

You can also talk waile it is on.
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Post by: Andrek on January 17, 2006, 06:27:49 pm
Yep, it\'s how I give tours and advice.

shift+t = run
t=walk

I show others around the world all the time in this fashion, but I would like to know their feedback without the need to pause.  Some go half way up the mountian sides trying to figure out all the quirks.

I still favor my useless ;) views of I agree with the /follow commands.  But the pets don\'t follow yet so I guess that I will not complain too loudly :P ;)  Maybe I ought naut sed dat!  [Maybe I should not have said that]
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Post by: Astenorh Dunkel on January 29, 2006, 12:00:02 pm
It would mean that Waypoints would have to be create, in order don\'t get stuck in a wall.