PlaneShift
Gameplay => General Discussion => Topic started by: Ralleyon on September 10, 2007, 07:39:54 pm
-
Now I don't know how happy some folks will be when they'll see this, but I'm sure that the majority will want to soak Kenny aka Nilaya in beer :D. Yeeeeeehawwwwwwww! :woot:
Taken from the changelog (http://planeshift.cvs.sourceforge.net/planeshift/planeshift/docs/history.txt?view=log):
Revision 1.4550 - (view) (download) (annotate) - [select for diffs]
Mon Sep 10 07:55:16 2007 UTC (9 hours, 35 minutes ago) by kennygraunke
Branch: MAIN
Changes since 1.4549: +7 -0 lines
Diff to previous 1.4549
- Initial implementation of non-deathmatch duels. Now, instead of killing
a player, you'll simply defeat them/knock them down when their health
reaches zero, If you strike them when they're down, you'll kill them -
otherwise, they're automatically released after 30 seconds.
=> NETVERSION BUMPED!
.....aaaand an older one:
Revision 1.4480 - (view) (download) (annotate) - [select for diffs]
Fri Aug 17 07:21:39 2007 UTC (3 weeks, 3 days ago) by kennygraunke
Branch: MAIN
Changes since 1.4479: +9 -0 lines
Diff to previous 1.4479
- Removed useless duel points system; settings has a better system in mind,
for the future. I did not bump netversion, simply publishing 0, as I didn't
want to break that just yet.
-
Indeed it's great! Wasn't Waylander complaining about this for so long? ;)
-
If you strike them when they're down, you'll kill them -
Nicely done IMHO.
-
yeah sounds good, very good
I only wonder, will the attack stop once your target rach zero? This way you won't kill people by mistake, if you meant otherwise :]
So press attack again to kill target?
-
yeah sounds good, very good
I only wonder, will the attack stop once your target rach zero? This way you won't kill people by mistake, if you meant otherwise :]
So press attack again to kill target?
you get the option [a popup] to decide if you want to kill your enemy
-
a popup on who screen? ;\
how about more ergonomy?
i do realise it is alpha, maybe popup was the simples way to code. But I hope it wont be there once featuree finished.
-
/me smiles contently, and preparers the beer.
-
a popup on who screen? ;\
the screen of the person doing the killing
-
the screen of the person doing the killing
It is what i meant =\
-
Sweet! I think the popup should say "Finish Him!"
Seriously though, this is an awesome change.
-
I like it! It's simply great! :thumbup: \\o// :flowers: :lol: :flowers: \\o// :thumbup:
-
well sounds good, though a pop-up is not a good solution, if you have a duel 2vs2 or more... and a pop-up is a bit OOC, I think you should just have a finish-him-stance... and after that 30 secs, someone should not restore with more than 1 hit point
-
well sounds good, though a pop-up is not a good solution, if you have a duel 2vs2 or more... and a pop-up is a bit OOC, I think you should just have a finish-him-stance... and after that 30 secs, someone should not restore with more than 1 hit point
if you have no message then you will just go ahead and kill your target. and after the 30 seconds you cant attack the target again as the duel will be over [or it will be this way when the bugs are fixed]
the message about killing your target comes up when one last hit will kill the target so without the message how will you not hit them that one last time?
-
You char could simply stop to attack once your enemy was defeated.
Attacking him again could finish him then, doing nothing would spare him.
-
Just see the system in practice first, before you judge based on theoretical information.
-
There are things you can know before seeing it in game.
You char could simply stop to attack once your enemy was defeated.
Attacking him again could finish him then, doing nothing would spare him.
It's exactly what i say.
What for is the popup needed?
-
It's exactly what i say.
What for is the popup needed?
I agree. Maybe with a few words streaming down the screen saying "Attack your opponent once again for a kill"
-
Good Job Kenny!!!! :woot:
-
Indeed it's great! Wasn't Waylander complaining about this for so long? ;)
Waylander was complaining that if people were too stupid to /yield they deserved to die :P
All the same, it's a very welcome addition.
-
Hiya!
Just to clarify—when you're opponent's HP goes to 0, you stop attacking, and they fall to the ground. You only get a confirmation pop-up if you try to attack them again. I feel this is very necessary, otherwise you could easily kill your opponent accidentally. You can also hit 'y' or 'n', like most yes/no boxes. We'll see how it works in practice...a few issues to work out left. If you just leave them be for 30 seconds, they're set free, without any boxes or anything.
I'm glad everyone's happy about it. I've wanted this feature for a long time too. :)
--Kayden
-
Both thumbs up here. The confirmation box to pop up, after the opponent went down, and after you try to attack him again, is most likely the best possible solution for this.
-
hm, so it works that way Kayden.
This may be actually a good solution.
As about the popup itself. Its all nice and stuff, but not very ergonomic, as it covers so big area of screen vital for our awareness in the world.
Do the popups really need to appear ike that, maybe they could cover a top corner of the world instead? This sounds like separate idea about all popups in general, but i were thinking.....
What if all popups looked like this:
(http://psgrafika.republika.pl/yesno.jpg)?
I probably would try to do this myself, but i have no idea how to make the thing not display in the middle of the screen .
-
Just to be sure do you mean that anyone trying to attack the unconscious character will get the same popup or is the /challenge system still in effect? In other words: can anyone deliver the coup de grace?
For example Archie and Jughead are dueling and Jughead gets in a lucky blow that lays out Archie. Seeing this, Reggie stoops over him and seeing a perfect chance to rid himself of his rival slips a shiv between Archies ribs. Possible? Only with an accepted challenge? Prone Archie cannot do anything so that the challenge cannot be accepted even if he so desires?
-
Just to be sure do you mean that anyone trying to attack the unconscious character will get the same popup or is the /challenge system still in effect? In other words: can anyone deliver the coup de grace?
For example Archie and Jughead are dueling and Jughead gets in a lucky blow that lays out Archie. Seeing this, Reggie stoops over him and seeing a perfect chance to rid himself of his rival slips a shiv between Archies ribs. Possible? Only with an accepted challenge? Prone Archie cannot do anything so that the challenge cannot be accepted even if he so desires?
this is the new system:
archie wants to duel jughead they /challenge
they attack each other
one gets down to 1 or 0 hp a popup comes up for the other with something to the effect of do you want to kill <name> yes or no
they could decide ahead of time if they want to duel to the end or not otherwise it is up to each other what they wish when that time comes
-
one gets down to 1 or 0 hp a popup comes up for the other with something to the effect of do you want to kill <name> yes or no
But Nilaya said:
"You only get a confirmation pop-up if you try to attack them again. "
So, what is it?
-
one gets down to 1 or 0 hp a popup comes up for the other with something to the effect of do you want to kill <name> yes or no
But Nilaya said:
"You only get a confirmation pop-up if you try to attack them again. "
So, what is it?
i would have to guess it is at 1 or even more but i dont recall as part of it is bugged atleast on my side when i tested it [still has a few bugs that need to be debugged]
-
Does the battle continue after they get up? This would make sense to me and the 30 seconds on the ground is more than enough time to yield if your opponent has knocked you down. At the same time an 'allow your opponent to yield' button might be a good idea if they are on the ground when they hit it. This would keep the pace of things up and give the fallen character an enforced feeling of them having no control.
-
Does the battle continue after they get up? This would make sense to me and the 30 seconds on the ground is more than enough time to yield if your opponent has knocked you down. At the same time an 'allow your opponent to yield' button might be a good idea if they are on the ground when they hit it. This would keep the pace of things up and give the fallen character an enforced feeling of them having no control.
if you knock down your opponent and dont kill them then duel is over
now till this is ingame and you can see it for yourself i am done answering questions on this
-
I'd suggest this great new feature to be switched off when it comes down to a guildwar, so that it's going the way it used to be. Particularly huge battles would only be affected negatively, if you had to work through pop ups, don't you think?
Perhaps the devs are already ahead of me on that one, however, just wanted to mention it.
PS: @Nikodemus: I think the confirmation pop up can be moved by editing the 'Yesno.xml' in PlaneShift/data/GUI. For changing the image itself, it's located in /PlaneShift/art/skins/[skin name]/backdrop.
-
@bilbous: Only the other person dueling can deliver the coup de grace. Reggie can't attack. Apparently he can /challenge. I'm not sure it will stay that way.
@Rongar: Cebot suggested that as well...it's probably a good idea.
-
Instead of a popup, might I suggest (for version .3.050) a completely seperate /kill command? This would allow a player to knock a foe down and walk away as a winner without the bother of a popup...or click on the loser to bring up a /loot-like menu to give the winner some options, such as /kill, /help (helps the loser to their feet), /give (for RP reasons, or to heal with a potion), or others that would take a more complicated Law system, such as /mug.
(by the way, I think killing and mugging should be illegal commands punishable by IC prison time and fines)
-
Every time you kill someone, you should be 'rewarded' with negative factions in Law or something. If I'm guessing right, factions will one day determine how NPCs react to your deeds, so an evil character will never get a quest from a priest of Talad for example.
Further, there could be a bounty, depending on how many negative factions in Law people have. This bounty could then be set as a quest-like system, where you go to the head of the guards and ask for a job. After you killed the person, you will be rewarded. The system surely needs some tweaking, in order to avoid exploiting, but I think it can be done.
Anyway, bounties have been discussed quite often, so I don't think i'm very originally on this one :P
PS: As an addition to Utm's commands upon a defeated opponent, there could also be a /arrest command, which would give an alternative (and for many people more appropriate) option to handle bounty hunts.
-
You dont gain penalty in law faction for every kill. For instance if you act by order of the law ;) But even if one kill acting against the law, you have to know who it was first, before a bounty is placed. It should not be automatic kill => bounty
But yeah, the general idea is to gain penalty to law faction for breaking the law, like killing "innocents" ;)
-
@Moon: You can already do that. As I said, you only get a confirmation dialog -if you try to attack them-. I like the idea to be able to help them back up. I'd like it if the victor could either cast healing spells or attack, but that would require larger changes...so I'm probably going to put it off for a little bit.
-
As for the automatic faction penalty suggested, it would seem a little OOC especially in the case where there are no witnesses. Of course the fact that death is normally only a temporary effect means the dead can be their own witness but then they would need to report it to the authorities and an investigation be made. Having a report made on you could have a marginal effect on your faction, I suppose.
-
But, what if your bloodthirsty, freakin' evil character randomly decided to be kind and dress in frilly pink apparel? Can you get a positive law thingy back?
-
Well, I'd say if you kill someone in a public place, there is most likely someone, who witnesses the act. Townsfolk inside their houses, looking down the street through the window for example. In the wilderness though, or somewhere where there isn't a soul within a certain radius, a murder could easily go undiscovered. But a kill in a public place could be seen by someone all the time. Actually I'd like to have 'public' and 'secret' areas within a town. Anyone who ever hit /unstick knows, that there are sectors in each map, so to realize the idea, these sectors would need to be determined secret or public in the code, so the system knows, whether a murder was unseen by the townsfolk, or not. I, however, don't think some NPC could actually report someone to a guard, but more to this in the last passage.
Now to the other form of witness, the players. Players could report a murder. All they need to do is to be in a close position to the act. When you get a system message saying 'Player A has been killed by Player B', you have sort of witnessed it and could run to a guard. But in order to make it more realistic, the sentence 'Player A has been killed by Player B' should only be given, if you have really seen the act of killing, when you had clear sight on the killer. If you are only close to the murder, you should get something like 'You hear the blood-curdling scream of a {gender} [race]'. That way, after you decided to take a look, you don't really know if the hooded person above the dead body is the killer or not. So you cannot accuse someone for something he didn't do.
However, the biggest problem with reporting someone to the guards to put a bounty on his head, is that you have to know the person, or at least his name. And as far as I can tell, the only way to have a bounty system without hurting RP, is by implementing what was discussed here (http://hydlaa.com/smf/index.php?topic=28003.0). Beeing introduced to a character is neccessary to know his name, and in my humble opinion it would not only be a great feature anyway, but also delete one big OOC aspect of the game and help forwarding IC gameplay, just like bounties.
Sorry for going off topic so much. But with the new possibility to spare someone's life, a murder becomes much more meaningful from a game mechanic's point of view, and bounties match just perfectly with the whole story.
-
Personally I would prefer it if anytime a murder happened out of direct line of sight there was a random chance of it being reported. Instead of secret/public you would have areas of high or low probability of detection. This could account for the difficulty of identification as well.
-
2007-09-13 by Michael Gist (Xordan):
- Added 'banker' field to characters table.
- Added bank money fields for guilds.
- Added skeleton /bank command.
Now this is fun ;)
-
/me gasps!
After three years, Arnigus may actually have a real bank! Now he can be a failed banker for real!
/me is soooooooo happy.
-
It's exactly what i say.
What for is the popup needed?
I agree. Maybe with a few words streaming down the screen saying "Attack your opponent once again for a kill"
No. The question as you phrase it assumes the attacker wants to kill his opponent.
-
what happens if it is a multi-way duel? if one player A is knocked out by player B, and player C tries to attack player A, what happens?
-
what happens if it is a multi-way duel? if one player A is knocked out by player B, and player C tries to attack player A, what happens?
sounds like something we will need to test and see if that works right or not.
-
If you heal someone right after they get knocked out, do they still have to wait the 30 seconds?
-
You can't heal them until the duel ends in 30 seconds, for the time being. The system could certainly be improved but I want to see how it works in practice before doing a whole lot more to it.
--Kayden
-
For 0.3.021 I'm hoping to see some tweaking on the current system. Like having a wider radius in which you are still facing your enemy. Perhaps with the hit having a less impact depending on how much you are abberating from the 0-degree. Like this:
(http://i130.photobucket.com/albums/p274/Rongar83/radius.png)
The 0-degree is the (invisible) line that goes right through the middle of the green field, where you are facing your opponent at 100%. Today, the field in which you are still facing your opponent is much smaller than the green field in the example, which is just too small. With my right hand I can hit to the right, with the left hand I can hit to the left, but I couldn't hit with both hands to either of the sides properly, hence the lowered impact in the example. However, it's only realistic to have a 180 degree radius to your front.
Further, some people stay in stance during a fight, which makes it a game of luck to win against them. I don't want to force anyone to make use of /stopattack at all, but if the system would notify me on the hidden stance changes, it would make it a fair game. When for example fighting someone who uses shortswords, the system should tell me every 2 seconds 'X changes to a stance'. Some people say it's OOC to work with the system text, but I say it isn't. The system messages are equivalent to the beginning of striking animations, which will last exactly as long as the speed of your weapon is. And skilled warriors can see when their opponent is preparing to hit. (Anyone seen Karate Tiger? :D)
Oh, and the instant hit bug... any news on a fix for that one?
Anyway, sorry for highjacking this thread yet again. I'm not trying to push any developer to do any of that, just wanted to put in ...some input. Humm, weird sentence. :-X