PlaneShift
Gameplay => General Discussion => Topic started by: verden on February 19, 2009, 02:52:02 am
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Er, okay, I made a stab at this. I am old school, so I like the saving throw approach. The saving throw idea is pretty basic and can be applied to anything, really. The concept of some kind of challenge or contest command needs a lot more thought. Getting too complex with it will lead to creating a combat system for roleplay and all manner of never-ending projects. Eh, I know Caarrie is going to smack me for putting them under User Interface, but they should be client commands and I really couldn't decide where they should go. The thing about the way the randoms are being generated I had to get in there as I was doing these. Eh, thanks, I'll get my asbestos suit...
http://www.hydlaaplaza.com/flyspray/index.php?opened=710&type%5B0%5D=&sev%5B0%5D=&due%5B0%5D=&cat%5B0%5D=&status%5B0%5D=open&percent%5B0%5D=&reported%5B0%5D=&sort=asc&do=details&task_id=2768
http://www.hydlaaplaza.com/flyspray/index.php?opened=710&type%5B0%5D=&sev%5B0%5D=&due%5B0%5D=&cat%5B0%5D=&status%5B0%5D=open&percent%5B0%5D=&reported%5B0%5D=&sort=asc&do=details&task_id=2767
http://www.hydlaaplaza.com/flyspray/index.php?opened=710&type%5B0%5D=&sev%5B0%5D=&due%5B0%5D=&cat%5B0%5D=&status%5B0%5D=open&percent%5B0%5D=&reported%5B0%5D=&sort=asc&do=details&task_id=2769
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Is this, or is this not, a way to have combat... or some other contest... in a way that people are allowed to completely disregard the entire rest of the mechanics? I appreciate the concept of RPers sitting around using the /roll command instead of working mechanics... but this is a formal attempt to create a parallel dueling system. What is going to happen when a RPer wants to challenge a PLer? Why should one give in to the other's demand for what system to use... they would both be valid... and supported by the engine...
My personal opinion, is simply that you can come up with these types of guides... and RPers can adhere to them to their hearts content... but having this system formally recognized by the PS staff is only going to cause more confusion and a greater rift between players.
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There is no tie-in to the combat system here. It does not cause damage or death. This is no way affects other systems. Don't have a cow.
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how is this not the same topic as http://www.hydlaaplaza.com/smf/index.php?topic=34822.0 (http://www.hydlaaplaza.com/smf/index.php?topic=34822.0) ? Seems this would of fit nicely inside of that one. Unless I am missing some huge difference.
Also From first link: Sure looks like combat... I think I will indeed have that cow now.
;D
/contest Illysa 10 100 attacks|attacking!|defending|duel
Illysa gets the initiative roll and we see...
Illysa is attacking!
Verden is attacking!
Illysa is defending!
Verden is defending!
Illysa is attacking!
Verden is defending!
Illysa is attacking!
Verden is defending!
Illysa is defending!
Verden is attacking!
Illysa has won the duel!
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It could "look like" anything, that is the point in having the text strings changeable. And yes, that is from that other discussion. Just a basic command to allow for the system determining roleplay outcomes randomly. All it is, is a fun command. I could do a "For Dummies" version of the bugtracker post, if I had the time or inclination.
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Ah, this brings memories of the good old Pen&Paper RPG up. Please roll 2D10 and add your AGI to determine when is your turn to act. Oh, you are first. Now roll 1D20 and compare to your weapon skill to see if you hit. Oh, you hit. This is getting exiciting! Roll 2D8 and look up the result in the body region table. Aha! Leg! Ok, now roll 3D6 and add your STR to determine damage. Oh, three sixes you say? that exceeds the hitpoints in that leg. Flip a coin to determine, if it was a criticical hit. Tails? Gee, no. Too bad, the leg did not fall off...
... Somehow I always thought, it was the purpose of computers to do the mechanics, so you don't have to.
Question: May roleplayers on Laanx complain, if two people flood mainchat, because they macroed the commands?
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Ah, this brings memories of the good old Pen&Paper RPG up. Please roll 2D10 and add your AGI to determine when is your turn to act. Oh, you are first. Now roll 1D20 and compare to your weapon skill to see if you hit. Oh, you hit. This is getting exiciting! Roll 2D8 and look up the result in the body region table. Aha! Leg! Ok, now roll 3D6 and add your STR to determine damage. Oh, three sixes you say? that exceeds the hitpoints in that leg. Flip a coin to determine, if it was a criticical hit. Tails? Gee, no. Too bad, the leg did not fall off...
... Somehow I always thought, it was the purpose of computers to do the mechanics, so you don't have to.
It depends on how good the dungeon master is. A good dungeon master will add a lot of colour to the action and will keep dice rolls less visible.
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Zanzibar is correct, the DM would use their discretion in determining what to roll, when to roll it, and how it would affect the outcome. The lack of a DMs oversight in this game would be the purpose of any commands like this. Players can flood chat now with various commands, the only thing stopping me from attaching /dance to a key right now and mashing it 1000 times in chat is the anti-spam guard feature. The more precise concern here is that one could get muted by running the command if the command returns identical strings more than 3 times in a row.
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You two missed the point.
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You two missed the point.
What is the point?
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The DM hid the rolls and made up the results to suit himself.
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Would it be fair to say that, for those who would want to fight using dice rolls, a turn-based form of combat would be used?
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Any system that is not turn-based would be chaos, so yes...
Irg, if you are going to make a point, then make a point. Crab-walking around what you are trying to say to appear ironic is a waste of time. Since we then have to try and decipher what your real meaning was. I gathered that you said something along the lines of: This is pointless. Did I miss it, or not?
The point of these suggestions is to allow the computer to do some basic "mechanics" for an incredibly simple purpose. Maybe you missed the point. I would have no idea if you did or not, since you cannot simply come out and say what you meant.
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Well, I gave my point... and nobody has answered my question. I have played D&D... I understand how those games work... but this is not D&D. I appreciate the desire for some of these things, and I understand that it would entertain people. The question still becomes... if this is implemented, and someone decides to use it for combat... who is right if there is a conflict over combat? One person uses your proposed command to set up a RP challenge... the other uses /challenge... if both are allowed by settings... who is right? Are they both right? That just make things confusing and is going to cause issues for everyone.
If you can already /roll dice... and you can already state your attack... what is the real purpose of having the server do all of this stuff for you? Hrm... it is almost like the way combat is already implemented... hidden "dice rolls"... turn-based... winner has a chance of getting something for their efforts... yup... looks like our combat system in a nutshell... just without having to do anything and having an equal chance to beat any opponent. Why is this a good idea again?
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Well, I gave my point... and nobody has answered my question. I have played D&D... I understand how those games work... but this is not D&D. I appreciate the desire for some of these things, and I understand that it would entertain people. The question still becomes... if this is implemented, and someone decides to use it for combat... who is right if there is a conflict over combat? One person uses your proposed command to set up a RP challenge... the other uses /challenge... if both are allowed by settings... who is right? Are they both right? That just make things confusing and is going to cause issues for everyone.
If you can already /roll dice... and you can already state your attack... what is the real purpose of having the server do all of this stuff for you? Hrm... it is almost like the way combat is already implemented... hidden "dice rolls"... turn-based... winner has a chance of getting something for their efforts... yup... looks like our combat system in a nutshell... just without having to do anything and having an equal chance to beat any opponent. Why is this a good idea again?
My experience with the roleplayers in the community is that they're good at working disagreements out in creative and constructive ways, if there are ground rules. It helps if the emphasis is on good roleplay, rather than competition between character development or competition over duel points. If the emphasis is on fun roleplays that everyone can enjoy, then there's no reason to fear a loss in the duel. Losing a duel can actually be in the interest of your character's development, or perhaps losing the duel can help you achieve a different goal depending on what the circumstances are.
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I respectfully disagree about people here being able to work out there differences. :(
However, with that said, I am NOT saying that this is a horrible idea... or doomed to failure... but there is the reality that people are going to use this for duels... and there is already a elaborate combat systems in-place... so... if this is implemented... which is the more correct way?
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To me, /roll is useful where mechanics are not there yet. I also fail to see the reason, the need for a parallel combat system.
Maybe a practical example, so as to clarify ?
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irge, (and Mythryndel, though I am sure mythryndel knows this)
If you make a valid point (you did in your first post) that runs counter to the views of the yammering few, it is easier if they just ignore it rather than debate it. Then when you point out they are discussing on and on without even reading the points of others they accuse you of not being clear enough.
They are so busy listening to themselves, they can not hear anyone who is not agreeing with them. Do not let it bother you too much, it is pretty well known that happens in forums with a few non-key people. This forum is no different.
Now, having said that, anyone who thinks I think this is a bad idea, please read the link I posted on the thread on this same topic.... wait.. Here: http://www.yliakum.com/index.php?topic=13 (http://www.yliakum.com/index.php?topic=13) I was using this for RP WAY before now.
Now if they mean they want a legal macro where you can set the factors and do this so instead of seeing 'godus rolls a 1', you would see a tell saying 'you notice Godus trying to pick your pocket'.
Now while interesting as a seperate sub-game (not quite a mini-game... but some similarities) I think the OOC aspect of agreeing on the factors and plugging them in are more of a nuisance than seeing the actual die rolls.
So can you pick pockets like in my post, sure. But once it gets implemented then it would go away.
When combat started Ingame, it was a lot like that, it was modified and addapted to be a general consensus, and then was integrated with the mechanics. Want something like that done with this stuff, start using it ingame and let it evolve, maybe it will be picked up when they see it is being used more.
so In closing, I like this idea, as long as never used for anything implemented already and as long as it is done in a similar fashion as I posted above (no work for devs, btw).
If you mean to burden the devs with an idea that does not integrate well into the game, maybe even affecting how combat is done, then No, I disagree.
clear enough? Do I dare to hope we are not wasting our time debating a point with pple who can not be bothered to read and consider the views of others. My tria is that we are.
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Personally, I don't think there's a right way and a wrong way to do combat. Whatever allows you to enjoy the game, so long as you don't hurt the fun for others, is OK.
If GMs become involved for some reason, I would expect they would consider the official mechanics to be the most correct ones.
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I doubt PS will go back to the MB system of combat. I used to have a link to that, maybe it is at home. Anyone have that link?
I like the work the devs have put in on creating this game. I vote "no" to disabling implementation. I also do not think this is what was originally proposed. See above posts. (yes, read thread and the dropped links... novel idea.)
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I doubt PS will go back to the MB system of combat. I used to have a link to that, maybe it is at home. Anyone have that link?
I like the work the devs have put in on creating this game. I vote "no" to disabling implementation. I also do not think this is what was originally proposed. See above posts. (yes, read thread and the dropped links... novel idea.)
http://www.hydlaaplaza.com/smf/index.php?topic=19339.0 ?
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I would feel better about this AS a minigame. So it's explicit that this isn't the same thing as fighting.
I don't have a problem if people want to enjoy the game differently and use an alternative system to determine outcomes of certain things.
However it is important for the devs to work on the game we're planning as opposed to spending time working on things to help folks who are avoiding the game we're planning. If you get a large enough group and you can make a patch that works into the mini-game system posted in the dev blog, I am sure someone on our side would evaluate it and see if it's viable to put in game.
I agree with the point that it will further push people into their sub-cultures though.
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It's a tough call to make. Ultimately, you can only do so much to control how people use the product. If play-styles are very limited, people will simply play the game if they find it fun, and they won't play it if they don't. But I also think that people spend time in different "sub-cultures" more than is credited. People drift from one culture to another, and they change their style of play depending on who they're around,, so it's likely that people would use different styles of combat depending on the situation rather than being fully dedicated to one combat style or another.
Still, having multiple combat systems would be cumbersome, and myth does have a point in saying it would create possibilities for disagreements.
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Honestly I have no interest in controlling how people use PlaneShift (within the agreed to rules established). I am only saying that official developers are tied up doing other things. If a cross-section of players want a sub-system to play the game in another manner, they're welcome to build it and enjoy it as long as it is no disruption to the game proper. An rpg within an mmorpg is actually rather Shakespearean. :P