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Messages - pincushionman

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1
General Discussion /
« on: June 15, 2005, 07:58:38 pm »
I\'ve got some thoughts and ovservations I\'ve gained from a Neverwinter Nights persistent world I play on that\'s particularly RP-heavy.

OOC information of any kind is to be separated from IC information. ((putting things in quotes)) or using tells, much like others have suggested here, is a perfectly appropriate way of doing this in regards to conversation, and it\'s in widespread use on Avlis. In fact, some of you might be flabbergasted at how freely ((ooc comments)) are interjected into conversation. Until you realize that our \"characters\" ignore the comments as if they never hear them, and they are almost always related in some way to the characters present and the situation at hand; we have an IRC chat room for off-topic stuff. You have to have a sense of humor about this, people.

The other important consideration there is how we keep OOC and IC conversation separate. People fek up. Everyone. Especially new people. Sometimes someone will fail to properly denote OOC conversation. The response to such a dialogue is NEVER EVER EVER RESPOND IN-CHARACTER. NEVER. You will either come across as dumb, not knowing that a comment was out of character, or as a jackass. But either way it shows that _you_ do not fully understand keeping OOC and IC separate. To your IC character, the comment never occured. For the deodorant example, the correct response would not be to be IC confused about what the player said, since it was clearly an OOC comment. The proper way to respond to it would have been an OOC tell or an ((OOC say)) that the previous comment was out-of-character, and that we would ignore it and move on. Things are clarified quickly and without frustration. _All_parties_involved_ need to follow the same guidelines about separation of IC and OOC.

As for names - right now it\'s probably not worth getting riled up about _how_ they are implemented until we have features that allow us to differentiate characters by other means. But I\'ll eat what I just said and comment anyway:

In NWN we still have floaty names, but they only appear when you mouse-over a character or press TAB (it shows every targetable thing when you do this, btw). The mechanics of the game also don\'t let you see anybody beyond a certain distance. I\'d suggest a similar system for PS, when you mouseover it shows the floaty or when you press and hold a button it shows the floaty of everyone within a certain range. And the floaties should always be the same size, rather than scaling with distance (as it was last time I played. That\'s real annoying.) It also helps that in NWN chat appears above a character\'s head as well as the chat window, it\'s much less confusing who said what, and doing so makes it easier to not have to keep track of who said what _by_name_. I doubt that exactly would work in PS, but there should be some kind of indication that \"this character has spoken\" like a little floating text bubble (just the bubble no text) that shows for a second. Something like that plus not constantly showing the name should provide just enough of a disjuction to make it easier to ignore the floaty name of someone you don\'t know.

I strongly discourage the implementation of hiding a character\'s speech in the chat window behind a fakey description. That would be more confusing than helpful. If someone abuses a floaty name, again, the response should be an ooc tell explaining what they did wrong and why, then IC pretend it didn\'t ocour and try again _the_right_way_.

If they CONTINUE to abuse floaties and OOC speech, that is a different story. First, there should be a policy about it, which I don\'t know if we have. Not guidelines. POLICY. And a way to report the offending player. A function to do that in-game is NOT necessary. That could get abused, or mistakenly used. Since it\'s an OOC concern, the methods should be separate from the game, like a special board account you can PM. And finally, we need people and methods for actually enforcing decisions made about infractions. Whether or not this game is mature enough to go there is up to the development team. I\'m not sure we can really afford to \"jail\" accounts for OOC infractions at this game\'s current state.

If any of you are interested, the world I\'m discussing is http://www.avlis.org. I\'m sure if anyone is interested in how exactly these concerns are dealt with in that community, there are people there who will be more than willing to discuss it with you ad nauseum. Not all the tools the DM\'s and team there have at their disposal are applicable to PS. But the system they have in place _works_. I\'m sure an interested PS member could learn a lot.

2
General Discussion /
« on: March 28, 2005, 06:13:35 pm »
Perhaps blacksmithing would be a \"general skill\" and weapon crafting and repair would be \"subskills?\" Here\'s how I envision something like that working:

General skill: Smithing
subskills: smelting, weapon repair, armor repair, weapon crafting, armor crafting,...

You have to have at least two general skill levels before you can train in subskills. Your skill in using the skill = [ general skill + appropriate subskill ].

Why take the subskill when leveling the general skill will have the same effect? Easy. Make the subskills two-thirds (or so) easier to train.

Why not specialize and become really good? Make an upper limit for subskills, like the subskill cannot exceed 3x the general skill level. Do you really think a master armormaker can\'t do general smithery? I find that hard to believe. I also think crafting/repair skills need to be kept close as well. How many swordmakers can\'t fix their own work? Not many. Whether or not they WILL do it is a different story.

This same gen/sub system could be extended to other crafts as well:

Textiles: weaving, taning, dyeing, leatherwork, hidework, woolwork,...

Carpentry: Framing (housemaking), cabinetry, furniture, carving, cooperage (barrelmaking),...

3
General Discussion /
« on: February 15, 2005, 01:16:12 am »
Very simply: People!

4
General Discussion /
« on: January 25, 2005, 10:56:14 pm »
I still think the best way to eliminate this kind of business (I brought this up in another post) is to replace any sentence that contains any character other than a letter or a puctuation mark (read: numerals or symbols) or punctuation marks that are not immediately followed by a space or a quote with \" mumbles unintelligibly.\" This way, we don\'t have to worry about alternate spelling of leetspeak words used to circumvent any filter.

None of those aformentioned characters are actually needed to convey any ideas, they can all be replaced by real words, in any language:

& = and
% = percent
$ = dollar
# = pound or number
@ = at
2 = two
5 = five
etc.

I think this is a better solution than a translator because it can get rid of most of the \"offending\" speech patterns without requiring an extensive list of the unwanted \"words\" (which can be circumvented anyway) and without causing problems for people who are not typing in English.

This restriction should not be placed on /tells or /helps, for obvious reasons.

Granted, it WON\'T get rid of some of the other patterns we don\'t like to see like lol, rofl, wtf, omg, etc. but there may be a solution to that as well - user translations! Here\'s how they might work:

Chat: /defs omg
Chat: Jimminy Christmas!

Now whenever I type \"omg\" by itself in the chat window, the server would see that I have a macro set for it and would

/say Jimminy Christmas!

Likewise:

Chat: /defm rofl
Chat: is lauging so hard he can\'t breathe!

so a /defs defines a /say macro, and a /defm defines a /me macro. These are the only message types that can be /def\'ed. And messages sent via a /def\'ed macro have to abide by the same symbol/numeral rule as mentioned above.

Better yet, /def\'s could be the responsibility of the client, relieving server resources, and nobody really cares what word you use to prompt one of these responses anyway.

--

Of course, the numeral/symbol restriction (we already have such a rule in place for character names!) doesn\'t preclude the use of a list of \"words\" to further control messages, as in a profanity filter -- the two concepts can be used together -- but this simple restriction would drastically reduce the complexity of any attempt to parse for content, since many of the \"offending\" words which would constitute a large portion of the list would be eliminated by the character restriction!

5
General Discussion /
« on: January 22, 2005, 04:33:32 am »
I apologise in advance for my upcoming long-windedness:

Now, I\'m new at all this but I do know what I want to see in this game. And this ain\'t it. I think a healthy gaming experience requires balanced doses of roleplay and adventuring (but the \"grind\" really sucks).

So let me make some suggestions that may help alleviate SOME of the \"problems\" that some of you see here.

-I don\'t like seeing \"PLZ HELP ME I NEED LEWT 2 GET A NEW SORD I NOT 1337 ENUF TO PWNZ RATZ THX\" any more than anyone else. Here\'s how much of it could be eliminated:

Leetspeak seems to heavily favor numbers and special characters. In Say, Shout, and /me (action) modes, the only acceptable characters should be letters,  !, ?, ,(comma), .(period), -, \', and \". When you\'re really speaking, \"numerals\" have no real meaning anyway. Furthermore, ! , ,, and ? must follow a letter and be followed by a space. You should, however, be able to form an elipsis (...).

If a message breaks any of these guidelines, the server will replace it with \" mumbles unintelligibly.\" Certain recognized \"words\" (plz, thx, lewt, hlp, etc.) would produce the same response. This would be server-side. And it should be fairly easy to parse, since it\'s only looking for individual characters and simple two-character patterns.

However, /tell and /help stuff must accept any characters, otherwise people who aren\'t aware of this rule won\'t be able to find out how to fix it. Also, if such a feature is implemented, the communication system must be discussed AT LENGH and in excruciating detail, with emphasis on this \"rule.\" On the FIRST PAGE of the Players\' Guide. What we have now in the Players\' Guide about communication is simply not adequate.

-Other things to consider doing:
Invititations into groups or guilds, or challenges can only be sent to characters who are in a line-of sight of the sender and within Say distance. I got asked to join a guild whien I was all by me lonesome in the depths of the sewers. Not really cool, in my opinion! Also, each player must Say at list one message while in LOS of each other before Invites can be sent.

In summary: Characters may only speak in words. Characters may only invite or challenge a preson WITH (not just to) whom they are speaking.  I believe measures like this would help alleviate some of the issues that are arising from the typical manner of communication, which is my chief annoyance with the game.

So all you leetspeakers, it will be to your advantage to learn how to \"speak\" in a more understandable manner. I\'ve been researching several online RP communities and in nearly all of them acting OOC is a bannable offense. I certainly hope it doesn\'t go that far here.

But to the fanatical RP\'ers, I have this rant:

You\'re contemplating just going around and killing people just because they don\'t conform to your narrow view of how people should behave? What would that accomplish? How could they POSSIBLY learn anything from such an encounter? It would never even cross most of their minds that their behavior is what prompted that response. As far as 95% of them are concerned, they just got PK\'d. For no apparent reason. The communities I mentioned earlier have something to say about this as well. It\'s called griefing, and it ALSO is a bannable offense. If you don\'t have an IN-CHARACTER reason to kill another player, your action is OOC.

It will also turn off a lot of people who only encounter people all over the place killing each other in hate. Sure, we\'ll drive off a lot of losers that way. But we\'ll also lose a whole lot of new talent in the process.

Also, though I mentioned how much I hate \"the grind\" in general, it also has its place in a pure RP world. I would like my character Eijog Sharphide of the Stonebreaker clan to be a master armorsmith. Right now I cannot \"legally\" roleplay that character, in my opinion.

Why?

Because right now Eijog is a complete wuss.  I can talk about \"me legendary smithing\" abilities till my face turns blue, but anyone who looks at my stat sheet will know that it\'s complete BS because my Armor Repair skill is A BIG FAT ZERO. I will need to train that up (when I can), and that means leveling, and that means adventuring, and that means a little bit of the grind. Not all grinding is out of character! In real life most of you \"grind\" eight hours or more a day -- to get your paycheck! And that is ABSOLUTELY in character for you!

If you\'re gonna roleplay somebody, your stats have to match your descriptions. If they\'re not, you\'re full of &%$@. These aforementioned other communities have words about that too: It\'s called cheesing, and it\'s considered being just as OOC as talking OOC constantly. And it\'s a bannable offense.

And you think the upcoming wipe is actually gonna CHANGE anything? Wake up and smell the coffee! They\'re here, and in general, they\'re not going away.

So, until the time that ALL the skills that I need to have in order to roleplay the character I want to roleplay in the manner I wish to have him to be roleplayed are implemented, my character will continue to be a simple-minded rat hunter who occasionally will hang around in the tavern shooting the &%@$ with all the friends he\'s met in his adventures.

ALL of them. And always in character.

Thank you for your patience with me. But seriously consider making changes to the chat system similar to those I suggested. I think it could help A LOT.

*EDIT* I\'m not sure I wanted this in this thread or the \"moral speech\" thread. Oh well. \'Guess it\'s the same either way. Have a nice evening, and have fun playing! I\'ll try to be there for the pilgrimage!

6
Technical Help: IN GAME bugs (after loading world) /
« on: January 16, 2005, 12:49:28 am »
If you press \"m\" you can switch to another camera mode. There are four third-person cameras, and three of them have different control schemes. I suggest you press \"m\" until you get to first-person mode, then press \"m\" once more. The camera should then be behind you, and pressing right/left will turn you (and the camera) in place.

If that\'s not quite right, just press \"m\" and experiment until you find a scheme you like.

7
Technical Help: IN GAME bugs (after loading world) / camera flipping
« on: January 15, 2005, 11:08:06 pm »
When I was running around in the sewers, I somehow managed to get the camera flipped the wrong way.

By this I mean  I was in the camera mode where it is in third person and is always behind you. When it \"flipped,\" it went to being in front of me.

When I asked an advisor for help, he said he\'d never seen anything like that.

Looking at the camera controls, it said \"switch camera direction\" or somesuch was ShiftMouse1, so I tried shift-clicking and nothing happened. Well, eventually I got it to face the right direction, but the camera was then really close to my head.

I reinstalled PS and it was fixed, but then I made it happen again. This time I only succeded in getting it farther away pointing the wrong direction.

I realized both of these problems occured when I was trying to target a rat while running (holding down shift).

I tried playing with the camera settings, but simply changing the numbers doesn\'t do anything immediately. Pressing \"save\" didn\'t change anything either, that I saw.

The only thing that finally fixed the problem was when I pressed \"set default.\" But then it fixed the problem and put me in another camera mode.

Is \"set default\" used to apply setting changes, or is it used to reset to default values? It wasn\'t obvious what happened.

My suggestions:

Have buttons for \"reset to defaults\" and \"apply changes.\" If these are what they already are, I think this would be more descriptive.

\"Change camera direction\" did not work properly. Even when I changed it to \"Shift+Mouse1\" from \"ShiftMouse1.\" Until it does work right, I\'d suggest you have it unmapped by default or mapped to something a newbie would never press (I changed it to be \"Ctrl+Alt+Mouse3)

Again, I DID fix this, but I\'m not sure how!

Thanks for your help!
-pincushionman

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