Author Topic: Sensory Dysfunction  (Read 3231 times)

Icefalcon

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« Reply #15 on: April 17, 2004, 10:10:16 pm »
I dunno about that...feeling isnt a very big part of fighting, I mean all you feel is your sword hilt :rolleyes:

Again, I think these are good ideas, but they should be rare. I dont want my playing time interupted by \"blindness\"
« Last Edit: April 17, 2004, 10:11:13 pm by Icefalcon »

Entamis

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« Reply #16 on: April 18, 2004, 01:40:22 am »
Of course, it should only happen under certain circumstances, like getting critical hit in battle. Normal person doing peaceful job propably would never get it, but adventurers who fight dangerous monsters should know the risk and be prepared to take it.

Wormtail_

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« Reply #17 on: April 18, 2004, 04:39:24 pm »
Explorers could always suffer the risk as well, from monsters, falling rocks, injured eyes/ears/nose from frigid water, etc. And accidents always happen while doing a peaceful job, such as alchemy. Explosions or accidentally made toxic fumes might knock out some senses, but... For most other jobs, it probably won\'t happen on a regular basis. Assuming alchemy/explosions happen on a regular basis.

Perhaps a character should be able to suffer from only one \'complete\' sensory dysfunction. If another tries to cause an additional sense to malfunction, then that sense will only be dulled somewhat. For example, say a character is temporarily blind. Then another tries to take away his sense of feeling. That will only make it dull, not taken away completely. The character will still be able to feel some pain, but is unable to perform the more complicated maneuvers.

Echolocation could probably be implemented as a special racial ability. The type that bats use. It could be another alternative to moving around when blind/having a disrupted feeling. Deafness would disable this, obviously, which would make deafness something worse. As if the text not appearing on the chatbox was not bad enough, although I\'m not sure if echolocation should be an unique racial trait or anyone can use it. Or both, but the latter might need magic.
« Last Edit: April 18, 2004, 04:58:07 pm by Wormtail_ »
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Icefalcon

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« Reply #18 on: April 18, 2004, 06:17:06 pm »
Im starting to like this idea :D

ShadowFish

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« Reply #19 on: April 19, 2004, 01:02:19 pm »
echo location is a racial ability...i dont think humans can echolocate without training....so it wouold either be a special racial trait or most races can do it but others are better at it.....

blindness from spells, gases and bombs should depend on the spell for time but should be generally short...so a person would be able to go around the player or hit him once or twice and get in a combo, maybe.....this way you waste time when putting all dysfunctions and by the time you finish with everything the first few would only last a couple more seconds, but when a person gets hit hard enough to go blind it should be rare but should last a while...

Wormtail_

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« Reply #20 on: April 20, 2004, 12:40:03 am »
I\'d say echolocation should be a special racial trait. If not, then characters might have a difficult time trying to figure out which shrieks are their own and which are not. Realistically. If not, then any amount of characters without limit could perhaps echolocate. Should echolocation be with the use of ultransonic sound or within the average sound range?

As for the duration of sensory dysfunction, I agree. Usually, it should be short, but special cases that are mroe effective should last much longer periods of time. Either costly spells can do this, dumping on frigid water, somehow blocking the ears, etc. could cause the senses to be disrupted for longer periods of time.
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ShadowFish

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« Reply #21 on: April 20, 2004, 01:25:03 pm »
echo location is in ultra sound i think....

Fast_Bear

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« Reply #22 on: April 20, 2004, 11:33:47 pm »
hey: RELLY good idea: y not use these spesial scenses abilitys while u DONT have a dysfunction, like using smell 2 identify items or using ultrasound 2 ease-drop on ppl 3 miles away
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Typhorean

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« Reply #23 on: April 21, 2004, 02:38:43 am »
Ah, if deafness is going to stop the chatbox from displaying new text, then a decent amount of emotes such as points, beckons, nods and shakes of the head, etc should be implemented.  Blindness even be split into 2 or 3 different subcategories.  One decreasing the far clip of the rendering environment, one blurring things, and one decreasing the alpha of everything in the game world.  They could even be measured percentilly -- that would definitely make it so that if symbiotes were implented, there could be a large variety ways for them to mess ya up.
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Icefalcon

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« Reply #24 on: April 21, 2004, 04:32:14 am »
Hmm that sounds a little too complicated to program, but if its not, then your idea would be awesome ;)

Fast_Bear

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« Reply #25 on: April 23, 2004, 10:10:26 pm »
whell if the blindness part is 2 complicated 2 program-then y not my idea of getting super-human sences in2 the game?
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dfryer

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« Reply #26 on: April 23, 2004, 11:27:44 pm »
Hey, what about hallucination? Or an inability to control movement? (Try to take a step forward, end up wobbling to the side).   Hallucination could be done by switching models around, or maybe some creative graphics-engine based trickery (distortion, coloured haze, showers of particles).  Perhaps even misperception of who says what (auditory hallucination) or what items you are holding, or your health status.. \"whee, I\'m invincib--*splat*\"

Too much time in the tavern?  Chances of spontaneously accepting duels?  I think there is a lot of room to implement perceptual malfunction without introducing overcomplication.

Fast_Bear:
Super-human senses may be possible, perhaps \"rogue\" type characters or certain races have heightened senses (e.g. better vision in the dark, etc.) ...  eavesdropping might be fun, or perhaps spells which allow for temporary psychic perception of monsters.

Hopefully there will be thought on this put into future release, or at least considered by the rules team :)
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TheRedMonk

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hi!
« Reply #27 on: April 24, 2004, 12:15:29 am »
My character Tybalt is blind which forces him to use his other senses more than other persons. The key to his perception is that he has practiced all his life to be able to feel the Ki that exists in every living being, and locate it. Sometimes RP:ing is just better :D

Wormtail_

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« Reply #28 on: April 24, 2004, 05:34:47 am »
Hallucination is an excellent example of sensory dysfunction. Perhaps characters could hear things that aren\'t there if they\'re too paranoid as well, or have things appear on the chatbox that weren\'t really typed. Hallucinations could be caused by great fatigue, drinking the wrong substance, or some creature somehow confusing you in an odd way. Same with hearing things.

TheRedMonk, are you speaking of a \'Sixth Sense,\' that your character has? Even if you weren\'t, that could be an interesting ability you could choose. Meaning at the Char. Creation you could exchange the use of one sense for the use of another. That might be too much of a hassle, though, but just an idea inspired by the post above this one.
You pay the same price for doing something halfway as for doing it completely. So you might as well do it completely.
-Richard Nixon

Despise the enemy and you will lose.
-Li Tien (or Dian)

Join the BISM!