Author Topic: more chat boxes  (Read 1756 times)

bnbtnt2

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more chat boxes
« on: March 07, 2006, 08:59:24 pm »
The solution is simple for all the people talking about chat flooding.  Allow us to have seperate chat boxes and to direct battle or guild chat to these new boxes.  I have problems with the flooding myself and wish that it could be solved.  

Another problem I have is chatting after I hit enter.  I feel like the chat should work consistintly, press enter to type, press enter to send, press enter again to type another message.  I constantly begin moving or have help/option boxes open up unwanted.  

I have been killed several times because I was curious to find out if something were my level.  Perhaps having a different background color of their selected names.  As of now they are always purple, but perhaps a red for things above one\'s level.

Hope I told you \"why\" I feel these are good ideas.

Karyuu

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« Reply #1 on: March 07, 2006, 09:06:23 pm »
Quote
Originally posted by bnbtnt2
Allow us to have seperate chat boxes and to direct battle or guild chat to these new boxes.  I have problems with the flooding myself and wish that it could be solved.


You didn\'t notice we have these already? :) There are several tabs in your chat window - All, System, Chat, Tells, Guild, Group, Help.

Quote
Another problem I have is chatting after I hit enter.  I feel like the chat should work consistintly, press enter to type, press enter to send, press enter again to type another message.  I constantly begin moving or have help/option boxes open up unwanted.


Yes, it seems that the Enter key will open or select the last open/selected window. So if you had your inventory opened last, hitting enter would bring it up again. I wonder if this can be changed through the in-game Options.

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I have been killed several times because I was curious to find out if something were my level.  Perhaps having a different background color of their selected names.  As of now they are always purple, but perhaps a red for things above one\'s level.


What level? :) We don\'t have levels at all - there are different skill levels, but how would the NPC know what skill you plan on using against it, and thus what color to turn the label? Dark Way? Knives & Daggers? Axes? Moreover, that\'s not too realistic of a suggestion - you shouldn\'t know just by looking at a beast whether you can take it on or not. This is something only experience or advice should tell you.
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DaveG

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« Reply #2 on: March 07, 2006, 10:31:16 pm »
Quote
Originally posted by Karyuu
Quote
Originally posted by bnbtnt2
Another problem I have is chatting after I hit enter.  I feel like the chat should work consistintly, press enter to type, press enter to send, press enter again to type another message.  I constantly begin moving or have help/option boxes open up unwanted.

Yes, it seems that the Enter key will open or select the last open/selected window. So if you had your inventory opened last, hitting enter would bring it up again. I wonder if this can be changed through the in-game Options.

Yep.  Here\'s the option you want:

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Pestilence

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« Reply #3 on: March 08, 2006, 01:34:12 am »
hmm I agree with Karyuu to some extent. You shouldn\'t know it from just by looking untill you have some experience.

However I do feel you should be able to make an educated guess from previous experiences so it shouldn\'t be like you have no clue at all specially concerning beasts.

Perhaps a skill one could be able to train or a skill that keeps track of your \"experience\" in that area, but perhaps also a good idea to have more difference in how strong the same creature is. Have more of a random element as it spawns.

Perhaps even have it connected to looting so when you kill a gladiator stronger then useal you have a higher chance he has a stronger weapon. (thats why he was stronger ;) )

As for the chatboxes I would really like to see that you can say what you want to see in \"all\" so I can have it on that tab and keep an eye on tell and guild and normal talk at the same time without having system spam me up or having to shut systems up so I can\'t simply look at something like how much someone hit for by looking at a different tab, but having to go into options for that everytime.
« Last Edit: March 08, 2006, 01:44:48 am by Pestilence »

defender43

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« Reply #4 on: March 18, 2006, 06:30:37 am »
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Originally posted by Karyuu
...you shouldn\'t know just by looking at a beast whether you can take it on or not. This is something only experience or advice should tell you.


Hmm... which will be harder... this little Rat or this gigantic Tefusang...
\"Impossible is in the eye of the beholder.\" -- Laredo Silverspring.
\"Huh?\" -- Crimsonn Draycko.

Karyuu

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« Reply #5 on: March 18, 2006, 06:35:48 am »
...And then one day you learn that the rat has poison and the Tefusang is the slowest thing in the world :3
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Smith: No, My Lord. I am attempting to conceal it.

Vaylos

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« Reply #6 on: March 18, 2006, 08:07:45 am »
I\'m going to try to stay in the middle here. But I have a few things to say. Basically there should be some way to represent sizing up your opponent, other than trial and error.

I\'m sure the devs realize this, they\'re not idjits ;)  And they\'ll figure out some clever way within the game mechanics, that will please most people within the core community, and probably make us go \"I never thought of doing it that way\".  Colored names aren\'t the only option...just probably the \"easiest\" to implement which is why so many games use it.

Bust as Karyuu Said:
-------------------------
\"What level? :) We don\'t have levels at all - there are different skill levels, but how would the NPC know what skill you plan on using against it, and thus what color to turn the label? Dark Way? Knives & Daggers? Axes? Moreover, that\'s not too realistic of a suggestion - you shouldn\'t know just by looking at a beast whether you can take it on or not. This is something only experience or advice should tell you.\"
----------------------------
(sorry, didn\'t use the quote button when I started writing this :P)

The colored names scheme fails here.


Now, an idea came to me as I read through this thread, and started typing.  I don\'t know if it\'s possible to implement though.  To represent tracking and watching a monster, and \"learning\" it\'s ways, you could target a monster, and have some kinda meter fill up over time. If you lose track of the target, or target something else, the meter empties.  This represents the time spent tracking it.  After this meter fills, perhaps you\'d be able to more properly judge it\'s strength compared to yours. Either by having a more detailed description, or having some variable that\'s an average of your abilities versus the monsters average.  This would in effect, be similiar to the \"Consider\" command on MUDs.  But since we don\'t have levels, this would have to take into account your character status as a whole.

Just a thought, and probably not possible.

Again, the devs will proabably figure out some clever way within the game mechanics to awe and amaze us lol.

To the devs:  Rock on, and amaze us with your skills and abilities....and your coding genius of course *grin*
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jonmack

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« Reply #7 on: March 19, 2006, 09:37:24 pm »
Quote
Originally posted by bnbtnt2
I have been killed several times because I was curious to find out if something were my level.  Perhaps having a different background color of their selected names.  As of now they are always purple, but perhaps a red for things above one\'s level.


What\'s wrong with /targetinfo ? Gives a good enough guess as to the relative strengths between you and the beasties. Can\'t be given to you on a plate, needing previous experience is a good thing. Just be prepared to run if need be :)
jonmack

clint8565

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« Reply #8 on: March 20, 2006, 04:01:12 pm »
Quote
Originally posted by jonmack
Quote
Originally posted by bnbtnt2
I have been killed several times because I was curious to find out if something were my level.  Perhaps having a different background color of their selected names.  As of now they are always purple, but perhaps a red for things above one\'s level.


What\'s wrong with /targetinfo ? Gives a good enough guess as to the relative strengths between you and the beasties. Can\'t be given to you on a plate, needing previous experience is a good thing. Just be prepared to run if need be :)


exactly what I was thinking while reading this... /targetinfo tells you pretty much whether you can take it on or not, as long as you have enough intelligence for it to say something besides \'you try to evaluate [targetname] but you have no clue\'

Araye

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« Reply #9 on: March 20, 2006, 05:58:07 pm »
I think the poster wants /targetinfo to be coded into a rainbow name label scheme, where say blue means - poses no challenge and red means - if you attack, you will die; without having to type the extra keystrokes and scrolling down.

The problem is that colored labels have already been assigned a function and meaning.

I see no problem with the current method as one would have to \"study - read /targetinfo\" the target to get a good sense of this particular creature\'s strengths anyway.  Just because you went up against a Tefu in the sewer, doesn\'t mean you can take the one that lives out on the road.  You need to study the differences to see which is stronger.  

The point here is that it takes time to discern this information, not know it at a glance.

If everyone could just tell this info, there would be no need for guides, rangers, or hunters to help the unexperienced in the wilderness.  Which brings up my next point, maybe if you don\'t have the skill you can\'t tell anything about the target, or get bogus information.

The Ulbernaught poses no threat.   Surprise!!!

Araye

EDIT:  I also wanted to add that with \"more chat boxes\", I would like to be able to detach the tabs into windows.  Say for example, I would like to detach the \"Guild\" chatbox and let is run all by itself while the other window was still open with \"All\" selected.
« Last Edit: March 20, 2006, 06:02:16 pm by Araye »

jonmack

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« Reply #10 on: March 21, 2006, 04:47:07 pm »
Quote
Originally posted by clint8565
exactly what I was thinking while reading this... /targetinfo tells you pretty much whether you can take it on or not, as long as you have enough intelligence for it to say something besides \'you try to evaluate [targetname] but you have no clue\'


Ah, really? You have to have a certain intelligence for that to work? I did not know that. In that case, I think the current system is even better. Putting coloured names for everyone to know instantly about the strength of a monster is too fair :) It takes skill to kill them, it should take skill to judge them too.

Quote
Originally posted by Araye
EDIT: I also wanted to add that with \"more chat boxes\", I would like to be able to detach the tabs into windows. Say for example, I would like to detach the \"Guild\" chatbox and let is run all by itself while the other window was still open with \"All\" selected.


I like this idea. Or even something like a customisable chat box, so instead of tabs, they are checkboxes that will filter out different channels (or another channel that is customisable.)

I find is usually best to see all the events that are happening, but the All chat tab shows too much information, especially when nearby people are fighting. Even the option to filter out other players attack rolls would be good enough.
jonmack

clint8565

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« Reply #11 on: March 21, 2006, 08:51:39 pm »
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Originally posted by jonmack Even the option to filter out other players attack rolls would be good enough.


You can filter them out, it\'s under options -> interface -> chat filters ;)

zorbels

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« Reply #12 on: March 21, 2006, 08:55:11 pm »
All I have to say to more chat boxes is NOOOOOOOO please no more! More chat boxes isn\'t the answer. More options to filter the chat boxes might be though.
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ou8i8uo

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« Reply #13 on: March 21, 2006, 11:07:05 pm »
I have to agree with Zorbels.
Learn to use your chat filters to avoid flooding and...
If you want another Chat box, get Skype.
« Last Edit: March 21, 2006, 11:10:06 pm by ou8i8uo »