Author Topic: Guild member join  (Read 5188 times)

Uloim

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« Reply #15 on: June 09, 2005, 06:13:55 pm »
How would you explain this roleplay wise?  Somehow you\'d know where ALL your guildmates were, at all times...  

Magic!  Yes, magic is always the answer! ;) :)

Rilar

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« Reply #16 on: June 13, 2005, 02:05:08 pm »
Hi everyone,

Perhaps the guildmembers could be automatically added to the buddylist?
And in the options there could be buttons like
\"show your location to:
  • guildmembers
  • people in buddylist
  • local group
  • everyone\"

(so everyone could locate you over a new command like /loc [name])
With this everyone should be happy ;)

For big guilds, it could also be practical to implement a sort-mechanism, with which you can sort after name, location, last login, or even distance from your location.

Bye,
Amogorkon
What is a king without folk? A man with a crown on the head. - Rilar

Karyuu

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« Reply #17 on: June 13, 2005, 09:03:47 pm »
It makes no sense to show your location to everyone. Where\'s the RP in that? o_O
Judge: Are you trying to show contempt for this court, Mr Smith?
Smith: No, My Lord. I am attempting to conceal it.

Rilar

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« Reply #18 on: June 13, 2005, 09:26:29 pm »
Thats not right.
If there is a merchant or some other person with official interest (a king for example) it is quite easy to find out his location, even in rl.
So why make things more complicated?

Besides, i think that /who also shows to which guild secret guild-members do belong, is much more unlogical.

cu,
Amogorkon
« Last Edit: June 13, 2005, 09:29:44 pm by Rilar »
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Darkblade

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« Reply #19 on: June 15, 2005, 10:54:22 pm »
I\'m against a general location shown to everyone, or even buddies...
I do favor a realistic approach (most of the time), as in life it can be a real pain to find anyone, especially in a world that has no fast method of communication (IC).
Merchant and kings (people who are important to society) are easily found because they often don\'t travel a lot, unlike most of our community.
So... either you get a messenger bird, like my character now has, or something along the lines :)

Guildmates... I\'ll take it halfway there, I\"m indifferent to that. I don\'t mind particulairly, but it does have its advantages.


Now, I realize the necessity of a /who command, or at least, that it is useful. But, I think that the player should have a choice whether to show that they are part of a guild or not (considering assassins and the like, or people who don\'t wish to be associated with another guild temporarily).

As for showing that a member arrived, it would be useful for new members who just joined...
I don\'t see any problem with the guildmember entering the realm notice.
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Rilar

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« Reply #20 on: June 16, 2005, 01:44:13 am »
(Player-) Merchants doesnt travel? Thats new to me ^^

It is wrong, that this world has no fast method of communication (take /tell for example).
So your point is to make the game more realistic. Let me think about it...
What about magic? There could be \"mindstones\" (think of the \"communicators\" in star trek) which could be used to locate other people with activated mindstones. To be visible, the mindstone have to be activated what makes mana drain (really) slowly. When using the stone to locate someone, you have to use a bunch of mana to get the direction and the distance to the specified user.
Later when maps will be available, there could be a magical map where all people with activated mindstones will be shown.
With this method, the user could choose whether he wants to be located by everyone or nobody.
The advantage: It is more realistic and logical then the other proposal. It also could be combined with other spells which uses the mindstone of the victim to locate it over a great distance. Also a magical delivery and much more could be established with it.
The disadvantage: The user cannot choose to be visible only to specific people. But that is realistic too... When you shout, everyone will hear you, foe and friend...

Bye,
amogorkon
« Last Edit: June 16, 2005, 01:50:14 am by Rilar »
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Darkblade

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« Reply #21 on: June 16, 2005, 02:22:16 am »
Quote
Merchants doesnt travel? Thats new to me ^^

That\'s true, but as far as I know, the majority of merchants prefer to stay in their home town, or wherever they live.
The point being is, that a travelling merchant, people won\'t know where they are often, only a general direction, most of the time.

Quote
It is wrong, that this world has no fast method of communication (take /tell for example).
So your point is to make the game more realistic. Let me think about it...
What about magic? There could be \"mindstones\" (think of the \"communicators\" in star trek) which could be used to locate other people with activated mindstones. To be visible, the mindstone have to be activated what makes mana drain (really) slowly. When using the stone to locate someone, you have to use a bunch of mana to get the direction and the distance to the specified user.

I was talking about IC, the only things so far that I\'ve seen are purely roleplaying, involving birds and stones as well. (Not that I have a problem with that ;) )

In regards to your magical stone idea, that\'s a good one, but I\'d still prefer to use my messenger bird instead :)

Each to their own, however :)
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Karyuu

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« Reply #22 on: June 16, 2005, 02:56:36 am »
Quote
Originally posted by amogorkon
It is wrong, that this world has no fast method of communication (take /tell for example).


Actually it\'s entirely right ;) Fast communication and communication across great distances is illogical unless, as you stated, magic or messengers are involved.


Quote
What about magic? There could be \"mindstones\" (think of the \"communicators\" in star trek) which could be used to locate other people with activated mindstones. To be visible, the mindstone have to be activated what makes mana drain (really) slowly.


Quote

Later when maps will be available, there could be a magical map where all people with activated mindstones will be shown.


I hope you don\'t think that automaps will be available, as they won\'t. All maps will be player/charactere created, thus the Cartography skill. To see the locations of \"mindstones,\" the maps will have to be drawn with magic along with the usual materials.

 
Quote
The advantage: It is more realistic and logical then the other proposal. It also could be combined with other spells which uses the mindstone of the victim to locate it over a great distance. Also a magical delivery and much more could be established with it.


More realistic..? Magical delivery? Well... :\\ I don\'t know about that. To me it seems but a plan for the player to do less work moving the character around, instead typing mindless commands to automatically find the correct person or give the correct item to a person miles and miles and miles away. I\'m against that, personally, because it eliminates the need to actually travel and explore. You must admit that.

But eh...
« Last Edit: June 16, 2005, 02:56:52 am by Karyuu »
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Smith: No, My Lord. I am attempting to conceal it.

Rilar

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« Reply #23 on: June 16, 2005, 11:29:19 am »
Quote
I hope you don\'t think that automaps will be available, as they won\'t. All maps will be player/charactere created, thus the Cartography skill. To see the locations of \"mindstones,\" the maps will have to be drawn with magic along with the usual materials


Thats what i am thinking of. You create a map by using cartography. You can only see the landscape on it.
But later on you can upgrade your map by magic. I dont think at an automap, it`s more like a radar. For locating a single person you need perhaps 5 mana. To use your magic for locate all users of mindstones in a specific range AND write in the map, you need 50 (?) mana. The locations of the people in the map could be written there till the user deletes them (like a screenshot of an automap) or is updating the map with another burst.

Quote
To me it seems but a plan for the player to do less work moving the character around, instead typing mindless commands to automatically find the correct person or give the correct item to a person miles and miles and miles away. I\'m against that, personally, because it eliminates the need to actually travel and explore. You must admit that.


Naturally such combinations of spells should be very expensive in mana. Thats an argument against \"typing mindless commands\" because you have to be carefull what you do and when.
And naturally such long-range spells have to be cast really long plus they need a long time to effect.
I think about a hunting snake - spell: The caster have to combine nature magic+animal training+locating magic > a snake which \"search and destroy\" over a long distance. Beeing cast, it`s like a creature which is perhaps twice as fast as a player. The snake will use the mindstone of the victim to find it. Having found it, it will unleash a very nasty venom.
Such a spell is easily interrupted when the victim deactivates (most probably not knowing it is beeing chased) the mindstone, there could be a warning to the victim at a range of ~50m \"You hear people yelling and screaming about a big snake moving\". Then the victim could have enough time to prepare a defense-spell, and so on...

Thats only one idea about combining different ways. With every spell of this category (good and bad for the target) comes the probability that the spell is somehow interrupted (by deactivating the mindstone, other players, a coincident produced by the game)...

I dont think thats a plan for beeing generally lazy. I think, these spells could bring much movement into the game, as the usage of the stones has its pros and cons...

Bye,
amogorkon


Edit: The messenger bird - idea could be combined with the idea of mine. As it is not necessary to deliever messages (because of /tell), there could be a bird to deliever packages of items. The bird also needs something to orientate (the stone). And the delievery could also be interrupted like the snake, all the same...
With this, people have to be really carefull what and when to send...
« Last Edit: June 16, 2005, 11:47:33 am by Rilar »
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Drey

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« Reply #24 on: June 16, 2005, 02:18:50 pm »
i made people talking. all these ideas about maps and stuff and stuff are all good, but then there are the people who make the game and have to work out how to do all this stuff and yeah.
<Rux> i wish i could say that narrows it down, but the internet is one freaky place

Rilar

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« Reply #25 on: June 16, 2005, 03:13:45 pm »
I didnt say I want it right now ^^

At least there have to exist the basics and after that the combinations. But if the possibilities were not discussed before realizing the basics, such \"big\" proposals could be too late at a certain point in development. Thats why I propose such things too early rather than too late ;)

I hope you understand me :)

bye,
amogorkon
What is a king without folk? A man with a crown on the head. - Rilar

Karyuu

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« Reply #26 on: June 16, 2005, 04:23:03 pm »
Proposals of decent ideas would always be welcome, I\'d think, if only for discussion\'s sake ;)

It doesn\'t seem an entirely bad plan if limits are placed on it, as you\'ve stated, with a large mana drain. Heck, there could be characters that specialize in locations and get \"commissioned\" by others who lack such abilities to find this or that. I think that\'s fine.

As for mindstone-chat, I\'m still not as sure. We will always need the /tell command because we need easy ways of contacting individuals OOC, either to ask questions about RP, or to get help, or to give warnings. I don\'t think /tell will disappear, nor should it. It\'s incredibly useful for coordinating between characters: \"/tell someone I\'m at the city gates now, we left off our RP session here last night. Want to meet here once more, or should I \'stumble\' upon your character again somewhere else?\" Or \"/tell someone I\'m playing a character that has a tiny bit of limited telepathy. Can you give me a small trivial piece of information about your own character, so that mine may give it back to yours IC as roleplay \'proof\'?\" RP whispering to someone close to you is another problem. How would you go about doing this if the /tell command is removed?

Good roleplayers already find ways to RP /tells, Kariloy\'s stone suggestion being one. So all in all, /tell will stay. Implementing yet another type of chat that will drain mana seems silly, even if it is done for roleplay\'s sake. People will ignore it and go back to /tell. Thus I think the mindstone-chat idea will not work.

As for giving items to another over great distances using magic, boy should that take away a large chunk of mana. And I mean huge, increasing exponentially with the weight or number of the object, so that only the very skilled or talented can even consider such a thing. But they\'d make great RP messengers, ignoring the fact that they\'d have to get quite a reputation as trustworthy for new patrons ;) So that\'s not a bad idea if it is done correctly, I think.
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Rilar

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« Reply #27 on: June 16, 2005, 08:48:37 pm »
Quote
Good roleplayers already find ways to RP /tells, Kariloy\'s stone suggestion being one. So all in all, /tell will stay. Implementing yet another type of chat that will drain mana seems silly, even if it is done for roleplay\'s sake. People will ignore it and go back to /tell. Thus I think the mindstone-chat idea will not work.


Mindstone-chat? I wasnt saying I want to abolish the /tell command :)
The mindstone-idea was a more realistic approach about locating other people, not basically to communicate. When you have your (purified) mindstone active, others are able to locate you, for good and bad.
In another thread was an idea about items on which a char could focuse his magic to cast more powerful spells. A mindstone could be counted to this category.

Quote
And I mean huge, increasing exponentially with the weight or number of the object, so that only the very skilled or talented can even consider such a thing.


Increasing exponentially? That would be too harsh, I think. When you think about a messenger-creature: You must consider that you need mana to conjure the creature (you need constantly mana to keep it) and you need mana to \"train\", \"hypnotize\" or how do you want to call it. Both should be very mana-consuming. But as the creature is on his own when it is moving, it does not drain more mana from you, or how would you explain an exponential mana-drain?

With my explanation, you need much mana to conjure and to train it. The constant mana-drain results from keeping the creature under control, not from the transport. But when you consider that the spell will fail if the target turns his stone off, the risk to fail cause of random events (messenger-bird flies against a tree or is caught by another creature) and the risk that another player disrupts (to steal) it, transport over big distances is not recommended. You can try but most probably you will fail. And that without an exponential cost.

Hope you understand me now :)

cu,
amogorkon
What is a king without folk? A man with a crown on the head. - Rilar

Karyuu

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« Reply #28 on: June 17, 2005, 08:32:16 am »
Quote
Originally posted by amogorkon
The mindstone-idea was a more realistic approach about locating other people, not basically to communicate.


I think someone here mentioned that the /tell command should be removed, but it might\'ve been someone else, or in a somewhat similar thread :D I think I got it mostly from:

Quote
It is wrong, that this world has no fast method of communication (take /tell for example).


My main point is that if you implement another type of communication besides /tell that will drain mana, it will not be used at all, I think for rather obvious reasons.


Quote
Increasing exponentially? That would be too harsh, I think. When you think about a messenger-creature: You must consider that you need mana to conjure the creature (you need constantly mana to keep it) and you need mana to \"train\", \"hypnotize\" or how do you want to call it. Both should be very mana-consuming. But as the creature is on his own when it is moving, it does not drain more mana from you, or how would you explain an exponential mana-drain?


The more items you need to transport, or the more the weight item(s), the larger the increase in mana required. It\'s simple. A tiny conjured creature is not going to carry five broadswords for you from Hydlaa to Ojaveda - you\'ll need something larger. A lot larger, and thus you\'ll need a lot more mana. Also, you\'ve posted:

Quote
The constant mana-drain results from keeping the creature under control, not from the transport.


And the larger the creature, the more mana and will and concentration it would take to keep the creature under control, even during flight. Thus the increasing drain.
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Karyuu

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« Reply #29 on: June 17, 2005, 08:34:36 am »
... sigh.  :rolleyes: Another browser misshap.
« Last Edit: June 17, 2005, 08:38:58 am by Karyuu »
Judge: Are you trying to show contempt for this court, Mr Smith?
Smith: No, My Lord. I am attempting to conceal it.