Author Topic: /follow command  (Read 6724 times)

Andrek

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« Reply #30 on: July 27, 2005, 02:55:55 am »
Quote
Originally posted by Karyuu
But that\'s horribly boring ;) And what if you\'re exploring the hills with someone, along curvy trails? The thread DaveG and Nilrem linked to had good suggestions - have /follow require people being in a group, with the leader offering the /follow option to the potential follower. Less chance of abuse that way. But there is a slight problem I haven\'t seen addressed yet - the main reason for wanting the /follow command is to make chatting easier. Yet one person still has to lead, right? That person won\'t be following anyone, so he or she will still have to stop occasionally to type, or form replies. So what\'s the point, exactly? :)


Well if you have groups of people following they may not need to speak at the leader... but case seen and considered.

I also a a mutiple mouse point run...

Use both.

1.  Skilled peeps will know where to go.
2.  Not so skilled peeps will follow the skilled peeps.
3.  They can all talk about it.
4.  DON\'T LET RUN BE IN THE FOLLOW!!!  If you run the follow will be disabled.  This will discourage people from \"laziness\".  Your time is doubled doing it!
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rauz

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« Reply #31 on: July 27, 2005, 12:55:10 pm »
okay, the \"follow me\" sounds like a good idea. Would be more like a /guide command then.

It would work just like the /challenge command, where the receiving person either has the options to accept or decline the offer.

And after all, the game is still in pre-alpha phase, so it can\'t hurt to test the command anyhow.
« Last Edit: July 27, 2005, 12:56:32 pm by rauz »

Andrek

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« Reply #32 on: July 27, 2005, 07:06:46 pm »
Quote
Originally posted by rauz
And after all, the game is still in pre-alpha phase, so it can\'t hurt to test the command anyhow.


I like that statement.  Can I use it in my sig?

As well this is the time to test gameplay situations like this.  Not everyone has a server at home where they can have 30+ members playtest at once.  I am open to these ideas.  being tested now, before we have many people out and figure it would have been great if, or that really sucked when the community is in the thousands... (what is the number of users up to?)
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hitancrias

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« Reply #33 on: July 27, 2005, 10:33:05 pm »
Good points everybody. The two remaining problems seem to be that it?s very hard to make a good script and that the leader of a group still can?t talk without stopping. My suggestion to solve these problems is that you merely follow each other, instead of the leader. This could work like this: everybody in the group can opt to check a ?follow-box?. Normally everybody has to walk for himself, but as soon as you select the communication box to say something you?ll start to follow someone else in your group who also checked the follow-box. This would normally be the leader, but if you are the leader yourself, or the leader is talking or hasn?t checked the box, it will be the next in the list who checked the box. That way everybody in the group can talk now and then without getting behind and it won?t look that stupid as you probably are walking yourself most of the time.

It might sound a bit complex this way, but that?s probably just because I explain it a bit odd. :)

What do you think?
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DaveG

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« Reply #34 on: July 27, 2005, 11:09:57 pm »
/me has lost track of the discussion...

[obsessive neatness]

A summary of all walking stuffs suggestions:
(from both threads)

1)  A \"/follow\" command:
 a)  Boot AFK followers
 b)  For use within the group only  (option in group window)
 c)  Require conformation
 d)  No confirmation for spies
 e)  Allow \"/follow\" only in towns, or only with walking
 f)  Group acts as a blob, moving as one

2)  A waypoints based movement systems:
 a)  Selecting destinations
 b)  Mouse-run with each click creating a waypoint

3)  Auto-run snap-to on roads:
 a)  Enabling auto-run on a main path/road would make the character automatically stay walking on the road
 b)  Pause at junctions to choose direction to go

4)  Other means of transportation would prevent some of the need for all of the above.

[/obsessive neatness]

Out of all of these, the only ones I don\'t really like are 1.d, 2.a, and maybe 1.b and/or 1.f
« Last Edit: July 27, 2005, 11:10:50 pm by DaveG »

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hitancrias

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« Reply #35 on: July 27, 2005, 11:38:41 pm »
Nice summary, good idea, but where is my suggestion in there? :)

In my opinion we only need option 1 (/follow), since 2 (the waypoints don\'t work too well on hilly maps and it is not really needed if you have a good working /follow system.
Against 3 I have more rejections though, because it can be used too easy by lazy players who go make themselves some coffee while traveling. (It would be a pity if players went afk while traveling cause I love meeting interesting strangers on the road and don\'t like the scenario where everybody is running by because the player is afk)
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Andrek

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« Reply #36 on: July 28, 2005, 01:08:59 am »
1d... no good unless there is an opposed notice skill check.  If you notice them in the check you should get a message popup (in chat window) that tells you you see them... as well change their name color as long as they follow you (ie you see them and have the choice to do what you will)

2a  Laziness will happen, I like the idea but as well I cannot justify it for there are too many peeps who do play this game more than I have time and it would just be convienient... I reject 2a

1f... Not sure on this one but it will eliminate the line a few are concerned about.  Not realistic but one leader and mutiple peeps behind the leader in one hex would conserve space.  No I do not like it.  I would rather see lines.  Preadators in the jungle and wild will pick off the last person in line.  You should be the strongest to be there to protect the weak.  As well the leader should not be weak either.  Keep the lines in my opinion.
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DaveG

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« Reply #37 on: July 28, 2005, 05:22:56 am »
Quote
Originally posted by hitancrias
where is my suggestion in there? :)

You are the proud owner of 1.f the amalgamous blob...  :D

@Andrek:
Yep... basically my reasoning as well...  well, except for the \"predators picking off the weakest members\" part...  :P



I\'m beginning to think the best solution might be a combination of:
1.a,c,e + 2.b + 3 (a & b, heavy on b) + 4 (but with a fee)

... Bingo!...

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Andrek

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« Reply #38 on: July 28, 2005, 06:02:30 am »
DaveG  I like that setup... now if I onlyh had some political sway :S  j/k
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rauz

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« Reply #39 on: July 28, 2005, 07:57:17 am »
Quote
Originally posted by DaveG
+ 4 (but with a fee)

... Bingo!...


Yes, public transport would be nice, but you\'re talking far future from here.

hramrach

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« Reply #40 on: July 28, 2005, 02:02:58 pm »
Quote
Originally posted by rauz
Quote
Originally posted by DaveG
+ 4 (but with a fee)

... Bingo!...


Yes, public transport would be nice, but you\'re talking far future from here.


And there is no reason why you could not sleep in the cart. They would just have to take you out at the destination, but you paid for that after all :)

Imagine a cart driver stopping at an inn, carrying out a sleeping mage, and laying him inside :D

This way there would be a possibility to travel automatically if you wish (and cannot teleport yourself) without annoying people travelling at full consciousness.


I agree that the possibility to snap-to roads or use some pre-planned waypoints (located farther than current visible area) could lead to hordes of walking zombies, which is much worse than a zombie following you.

As for zombies following you - realistically, you should be able to hide in bushes or something so that they no longer see where you went. But to make things easy, I would prefer a special command for getting rid of followers. That way you retain the possibility to follow anybody at anytime but get the ability to get rid of zombies.
In other words, accepting followers should be the default (and without offering leadership) but the option to reject them should exist.

I am not sure that grouping (and especially following only inside groups) is a good idea. What would that group be? If it is a guild, you do not start or join guilds just to walk around. If it is some technical aid for walking together it is just weird - making a group to walk together for a while. How many of such groups would you have to create to walk comfortably with people you meet?
Or if it is something else, what is it?


Now how to make it possible for people that are not explicitlly in some group to walk together and talk: when you /follow somebody, it affects your movement only at the times you would normally stand still (or walk straight because of autowalk?). You can move on your own as usual. That way, you can choose where you go, wether you prefer to walk next to your leader, follow behind, or run around in circles. When you want to talk or look around, you just continue in the direction and at the pace selected by the leader.
Now if you both follow each other, and one talks, you keep moving. If you both talk or look around, you stop (or walk straight possibly?). That\'s natural and should be expected.
Larger groups can form if several poeple follow one leader, for example.

Of course, you need to stop following. But this is related to other use of keyboard as well. Currently there is a \"toggle chat\"  - I am not sure what it should do as the keybindings do not work very well on OS X. But I would expect once you press it, the chat window gets focus (without showing it in any way - aargh), and when you press it again it loses focus, and you can use the keyboard for navigation.

So what I would like is a \"start chat\" command - I would bind it to spacebar but other keys are possible - the keybindings in the game are fortunately already configurable. If you hit enter in the chat, you  send the message an return to \"normal\" mode. If you hit Esc, you should not send anything (keep the unfinished messagefor later), and return to \"normal\" mode.
In \"normal\" mode, I would bind some Stop command to Esc as well.  This would stop following or anything else you are possibly doing (ie stop autorunning, take fishing rod out of the water if you see a log that would likely break it).
Observer .. or watcher?

DaveG

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« Reply #41 on: July 28, 2005, 10:11:43 pm »
Quote
Originally posted by rauz
Quote
Originally posted by DaveG
+ 4 (but with a fee)

... Bingo!...


Yes, public transport would be nice, but you\'re talking far future from here.

Yeah, I know...  :sigh:  but then again, this is the \"Wish List\" forum...  :P

The other good ideas are easier to implement, and are obviously higher up on the list.

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Andrek

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« Reply #42 on: July 28, 2005, 10:17:37 pm »
Yeah... if some guy wanted to pay me an Octa I would totally carry him into an inn after travelling his body all around... I smell money from vamps!
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Verrliit

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« Reply #43 on: August 02, 2005, 09:15:18 pm »
In the mean time, the only currently available solution is to modify a usb joystick, and map it so that you can control motion with some other portion of your anatomy.

A better solution would be to hook in some of the common voice recognition programs and use a microphone.  (another blatant plea to the Devs to enable cut-and-paste, too.)

Best of all would certainly be actual VOIP, with voicechangers, but this is a few years away, and will not happen until broadband penetration is pretty much universal.   :)


We will just have to be patient.  

(*eyes a cheap joystick thoughtfully*)



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neme5i5

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« Reply #44 on: August 02, 2005, 09:34:08 pm »
migrated up to a new thread
« Last Edit: August 02, 2005, 10:19:24 pm by neme5i5 »
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