Author Topic: idea for name displays in-game  (Read 7293 times)

LastAndroid

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« Reply #60 on: March 08, 2004, 01:12:39 am »
Those are some interesting ideas.

However there are a few problems.
Storeing the file on your computer would not work it you use more then one computer, use a cyber cafe, or if you re-format.
It would make shouting and non-private chats impossible (as said above).
Untill there is more customization it will be very hard to find a person (or the right person) if everyone looks the same.

Untill a better solution is found the easiet and best thing would be to have an on/off switch for showing your name (but it would still show up in chat).
You could also have an option not to show your name in private chat. So as long as you don\'t say anything out of private chat  your name is hidden.
Maybe have an option to only show your name to people on your friends list or in your guild, since they are already in the database it would not use any other space.
This way people have a choice if they want to show their name or not, but there wouldn\'t be so many problems

Waylander

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« Reply #61 on: March 08, 2004, 05:18:10 am »
K I didnt finish reading all the posts but I belive this has been discused b4 with the same principal (the requesting o someones name) ppl were saying it would be hard to do that or thaat it would take a lot of space but, I have seen some new ideas I suggest u go looking for that thread and read it
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Axsyrus

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« Reply #62 on: March 08, 2004, 04:22:43 pm »
Quote
Originally posted by Karyuu
Pardon me if this has already been brought up, but how would the chat function if we had no names? Would names show up in the chat but we\'d have no idea who is who? That defeats the point of the realism you\'re suggesting here. Would it just show up as \"Person A shouts: _____\"? That\'s no good either.

If I missed something, I sincerely apologize.


It infact IS realistic, if you hear someone shouting IRL, do you know his name then? no, only if he told you his name before and you can recognize his voice.

Maybe if someone shouts something he would get a shouting anim. with the text he just said above his head. In the chat window it would just say \"someone shouts: Hello\", so if you wouldn\'t see the person that shouted, and he never told you his name before you wouldn\'t know who said it(very realistic IMO). This would maybe also stop people from shouting all the time but instead they would gather in the temple for example to have normal /say conversations.

I like Siven\'s idea of storing a set number of names server-side, this would also get rid of the problem of reformatting your harddisk.

Waylander: this is an old thread, I think this is the one you are talking about.

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LastAndroid

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« Reply #63 on: March 08, 2004, 09:28:45 pm »
Quote
Originally posted by Axsyrus
It infact IS realistic, if you hear someone shouting IRL, do you know his name then? no, only if he told you his name before and you can recognize his voice.


But IRL peoples voices sound different. So even if a crowd of people you\'ve never met before are talking you can tell who says what.
There is no way to replicate this in game, so you have to display name in chat or you won\'t know who said what.
It\'s really a balance issue.

You could always give everyone name tags, so there is a reason they know everyones name.
Rogues could then take off their name tags to hide their name.
« Last Edit: March 08, 2004, 09:31:55 pm by LastAndroid »

Axsyrus

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« Reply #64 on: March 08, 2004, 09:35:43 pm »
I wrote more then just that one line in my post..

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elscouta

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« Reply #65 on: March 08, 2004, 09:43:08 pm »
You can show the name if you are able to know who shoots. Otherwise, just a someone.

You can know who shoots if:
- you see him.
- he\'s in your guild or your buddy list.
- you are skilled in hmm... what skill can fit here?
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Karyuu

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« Reply #66 on: March 08, 2004, 11:30:46 pm »
Quote
Originally posted by Axsyrus
Maybe if someone shouts something he would get a shouting anim. with the text he just said above his head. In the chat window it would just say \"someone shouts: Hello\", so if you wouldn\'t see the person that shouted, and he never told you his name before you wouldn\'t know who said it(very realistic IMO).


And if that person shouts more than one line, and there are several people shouting as well? How do you distinguish between who shouted what, if everyone becomes \"someone\"? It\'s not an efficient system, because IRL you could nearly aways tell who shouted what, even if you do not know their names. It simply cannot work that way in-game. Unnecessarily complicated.

I also dislike the \"text above the head\" idea. Some problems with this have been stated before. What if you\'re not quick enough to read it? What if you\'re trying to read several bubbles at once? Usually you can hear and comprehend what more than one person is saying - it won\'t work that way in-game, again. Imagine this scenario: you\'re standing in the inn and talking to various people you do not yet know, and trying to keep up with everyone\'s input. You miss what someone is saying, so you reply with: \"Hey you over there, with the green coat and the tail, repeat what you said.\" And three characters turn around. Inefficient, again.
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Smith: No, My Lord. I am attempting to conceal it.

Axsyrus

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« Reply #67 on: March 08, 2004, 11:55:21 pm »
Quote
I also dislike the \"text above the head\" idea. Some problems with this have been stated before. What if you\'re not quick enough to read it? What if you\'re trying to read several bubbles at once? Usually you can hear and comprehend what more than one person is saying - it won\'t work that way in-game, again. Imagine this scenario: you\'re standing in the inn and talking to various people you do not yet know, and trying to keep up with everyone\'s input. You miss what someone is saying, so you reply with: \"Hey you over there, with the green coat and the tail, repeat what you said.\" And three characters turn around. Inefficient, again.


It would not only appear above their heads, but also in the chatbox. the text above their heads is only there to let you know who exactly said it. You\'d still use the chatwindow to read most of the talk. There could maybe be different colored text for different races/genders too, or anything else to make it easier to follow. I don\'t think it\'s that impossible to implement this.

Axsyrus the Azure - Ruler of the Winds
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Karyuu

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« Reply #68 on: March 09, 2004, 01:18:18 am »
I still believe it would be problematic to keep up with who said what, if more than three people are in a conversation. Especially if they are of the same race and gender (that annihilates your different text color for different races or genders idea).

It would just make the game that much more stressful, and for me, less enjoyable.
Judge: Are you trying to show contempt for this court, Mr Smith?
Smith: No, My Lord. I am attempting to conceal it.

Abemore

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« Reply #69 on: July 12, 2004, 11:46:20 am »
Okay, so the main chat window could be an OOC discussion at all times where all the player names will always be shown.  It would also be the place for any system or status messages and the like.

One should be able to hide the chat window for the full RP experience.  Visual queues can be used when another PC is speaking to you or just speaking in general.  Perhaps the text can appear above their head when speaking in character, maybe even inside its own mini chat window?

So, to summarize,
The main chat box is for OOC.  
The player window is for RP.
The main chat always shows player names.
The player window only shows names after they are given thru RP (and they are remember in the database).

Will some people only use the main chat?  
Probably, but only after first introducing their PC to their friends PC\'s through RP so they can see the names above the characters head in game.

In short, I still think this is a really neat feature, and even if it\'s implemented only for the NPC\'s, it still needs to be in this game.



OOC=out of character
RP=roleplay
PC=player character
NPC=non player character
« Last Edit: July 12, 2004, 11:51:41 am by Abemore »

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Cyberchu

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« Reply #70 on: July 13, 2004, 07:05:36 am »
Why not have labels like A,B,C,D for players. Player A shouts \"I\'m herere\" player Y shouts \" hello everyone\"
Under construction

It is through suggestions and critisisms that we improve our ideas

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Levski

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« Reply #71 on: July 13, 2004, 07:40:08 am »
Hmm...

I seem to vaguely remember that someone said a long time ago that in CB there will be chat bubbles.  So in these chat bubbles there will obviously be only people that you have been introduced with.  And if someone wants to talk to you, they would have to introduce themselves before talking to you, and even if not, it will be only one spotted fenki trying to talk to you, not the 30 or so others logged on at the moment.

Also, why couldn\'t the names be stored clientside?  After all, to modify the file you would need to know their real name.  But you don\'t.  The reason you wanted to mod the file in the first place...

NOTE:  Acraig accidentally wiped the AB database?  Rofl! :D

@Venge:  Wouldn\'t it be better to have more dev-wistful player interaction so that you (the devs) have a whole community brainstorming on problems and possible innovations (with the dev input helping to guide to a more realistic)?  I.e.:

Dev says:  Hey guys, I need some more ideas for spells, any good ideas?

Wistful Player says:  Yeah!  Here, I\'ll PM you with an idea, tell me if it would require too many glyphs.

Dev recieves PM and says:  Good idea, but the way you have the spell said up, it would need about 20 glyphs...etc.

Wistful Player says:  Oh, well in that case, maybe we could seperate these two parts and make them into two seperate spells...

Hope I was able to relay my ideas to you!
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zabeal

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« Reply #72 on: July 13, 2004, 08:17:33 am »
Quote
Originally posted by Levski
Hmm...

I seem to vaguely remember that someone said a long time ago that in CB there will be chat bubbles.

? Where did you see that mentioned? I\'ve heard that there will be bubbles with names and guild....

Quote
Acraig accidentally wiped the AB database?  Rofl! :D

I was under the impression that the server didn\'t record people at all in CB.

Lux perpetua luceat eis

GodAmongShadows

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« Reply #73 on: July 13, 2004, 10:40:23 am »
I apologize if I get anything wrong. I read the entirety of this thread in one sitting, still trying to absorb most into my head.

First off, about the client-side list:

1) It would make sense to list only people that you\'ve met (i.e. Have gotten a name from). It would be a big waste of space to, instead, have a list of everyone registered, not to mention your list would need to be reupdated everytime you log into the world (creating a longer amount of login time). If said list only has the people you\'ve been introduced to, it should also have a line that nullifies every other player. (hope that makes sense, it\'s about 3:30 AM. :-P)

2) Hacking would be essentially unneccessary in all forms with this idea (1). Since you have a list of people you\'ve met and their names, the only thing you could do is rename them, which would do nothing but create an alias to only you. (since it\'s client-side, the effect would only be on the clients...side. Thusly, no one else would see the effects of the change but the client.) This might actually be seen as an advantage for some people. Say you don\'t like someones name, but they don\'t want to change it? Just go into your client-side stored \"Introduction List\" and rename them. Only you will see the rename and hopefully you renamed it to something that you\'ll remember who they were. This could also be seen as more realistic, since people often give nicknames to others to remember a trait, characteristic, look, ect.

3) If you happen to go to a cyber cafe, just email the list to yourself and reintroduce it to your rented computer at your cyber cafe. Not to big of a deal; you\'ll live. :-P

Next, I like the idea of bubbles along with a chat menu. This way you can read the bubbles and if you miss anything just read the chat menu and pick up what you missed. I find this really realistic, as opposed to what the others have said about it. Sure, if there\'s lots of people, you won\'t be able to keep up with all the conversations, but it is my experience that in larger groups, people holding one conversation will form one group, another will form another group and so on. Also, I don\'t think names should be added to the chat menu. For the sake of reality, if you\'re in a big group of people you don\'t know, are you really just going to start blabbing for hours on end without introducing yourself at one point in the conversation? Besides, if this path is taken (the chat with \"person says\") it would force the player to introduce themselves to the people they are talking to in order to follow the conversations. In my opinion, this is as real as it gets. The only downfall would be to those who are anti-social: They\'ll get have to deal with a bunch of conversations that sound like they\'re coming from one person (who is of course, just known as \"a person\"). Also, if we\'re going for realism, the shout command should just be removed. How often do you hear a person yell across a city, only to have the urge to answer him with an equally loud yell? If we\'re basing this entire thread and idea off of reality, then everything these ideas are completely valid (as opposed to your beloved shout command).
To sum up this paragraph in one word: Adaptation. If the massive chat idea is to implimented, people will want to introduce themselves and learn who everyone is, if only to make the chat simpler. Also, if an introduction isn\'t made and conversation splits, the groups will separate to keep their chat understandable. All in all, players will adapt to the circumstances (much in real life) to gain a better, easier way of communicating with those around.

I hope my ideas can be improved upon, by myself and others.
« Last Edit: July 13, 2004, 10:47:17 am by GodAmongShadows »

Seytra

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« Reply #74 on: July 13, 2004, 02:50:30 pm »
The chat thing is missing one important detail: proximity. If you\'re in a real tavern, you are going to speak to the ppl. in your immediate vincinity, and only these will be able to hear / understand you. The bubbles and chat window therfore need to reflect this, so that the ppl. who you can hear _unless_ they shout are only the ones you are very close to. This is an extension to your comment about the \"shout\" command.

I still don\'t know about the bubbles. How about just having tiny bubbles with no text that fade away with time and that maybe have a color associated with them, while the text can be found in the chat window, along with the same color and fade (or some other link)? This way, you could see whop speaks and it would make ppl. less talkative. Along with the short talk range, it might work.