Author Topic: Signposts using the pet system.  (Read 1668 times)

zanzibar

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Signposts using the pet system.
« on: December 12, 2005, 09:53:01 am »
People have abused the groffels by renaming them to things like \"read description\" and \"best prices\".

Groffels are summoned using rings.


Why not have sign posts which are summoned using sign posts?  The code is already there.  The model would basically be a stick with a rectangle on it.
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Zan

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« Reply #1 on: December 12, 2005, 10:00:08 am »
I have to agree that this would definitely be nicer than using the pets for these reasons. Renaming pets as you please and using them to give directions or information isn\'t very positive for roleplay.

Also if the signpost\'s description could be editted to give a bigger message away, it could be used for sharing more detailed information as well.
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Archon

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« Reply #2 on: December 12, 2005, 10:12:37 am »
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People have abused the groffels by renaming them to things like \"read description\" and \"best prices\".


I know exactly what shop... I mean persons.. You mean. It does kill the roleplay, and I agree it\'s not realistic at all... If I met a person who named their pet \"best prices\".. I\'d shoot them... The person I mean.


There really should be a better way to control pet naming, or I agree to adding signs. There should be a limit of 1 or 2 signs person seeing as people WILL end up massing them for some reason...
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Farren Kutter

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« Reply #3 on: January 04, 2006, 11:54:11 pm »
Yes, I\'d much rather have a signpost stating my residence than my poor groffel :(




ylikone

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« Reply #4 on: January 14, 2006, 07:51:50 pm »
Another vote for \"Signs\" in-game from me!  The game could gain SO much from that ability to make signs.  

Also, \"Notes\", which could basically be bits of paper you can write a bunch of stuff on and leave them laying somewhere.  Imagine walking around the vast fields and finding a weapons cache with a note included.. \"This weapons cache belongs to so-and-so, take it and die!\"... and obviously you would take it anyway... hehe.

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« Reply #5 on: January 14, 2006, 08:15:32 pm »
notes and/or signs would really help RP events. if people aer looking for something then the notes and/or signs could give them clues to the thing there trying to find.
« Last Edit: January 14, 2006, 08:15:46 pm by Hellios »

goland

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« Reply #6 on: January 14, 2006, 09:28:02 pm »
Why not integrate the sign posts into the game where you could have a sign-making skill (or less specific a literacy skill).

Someone could train in literacy or sign-making and be able to make signs for people....for a fee possibly.  These signs could last for a certain amount of time based on the magnitude of the sign maker\'s skill.

This would limit the amount of signs all over the place and would aid a player-fueled economy.  

It doesn\'t make sense to me that we assume every character in PS can read.  Why not start new characters off with a basic literacy skill so they can read simple signs and as they increase this skill they can read more detailed signs and writing and even create the signs and writing themselves.  I did a quick search and didn\'t see this mentioned before.
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zanzibar

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« Reply #7 on: January 14, 2006, 10:42:48 pm »
It doesn\'t take skill to make a sign.  It takes materials.
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neko kyouran

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« Reply #8 on: January 15, 2006, 05:47:15 am »
To solve an issue about how much info could be put on a sign,  why not make it something like a characters description.  You place the sign down somewhere, you edit its description box to make it say what you want it to read, and others come by, and read it\'s description just like they do with other people.  The code\'s basically there, its just the 3d art must be made and the DB must be increased to hold it. But yes, signs would help.  I vote for signs too.

goland

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« Reply #9 on: January 15, 2006, 06:05:06 am »
Quote
Originally posted by zanzibar
It doesn\'t take skill to make a sign.  It takes materials.


You\'re assuming that the person making the sign has an education.  If you don\'t know how to read or write then you\'re not going to be able to write a sign too well.  Some of the skills listed in the players guide as being implemented in the future are fairly basic.

If we assume that every character can read and write then why can\'t we assume they know how to swim, climb, find traps, ride on a mount, bake, cook, or many of the other inactive skills listed in the player\'s guide?  IMO reading and writing is more difficult than most of those.
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neko kyouran

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« Reply #10 on: January 15, 2006, 06:41:14 am »
Quote
Originally posted by goland
IMO reading and writing is more difficult than most of those.


No, reading and writing in themselves is failry basic.  Its Reading and Writing WELL that involves some comprehension skills. Many people are still learning that in game. ;)

goland

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« Reply #11 on: January 15, 2006, 06:52:15 am »
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Originally posted by tbvp
Quote
Originally posted by goland
IMO reading and writing is more difficult than most of those.


No, reading and writing in themselves is failry basic.  Its Reading and Writing WELL that involves some comprehension skills. Many people are still learning that in game. ;)


HA! True.  But honestly, in RL I could swim pretty well before I knew how to read.  

There are people in the real world that are skilled in many areas but are illiterate.  They hold a conversation fine but couldn\'t write their own name for the life of them.  This would be especially true in medieval times.  

Though, it would make the game harder to roleplay because many of us take literacy for granted....but it would be more accurate to the setting.
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The Wandering Djinn

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Re: Signposts using the pet system.
« Reply #12 on: July 19, 2006, 10:41:38 pm »
When my Character went exploring for the first time, I came prepared for that expedition that he made... I had a propelling lead pencil and several pieces of scrap note paper. As my character wandered about I took notes, did some quick scribbled sketches and annotated them with arrows and little notes, like "3 trees on left turn right[3 trees on right turn left]" "2nd side valley on right past tunnel exit" etc. Later I took a few screenies using the "/screenshots nogui" command.

It took a while, but why rush? So much can be missed by those in a hurry.

No signposts required to find my way around, when the landscape is full of natural landmarks and features.
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hook

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Re: Signposts using the pet system.
« Reply #13 on: July 19, 2006, 11:39:54 pm »
I vote people like that get their pets taken away (in-game and RP) for abusing the poor animals! That's just inhuman, that is!
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Siteri Kidachi

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Re: Signposts using the pet system.
« Reply #14 on: July 20, 2006, 03:43:28 am »
I agree that there should be player-made signposts allowed, but GMs should have the ability to take them down. Obviously some people might abuse the signposts by using them to insult people, or write OOC stuff/spoilers. It'd be all right for someone to make a sign telling which way important places such as the Bronze Doors are, as long as they actually had been there and would know the way, but it's not okay to write a sign saying "If you're on this quest, you're supposed to tell that person this thing" or something like that! GMs should be able to take those signs down if they are bad.