Author Topic: /die <message>  (Read 3527 times)

Under the moon

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Re: /die <message>
« Reply #15 on: November 24, 2006, 10:45:13 pm »
Hmmm. I have to wonder how it could be suicide. How, exactly, did one kill one's self? I can /die with an empty character. It is actually quite hard to kill yourself if you do not have anything to kill yourself with. Think about it.

And, as I stated in my original post, I had suggested the "has died" phrasing, but found the /die <message> someone else suggested more appealing from an RP point of view. The default should be "has died", but the option to add in the reason for death would be nice without adding in a separate /me.

zanzibar

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Re: /die <message>
« Reply #16 on: November 24, 2006, 10:56:44 pm »
Really though, the /die command exists as a solution to certain bugs and problems that you can encounter in game.  Its primary function is not as a tool for roleplaying, anymore than the old /spawn command was.

I understand the problem, and I use /die as a tool for roleplaying quite often.  But it's an awkward situation because of the reason the command is in the game.

I really think that the best solution would be to change the message to "xxxx has died."  That way, you can precede it with a /me or /my command.  It would work because you aren't dead until you die, and after you die you won't be saying or doing much of anything.
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Karyuu

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Re: /die <message>
« Reply #17 on: November 24, 2006, 10:59:37 pm »
I really think that the best solution would be to change the message to "xxxx has died."  That way, you can precede it with a /me or /my command.

I second this. It's the simplest and I think most effective answer when it comes to RP freedom.
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Ralleyon

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Re: /die <message>
« Reply #18 on: November 25, 2006, 09:52:26 am »
Acually I second UtM's idea... I feel it offers more RP opportunities. Just my two cents.
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LARAGORN

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Re: /die <message>
« Reply #19 on: November 25, 2006, 01:46:31 pm »
The 'has died' seems to be the favored term here, and I agree with Karyuu in regards to the RP freedom it holds.

so I third the 'Has died'

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Einnol

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Re: /die <message>
« Reply #20 on: November 25, 2006, 05:40:49 pm »
I think the simple 'has died' message would also be the best wording for the default message upon '/die' and it should only require editing a few words to implement.  But, I still do like the idea of being able to supply an optional alternate message as well in cases where an RP'ed death might benefit from a better explanation of something that happened 'at the moment of death' or in the brief moments immediately after death.

Proglin

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Re: /die <message>
« Reply #21 on: November 25, 2006, 09:48:43 pm »
Im with Einnol here.
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zanzibar

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Re: /die <message>
« Reply #22 on: November 25, 2006, 10:11:15 pm »
You always have the option of using /me or /my before /die.:)
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LARAGORN

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Re: /die <message>
« Reply #23 on: November 26, 2006, 05:55:17 am »
I think the simple 'has died' message would also be the best wording for the default message upon '/die' and it should only require editing a few words to implement.  But, I still do like the idea of being able to supply an optional alternate message as well in cases where an RP'ed death might benefit from a better explanation of something that happened 'at the moment of death' or in the brief moments immediately after death.

I agree totaly with you here. I think the 'has died' change, is an easy one and can be done almost imediatly, and would improve alot of RP situations alone. The option aspect can be discussed and I think decissions need to be made on what is the best way to implement it and what the options there are.

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Under the moon

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Re: /die <message>
« Reply #24 on: November 26, 2006, 05:07:15 pm »
I would be happy with either way, but would not mind the option of the added message. As I said before, this would be prone to some 'abuses' at first, but once actual penalties for dying are put into place and the DR is not so easy to get out of, then you will not see so many 'suicides' just to take a shortcut.

/die right now is offten used to unstick the unstickable, which is wrong. In a short off topic, this is what I would do to fix that until the code is advanced enough that you can't get stuck anymore. Add in 'spawnpoints' on a grid for each area, so many units apart, or set at key points. If you are stuck, and unstick will not work, then use a /reset type of command that selects the nearest reset spawn and moves you there. Clumsy, yes, but better than dying or calling a GM.

Beliy

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Re: /die <message>
« Reply #25 on: November 26, 2006, 05:20:35 pm »
Split the difference? It could be set so that /die by itself  results in "FooBar has died," whereas '/die of a massive dagger wound to the face' results in "FooBar has died of a massive dagger wound to the face."

Datruth

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Re: /die <message>
« Reply #26 on: November 27, 2006, 02:21:23 am »
Now all we need is a Dev who can implement this.

Again, it shouldn't be hard to implement.

Maybe someone could poke the higher ups into putting this on their todo list?

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Karyuu

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Re: /die <message>
« Reply #27 on: November 27, 2006, 02:39:24 am »
Message changed from "[NAME] has killed himself" to "[NAME] has died!" by Xordan. Three cheers! The change will be seen with a future client update.
Judge: Are you trying to show contempt for this court, Mr Smith?
Smith: No, My Lord. I am attempting to conceal it.

Gharan

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Re: /die <message>
« Reply #28 on: November 27, 2006, 02:41:31 am »
 \\o// Nice!! Thanks Xordan

Malfini

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Re: /die <message>
« Reply #29 on: November 27, 2006, 02:55:10 am »
/die right now is often used to unstick the unstickable, which is wrong. In a short off topic, this is what I would do to fix that until the code is advanced enough that you can't get stuck anymore. Add in 'spawnpoints' on a grid for each area, so many units apart, or set at key points.

I personally like your idea Under the moon. However to expect the code to ever become so advanced that people can't get stuck anymore is in my opinion far too optimistic. I think it is more realistic for it become much rarer for characters to become stuck, but extremely complex games like this can never be completely void of bugs. :)
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