Author Topic: Development news for 0.3.020 pehaps - Combat changes  (Read 4667 times)

Under the moon

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Re: Development news for 0.3.020 pehaps - Combat changes
« Reply #30 on: September 12, 2007, 11:40:28 am »
Instead of a popup, might I suggest (for version .3.050) a completely seperate /kill command? This would allow a player to knock a foe down and walk away as a winner without the bother of a popup...or click on the loser to bring up a /loot-like menu to give the winner some options, such as /kill, /help (helps the loser to their feet), /give (for RP reasons, or to heal with a potion), or others that would take a more complicated Law system, such as /mug.

(by the way, I think killing and mugging should be illegal commands punishable by IC prison time and fines)

Rongar Elani

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Re: Development news for 0.3.020 pehaps - Combat changes
« Reply #31 on: September 12, 2007, 11:52:35 am »
Every time you kill someone, you should be 'rewarded' with negative factions in Law or something. If I'm guessing right, factions will one day determine how NPCs react to your deeds, so an evil character will never get a quest from a priest of Talad for example.

Further, there could be a bounty, depending on how many negative factions in Law people have. This bounty could then be set as a quest-like system, where you go to the head of the guards and ask for a job. After you killed the person, you will be rewarded. The system surely needs some tweaking, in order to avoid exploiting, but I think it can be done.

Anyway, bounties have been discussed quite often, so I don't think i'm very originally on this one :P

PS: As an addition to Utm's commands upon a defeated opponent, there could also be a /arrest command, which would give an alternative (and for many people more appropriate) option to handle bounty hunts.
« Last Edit: September 12, 2007, 12:00:32 pm by Rongar Elani »

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Nikodemus

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Re: Development news for 0.3.020 pehaps - Combat changes
« Reply #32 on: September 12, 2007, 12:38:25 pm »
You dont gain penalty in law faction for every kill. For instance if you act by order of the law ;) But even if one kill acting against the law, you have to know who it was first, before a bounty is placed. It should not be automatic kill => bounty

But yeah, the general idea is to gain penalty to law faction for breaking the law, like killing "innocents" ;)



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Kayden

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Re: Development news for 0.3.020 pehaps - Combat changes
« Reply #33 on: September 12, 2007, 07:16:55 pm »
@Moon: You can already do that.  As I said, you only get a confirmation dialog -if you try to attack them-.  I like the idea to be able to help them back up.  I'd like it if the victor could either cast healing spells or attack, but that would require larger changes...so I'm probably going to put it off for a little bit.
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bilbous

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Re: Development news for 0.3.020 pehaps - Combat changes
« Reply #34 on: September 12, 2007, 07:43:04 pm »
As for the automatic faction penalty suggested, it would seem a little OOC especially in the case where there are no witnesses. Of course the fact that death is normally only a temporary effect means the dead can be their own witness but then they would need to report it to the authorities and an investigation be made. Having a report made on you could have a marginal effect on your faction, I suppose.

Raa

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Re: Development news for 0.3.020 pehaps - Combat changes
« Reply #35 on: September 13, 2007, 01:35:03 am »
But, what if your bloodthirsty, freakin' evil character randomly decided to be kind and dress in frilly pink apparel? Can you get a positive law thingy back?

Rongar Elani

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Re: Development news for 0.3.020 pehaps - Combat changes
« Reply #36 on: September 13, 2007, 12:52:56 pm »
Well, I'd say if you kill someone in a public place, there is most likely someone, who witnesses the act. Townsfolk inside their houses, looking down the street through the window for example. In the wilderness though, or somewhere where there isn't a soul within a certain radius, a murder could easily go undiscovered. But a kill in a public place could be seen by someone all the time. Actually I'd like to have 'public' and 'secret' areas within a town. Anyone who ever hit /unstick knows, that there are sectors in each map, so to realize the idea, these sectors would need to be determined secret or public in the code, so the system knows, whether a murder was unseen by the townsfolk, or not. I, however, don't think some NPC could actually report someone to a guard, but more to this in the last passage.

Now to the other form of witness, the players. Players could report a murder. All they need to do is to be in a close position to the act. When you get a system message saying 'Player A has been killed by Player B', you have sort of witnessed it and could run to a guard. But in order to make it more realistic, the sentence 'Player A has been killed by Player B' should only be given, if you have really seen the act of killing, when you had clear sight on the killer. If you are only close to the murder, you should get something like 'You hear the blood-curdling scream of a {gender} [race]'. That way, after you decided to take a look, you don't really know if the hooded person above the dead body is the killer or not. So you cannot accuse someone for something he didn't do.

However, the biggest problem with reporting someone to the guards to put a bounty on his head, is that you have to know the person, or at least his name. And as far as I can tell, the only way to have a bounty system without hurting RP, is by implementing what was discussed here. Beeing introduced to a character is neccessary to know his name, and in my humble opinion it would not only be a great feature anyway, but also delete one big OOC aspect of the game and help forwarding IC gameplay, just like bounties.

Sorry for going off topic so much. But with the new possibility to spare someone's life, a murder becomes much more meaningful from a game mechanic's point of view, and bounties match just perfectly with the whole story.

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bilbous

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Re: Development news for 0.3.020 pehaps - Combat changes
« Reply #37 on: September 13, 2007, 05:47:26 pm »
Personally I would prefer it if anytime a murder happened out of direct line of sight there was a random chance of it being reported. Instead of secret/public you would have areas of high or low probability of detection. This could account for the difficulty of identification as well.

ThomPhoenix

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Banking!
« Reply #38 on: September 13, 2007, 09:36:51 pm »
2007-09-13 by Michael Gist (Xordan):
- Added 'banker' field to characters table.
- Added bank money fields for guilds.
- Added skeleton /bank command.

Now this is fun ;)
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Under the moon

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Re: Development news for 0.3.020 pehaps - Combat changes
« Reply #39 on: September 13, 2007, 10:14:35 pm »
* Under the moon gasps!

After three years, Arnigus may actually have a real bank! Now he can be a failed banker for real!
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zanzibar

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Re: Development news for 0.3.020 pehaps - Combat changes
« Reply #40 on: September 16, 2007, 06:11:21 am »
Quote
It's exactly what i say.

What for is the popup needed?

I agree. Maybe with a few words streaming down the screen saying "Attack your opponent once again for a kill"

No.  The question as you phrase it assumes the attacker wants to kill his opponent.
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theirah

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Re: Development news for 0.3.020 pehaps - Combat changes
« Reply #41 on: September 20, 2007, 12:01:32 am »
what happens if it is a multi-way duel? if one player A is knocked out by player B, and player C tries to attack player A, what happens?

Caarrie

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Re: Development news for 0.3.020 pehaps - Combat changes
« Reply #42 on: September 20, 2007, 12:08:04 am »
what happens if it is a multi-way duel? if one player A is knocked out by player B, and player C tries to attack player A, what happens?

sounds like something we will need to test and see if that works right or not.

Unnamed_Source

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Re: Development news for 0.3.020 pehaps - Combat changes
« Reply #43 on: September 21, 2007, 07:30:47 am »
If you heal someone right after they get knocked out, do they still have to wait the 30 seconds?

Kayden

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Re: Development news for 0.3.020 pehaps - Combat changes
« Reply #44 on: September 27, 2007, 02:18:06 am »
You can't heal them until the duel ends in 30 seconds, for the time being.  The system could certainly be improved but I want to see how it works in practice before doing a whole lot more to it.

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