Author Topic: introductions  (Read 5290 times)

Raa

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Re: introductions
« Reply #30 on: November 21, 2007, 02:03:19 am »
Then I'm going to have a hard time playing. What if you go AFK for a moment? I don't see why we even need this /introduction thing. Exactly why?

Liadan

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Re: introductions
« Reply #31 on: November 21, 2007, 02:07:48 am »
In light of what everyone has to say, I don't think giving introduction buttons should be overall a problem, as long as there would be some way to identify the speaker in which you want to respond to...and perhaps even after we have this command introduced, all the races will have their own 3D model, so when wanting to a ynnwn model, you don't have the option of being wrong and it's not ynnwn but diaboli. Something to that effect. And hey, it'll help with roleplay too...if that ever was a problem. Means people will have to be more unique in how they talk, how they describe actions... In a RL conversation you look towards the gruff-speaking person rather than Remoe, the Ynnwn.
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Dajoji

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Re: introductions
« Reply #32 on: November 21, 2007, 02:40:48 am »
Then I'm going to have a hard time playing. What if you go AFK for a moment? I don't see why we even need this /introduction thing. Exactly why?

Because people don't walk around with name tags and they remain as strangers as long as they do not introduce themselves. Roleplay quality is affected by people using the name tags as information they acquired ICly (meaning their character's actually do see floating names). This means that if you wish to be unique or be able to identify strangers, you will have to take time to check descriptions and make your own detailed enough so people can actually recognize you.
« Last Edit: November 21, 2007, 02:53:27 am by Dajoji »


Raa

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Re: introductions
« Reply #33 on: November 21, 2007, 02:43:43 am »
Um, can't you just be a good roleplayer instead of cheating?

I'd like to see how this turns out.

bilbous

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Re: introductions
« Reply #34 on: November 21, 2007, 07:13:22 am »
You can't see someone's name in chat, unless you've introduced yourself to him/her.

I do have one question about this. How does introducing yourself to someone tell you who they are if they do not reciprocate. Is this a misstatement meant to be unless they've introduced themselves to you or is it literally the case?

Actually I have a few other thoughts. This seems like a kind of kludgey effort to make name tags more in character. For my money it would be improved considerably if an identify function was added once the basic system is working. Personally I forget peoples names 5 minutes after they are introduced to me unless they are of particular interest to me, I am kind of self-centered, but people whose names I need to know I can listen to conversations and get the information that way. Alternately, I can ask other people out of earshot ... "Who is that guy" or whatever.

One role play benefit to an identify function is that if you make the wrong connection you can get into embarrassing situations where the names are mixed up. If you identify someone wrongly every time you see them you will think they are someone else. A further benefit to this would be to allow for nicknames, the game would know real names but characters can go beyond that.
« Last Edit: November 21, 2007, 07:52:02 am by bilbous »

Manar

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Re: introductions
« Reply #35 on: November 21, 2007, 08:26:40 am »
I need to know I can listen to conversations and get the information that way. Alternately, I can ask other people out of earshot ... "Who is that guy" or whatever.

How about extending it with a command like "/introduce A to B".  Then you can pass it along to other people, if you have been introduced to A.  Wrong introductions wouldn't have to be added straight away, but could work like a server-side version of the buddylist's aliases.

When you know two people, it's only polite to introduce them to each other, instead of making them do so themselves. :)
— Maanahr Ilde, Cartographer, Scout in the Explorers Guild.

bilbous

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Re: introductions
« Reply #36 on: November 21, 2007, 08:52:13 am »
Hmm looks like I left out a comma or made a run on sentence there. Certainly the need to know referred to the people in the context you left out but that is okay. As I mentioned I am self absorbed and instead of introducing people I might, if I was feeling charitable, drop a name once or twice to allow them to pick up on it. I probably wouldn't say "John this is Jack. Jack, John."

Manar

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Re: introductions
« Reply #37 on: November 21, 2007, 09:09:43 am »
I would, but my point was about the second part of the quote.  The command doesn't necessarily have to be used two way, it could also be used for one-way situations where one person is pointing out another, or even describing someone who isn't there.
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Marqsaynt

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Re: introductions
« Reply #38 on: November 21, 2007, 09:16:16 am »
Alright, time for the dumbest on topic question in this thread...

Will people still be able to see the name labels for summoned pets or will there be a "/introduce mypet" command? :P

I know it seems like a really stupid question but, as pets become less buggy and a bigger part of the game I can imagine the same problem happening with them. However, maybe it would just be easier, and make more sense, to require all pets to have RP collars and name tags so if a person accidentally uses the name it can just be explained away by assuming the person read it off the collar? 

miadon

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Re: introductions
« Reply #39 on: November 21, 2007, 11:33:55 am »
Will people still be able to see the name labels for summoned pets or will there be a "/introduce mypet" command? :P
 

just read their names on the collar
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Miaua

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Re: introductions
« Reply #40 on: November 21, 2007, 01:13:17 pm »
I have to admit, that I'm neither fond in this idea. It has it's point and as idea is it nice, but.... At least I bet its too soon.
I always saw the labels as kind of way to recognize same models from all those characters.

Its clear, that not all fenkis or krans are exactly same. Are they? Now, when for example someone do in RP something bad to you, and don't introduce, you have no chance to find him again (running around and clicking on all people of his/her race for description... meh, annoying, isn't it?) and especially if he misses description (as many do).

And where is the OOC part? Why can't someone look at Miaua, in group of fenkis? /me looks at Miaua? It will be /me looks at fenki? Which fenki? Characters catches the sight, players behind PC don't, especially with not perfect graphics and mechanics. 
As well... it oposites logic. You can't hear someone's name from others talk?

Voices: All characters has different voices. Text is still same. Another reason for labels.

Example: [["Who robbed you?" "Ylian!" "How does he looks like?" "...as all other blue Ylians"]] OR  [[Who robbed you?" "Ylian!" "How does he looks like?" "He didn't say name... *describes 'Ylian'sname' a little*"]]

Please. Postpone this idea into times when characters will be recognizable even in game mechanics.
Labels are just ooc, as GUI.

Another possibility is to have different label colors for known and unknown names? That might be nice info for players whom they know and whom not?

I really don't want to run around and see tons of same characters. There are nicer ways to do what you wist to achieve with this idea...
Devs, consider it please. Realism is nice, but then you can also turn of GUI and all other things made for delivering OOC info towards players.

Thanks.  :surrender:

peeg

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Re: introductions
« Reply #41 on: November 21, 2007, 02:05:37 pm »
Quote
- NPCs are now also unknown to the player, until they introduce
  themselves.

Ooookay. I'm quite sure that i don't like this....
I can only agree with Miaua: As long as all characters of one race nearly look the same this 'feature' is excessive. Maybe make it optional or something?
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Sen

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Re: introductions
« Reply #42 on: November 21, 2007, 02:19:09 pm »
I welcome all efforts that aim at improving the situation of the rper in planeshift...
But
And where is the OOC part? Why can't someone look at Miaua, in group of fenkis? /me looks at Miaua? It will be /me looks at fenki? Which fenki? Characters catches the sight, players behind PC don't, especially with not perfect graphics and mechanics. 
As well... it oposites logic. You can't hear someone's name from others talk?

Voices: All characters has different voices. Text is still same. Another reason for labels.

Example: [["Who robbed you?" "Ylian!" "How does he looks like?" "...as all other blue Ylians"]] OR  [[Who robbed you?" "Ylian!" "How does he looks like?" "He didn't say name... *describes 'Ylian'sname' a little*"]]

I think these are valid points.
Ingame world isn't real life world and there are various situations where you have to use OOC knowledge to enable reasonable IC actions. (Don't kill me for that sentence... I mean it like the ability to write "/me points at Miaua" instead of  "/me points at the fenki between two other fenkis that speak with two ylians")

Generally, targeting at more realism is dangerous in a game, there are often situations where you replace one unrealistic thing with another. I don't oppose the idea itself, but as it sounds at the moment it has some drawbacks. It solves some 'problems' like being spoken to by name while the other can't know me, but the same time makes some rp much more difficult/impossible.
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neko kyouran

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Re: introductions
« Reply #43 on: November 21, 2007, 05:24:43 pm »
I think these are valid points.
Ingame world isn't real life world and there are various situations where you have to use OOC knowledge to enable reasonable IC actions. (Don't kill me for that sentence... I mean it like the ability to write "/me points at Miaua" instead of  "/me points at the fenki between two other fenkis that speak with two ylians")

"/me points at $target", having Miaua targeted.

bilbous

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Re: introductions
« Reply #44 on: November 21, 2007, 07:19:20 pm »
Is $target even usable in game? or is like sitting by the forge where the at $target is automatically added if you take an action with something selected. If you were to do this how would this introduce thing prevent me from /greet-ing someone from across the courtyard and then walking up to them un-introduced and saying Hey Charlie How is it going? It would seem to defeat the purpose of the functionality. Guess we will have to wait and see ;)