Poll

There are several ways the introduction could work, how do you feel it should display unknown players?

1. Invisible name/label
2. Label in a different color/Visible name
3. Name in brackets
4. No introduction system at all

Author Topic: Introductions for Players  (Read 17553 times)

Dajoji

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Re: Introductions for Players
« Reply #15 on: November 23, 2007, 12:52:14 am »
It would be nice if players could have a "stranger label" for those who do not know them. That way, instead of seeing their name tag they would see their "stranger tag". For example: "Elderly dwarf", "Androgynous Fenki", "Tall Dermorian", etc. Of course, the naming policy would need to incorporate these new tags as they will need to comply with it (so don't even think about going all 1337 on this). Tags could be updated by the player depending on the character's current state.


Rongar Elani

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Re: Introductions for Players
« Reply #16 on: November 23, 2007, 01:04:59 am »
I withdraw from my decision.

There should be a simple command that allows you to name a person.

/recognize $target [some name]

Recognized people would then wear a tag with that name in brackets or another color. Until /introduced or /recognized, they should remain totally unknown though. Otherwise the feature wouldn't make much sense.

Just my $0.02

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miadon

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Re: Introductions for Players
« Reply #17 on: November 23, 2007, 02:03:49 am »
Invisible and see how things work out, if not then it can be improved on..
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Erisnas

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Re: Introductions for Players
« Reply #18 on: November 23, 2007, 04:53:38 am »
Perhaps there could be someway that you could "mark them" so that even if you don't know their name you could pick them out of a crowd.



bilbous

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Re: Introductions for Players
« Reply #19 on: November 23, 2007, 07:17:21 am »
I too choose none of the above. My choice would be some system where the names are revealed slowly over time. They would begin with initials followed by asterisk placeholders for the rest of the letters. Casual contact with no interaction might reveal one letter per day. Casual interaction might reveal one letter per conversation on top of the one per day. A first name might get revealed completely should it be mentioned in the course of the conversation. /introduction would of course reveal the entire name. This would likely be tricky to implement.

Sen

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Re: Introductions for Players
« Reply #20 on: November 23, 2007, 08:45:20 am »
I agree with Erisnas.
But I'm lacking ideas how it could be reasonably implemented without names - having in mind that there are situations where I want to identify a person e.g. a day later (For example when someone steals something from me and is able to run away)

To bilbous's idea... I don't want to program that, but I would like to start conversation with people named, hmm.. e.g. Assanoor (I hope it doesn't exist yet) and see how the name is slowly revealed.  ;D

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bilbous

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Re: Introductions for Players
« Reply #21 on: November 23, 2007, 09:10:45 am »
I was thinking it would not be in straight ordinal progression but more randomly first letter revealed might be the last letter of the first name then vowel/consonant alternation or evenly distributed. Even that could get unfortunate displays. It would simulate the general uncertainty of the unintroduced identification of new people.

svuun

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Re: Introductions for Players
« Reply #22 on: November 23, 2007, 09:13:13 am »
The fundamental problem with all of this is the inherent lack of uniqueness to player faces.  IRL we recognize others (and are deceived by others) by their faces, what they wear, body types etc. the game doesn't address any of this (yet) but hopefully soon(tm).  so in the meantime we try a superficial system of labeling and what not as a band aid solution in the meantime, to resolve this issue namely-- what makes each player "look" different. ideally this would be some visual difference.  but right now its a difference in label.

adding unique player faces probably won't happen soon(tm) obviously as its limited by resources on the server end.  but this is where ultimately the problem of recognition is solved, and although "labels" or lack thereof somewhat addresses this, its on a very superficial level.  i figure since this is a long term project, at least 10-20 years longer at the rate its progressing, we should at least think long term and consider sliders for morophology of faces, tones etc.  I wouldn't imagine such an awesome game having unique faces for each individual but with sliders for morohplogy, there will be enough uniqueness(a variety of different permutations) to keep it interesting.

In the meantime if you want to waste programming time for potentially a huge task that will take a great deal of time (according to the original post) then don't waste your time. spend more time creating the rest of the races at the very least.  Because wasting loads of time towards a band aid solution to what ultimately is a problem of recognition detracts from the final solution of a game that give us visual differences.  Finishing player races is a step closer to our final goal, and should be considered first.  I know Xillix would say "But they're completely different! ARt isn't related to blah."  Then give that team responsible for the Band aid solution a break and let them work on something else.  Let the community RP it.

After having written this, i'd like change my vote from invisible labels to just allowing RP to solve the problem in the meantime, at least till the art catches up with what we would like to have as our final result.

I'd also like to point out I have no idea how this suggestion would pan out because there are a number of questions that i have that aren't exactly answered.
1.) will targeting a player reveal their name?
2.) having a player say something reveal their name in main chat?
3.) will abuse be more rampant without properly identifying the perpetrator

that's just the tip of the iceberg as i'm sure others can think of other problems.

Let's RP this as we've always been and while the idea of some anonymity is good, its superficial at best.

Mordraugion

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Re: Introductions for Players
« Reply #23 on: November 23, 2007, 09:19:21 am »
since each char looks exactly like another how about invisible labels til introduced but with an additional /describe command where for example:
Hokinon could /describe Zinn and all within normal earshot of Hoki would then be able to see Zinns label

perhaps extend the command with /describe name 1-5 Zinn and /describe 1-5 Zinn both revealing the label but in different colours to allow for a description where one doesn't know the name of the person described with the second group of numbers revealing more of the name to show how good the description is, 1 being photographic 5 being very vague
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svuun

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Re: Introductions for Players
« Reply #24 on: November 23, 2007, 09:38:46 am »
Mordraugion, that was actually a creative suggestion but then i had to shake my head and say why? why bother with this in the meantime if its not part of the final solution?  I just see people RP'ing the current system well enough ( I could be wrong ) with mistakes of course.  But well enough to where this aspect of the game seems negligible compared to the rest of its deficiencies.

Again I don't want to offend anyone by saying that all these hours, (tens of hours? many more than that?) that would go into a system could very well go into something else that would be more beneficial. especially if its just an intermediary step in the game.  that's just my personal opinion and casually glancing at the first few pages of the wish list offers many other opportunities to advance the game to the tester's (player's) needs.

But your idea isn't bad and if left with little choice I think its a good variation in the suggested implementation.  Very impressed actually.  But its a added complexity i think this game could do without.  It adds more work in guessing who's who when the real life situation (or the status quo for that matter) is far less work. IRL its a moment's glance, in the game its glancing at a label and if unfamiliar introducing one's self via RP.  It's just difficult for me to understand why constructing a more complex system is necessary, when the simple solution (e.g. RP) solves it with far less effort/time.  *shrugs*

Mordraugion

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Re: Introductions for Players
« Reply #25 on: November 23, 2007, 11:38:57 am »
While I agree it is an added complexity we have to face the fact we'll never have the instant facial recognition that we have in real life and if we have a buddylist style of known people then a quick double click could be all it takes to describe someone.

On a second note there are things I'd much rather have coding time spent on
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LigH

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Re: Introductions for Players
« Reply #26 on: November 23, 2007, 12:25:15 pm »
I may have missed how exactly the system will register another character as "known".

For now I voted for "brackets", although I could imagine more different ways to let labels of unintroduced players appear differently. Maybe a different font face or italics. Maybe a semi-transparent label (but we all know CS transparency issues...).

Not a different color; many are used for different GM/DEV levels already.

And not "no label" either. You already have an option if you don't like them. Newcomers will feel immediately lost without any obvious anchor to identify different "citzen" ("/targetinfo" is not obvious, some even have to learn what a "right click" is).

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Zwenze

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Re: Introductions for Players
« Reply #27 on: November 23, 2007, 03:06:55 pm »
I would prefer a configureable system. Right now there is the option menu about labels. There is has the points
*Always visible
*Visible on mouse
*Invisible


Why not add
*Visible when introduced?

Earl_Listbard

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Re: Introductions for Players
« Reply #28 on: November 23, 2007, 03:15:26 pm »
Invisible and see how things work out, if not then it can be improved on..

ditto this


It sounds like it might need some edits, but I think its the best route.

Myriel

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Re: Introductions for Players
« Reply #29 on: November 23, 2007, 03:53:49 pm »
I voted for brackets, because it would lead to strange incidents with chatting if you couldn't see the name at all. Imagine: XY greets you, but all the people around you are simply "strangers". At whom do you look? You can't hear from which direction the greeting comes, because you are sitting in front of the pc and not on your character's place in Yliakum, so you have to imitate that with visible name tags.

EDIT: Well, I guess, another color would be just as well, if not better