Author Topic: On the subject of rolling dice  (Read 6591 times)

Illysia

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On the subject of rolling dice
« on: February 18, 2009, 06:00:33 pm »
In dice games it is fun to be able to see what number the dice roll. But when a person is making a decision and using dice to decide the outcome, it is not so much fun, especially when it requires several rolls. Is it possible to have an emote like (/attack >Player X attacks player Y ) but have the emote dependent on a chance factor that isn't visible in the system messages? It just flips the coin as it were and shows the results (like /attack >Player X attacks Player Y  or >Player X attempted to attack Player Y)

This might also help a little with that nasty little godmodding problem as the decision can be decided arbitrarily and can't be pinned on a particular person's action as the system would decide. Also if you want to leave it in player's hands you can just not use it so that way no one can say that they are being force to use it, it doesn't take stats into account, etc... It'll just be a 50/50 chance so you have equal chances of it going either way.

I think it would help as sometimes I'd rather just leave it to random chance. I don't necessarily want an action to happen to my character but I also don't want to be a poor sport about it. These kinds of emotes would be able to make a decision without having to be burdened by anything other than "it did happen" or "it didn't happen."

Caarrie

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Re: On the subject of rolling dice
« Reply #1 on: February 18, 2009, 06:09:03 pm »
If you want to see such ingame please make a feature request on the bug tracker so the devs are made aware.

Orgonwukh

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Re: On the subject of rolling dice
« Reply #2 on: February 18, 2009, 07:51:56 pm »
Generally, you should do both, a feature request and discuss the topic here. Otherwise you might not reach everyone with your proposal.

Caarrie

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Re: On the subject of rolling dice
« Reply #3 on: February 18, 2009, 09:26:07 pm »
Generally, you should do both, a feature request and discuss the topic here. Otherwise you might not reach everyone with your proposal.

keep in mind some devs dont even read the forum so that is why i made my request.

Illysia

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Re: On the subject of rolling dice
« Reply #4 on: February 18, 2009, 11:11:34 pm »
The reason I haven't done that or placed this in the wishlist is because I am not outright asking for it yet. I was kinda feeling the waters to see if anybody else even cared. After all, why bother with a feature request if no one else thinks it's a reasonable idea. After all it's not like the game is made just for me.  :D

Mathy Stockington

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Re: On the subject of rolling dice
« Reply #5 on: February 18, 2009, 11:17:39 pm »
After all it's not like the game is made just for me.  :D

Sure it is Illysia because without you PS would not be as great!!
Life is lived forwards, but understood backwards

Caarrie

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Re: On the subject of rolling dice
« Reply #6 on: February 19, 2009, 01:27:32 am »
After all, why bother with a feature request if no one else thinks it's a reasonable idea.

If lots of players agree it is a good idea or not, in the end it is up to the devs if they want it in the game, so as i said before if you want it ingame please make a feature request for it. Yes the devs consider if the players want things but in the end it is up to them if is worth the time and effort to put it ingame.

verden

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Re: On the subject of rolling dice
« Reply #7 on: February 19, 2009, 02:38:20 am »
Eh, okay, open season on me, I gave this a shot.

http://www.hydlaaplaza.com/smf/index.php?topic=34827.msg400547#msg400547
« Last Edit: February 19, 2009, 02:54:26 am by verden »

Mythryndel

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Re: On the subject of rolling dice
« Reply #8 on: February 19, 2009, 02:51:41 am »
May I ask what the point is of this? There is already a combat system in place... it already takes into account factors like skill with weapons... armor... etc. I want to understand why you desire this... because to me, it seems like you want to re-invent the combat system to make people be on an even keel and RP what has already been made functional in the game engine.

I may be coming to the wrong conclusion because of the example you gave, but how would this be useful?

verden

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Re: On the subject of rolling dice
« Reply #9 on: February 19, 2009, 02:56:41 am »
It could easily lead to that, I prefer to think of the command as a contest. There is probably a better description.

Illysia

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Re: On the subject of rolling dice
« Reply #10 on: February 19, 2009, 03:50:16 am »
Carrie I understand that it is the devs's decision, but why bother them if it's a bad idea. This wasn't even meant to be seen by devs specifically. It's just posing an idea for discussion. That why I put it here instead of the wishlist.

Mythryndel, it's not a command to actually attack it is an emote. All, emotes may have animation in the future but this is just like "throwing" a singular punch, "throwing" something that is equipped in one of your hands, attempting to tickle someone... It doesn't have to be about attacking. Attack is just the most common problem in regards to deciding the who is victorious and stats don't always mean you connect. After all you may have a devastating right hook, but it means nothing if you miss all together. Think of it as an RPers attack if it help to think of it that way. it takes some godmodding out of the equation as it is an arbitrary system calculated event.

I think you get what I mean Verden,  :thumbup:
« Last Edit: February 19, 2009, 03:52:20 am by Illysia »

zanzibar

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Re: On the subject of rolling dice
« Reply #11 on: February 19, 2009, 06:35:48 am »
A big advantage of rolling dice is that when the dice rolls are just raw data, the power of interpretation is left to the players involved.  If the goal is to free yourself of any constraints built into the mechanics, then keeping the dice rolls as raw as possible does have an advantage.  I think you can hide dice rolls from others by including them in a tell.  I'm not sure there's a perfect solution though.  The mechanics built into the game are essentially invisible dice rolls.  It's also possible I don't entirely understand the OP.
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Eliseth

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Re: On the subject of rolling dice
« Reply #12 on: February 19, 2009, 08:01:31 am »
I'm afraid I do not believe this idea will get anywhere, simply because it will widen the gap between RP and game mechanics. The eventual goal would be for RP and game mechanics to compliment one another, so that such "work around" methods will no longer be needed. I agree that the combat system, as it is, does not support RP fighting very well, but that will more than likely change in the future.

There was a suggestion a couple of days ago that there be an RP /die command where you can die in an RP but not actually be sent to the death realm. If you can see why that is not plausible, you should be able to see why this isn't either.

Thanks for putting in the idea though Illysia, if anything it highlights the need for more RP-Game Mechanics compatibility.
« Last Edit: February 19, 2009, 08:17:33 am by Eliseth »

Mythryndel

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Re: On the subject of rolling dice
« Reply #13 on: February 19, 2009, 08:03:10 am »
I understand a little better, but I still ask "why". What emotes do you need to /roll for other than combat? /me asks you to dance (/roll to see if you accept)? /me tries to chug a 5th mug of Twisted Emerald (/roll to see if I pass out)? With respect to combat... while the current combat system doesn't really allow for your description of a "lucky" strike or whatever... how do you plan to resolve the conflict if you want to /roll an encounter... and someone else wants to /challenge you? I will admit that I am slightly biased against the concept of /roll... especially when mechanics exist for what you are trying to resolve by /rolling. I think that if you incorporate the /roll into emotes, then you are basically asking for an alternate system of mechanics.

Just my 2 trias...

zanzibar

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Re: On the subject of rolling dice
« Reply #14 on: February 19, 2009, 08:11:13 am »
I'm afraid I do not believe this idea will get anywhere, simply because it will widen the gap between RP and game mechanics. The eventual goal would be for RP and game mechanics to compliment one another, so that such "work around" methods will no longer be needed. I agree that the combat system, as it is, does not support RP fighting very well, but that will more than likely change in the future.

There was a suggestion a couple of days ago that there be an RP /die command where you can die in an RP but actually be sent to the death realm. If you can see why that is not plausible, you should be able to see why this isn't either.

Thanks for putting in the idea though Illysia, if anything it highlights the need for more RP-Game Mechanics compatibility.

I agree.  The correct solution is to correct the mechanics, not to create a parallel system of mechanics.  Until then, work-arounds should be as permissive as possible.

Quote from: Raa
Immaturity is FTW.