Shattered Kingdoms

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 Post subject: Party implosion
PostPosted: Tue Aug 09, 2011 9:26 am 
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Mortal

Joined: Sun May 29, 2011 12:28 pm
Posts: 375
As far as I can tell, under the current code, when someone in a party attacks someone else in their own party, the entire party implodes, with everyone auto-attacking everyone else until everyone is dead, unless maybe every single person in the party enters the 'stop' command all at the same time.

So, yeah.

Why don't we just have a 'That would be unwise.' script, much like what protects newbies from being attacked with auto newbie? Before we start hearing the "No hard-coded restrictions" rhetoric, I kind of feel like the current code is hard-codedly restricting me from not irrationally attempting to kill everyone I trusted to be in a party with, because I tried to "c 'magic missle' ne golem' with Nevette in my group.

If it's worth the time and hard-coded restriction to have charm person magically vanish on people who are flying over cities, perhaps we should start applying this principle in ways that actually solve game problems.


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 Post subject: Re: Party implosion
PostPosted: Tue Aug 09, 2011 10:44 am 
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Mortal

Joined: Wed Oct 07, 2009 5:04 am
Posts: 3066
SK Character: RAWR!
Nah. I can think of reasons that having a person in your group formation and then attacking them by surprise might be desirable. Why stifle this with hard codes?


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 Post subject: Re: Party implosion
PostPosted: Tue Aug 09, 2011 1:30 pm 
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Mortal

Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
What client do you use? Because if it's MUSHclient, you should definitely do this.

And if it's Zmud, you should definitely do this, though I haven't tested that one myself.


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 Post subject: Re: Party implosion
PostPosted: Tue Aug 09, 2011 4:04 pm 
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Joined: Sun May 29, 2011 12:28 pm
Posts: 375
1. I can think of such reasons, too. However, for every one time this happens and it legitimately helps the code allow valid player choices, there are probably at least twenty people who just die to lowsy code.

2. I already made a set of macros to solve the problem for me, personally. But as long as the code is there, this will still plague people. It's kind of funny if it happens in the Valley of Ashes- it's just kind of unacceptable in the Outer Planes.

And besides that, there are other ways to cause party implosion. Giving your character a name or adjective with 'ne' or 'se' in them are just people's favorite. You could aim for something that accidentally lands an adjective or a pet name on someone in your party.

Adding script in the game to automatically translate 'ne' 'se' 'nw' and 'sw' into their uncompacted directions would help, since it's a kind of universal problem.


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 Post subject: Re: Party implosion
PostPosted: Tue Aug 09, 2011 7:22 pm 
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Mortal

Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
lousy*


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 Post subject: Re: Party implosion
PostPosted: Wed Aug 10, 2011 5:40 am 
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Joined: Thu Jul 07, 2011 3:01 pm
Posts: 55
Anjin wrote:
Adding script in the game to automatically translate 'ne' 'se' 'nw' and 'sw' into their uncompacted directions would help, since it's a kind of universal problem.

THIS^^^^^^

Every sword wielder will know how annoying it is to type "Open SW" only to find the game thinks they're trying to open a door in their weapon...


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 Post subject: Re: Party implosion
PostPosted: Wed Aug 10, 2011 5:45 am 
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Gold Donor

Joined: Sat May 24, 2008 11:20 pm
Posts: 2109
Location: Edmonton, Alberta
Or at least have any spell that can cast by direction parse the direction first, and if that turns out to be a failure then try names in the same room. Seems it has been working back assward for a while now.


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 Post subject: Re: Party implosion
PostPosted: Thu Aug 11, 2011 10:32 am 
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Joined: Sat Oct 02, 2010 10:24 pm
Posts: 483
I never thought I'd see the day that enemies to the northwest could pose problems for you group until grouping with Nweltheron. I absolutely think we should be able to attack our group mates if thats what we want. But I don't see any reason that if you have two arguments in ranged attack (projectiles or spells), that the code can't figure out that nw, ne, sw, and se actually refer to directions rather than yourself or someone in your group. That would be a wonderful change.


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 Post subject: Re: Party implosion
PostPosted: Thu Aug 11, 2011 6:00 pm 
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Joined: Sun May 29, 2011 12:28 pm
Posts: 375
Fifty bucks says it won't happen.


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 Post subject: Re: Party implosion
PostPosted: Thu Aug 11, 2011 6:01 pm 
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TMS Cheerleader

Joined: Sat Oct 13, 2007 11:01 am
Posts: 1302
Location: BFE Arkansas
SK Character: Addison
aliases save lives.


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