Shattered Kingdoms

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Please implement:
auto party 35%  35%  [ 11 ]
auto wait 26%  26%  [ 8 ]
auto receive 19%  19%  [ 6 ]
none of these 19%  19%  [ 6 ]
Total votes : 31
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 Post subject: Auto Toggle ideas
PostPosted: Wed Nov 23, 2011 3:07 am 
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Joined: Sat Jul 16, 2005 7:50 pm
Posts: 1798
Can we please have the following auto toggles:

auto party
auto wait
auto receive


auto party toggles on/off to prevent hostile actions against own party. Following the disguise thread, most people find those who want to aim at silver-haired male elf but instead landing the spell on a silver-winged pegasus unthinkinable. It is a very common adjective/combination in SK. What about those times we find this goblin warrior in the wilds, we order all bash war, but instead the warhorse in our own party was bashed, followed by the powerful charm getting mad, hunts and kills us. Ideally in character, we would almost never intend for our charm to bash our allies, when we are aiming for the enemy. Many other applications such as going for the magma spray on war-painted male centaur but it goes on our spirit steed. It is a very popular choice for disguise.

Please give us this toggle..... please.


auto wait toggles on/off to wait for all party members to be standing before moving. This prevents the leader moving when someone is sitting/resting/sleeping/prone.

auto receive toggles on/off for a character to decline offers of items/coins from others handing them over. As the game now if we have the inventory/weight capacity and someone hands over a giant, rotting, bloated walking dead, and we're awake, it lands in the inventory.


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 Post subject: Re: Auto Toggle ideas
PostPosted: Wed Nov 23, 2011 4:57 am 
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Mortal

Joined: Mon Nov 14, 2005 7:21 pm
Posts: 2506
Location: The yellow brick road
SK Character: Bran
The auto wait seems like it might be useful to some people (though i'd likely never use it).

But as for the other two, i'd say a definite no.


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 Post subject: Re: Auto Toggle ideas
PostPosted: Wed Nov 23, 2011 5:28 am 
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Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
Auto party would be a very nice element to add to SK. It would, however, be necessary to allow persuade to still permit hostile actions against one's own party.

There already is a sort of "auto party" feature for many of the SK skills: You cannot cleave someone in your own party, for example. It would be -very- nice to be able to have this extended to all skills/spells, and automatically set to "on" for all NPCs.

Auto wait, nah. There's a prone column for a reason, and it's both sensible and adds a sense of realism to allow for the possibility of a hasty group leader to leave members behind.

auto receive is an interesting notion. I've always wanted to roll a giant barb/merc in a trib that carried around boulders with lighten load, and before every fight just handed over as many as possible to his enemies before bashing them so that they'd be overburdened for the whole fight, just to demonstrate how silly it is that you can freely give people things to make them overburdened. That said, I don't think that it's necessary to have a coded feature to circumvent that one very circumstantial aspect of the code.


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 Post subject: Re: Auto Toggle ideas
PostPosted: Wed Nov 23, 2011 6:27 am 
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Joined: Mon Jan 02, 2006 7:47 pm
Posts: 3776
Location: Virginia
SK Character: Amorette
When I first read about auto-party, at first I was like "oh heck yes." But when I thought about it, I was like, "nah."

In real life guerrilla-style wars, friendly fire is a real possibility. It sucks, but it happens. That's why part of PK is encouraging everyone in your group to be attentive and aim for the correct target. It's always fun to see your enemies screw up their alignment and fight by attacking the wrong target or someone in their own party. It's part of the risks of war.

That being said, as a rather inattentive person myself, I certainly wouldn't complain if the "auto-party" feature WAS implemented. Auto-receive sounds nice and so does auto-wait. I don't have much luck with the prone column.


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 Post subject: Re: Auto Toggle ideas
PostPosted: Wed Nov 23, 2011 6:40 am 
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Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
In my opinion, either auto party or "stop fighting" needs to be a command. Without either, those little one-time shots can very easily turn into a cause of death, not just a contributing factor, which pretty much sucks.


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 Post subject: Re: Auto Toggle ideas
PostPosted: Wed Nov 23, 2011 6:50 am 
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Joined: Fri Apr 29, 2011 4:48 am
Posts: 341
Edoras wrote:
In my opinion, either auto party or "stop fighting" needs to be a command. Without either, those little one-time shots can very easily turn into a cause of death, not just a contributing factor, which pretty much sucks.

Stop fighting needs to be elaborated on. I can't read your mind, so I'll let you do it. Between two random people, "stop fighting" is of course terrible, and I know you know that, so I ask what you mean.


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 Post subject: Re: Auto Toggle ideas
PostPosted: Wed Nov 23, 2011 6:51 am 
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Joined: Fri Apr 29, 2011 4:48 am
Posts: 341
Also, there is no way for this poll to measure the level of anti-implement these. I suggest adding three more options of "not auto blah". For instance, I want auto wait, but not the other two.


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 Post subject: Re: Auto Toggle ideas
PostPosted: Wed Nov 23, 2011 6:53 am 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
Note: Voting ended up being reset because I added a none option.


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 Post subject: Re: Auto Toggle ideas
PostPosted: Wed Nov 23, 2011 6:57 am 
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Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
It's been proposed a few times before, but as mentioned in the beginning of this thread, all it takes is a "bash war" on the goblin warrior in the room getting redirected to a "bash warhorse" in your party, and all of a sudden everyone ends up fighting themselves: In relatively low-risk areas, it's no big deal. In the outer planes, Iron Citadel, or Dreamscape however, it's very likely to spell death for one or perhaps even all of the party because the only way to stop combat is to flee out.

In other words, it's annoying to have an entire trip up-ended because something you're attacking happened to have a similar adjective as a groupmate, and the only two ways I can see to prevent that are A) allowing an option like "auto-party" that prevents you from targeting groupmates accidentally, or B) allowing a way to simply stop attacking the person you are hitting, regardless of whether the other person stops hitting you or not.


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 Post subject: Re: Auto Toggle ideas
PostPosted: Wed Nov 23, 2011 1:58 pm 
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Joined: Sat Jul 16, 2005 7:50 pm
Posts: 1798
Edoras wrote:
Auto wait, nah. There's a prone column for a reason, and it's both sensible and adds a sense of realism to allow for the possibility of a hasty group leader to leave members behind.

Up until Dulrik explained that it's not in character for someone to disguise to look the same as the enemy, having seen it done by others so many times, it was just somewhat accepted to be a tactic of SK.

We anticipated someone would bring this up of course. Similarly, there is also an existing glance command. For the seasoned PKers, when there's multiple adjectives in place, they can check. Naturally when players remember to do so, striking the own party shouldn't happen.

It does though, another example not mentioned above is players with abbreviated directions in their names, a well-known case was halfling rogue called Neshin of the S'hochi (Eamonn [Konstantin]'s tribe), and occasionally people that meant to lure from northeast would hit him.


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