Shattered Kingdoms

Where Roleplay and Tactics Collide
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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: Re: Auto Toggle ideas
PostPosted: Wed Nov 23, 2011 2:34 pm 
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Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
My point was that having the ability to leave group members behind -added- to SK's realism, and in addition to that you also have the prone column for a very easy way to avoid that. IMO, mis-targeting someone due to similar adjectives' -detracts- from realism, which is exactly why I'm a fan of the "auto party" idea (Because it makes no sense to hit a red-eyed centaur when you really wanted to hit a red-haired man, and also it's very possible to end up running past or near someone with a similar named adjective and not realize it until it's too late), but not the "auto wait" idea (Because leaving people behind because you're hasty makes sense, and all you need to do is hit "info" and take a glance down the prone column to see whether or not anyone is prone).


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 Post subject: Re: Auto Toggle ideas
PostPosted: Wed Nov 23, 2011 8:48 pm 
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Joined: Sat Jul 07, 2007 7:09 am
Posts: 391
SK Character: Gorvik, Kriltor, Viliatrou
I agree, I love the auto party idea but auto wait is complete fail. It wouldn't make sense to have something stopping you from moving because a group member is prone. But hitting your own party is just silly, and sometimes hard to avoid. Please implement!


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 Post subject: Re: Auto Toggle ideas
PostPosted: Wed Nov 23, 2011 9:47 pm 
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Edoras wrote:
My point was that having the ability to leave group members behind -added- to SK's realism, and in addition to that you also have the prone column for a very easy way to avoid that.

I was afraid you would bring up the dreaded word.

If leaders could see, and they see someone on the ground, ideally no sensible leader would force-move the rest of the group regardless, thus breaking formation, and abandoning his/her members behind. Unless they were a tyrannosaurus rex in a Disney Movie. This is the unthinkable for me and does not add to realism.

Besides, it would be added as a toggle. Hopefully. In the second part of your reasoning, similarly, the glance command is readily available in the game, it is very easy to glance at the targets to prevent friendly fire, yup?


At this point we just have to agree to disagree, because we could cite many examples and this debate could go on.

As an online gaming discussion grows longer, the probability of a comparison involving realism approaches 1.


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 Post subject: Re: Auto Toggle ideas
PostPosted: Wed Nov 23, 2011 11:03 pm 
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Minette wrote:


As an online gaming discussion grows longer, the probability of a comparison involving realism approaches 1.


Get that [REDACTED] hybrid of Godwin's Law out of here.

As an SK thread grows longer, the probability of Minette posting on the thread approaches 1.

God, get out of here and take the kangaroo you hopped on in here with out of here too.


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 Post subject: Re: Auto Toggle ideas
PostPosted: Wed Nov 23, 2011 11:04 pm 
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Joined: Wed Sep 08, 2010 1:56 pm
Posts: 118
I like both auto-party and auto-wait. For auto wait, add the perk that you don't leave behind party members who are fighting something. I agree with Minette that in regards to realism, I find it strange to think a character wouldn't notice someone is prone, or in combat with something (sometimes aggressive creepy crawlies walk in right when you're moving).


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 Post subject: Re: Auto Toggle ideas
PostPosted: Wed Nov 23, 2011 11:32 pm 
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Joined: Sat Jul 07, 2007 7:09 am
Posts: 391
SK Character: Gorvik, Kriltor, Viliatrou
Seriously, stop with the auto wait please. The only thing that saves is you typing look once to see that oh yea, someone is prone. Quit being lazy and try to get something implemented that will actually help a real problem.

Now on the other hand auto party will actually benefit the players of the game. One, stopping the abuse of disguise(which is not really common now), or if the opposing group happen to have the same adj/race pc in their group. And three, keeping people from targeting their own group while trying to hit npc NPCs or exits in the room when luring(ex: a nervous male human is here.) Boom.


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 Post subject: Re: Auto Toggle ideas
PostPosted: Thu Nov 24, 2011 6:18 am 
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Joined: Mon Mar 04, 2002 10:42 am
Posts: 1053
I don't like all this auto. It's allowed for players to think for themselves.


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 Post subject: Re: Auto Toggle ideas
PostPosted: Fri Nov 25, 2011 6:45 am 
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Joined: Fri Jul 09, 2004 8:43 am
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Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
Minette wrote:
it is very easy to glance at the targets to prevent friendly fire, yup?


No. It isn't. You will find that you are the only person agreeing with yourself on this one. If you went around glancing at everything you planned to attack before attacking it, you would suck because you'd be a combat round or more behind everyone else.

If, however, you typed "info" fter particularly spammy fights to make sure that no one missed a bash or got bashed, you would not suck. You would be a good leader.

Leaders can see, and they can see someone on the ground. In fact, they have two ways of doing this, both the "is lying here prone" message and the group info column just in case you happen to have charmed NPCs with actions set in the group (The reason that the prone column was implemented). There is no easy way at all to be able to tell at a glance whether or not your target has a similar adjective than someone in your own group, not without taking an extraneous amount of time. It also makes sense that a hasty leader would leave someone behind if he wasn't paying attention (Especially considering that's exactly what happens when you move without checking prone), but makes absolutely no sense that a hellion would cast blindness on his "nondescript" superior because he looked a whole lot like his no-dachi.


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