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 Post subject: Re: Incentives for RP: Continued
PostPosted: Fri Jan 04, 2013 2:17 pm 
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Joined: Thu Aug 31, 2006 1:50 pm
Posts: 3502
Location: Canada
SK Character: Karsh
Opey wrote:
What about using your client's alias system instead of the in-game alias system. That way you aren't limited in the number of aliases you can make.


This. All my rp aliases (as well as a few ones that were simple inventory management actions to be used across all chars) would always go in the client not the game.


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 Post subject: Re: Incentives for RP: Continued
PostPosted: Fri Jan 04, 2013 2:19 pm 
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Joined: Thu Dec 13, 2012 8:57 pm
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SK Character: Vicasharie
It still doesn't allow me to insert arguments in emotes. but i do use the alias for many generic socials.


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 Post subject: Re: Incentives for RP: Continued
PostPosted: Fri Jan 04, 2013 2:25 pm 
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Actually that mostly comes down to scripting your aliases well. If you know a particular alias will be intended to be targeted, you can script in wildcard slots so that when you fire the alias you add arguments. Like flipbird "tight-lipped" "woman", for example, which would result in the emote coming out as: Dude lifts his middle finger angrily at the tight-lipped woman.


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 Post subject: Re: Incentives for RP: Continued
PostPosted: Fri Jan 04, 2013 2:41 pm 
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SK Character: Vicasharie
I'll look into making my client accept arguments... but still the idea is.... pk is rather simple to do in sk while rp takes a lot more work. Incentivizing rp in the game should thus be more about giving rp more options with little work involved... not JUST giving out rewards. A pker is going to pk, an rper is going to rp... you should be concentrating on making it easier for those who like one to do the other. Currently, it's easy for an rper to order "kill gnome" and join in on the pk side... but doing any decent rp takes work... just make the work a little less for the player and I'm sure you'll see more rp come out of it.


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 Post subject: Re: Incentives for RP: Continued
PostPosted: Fri Jan 04, 2013 2:48 pm 
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 Post subject: Re: Incentives for RP: Continued
PostPosted: Fri Jan 04, 2013 2:53 pm 
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ObjectivistActivist wrote:
Actually that mostly comes down to scripting your aliases well. If you know a particular alias will be intended to be targeted, you can script in wildcard slots so that when you fire the alias you add arguments. Like flipbird "tight-lipped" "woman", for example, which would result in the emote coming out as: Dude lifts his middle finger angrily at the tight-lipped woman.


You can't script what Vicasharie wants to do. You can wildcard an adjective/name via alias, but the output will be the same for every person in the room. If Dulrik were to allow wildcards from the MUD, it would change the output depending on the point-of-view of the characters in the room and whether they had the person greeted.

Basic syntax would be:

pemote <message>

> pemote left eye twitches slightly.

The room would see: Finney's left eye twitches slightly.

Advanced syntax with @ wildcard:

> pemote merciless pimp slaps owns @Vicasharie.

Vicasharie would see: Finney's merciless pimp slaps owns you.

The rest of the room would see: Finney's merciless pimp slaps owns Vicasharie.

Or if you didn't have Vicasharie greeted: Finney's merciless pimp slaps owns a callipygian human.

You could also make the * symbol (or whatever symbol Dulrik wants to use) wildcard default to your character's name/adjective:

> pemote Her face contorted in agony, * eyes fill with tears.

The room would see (if greeted): Her face contorted in agony, Vicasharie's eyes fill with tears.

The room would see (if not greeted): Her face contorted in agony, a callipygian human's eyes fill with tears.


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 Post subject: Re: Incentives for RP: Continued
PostPosted: Fri Jan 04, 2013 2:59 pm 
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SK Character: Karsh
Pk takes as much work as rp. It all just happens ahead of the encounter. In fact a lot of that work requires rp to even happen. Getting vials done, enchanting, etc. That's not even counting the rp that goes into getting a faction if those abilities are something you consider necessary for your pk build.

I don't think you can say one requires more work than the other. They require different work, and there is and should be some crossover.

RP should be incentivized but that incentive should come from having staff and support to make rp impactful. As it stands right now you can rp your [REDACTED] off and it will change nothing. On the other hand you can curb stomp someone and junk their kit with a spit emote and you'll actually have accmplished some measurable progress towards your characters goals.

Incentivizing rp requires support from upstairs. For the moment, the game is trending towards having that support. It has, however, had it in years. The curb stomp junk option was basically your only one.


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 Post subject: Re: Incentives for RP: Continued
PostPosted: Fri Jan 04, 2013 3:01 pm 
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SK Character: Karsh
I'm surprised at you Finney. You're mister script king of the mud. Aliases in most client can be written to accept and insert arguments so that they output an emote with those arguments in place of wildcard symbols, providing output similar to my example.


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 Post subject: Re: Incentives for RP: Continued
PostPosted: Fri Jan 04, 2013 3:04 pm 
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ObjectivistActivist wrote:
I'm surprised at you Finney. You're mister script king of the mud. Aliases in most client can be written to accept and insert arguments so that they output an emote with those arguments in place of wildcard symbols, providing output similar to my example.


Your can script an alias to use a wildcard for a name/adjective/whatever.

However, the alias output will be the SAME for everyone in the room. There is no way to make the an alias/wildcard send different output to multiple people. The only way to change the output to account for POV and the characters invovled is to have the wildcard interpreted by the MUD.


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 Post subject: Re: Incentives for RP: Continued
PostPosted: Fri Jan 04, 2013 3:06 pm 
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Joined: Thu Aug 31, 2006 1:50 pm
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SK Character: Karsh
Well, yes it would provide the same output to the entire room but I don't see why that would make such a thing unpalatable.


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