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 Post subject: Re: Variable appearance and the rules
PostPosted: Sun Dec 14, 2014 10:14 pm 
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Joined: Wed Dec 11, 2013 8:53 pm
Posts: 503
Lumiere wrote:
Chill.

1)

2) If the two twins are performing different actions, it might be reasonable to think that I could separately identify them. In the situation described, one of them was zapping a wand, while another of them was doing nothing. I was able to identify that the fireball belonged to 'Prince Lathron', but apparantly not which of the two. This seems kind of gray zone and worth clarification instead of QQs.

3) Oh my God, did you know that Ricky Martin was queer?

Everyone already knows.

Anyway, I'm talking about variable appearance, not cabal abilities.

4) Changes / rules pertaining to variable appearance is public information.

5) Really, just chill.


The only place these 'rules' appear is in the help file of the abilities. The help for the cabal ability you are out and out crying over, is not public.

So...try again.


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 Post subject: Re: Variable appearance and the rules
PostPosted: Sun Dec 14, 2014 10:43 pm 
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Joined: Fri Aug 24, 2012 3:21 pm
Posts: 906
Couldn't it be coded that if someone does something while using a sekrat ability their name is then colored, so it then would allow targeting? Or something like that? When they use an ability that doesn't represent the original their name is colored?


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 Post subject: Re: Variable appearance and the rules
PostPosted: Sun Dec 14, 2014 11:05 pm 
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Joined: Mon Nov 15, 2004 9:03 pm
Posts: 855
WARNING: PROTIP lulz

If you want to know who is who, use the glance command.

If you know that your target is a mage, then said mage will be in the back row. Glance will tell you if the one you're looking at is front or back and you can figure it out from there. If you want to make a complaint about a cabal ability, the open forums is not a place to do so since said abilities are not for open discussion.


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 Post subject: Re: Variable appearance and the rules
PostPosted: Sun Dec 14, 2014 11:41 pm 
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Joined: Fri Apr 17, 2009 9:50 pm
Posts: 5522
Target obfuscation is the only realistic PVP contribution of a certain cabal's current skillset. I would be remiss to deny them it.


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 Post subject: Re: Variable appearance and the rules
PostPosted: Mon Dec 15, 2014 7:38 am 
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Joined: Thu Apr 14, 2011 10:26 am
Posts: 1252
SK Character: Rolf
grep wrote:
Target obfuscation is the only realistic PVP contribution of a certain cabal's current skillset. I would be remiss to deny them it.



I disagree but we maybe shouldn't discuss these things here.


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 Post subject: Re: Variable appearance and the rules
PostPosted: Mon Dec 15, 2014 7:12 pm 
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Joined: Wed Nov 05, 2014 9:19 am
Posts: 309
@Blademasta- This illustrates why it should be immediately obvious in a situation which is which. If two people with the same appearance are doing different things, I should be able to independently recognize that.

-

Here is a list of ideas:

A) If there are two things with a similar appearance, the game should tell me how they are stacked. For example, if there are two 'effeminate male halfling' here, and the second one licks me, the game could return:

(2)An effeminate male halfling licks you.

If I then want to bitchslap that effeminate male halfling, I will know immediately that I should bslap 2.effeminate, instead of bitchslapping his innocent identical twin. This way, I won't have to figure out that there are multiple effeminate male halflings, fire a look, and figure out how they are stacked.

B) Enemy formation should be visible at glance or with a new command, with the same display format as 'info'. Each person should be color coded to indicate health status such as 'quite a few wounds' and such, which should also be displayed in a shorthand for colorblind players.

Formation should be immediately visible to people in the magical land of creatures with eyesight which is Pyrathia, but the text world of SK doesn't support it. The clumsy nature of the 'glance' command doesn't really allow this information to be processed efficiently in fast moving combat.

C) Action should show formation. (A gray wolf is here, in front of a rotund female gnome.)

D) Enemies should be target-able by absolute and relative position. For example, 'kill snowy.22' to kill what's at position 22 in snowy's group, or 'kill snowy.back' to kill whatever's behind snowy.

E) If you try to attack someone you can't reach, you should automatically attack the thing in front of them. If you try to backstab, hamstring or circle stab someone who's defended, you should automatically attack the thing that's behind them. Telling me that 'someone is in my way' does not help, especially if there are several stacked someones in the room.

Discuss.

-

@Grep- You are wrong, there are realistic contributions made to PvP from other parts of their skillset, and contributions made from that particular ability which do not involve target obfuscation. You clearly aren't that familiar with the subject matter or are trolling.


Last edited by Lumiere on Mon Dec 15, 2014 9:16 pm, edited 1 time in total.

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 Post subject: Re: Variable appearance and the rules
PostPosted: Mon Dec 15, 2014 7:18 pm 
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Joined: Thu Apr 14, 2011 10:26 am
Posts: 1252
SK Character: Rolf
I'm gonna go with Whoaboy on this one. This is a L2P situation.


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 Post subject: Re: Variable appearance and the rules
PostPosted: Mon Dec 15, 2014 9:14 pm 
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Joined: Wed Nov 05, 2014 9:19 am
Posts: 309
Afterthought:

General improvements to targeting would solve a lot of issues brought up by 'variable appearance and the rules.' They would offer other benefits than just removing illogical situations described by the rules, they would enforce those situations much better than the lopsided and nepotistic world of imm punishments, and they would free up appearance-variable players to use their abilities for their intended purposes without illogically obfuscating targeting.

I really don't advocate that players be punished. I just think the imms are being unclear and the code should be updated.


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 Post subject: Re: Variable appearance and the rules
PostPosted: Tue Dec 16, 2014 8:12 am 
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Joined: Thu Apr 14, 2011 10:26 am
Posts: 1252
SK Character: Rolf
Have you really just tried to suggest that you problems with targeting Dakken were due to nepotism? Please go look that word up, dude. There are so many things wrong with your post I don't even know where to begin...

Please describe an "illogical situation describe by the rules"

The point of changing one's appearance IS TO OBFUSCATE TARGETING. That is the friggin' point, dude. WTH else would it be for?

No one is being unclear here. You just aren't understanding how the game works.


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 Post subject: Re: Variable appearance and the rules
PostPosted: Tue Dec 16, 2014 11:46 am 
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Joined: Wed Nov 05, 2014 9:19 am
Posts: 309
- Imm enforcement of rules is almost always done in a lopsided way and sucks for players. Where possible, such as here, clarification and code changes work a lot better and less destructively. That's what I meant, when I was talking about nepotism.

- An illogical situation, described by the rules, is a massive male giant riding a massive gorilla, or a gray-eyed male half-elf behind a gray wolf. Or an elemental female half-elf warlock. I actually saw that, once, and was disgusted.

- Appearance change can also obfuscate player recognition, not just targeting. It can be used to cause people to honestly not realize the true identity of the person in question, instead of just to realize who they are, but be unable to quickly sort them from a stack of beings with similar target keywords.

- Honestly, Opey, I think you're just mad that my character jlooted yours, something that you have already expressed quite clearly in OOC tells, that you're unable to separate yourself from your character, and that your comments are immature and have provided no constructive ideas about Gameplay.


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