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 Post subject: exit command and Nerina
PostPosted: Sat Jan 23, 2016 12:54 pm 
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Joined: Sat Apr 19, 2003 11:19 pm
Posts: 425
Quote:
> exi
North - Wallfield Way
East - Wallfield Way
South - Crescent
West - West (closed)

[HP:100%] [ME:100%] [PE: 92%]
> ope w
You open the door.

[HP:100%] [ME:100%] [PE: 92%]
> exi
North - Wallfield Way
East - Wallfield Way
South - Crescent
West - Temple of Nashira


Is this working as intented? I saw the annoucement about not using the exit command to see through doors, but I wonder if some areas need to be rebuilt if this is intentional. It seemed like the annoucement implied people were somehow cheating? I don't have all the cities memorized and this makes Nerina especially difficult to navigate when I have to pop my head into every door to see whether it is the Inn or a temple or a shop. Is there something I'm missing? Maybe let doors in Nerina default to being open?


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 Post subject: Re: exit command and Nerina
PostPosted: Sun Jan 24, 2016 12:45 am 
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Joined: Thu Apr 23, 2015 10:28 pm
Posts: 69
SK Character: Weymar
I was also sad when 'exit' started showing nothing but unidentified closed doors.


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 Post subject: Re: exit command and Nerina
PostPosted: Sun Jan 24, 2016 2:23 pm 
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Joined: Tue Mar 18, 2014 10:14 pm
Posts: 358
Quote:
> ex
North - Plaza of the Feathered Dragon
East - East (closed)
South - Tenkawa Road
West - West (closed)


Walking down the street I sweat nervously, my peripheral vision waning. A large building on my left, another on my right. But what are they, sure one has pillars the other just a large door? My parents always reprimanded me for I am awful at reading, I must stand and stare at a sign on a huge-door before I realize the immense barren room behind is the Treasury Vault of Zhenshi. The citizens stop and glance at me oddly, as they grant only a cursory glance in passing by, knowing the shop or temple they attend simply by the layout of the building, so obvious from the street. How do they do that? The large building to my east, what ever could it be for? Perhaps a few minutes of my time to look at the door will reveal the secrets beyond. - How I picture walking down a street in Nerina these days.

I understand the intent when it was implemented, but applying the logic to cities or towns makes me laugh when I picture it.


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 Post subject: Re: exit command and Nerina
PostPosted: Sun Jan 24, 2016 4:31 pm 
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Joined: Wed Oct 15, 2014 1:21 pm
Posts: 37
I've noticed that sometimes the bump into descriptions for doors can give more information:

Code:
Brekka Lane
  This road is actually more of a wide path.  It is a dirt road, but quite
charming, lined with reddish-brown cobblestones, trees on either side, and
patches of blue and purple wildflowers.  Comfortable, well-built houses with
large yards are arranged along the northern side of Brekka Lane. 
    It's snowing very hard, well past freezing, and very windy. 
Obvious exits: n(closed) w se
A frisky squirrel walks in from the west.

n
The 500 Brekka Lane is closed.

exit
North     - North (closed)
West      - Brekka Lane
Southeast - Relga Street


Is there a way to show maybe the name of the door on exit? I know this would still require some spot fixing, but at that point it would almost be like fixing typos rather than an overarching problem. "The door to the bank is closed" "You open the door to the bank"


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 Post subject: Re: exit command and Nerina
PostPosted: Sun Jan 24, 2016 4:46 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
Yeah, that "bump" description is also the same thing you get when you "look" in the direction if the exit is closed. It would be nice to see the exit command modified to show that.


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 Post subject: Re: exit command and Nerina
PostPosted: Sun Jan 24, 2016 5:07 pm 
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Joined: Sat Apr 19, 2003 11:19 pm
Posts: 425
I think a simpler fix, from a building perspective would be to undo this change, but any room that would have its secrets revealed by the exit command, just don't put spoilers in the title of the room. Just call it "a room" or something. This way you only have to edit the few rooms that are super secret, rather than every bank and temple in the game.


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 Post subject: Re: exit command and Nerina
PostPosted: Sun Jan 24, 2016 5:55 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
Either way requires a lot of builder implementation: While your choice is more convenient, it also makes less sense from an in-game standpoint, and would require purposefully dumbing down short room descriptions, which ends up taking away from the game instead of adding more to it.

Honestly, how bad is it to only be able to see the titles of rooms unless the doors are open? I didn't even know this command existed for years, and I didn't have a hard time navigating around places.


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 Post subject: Re: exit command and Nerina
PostPosted: Sun Jan 24, 2016 8:08 pm 
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Joined: Sat Apr 19, 2003 11:19 pm
Posts: 425
Edoras wrote:
Honestly, how bad is it to only be able to see the titles of rooms unless the doors are open?


Maybe you mistyped this question, but I would say that it is not bad at all to be able to see only the title unless the door is open, which is how it was for 20 years. Right now, we can't see the title until the door is open. I just realized I could make an alias to open every door prior to sending the exit command. Maybe I should just do that instead of complaining.


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 Post subject: Re: exit command and Nerina
PostPosted: Mon Jan 25, 2016 12:21 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
Yeah I mistyped.

Honestly, how bad is it to have to open a door before you can see the title of the room?


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 Post subject: Re: exit command and Nerina
PostPosted: Wed Jan 27, 2016 1:05 pm 
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Joined: Sat Apr 19, 2003 11:19 pm
Posts: 425
Quote:
> exi
North - A Windswept Courtyard of Worn Cobbles
East - East (closed)
South - South (closed)
West - Before the South Gate
Northwest - A Windswept Courtyard of Worn Cobbles

[HP: 71%] [ME: 27%] [PE: 45%]
> open s
You open the door labeled "Weaponsmith's Workshop".

[HP: 71%] [ME: 27%] [PE: 45%]
> exi
North - A Windswept Courtyard of Worn Cobbles
East - East (closed)
South - A Weaponsmith's Workshop
West - Before the South Gate
Northwest - A Windswept Courtyard of Worn Cobbles


navigating the collegium. This detracts from my experience.


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