From quinn@fazigu.org Thu Jul 06 12:12:29 2000 Received: from localhost [127.0.0.1] by requiem.netsville.com with esmtp (Exim 3.12 #1 (Debian)) id 13AEGL-0001CG-00; Thu, 06 Jul 2000 12:12:29 -0400 Delivered-To: quinn@netsville.com Received: from corpmail.netsville.com by localhost with POP3 (fetchmail-5.3.4) for quinn@localhost (single-drop); Thu, 06 Jul 2000 12:12:29 -0400 (EDT) Received: (qmail 61191 invoked from network); 6 Jul 2000 16:12:01 -0000 Received: from unknown (HELO yami.57thstreet.com) (198.78.146.163) by univac.netsville.com with SMTP; 6 Jul 2000 16:12:01 -0000 Received: from moo.ghostmoo.org (localhost [127.0.0.1]) by yami.57thstreet.com (8.9.3/8.9.1) with SMTP id LAA16709 for ; Thu, 6 Jul 2000 11:13:50 -0500 (CDT) Message-Id: <200007061613.LAA16709@yami.57thstreet.com> Date: Thu, 6 Jul 2000 11:13:50 -0400 From: "Quinn@Ghostwheel" To: quinn@netsville.com Subject: Ghostwheel Message(s) 1729 - 1735 from *ideas (#504) X-Mail-Agent: Ghostwheel (moo.ghostmoo.org 6969) Status: RO Content-Length: 5835 Lines: 138 Message 1729 from *ideas (#504): Date: Tue May 9 23:00:55 2000 CDT From: Mikishi (#24590) To: *ideas (#504) The option of knowing when one reconnects over an existing connection. -------------------------- Message 1730 from *ideas (#504): Date: Sat May 13 19:49:28 2000 CDT From: Skywalker (#6644) To: *ideas (#504) Subject: tt Tabletalk messages that get brodcast to the room. Much like 'murmur', it will let people in the room know that someone is talking, but doesn't reveal the actual dialogue except to whoever's sitting at the furniture. -------------------------- Message 1731 from *ideas (#504): Date: Mon Jun 5 06:45:09 2000 CDT From: Tikiaido (#24781) To: *ideas (#504) Subject: The combat wait thing. Whatever makes combat wait 60 seconds for the recipient of an action to que an action him/her/itself sucks. First of all, it's lame for hunting. Waiting 10-30 seconds for combat to start after I get ready to beat on a Slisssh, Rous, Executioner bird, etcettera just plain sucks. Even with cainids, who attack you first, combat takes about 5 seconds to start. And I know it isn't lag. Second of all, it's unreal. If some criminal decides to bust a cap in your ass IRL, you don't get 60 seconds to decide if you're going to fight him, flee him, or fuck him. The criminal pulls the trigger, you take it like a bitch, you die a few seconds, minutes, or hours later, unless properly attended to, and, though it ain't right from a moral standpoint, logically, it's how the universe should work in such a situation. You already have code that prevents you from attacking an idle PC, an offline PC, and all kinds of checks and balances to make sure you can't catch the poor bastard TOTALLY offguard, which is unreal enough... I mean, seriously, you could be killed in your sleep IRL if someone has the will and means to do it and your address. The wait thing makes it feel like AD&D all over again. Okay, yeah, you lash your sword out and kill one orc. And now the rest of your party flees, leaving you to guard their retreat. And now it's the orcs' turn, but they just can't hit you. Damn, you're good. And now it's your turn again. The world doesn't move in turns. If I'm faster than you, with no loss in accuracy you can pretty much assume I'm going to beat you, no matter what it is we're doing. "Giving it a tabletop RP feel" doesn't mean making it klunky and boring like D&D was. I have to assume most people I've met prefer "free form" RP, in which the player is expected to describe what his character is doing at all times, with no more "turn based" mechanics than simple dialogue between the GM and players about what their actions are, and what happens as a result, or even LARP, which I've never actually participated in, but I'm told it's a blast. Either way, I'm assuming because most people I've met seem to have more fun with freeform or LARP, that the turnbased thing makes RP boring and even predictable. Being quick and in players' faces makes them actually feel like they're part of the action, like if they do go to sleep, or can't decide what they're going to do, their character's world isn't just going to stop while they figure it out. It's fresh, it's new, it's more fun. D&D books came out in the 80's. You'd be embarassed to drive an old, beat up car, so don't RP with old, beat-up, obsolete rules. -------------------------- Message 1732 from *ideas (#504): Date: Mon Jun 5 14:52:35 2000 CDT From: Mikishi (#24590) To: *ideas (#504) Subject: Last I agree. If continuous adjustments for "realism" is made, the game will become less fun than it used to be, and people will (rather, already have) lapse into those "back in the good old days..." conversations. We live in a fast-paced world, and waiting around for the response proves less entertaining and adrenaline-provoking. Anyway, where are the newbies to benefit from this? If some are lurking about, I'm sure they can boost themselves the way we all did. -------------------------- Message 1733 from *ideas (#504): Date: Mon Jun 5 16:02:34 2000 CDT From: Vertemis (#23360) To: *ideas (#504) Subject: $ few I disagree, I think the 'waiting for a responce' idea is great. it means more RP in battle and less 'whoever can type faster'. Give me turn based anyday. The world may not work in turns, but the world isn't a 'game'. It's nice to give everyone a chance to have fun instead flipping over to a website someone posted and coming back 30 seconds later to find someone has killed you. -------------------------- Message 1734 from *ideas (#504): Date: Mon Jun 5 16:24:19 2000 CDT From: Camber (#22034) To: *ideas (#504) Subject: Agreed. While Tiki makes some seriously good points, I don't think he's in a position to argue about this one. Ghostwheel isn't a console game, or a first person shooter, or a real time strategy computer game. This is a MOO. How can one realistically expect to do real-time combat in this medium? Attempting to achieve realism with regard to time and response is in itself unrealistic due to the very nature of the MOO, and the internet in general. Lag, latency, differences in modem speed all dictate that real-time combat is the wrong way to go about things. There are just too many problems with it. Following a turn-based, or even better, a rounds-based system, lends itself to much more balanced combat, as well as more entertaining combat, IMNSHO. My 2c. -------------------------- Message 1735 from *ideas (#504): Date: Mon Jun 5 22:54:14 2000 CDT From: Tikiaido (#24781) To: *ideas (#504) Subject: How about this? How about we make the turnbased thing only work for players so the crits don't take 20 seconds or more to start combat? --------------------------