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Leaving the world and scripts, Going offline and safety. |
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Matlush |
Sep 30 2006, 10:09 AM
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Power User
Group: Members
Posts: 86
Joined: 12-September 06
From: Poland, yay.
Member No.: 637
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How do you see it ? When does character log out, is he leaving the world or sleeping ? Also, there's something about stamina.
I've got these visions of going offline:
- Character logs off, and he disappears. Nothing is done to him. +Logging off is easy thing to do. +/- You're safe from monsters and other players.
- Character logs off, and he falls down as he is asleep in the world. Yet he can use beds instead of falling to the ground +Realistic feature, and with it you could see which towns are good organized, and which not. +Sleeping in bed would make your "long run*" stamina regain +/- You're vurneable for monster/player attacks. - Possibly too much people in world and near start area that are sleeping. Could cause lag. - Could lead to frustating situation when you've got to get a safe place, and yet you need to log off as quick as possible.
- Character logs off, and he leaves the world. Yet he can use a bed to get a stamina regain boost. Guys in beds can be killed by players (or animals if they get to you) + Non frustating way. +/- You can still choose between safety and buff gain.
* stamina that affects your short run stamina, which is used to do normal tasks.
Two last visions of logging off would allow scripting
Scripts would be only useable to protect yourself from getting killed when a raid on a town is done (and horns are sounded). You could only do move commands, attack commands, lock/unlock commands, equip command (which could allow only equip stuff that acts like armour or weapon)
So, when villagers are in sleep, and a raid is on, horn is sounded. It wakes up villagers, which can do thing related with their scripts. So, villagers could do such things:
- Some villagers gets up, equip their armors, and go fight with the raiders. - Others lock themselfs in a safe area, which could be for example castle. - And others run away to other city, or a hideout.
There could be a script maker, that would allow you to make a good moving and equipping script, but others could work like that:
If all villager pass the main gate from west, or enemy is 10m near main gate, then lock main gate. If main gate locked, then equip short bow, equip leather armour, equip quiver, equip 100 arrows, and then move by getup(moving curve of some sort, that is saved on client), and then move to arrowpos4, and then attack enemy nearest.
Suggestion here: If one thing is not done, then just bypass it, so if there's no bow, then do other things, unless there's something like:
If equip short bow false, then equip crossbow. If equip crossbow false, then move by runaway.
If character is getting killed, scripts stop working, so there wont be any short bow equiping in outworld.
Fell free to comment it... or rather "please comment it" XD.
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joshpurple |
Sep 30 2006, 11:10 AM
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PW Artist
Group: PW Developer
Posts: 790
Joined: 3-July 06
Member No.: 613
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Cool Matlush, those are all good ideas to think about. I'm completely open to lots of different ideas on this. One idea I've pondered is; Character logs off > The Player gets a pop-up list of options for when they are about to log off to select from > one of the choices would be a selection of NPC AI scripts to run > (like 'AI Sleep,' 'AI guard,' 'AI hide,' etc.) > Character logs off > Character logs back in > Your character has been assigned an NPC AI > Pop-up menu for choices > Accept AI script, or reject AI script. > If you accept, then your off line log will be put into your character's history > Reject it, you resume play where you left off, your NPC toon continues as an NPC > But, at that time, your NPC toon would lose all items, would not advance in skills, etc. One reason for this would be, as you log back in, in your pop-up menu, you would see, -before you accept or reject the AI script, if your character had been killed or not. That way players have the option to not log back in to a dead character. But, then there's the cheating... always with the cheating
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Matlush |
Sep 30 2006, 01:43 PM
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Power User
Group: Members
Posts: 86
Joined: 12-September 06
From: Poland, yay.
Member No.: 637
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Hm.... Well, yeah, macroing is a bad thing. But this isn't about it. If I'd have to chose between guard NPCs or players that can use their scripts to do some kind of automated defense, i'd chose the second one. Why ? Because it replaces a NPC filled gap. Yeah, I'm a NPC hater. If players would stay in world, they would need (want maybe? ) self defense automation. And running is also a self defence. Sleeping in wilderness and waking up hearing some roaring, and then automating to kill the beast if it attacks me, well... Got to do that. I've tought of it with such an imagination: While on raid, all the villagers ale asleep (and in world, too). Next day, they wake up dead. Easiest thing to solve it is to make players leave the world. And why i dislike when people leave the world ? Makes space so empty, and removes some kind of feature to roleplay... Tell me, what is happening to a person which is logging of ? Is he/she somehow transfered to the outworld and then back to realworld ? The biggest, baddest for me problem is that players place great importance to their characters. And it's not about that. It's about having fun from what you do, no matter what is it. Okay, but now it's offtopic :/ XD So, overally: Leaving players in the world after they log out makes roleplaying feature, fun or not for some people. Automated self defence is something I'd say needed for guys who stay in the world. I'll put an example how would it look for a traveler. Yet still some may like it, some no. Atleast I'm not putting only the good examples here (but the bad ones still can be fun) Humsahro is getting tired, but IRL he has to go somewhare. So, he wields a spear in his hands, also, some kind of leather armour, sets a campfire to disperse any animals coming. Now, he's laying his head on log covered with animal fur. Humsahro's player logs off, setting AI in log out menu to stand up and guard himself when he'll hear (and wake himself) any noises 10 meters near him. Time passes, and a thief is sneaking near the Humsahro. He searches his inventory, but his breath wakes up Humsahro. Humsahro, as in AI, get's up and looks on the thief, saying nothing. Being noticed, thief walks away, and about 20 minutes later, Humsahro falls asleep. The thief is getting near him again, but this time, Humsahro wakes up seeing thief looking in his inventory. Now, his AI (i know i didn't mention it at the begining ) stands up in the combat mode, aiming his spear at thief. Thief runs away again. Humsahro puts his backpack under his torso, and falls asleep again. Thief again comes back, and kills the Humsahro piercing him with his knife. Humsahro didn't wake up, as he failed all his rolls to wake up from faint sounds. The thief takes his gold, and gets back to his hideout. He's getting a unhonorable murder karma point, as he killed a player while sleeping. Humsahro's player gets back from (for example) work. As he logs on his game, he finds out his character in out world. He looks at the log from when he was not controlling him, and finds out that the murdered was a trader at some known company, as he recognizes his face. Being anyway frustaded with death of his character, Humsahro bought himself a tent, and entaglement spell to make sure he wont be killed again. Anyway, he now rents beds in inns also.
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Bingo |
Oct 10 2006, 12:19 PM
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Newbie
Group: Members
Posts: 17
Joined: 9-October 06
Member No.: 676
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Whilst I agree that death to to lag is unfortunate, we can make a few assumptions: 1) We know the players lag, this could potentially be a factor in a "final" decision on the "death by lag" argument. 2) Logging off "cleanly" is user-action, by either clicking a "Exit" button or merely closing the application. I'm sure testing will tell.
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ppClarity |
Oct 10 2006, 01:09 PM
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Newbie
Group: Members
Posts: 14
Joined: 25-September 06
Member No.: 647
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QUOTE(Bingo @ Oct 10 2006, 02:19 PM) 2) Logging off "cleanly" is user-action, by either clicking a "Exit" button or merely closing the application. Ahhh, the joys of having the source to your engine
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Timmmy |
Oct 10 2006, 07:39 PM
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Seasoned User
Group: Members
Posts: 61
Joined: 11-September 06
Member No.: 636
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What about a few log off ideas involving a few of the above,well sort of. You decide you have to go.If you're in a rush you simply hit recall and exit,wait the 5 seconds anti flee time and then are gone out of the world.In game you are recalled to your tp spot with the nice spell effects(thanks njpau ) and here you stay,with a basic NPC script.For many guilds this would be a guild hall or simply upon the walls of the guild town.Others may tp to a workshop or somewere they have chosen before as a nice load in spot. Your basic script would be to chose between agressive,defensive and rest. Agressive: You will attack any enemies within a set radius. Defensive: You will only attack if you are. Rest:When you log in again all bars will be refilled(if logged out for 6 hours +) The alternative is to mark your current position as recall,ride to were you want to log off and then hit just exit.With this you will simply leave game world in default mode with your char staying in game but when you re enter you can recall to previous location. The final option is a pricey one.By resting in a tavern you are charged a continuos fee but you will also slowly get better at random things.So you could log off and come back ever so slightly stronger from bar brawls or find that you now know how to knit,badly.This would at least clear some inactive players off the server while also acting as a money drain and adding a little humour to the game,well maybe.
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Jerky |
Jan 13 2007, 06:39 PM
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Former PW Project Manager
Group: PW Admin
Posts: 1,610
Joined: 11-January 05
From: Dallas, GA
Member No.: 62
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I would have to say I am with Dwilf on this one. I think I have commented on this sort of idea before, possibly on another forum. To me, this is a patch for a larger hole, which could be taken care of by actually fixing the root of the problem.
I don't think I would want to play a game that levels me or does anything while I am not there. That doesn't seem to promote immersion at all, and only worsens the fact that its a game that you are playing just to be better than the next guy. The focus is on skills, or levels, or how much money, or whatever. This would mean that is what is important in that game. Thats what you would need to do in order to contribute, compete, stay afloat, be better than the Jones.
What about the experience of playing the game? Wouldn't it be great to feel satiated just to log in and play, no matter what your standing was? Wouldn't it be great to actually log in and play with your friends, no matter what level they were, or what yours was? Wouldn't it be great to start out on a quest that would make you famous all over the world and you didn't have to be level 60 to do it?
These questions need answers, and I do not have all of them yet. I know Wish did some of this. I know we can do that and more, we just need to stop coming at ideas from angles where other games are. I hate the use the catch phrase, but lets "think outside the box" a little.
Keep the ideas coming. Someone give me a better reason to allow offline play, cause to me that doesnt mix well with a dynamic world. Instead of them logging in and turning on the macros, so they are run client side, now they are running from the server. Either way, a macro is a macro, imo. All you guys are doing is giving it another name, AI.
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Erik Briggs (Jerky) Project Manager My Blog
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joshpurple |
Jan 13 2007, 08:28 PM
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PW Artist
Group: PW Developer
Posts: 790
Joined: 3-July 06
Member No.: 613
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QUOTE(Jerky @ Jan 13 2007, 12:39 PM) "think outside the box" a little.
Keep the ideas coming. Someone give me a better reason to allow offline play,
Cool. Make it.. like gambling? So when a player logs out, they get a choice. They can 'play it safe,' and place no bets, log off & exit game world. They can, 'call' and let a player friend use them like his or her own henchmen. They could 'gamble,' and let a pre-set type of AI control them (example; They would choose the AI, 'Nervous Nelly,' who always runs away and hides. Or the AI, 'Bold Brad,' who always tries to explore new areas. 'Goblin Dig Dug,' -always works on digging a tunnel, etc.). Umm... Go with a fun exit. When you leave, your out, gone from play, but, give the player some choices on the style of exit . The 'Fall up' exit, your character falls up into the air and disappears. The 'Valhalla' exit, your friends hack you to death, -but it's just a way for your avatar to fall to the ground and fade out using a death animation (it would not count as a real death). The 'Melt' exit, your character just melts into the ground. More ideas like that? And maybe match the exit with the entrance? So your character would enter by 'Falling' in, 'Rising from the dead,' 'Melt up,' etc. Create the 'Exit Realm.' When you log off, you are first taken to an Exit Realm, this would be a Chat like room for players, -where they could set-up/select some options while they are not in game; They'll be in Teamspeak, so "just yell, and log in," or "I'll have my MSN window open," "send me an email notification if Bob logs in," etc. ? Just brain farting
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