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Forum Name Gameplay
Topic subjectIdea about Exits: in game interface
Topic URLhttps://forums.carrionfields.com/dcboard.php?az=show_topic&forum=6&topic_id=18286
18286, Idea about Exits: in game interface
Posted by jad on Wed 31-Dec-69 07:00 PM
I have noticed that sometimes I have a bit of trouble following the roads in game. I have it pretty well memorized now but I thought it might be nice to include some sort of color coding to let you know what type of terrain you are going into when you take an exit, It could even be as simple as green for wilderness and gray for civilized. Obviously there could be more done, or roads/shops could have a special color or brace --North-- for a road leading north for example.

I understand if this too much coding or a low low priority (given all the rooms involved). But I thought it was neat idea and figured I would bring it up.
18298, I Like This
Posted by Kastellyn on Wed 31-Dec-69 07:00 PM
Cool idea. I'm wondering if it would be overpowered or not; I can think of a few scenarios where it would be really nice to know what type of terrain you're stepping into (assassin, ranger come to mind).

Maybe create a skill that ties into your Observation XP or something.

This might be really hard from a coding standpoint, though. I know that each room is built in one spot in the area file, and that contains the exit rooms. I just don't know how hard it would be to check the terrain type of each of the adjoining rooms with that frequency.

Kastellyn the Devourer of Magic, Lord of Legends

*** Email me your testimonials or two-line blurbs. Help our marketing efforts! ***
18299, I think it needs one restriction
Posted by incognito on Wed 31-Dec-69 07:00 PM
I think that it should be an active skill that has a little lag (say, one round).

This would prevent it from being abused to allow people to run perfectly along roads.
18302, Yeah, because its logical that it should be hard to follow a road quickly. -NT
Posted by lumikant on Wed 31-Dec-69 07:00 PM
asd
18303, Balance over realism
Posted by incognito on Wed 31-Dec-69 07:00 PM
People with decent scripting skills would get a huge advantage over those without, if you allowed it as is.

Essentially it could be used as a speedwalk function without people having to put in the route they want to speedwalk, and without any spamming occuring which might get you lagged out if someone starts tripping you.

When I see what people already manage with scripts (e.g. chasing fleeing people), I think that this would be too big an advantage.

So yes, it is realistic that a road is easy to follow (in some cases, not all), but equally it would spoil gameplay.
18314, RE: Balance over realism
Posted by Kastellyn on Wed 31-Dec-69 07:00 PM
I'll freely admit that my scripting skills are feeble at best.

I understand the speedwalk concept - you're saying they could move down, say, Eastern Road automatically a room at a time without spamming, correct? So if someone tripped them, they'd only have one command in the buffer?

How would they handle the crossroads, a room with four room exits that are all roads?

Is this really overpowered, or just a relatively small time-saving perk for Super Scripters?

Other scenarios besides roads come to mind? Maybe we don't implement it for roads, just other types of terrain.

Thanks for the feedback.

Kastellyn the Devourer of Magic, Lord of Legends

*** Email me your testimonials or two-line blurbs. Help our marketing efforts! ***
18315, RE: Balance over realism
Posted by Elerosse on Wed 31-Dec-69 07:00 PM
I don't know if it is overpowered per se, but this type of scripting would be a lot more versatile then what can be easily done now.

I've never written any "speed walking" scripts so these are just my assumptions. In CF as it stands now it would seem like a person would need to have mapped routes specifically laid out, relying on a given starting and ending point to create such a script. But with this addition it would seem possible to make scripts that in essence determine the route of travel on their own. So, instead of having a script to run someone from market square to the eastern end of the Eastern road, a script could be written that would take someone from anywhere on the eastern road to such a destination on its own. This would at the very least be more useful. Instead of it just being for convience it could be used to help escape pk or run someone down for example.

Again, just my assumption, but I think it would be possible to handle crossroad type situation with a conditional statment giving the primary direction of travel E or W preference over N and S. This would work for the eastern road at least where any potential 3 or 4 way travel that has roads branching off the main are always N or S from the main road.
18317, You over/under estimate scripting
Posted by Tac on Wed 31-Dec-69 07:00 PM
While this would make it easier to follow a given terrain, that doesn't necessarily make it any easier to do a one room speedwalk (which can be done now). For example, look at my maze dealy thing and you'll see that it's essentially speedwalking combined with maze traversal. Honestly, if you wanted to speedwalk down eastern (or any other road) it wouldn't be much harder than specifying a preference for moving in certain direction (say east and south for east on eastern, and west and north for west on eastern) and making a room trigger. It wouldn't help chase down people in any meaningful way IMO because it'd still need to be activated intelligently, and I'm pretty sure someone like Marcus would have already caught you by the time you thought about starting the RunDownRoad script.

I've a better idea... Shorten roads and make then straight! Yay!

You can also set up speedwalking to go on time intervals (like the time it takes to move) to be essentially the same thing. Speedwalking scripts aren't dangerous... except to the user.
18328, RE: You over/under estimate scripting
Posted by DurNominator on Wed 31-Dec-69 07:00 PM
>I've a better idea... Shorten roads and make then
straight! 
>Yay!

The map of East Road would then look like:

 OR   |AGGR|
G+++++L+++++H
 ORBOO| UU |
18329, Elemental Canyon!
Posted by Twist on Wed 31-Dec-69 07:00 PM
from market square in midgaard:

6e2s2edse4undnen2e k dust g dust eat dust
(or c 'detect invis' if you had the spell)

Or at least that's my most approximate memory of it.

Also - hunting for people to PK?

13wnw where pk
18330, Ofcol
Posted by Dravon Windgust on Wed 31-Dec-69 07:00 PM
7n4enen
18318, I too suck at scripting, but
Posted by incognito on Wed 31-Dec-69 07:00 PM
Have a function key that, when hit, switches on this particular tool.

Make it so that if the last direction moved was east, the script will look at the non-wilderness exits, and move you along whichever ones are not "west".

If it reached a junction with more than one choice of non-wilderness exits, it would wait for another direction, then repeat the above process once you've given it that direction.

Have it cut out if you are attacked.

Would therefore enable you to run perfectly from junction to junction, and just pick directions at junctions. That would be very useful on roads like the one connecting northeast gate of Galadon to southwest gate of Voralian City.

In addition, you could add script so that if you caught up with another character, you would engage them and the road-tracker would be switched off.
18324, Again... you could do this now... nt
Posted by Tac on Wed 31-Dec-69 07:00 PM
.
18287, You know this can be done already?
Posted by incognito on Wed 31-Dec-69 07:00 PM
HELP PROMPT will show you how to get your prompt to tell you whether you are in wilderness or civilised.

Then you can use a client to highlight "wilderness" green if you want.
18288, RE: You know this can be done already?
Posted by TheFrog on Wed 31-Dec-69 07:00 PM
He means for the rooms adjacent to the one you're in... Not the current room..

Like to be able, with the to see roads and such to be able to follow them without having to look in all directions.
18289, Yes thanks for the clarification and that is exactly what I meant (nt)
Posted by jad on Wed 31-Dec-69 07:00 PM
nt