Page 1 of 1

General Suggestions

Posted: Wed Apr 19, 2017 4:34 pm
by Krelm
Catch-all of suggested features so people (namely Japheth) don't have to spent time paging back through discord.

Highlight command - during combat will display all combat messages pertaining to you in bright colors (bright white and bright purple/pink)

Exits command - would be nice if the exits command, or the qs command, displayed room titles of the rooms around you.
So exits would echo:
North: A messhall
East: A laundromat
South: A hallway

Or qs would list room names like:

In the North, a Messhall, you see the following:

In the South, a Hallway, you see the following:

A draw command or somesuch (not to be confused with draw weapon), to let non-English speakers crudely communicate with English speakers.

A way to tell someone's general age at a glance, maybe with consider - much younger, younger, same age, older, much older than you.

Re: General Suggestions

Posted: Wed Apr 19, 2017 8:12 pm
by Gorgonic
A Watch command, to watch a room next to the one you are currently in for people/things moving into and out of and emotes. Pretty standard use with "watch east" or also things like "watch ring" so that the ring doesn't get overly crowded.

Re: General Suggestions

Posted: Wed Apr 19, 2017 9:11 pm
by Candy
I'd like for combat between player characters to have a slower scroll, so we have time to kick out emotes and don't lose emotes and other cues from players. Each round of combat can have several lines and those of us using devices with smaller screens can lose a lot in a hurry. It happens enough, and did just today, that I decided to suggest it.

It could be an option both players agree to, where one prompts and the other accepts or declines, so the already excessive length of sparring rounds don't become even worse. The best of both worlds!

Re: General Suggestions

Posted: Wed Apr 26, 2017 12:03 am
by Fiver
Note: TN = Target Number, the number that must be succeeded against for a success when rolling a skill check.

Now that sneak and hide seem to be working properly, spot needs some adjustments. I'll outline my suggestions and reasoning below.

Sneak and Hide are two skills that are tedious to raise, tend to be raised away from people to avoid embarrassing RP, cost two of your five skill points (unless you are twinky enough to try and raise them from nothing), and have a good chance of getting you fucked over if they fail. So, there's a lot riding on these skills, and they're an expensive draft pick. On the up side, if they do work, you are effectively invisible, and free from the consequences of life.

Spot is a whole other beast. It takes no RP what so ever to raise spot. It will go up naturally as you keep an eye out for sneaky people. You don't even have to emote it unless it triggers. it is a completely free skill, given to us just for making a character. Everything about this skill is absolute easy mode.

Caps. It is likely that most people who want to be stealthy will be high dex. So they're likely going to have good sneak and hide caps. Spot, however, might or might not be so lucky. Some people have dumped perception hardcore, others haven't, but it doesn't seem to be a primary stat for most builds these days, so it is likely to cap lower. That will, potentially, give sneak and hide the advantage in the long run, cap wise.

Testing difficulties. So, if you walk around the map checking survey, you will notice something. In the vast majority of areas, the spot tn is trivial to easy. In contrast, the hide TNs tend to range from normal to extremely hard, outside some very edge cases in the woods at the southeast of Eden. But, even in those edge cases, the TN for spotting doesn't get super hard until the lights go out. So the majority of the map very strongly favors spotting, even though it is a free skill. In addition, it is my suspicion that in spot vs sneak checks, a tie goes to the spotter, not the sneaker. When the lights go out in Eden and other parts of the lab, this swaps, and sneaking becomes vastly easier. I like that, but the day time sneaking does really need some looking at. Night should be your preferred time, but day sneaking should not be impossible.

My thoughts. As the grid currently stands, it is mostly hallways. I agree that hallways should be nearly impossible to sneak through with good lighting, and in that regard, spot and sneak are working well. But at night, hallways should dim to make sneaking possible. Also, the bulk of Eden, as well as most of the in door rooms, need their spot TNs raised. There are plenty of couches and such to hide behind, vending machines , dips and corners, tables, tall grass, hills, and rocks. In the interest of not making stealth completely obsolete, at least in this section of the lab, those things need to be taken into account. My general rule is, if you can look at the desc and items in a room and come up with a decent pmote for hiding, it should be possible to hide there. But rolling normal vs trivial or easy is going to get you spotted, even with a fairly broad skill gap. Ties are just too easy, and the testing system doesn't do well at representing high skill levels until harder difficulties are rolled against.

If people are worried that sneaking might become too powerful again, let me remind you of the structure of the lab. There is a single room, that being the hub in the hallway just north of Eden, that you have to pass through to get to any other part of the lab. Eden, the hospital wing, the DZ, the testing area, and the mess hall, are all separated by that spot. And, it's a hallway room. That means it is next to impossible to sneak through it. If you really want to force someone into hiding, or to pass you, putting someone by the pay machine (which doesn't work while you're hidden), and someone at that hub spot basically locks down all their options for food and navigation. I imagine some of this will change with the DZ, and other areas of the lab, but for now this is all we have. And so it's important to be aware of the draw backs and such of the area given to us. Even adjusting sneak to work well inside of Eden and rooms, and allowing hallways to be sneakable at night, isn't going to return Sneak and hide to the broken levels they were before. As it stands though, they're mostly useless now. You can stealth around Eden at night. That's more or less it.

Re: General Suggestions

Posted: Wed Apr 26, 2017 4:46 am
by TropicalCactus
Overall I am very excited about what I am seeing here.

Names don't seem to work as tags when emoting to other players. And I am experiencing long delays when moving room to room(~30 seconds). I understand that there should be some delay, but it is seeming frustratingly long to me.

Re: General Suggestions

Posted: Wed Apr 26, 2017 4:48 am
by TropicalCactus
The follow command also gives an echo like it works, but doesn't seem to work. The Party invite/party join commands are working.

Re: General Suggestions

Posted: Wed Apr 26, 2017 1:58 pm
by acceleration
Hi, TropicalCactus! FYI, there is a Discord chat where you may get your questions answered by people faster. To target people by the names they give you IC, you'll need to use the 'dub' command (help dubs IG), which essentially tags them with a keyword your individual character can use. The proper syntax is 'dub <keyword> <alias>'-- be careful with this in rooms with a lot of characters as you can easily mistarget. You can dub the same character with multiple aliases, if you like. If you make a mistake, you can 'undub'.

You can change how quickly you get to the next room with the 'speed' command. Faster speeds will drain more stamina, especially in harder terrains to traverse.

As far as I know (and I am not admin) the 'follow' command is not currently fully implemented. 'Follow' is LabMUD's version of shadowing via stealth, and the party system is the more standard system for grouping up.

Re: General Suggestions

Posted: Fri Apr 28, 2017 11:34 pm
by Krelm
Oh, skills being grouped by type in chargen would be neat-o. So it'd output something like:

Code: Select all

         Weapon Skills
 Axes     Swords       Rifles
 Clubs    Shield-Use  Pistoles
         Crafting skills
Electronics   Programming  Pharmacology

         Language Skills
English    German    French

Re: General Suggestions

Posted: Thu May 04, 2017 2:00 am
by BongCha
Dragging freshly dead corpses could make your clothes bloody.

Re: General Suggestions

Posted: Mon May 08, 2017 11:37 pm
by acceleration
Prompt token for what language you are currently speaking.

Split the dubs list into separate ones for objects and people.

Being able to switch languages mid-emote would be great too.

Higher character limits on say/think.

Re: General Suggestions

Posted: Wed May 10, 2017 1:25 am
by Tepes
Getting bloody from hitting people/things/etc.

Re: General Suggestions

Posted: Sat Jun 24, 2017 12:51 am
by FlutterSprite
I'd really like it if dubs would replace short descriptions in emotes and combat messages - it's not really natural having to parse a 7 to 9-word string to figure out who's saying or doing what! If not by default, at least the option would be nice.

Similarly, for combat messages, it might help cut down on spam if, after a weapon is referred to once in a combat message, it was thereafter shortened - so instead of seeing "(person's) bright pink hilted longsword with a notched blade", it'd just display "(person's) longsword".

Also, this may be an odd question, but is xterm256 support something that's being considered? It would be really nice to have the option to highlight individual objects / characters with their own colors, to make them easier to pick out at a glance, and having lots of colors available would help with that a lot.

Re: General Suggestions

Posted: Sat Jun 24, 2017 1:34 am
by FlutterSprite
Oh! Another thing - it would be nice if OOC messages were in a different color, or surrounded by brackets (Like [ OOC: ... ] ) to make them more distinct from in character actions at a glance.

Re: General Suggestions

Posted: Sat Jun 24, 2017 2:44 am
by deskoft
It would be nice if haircuts and shaves left some hair on the ground.