Author Topic: Release Note discussion!  (Read 137391 times)

Brytta Léofa

  • Posts: 706
Re: Release Note discussion!
« Reply #1000 on: September 16, 2019, 01:20:53 PM »
-Damage taken by characters now creates a wound on the character that represents the kind of damage that dealt the wound.
-When the code does not have information about the type of damage dealt the would is described simply as a 'wound'.
-Wounds have words describing how much damage the wound currently accounts for.
-As characters regain hit points their wounds go down in value and become less severe.
-Wounds on a character can be viewed with the assess command using the verbose option
  -assess -v <character>
  -Only the top 5 wounds will be displayed
-When a character is fully healed all remaining wounds will be removed.
-When a character dies the corpse that results will have all of the characters woulds transferred to it.
  The top 5 wounds can be viewed by looking at the wounds.
  -look corpse's wounds
-Ldescs now display 'wounded' instead of 'bleeding' to make it a bit more generic.

http://www.armageddon.org/help/view/Wounds

holy shit
Excited to see how this goes.
Memento mori.

Medena

  • Posts: 1324
Re: Release Note discussion!
« Reply #1001 on: September 16, 2019, 01:29:15 PM »
http://www.armageddon.org/help/view/Wounds

This sounds amazing!!  I don't currently have a PC but I feel like making one just so I can get wounded.  :-p
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Heade

  • Posts: 923
Re: Release Note discussion!
« Reply #1002 on: September 16, 2019, 01:31:15 PM »
http://www.armageddon.org/help/view/Wounds

This sounds amazing!!  I don't currently have a PC but I feel like making one just so I can get wounded.  :-p

This is awesome! It makes investigating PC death via wound type a possibility now without staff intervention!
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perfecto

  • Posts: 978
Re: Release Note discussion!
« Reply #1003 on: September 16, 2019, 03:22:36 PM »
Seriously Freakin' awesome update! Can't wait to see it for myself.. heck, might go kill a bunch of people right now!  ;D
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Saiseiki

  • Posts: 311
Re: Release Note discussion!
« Reply #1004 on: September 16, 2019, 03:38:05 PM »
Wow!  What a neat addition.  Will be great for "healer-type" rp.

Hauwke

  • Posts: 2217
Re: Release Note discussion!
« Reply #1005 on: September 16, 2019, 04:35:39 PM »
Can't wait for my PC to get their face smashed in!

Edit: After seeing it in action, super cool. I like it.
« Last Edit: September 16, 2019, 05:39:16 PM by Hauwke »

Refugee

  • Posts: 1824
Re: Release Note discussion!
« Reply #1006 on: September 16, 2019, 05:27:00 PM »
Very cool!

Barsook

  • Posts: 8267
Re: Release Note discussion!
« Reply #1007 on: September 16, 2019, 05:51:25 PM »
I heart you staff!

Bogre

  • Posts: 3321
Re: Release Note discussion!
« Reply #1008 on: September 16, 2019, 06:01:33 PM »
This is a great addition!
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Re: Release Note discussion!
« Reply #1009 on: September 16, 2019, 07:35:08 PM »
It does seem like any 'wound' type (puncture, bruise, etc) at the moment also makes a "wound" [generic] in the same area, meaning that the top 5 worst wounds shown are actually the top... 2? 3? Because "a worrying puncture" on the chest will also have "a worrying wound" on the next/prior line.

Not sure if this is intentional or not.

Otherwise, good addition. :)
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AdamBlue

  • Posts: 884
Re: Release Note discussion!
« Reply #1010 on: September 17, 2019, 04:08:53 AM »
I think special priority should be put on the 'fatal blow', and maybe give a use for 'assess' as a skill. 'You realize that the fatal wound was likely the stab to the back.'

Re: Release Note discussion!
« Reply #1011 on: September 17, 2019, 05:18:23 AM »
I think special priority should be put on the 'fatal blow', and maybe give a use for 'assess' as a skill. 'You realize that the fatal wound was likely the stab to the back.'

Idea:

Messing with Assess and making it an actual skill rather than an input function might be fussy.
To tell how someone died in D&D, you usually use the Heal skill, if it's a bit vague.

Why not tie "fatal blow" determination to the Bandage skill, which is the closest we have to Heal? It'd work the same as a few other functions unlocked by high-levelled other skills, and give medics a fun social role other than just tossing out tablets and sitting in the backlines.

So anyone can see "mm, he took a big bash to the head and a jab to the neck, yadda yadda" but only your local medic can determine "yep, the thing that killed him was the bash to the head - so I'd assume the jab was probably with a poisoned knife."
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Riev

  • Posts: 5744
Re: Release Note discussion!
« Reply #1012 on: September 17, 2019, 09:16:59 AM »
It does seem like any 'wound' type (puncture, bruise, etc) at the moment also makes a "wound" [generic] in the same area, meaning that the top 5 worst wounds shown are actually the top... 2? 3? Because "a worrying puncture" on the chest will also have "a worrying wound" on the next/prior line.

Not sure if this is intentional or not.

Otherwise, good addition. :)

This was going to be my feedback. I hit something in the "tail" location, and only that location, and they had a waist wound (assuming waist is the restrung tail) AND a body wound. While it makes some sort of sense, they were only hit once.
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nessalin

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Re: Release Note discussion!
« Reply #1013 on: September 17, 2019, 12:27:55 PM »
Double wound issue and some other bugs will be addressed next reboot.
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Nile

  • Posts: 609
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Re: Release Note discussion!
« Reply #1014 on: September 18, 2019, 08:05:48 AM »
Loving the wound code. Makes for much better RP. Well done team!
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Krath

  • Posts: 2613
Re: Release Note discussion!
« Reply #1015 on: September 18, 2019, 04:14:35 PM »
Does getting hit on an area that is already wounded cause extra damage?
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Nathvaan

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  • Posts: 425
Re: Release Note discussion!
« Reply #1016 on: September 19, 2019, 05:56:53 AM »
Does getting hit on an area that is already wounded cause extra damage?

It does not.  That is not to say it won't in the future.  As with all new features the development is iterative.  When all bugs are worked out for the current iteration we will look into expanding the features as time permits.  This kind of thing, among others, might be included in the future.

Hauwke

  • Posts: 2217
Re: Release Note discussion!
« Reply #1017 on: September 19, 2019, 06:03:00 AM »
Does getting hit on an area that is already wounded cause extra damage?

It does not.  That is not to say it won't in the future.  As with all new features the development is iterative.  When all bugs are worked out for the current iteration we will look into expanding the features as time permits.  This kind of thing, among others, might be included in the future.

Hauwke-y like-y.

RogueGunslinger

  • Posts: 19167
Re: Release Note discussion!
« Reply #1018 on: September 19, 2019, 03:19:01 PM »
Imagine if you could wound something til it came off. Like if the dmg to the limb is greater than total hitpoints or something like that.

Riev

  • Posts: 5744
Re: Release Note discussion!
« Reply #1019 on: September 19, 2019, 03:39:49 PM »
Imagine if you could wound something til it came off. Like if the dmg to the limb is greater than total hitpoints or something like that.

Only if I were given an "aim head/arm/torso/legs" option to specifically focus on obliterating your limbs.

I'm already digging the implications of knowing HOW something was killed. Even if its just "Someone with a longblade" or "some drunken idiot in a fist fight"
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Re: Release Note discussion!
« Reply #1020 on: September 20, 2019, 01:06:57 AM »
I really wouldn't like wounded areas causing extra damage if hit again. At least, not if it was major.
A minor bonus would be fine, but having to track your own wounds or be critted by a rat bite that'd usually bounce off would be annoying. Plus make sparring weird.

A 10% bonus would be fine. A 50% or double etc would be hell, and make combat way more RNG, please no.
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Incognito

  • Posts: 892
Re: Release Note discussion!
« Reply #1021 on: September 20, 2019, 03:57:25 PM »
I've been away from Arm for over a year now, and just restarted this week, and the first thing I noticed, of course, is the huge amount of changes that have been introduced.

We do have the Release Notes post, that gives updates as they go in, periodically, but I was thinking if it'd be possible to have two master lists (lets call them IC Change Log and OOC Change Log) - which list all of the changes that have gone in over the years, for players to see at one glance.

For example, the IC Change Log could be along the lines of:
Date - Clan XYZ closed for play.
Date - Clan XYZ reopened for play.
Date - Clan ABC permanently removed from play.
Date - Clan JKL made virtual.
Date - Tuluk closed for play.

And, similarly, the OOC Change Log could be along the lines of:
Date - Changes to skill XYZ - Details
Date - Changes to Guild X - Details
Date - Guild Y removed.
Date - ESG H/I/J added instead of Guild Y.
Date - Bug so and so quashed - Details.

I'm gonna go out on a limb and assume that Staff has this recorded somewhere (possibly in different listings), so yeah, it will require someone from Staff to volunteer to do it..... but the upside would be that any returning players would be able to get an up-to-date scenario of where the game currently is, vis-a-vis when they'd left. Although, I will say, it'd be really cool to go through the entire list and see how the game has changed over the years, both ICLY and OOCLY.

It's just a suggestion - I know I definitely should not expect it to happen anytime soon, nor is it fair to return to the game after a long hiatus and immediately ask for someone else to do something :) So maybe someone could consider it as a project for when they've got some extra free time on hand?

In any case, it's always great to come back to Arm, and it's always daunting to take in all the changes and get reacclimatized with the game and the World!
 
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mansa

  • Posts: 9940
Re: Release Note discussion!
« Reply #1022 on: September 21, 2019, 10:50:24 AM »
>threaten bluff


I didn't know how much I actually wanted this.  Thanks Brokkr and Nessalin!
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Heade

  • Posts: 923
Re: Release Note discussion!
« Reply #1023 on: September 21, 2019, 11:12:08 AM »
>Raised age of adulthood from 13 to 16

Meh, I don't really feel strongly about this because I never play PCs that young, but I don't know why this was necessary.

During the time periods of earth that most align with the development in arm, people often married in their early teens, and kings were considered "men", able to rule without a regent at 13. This change just feels like another surrender to modern PC culture, when we're playing a game based on a place and time that shouldn't reflect that culture.
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MeTekillot

  • Posts: 10458
Re: Release Note discussion!
« Reply #1024 on: September 21, 2019, 11:54:21 AM »
Why do you care
My thoughts.

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