Author Topic: Release Note discussion!  (Read 107746 times)

Brokkr

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Re: Release Note discussion!
« Reply #1125 on: October 18, 2019, 09:58:43 PM »
No objects you can put it in to slow decay.

Veselka

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Re: Release Note discussion!
« Reply #1126 on: October 19, 2019, 01:30:03 AM »
It'd make for a creepy secondary spell for Vivadu or Nilaz, where they could put food/poisons/spice in stasis. For Vivadu, it would be on magical ice, for Nilaz, in a perpetual state of non-existence.
Live your life as though your every act were to become a universal law.

--Immanuel Kant

perfecto

  • Posts: 917
Re: Release Note discussion!
« Reply #1127 on: October 21, 2019, 03:59:35 AM »
It'd make for a creepy secondary spell for Vivadu or Nilaz, where they could put food/poisons/spice in stasis. For Vivadu, it would be on magical ice, for Nilaz, in a perpetual state of non-existence.

*You take a frosty kalan fruit from your pack, offering it towards your favorite templar*

BEEP

Welcome to Armageddon....


Jokes aside this is for the best,  folks have been stock-piling death-notes for a long time.  This will urge everyone to -play- the cards in their hands when they have a good set.   ::)
The glowing Nessalin Nebula flickers eternally overhead.
This Angers The Shade of Nessalin.

X-D

  • Posts: 5720
Re: Release Note discussion!
« Reply #1128 on: October 21, 2019, 02:33:48 PM »
New NPC changes verses ranged...so far seems cool.
A gaunt, yellow-skinned gith shrieks in fear, and hauls ass.
Lizzie:
If you -want- me to think that your character is a hybrid of a black kryl and a white push-broom shaped like a penis, then you've done a great job

Lizzie

  • Posts: 8138
Re: Release Note discussion!
« Reply #1129 on: October 21, 2019, 02:41:59 PM »
Quote
-Changed how NPCs react to being shot depending on...
  -how wounded they are
  -if they are set as aggressive
  -if they are an intelligent race.

Sounds like a good change. Will enjoy experimenting!
Talia said: Notice to all: Do not mess with Lizzie's GDB. She will cut you.
Delirium said: Notice to all: do not mess with Lizzie's soap. She will cut you.

Dar

  • Posts: 1543
Re: Release Note discussion!
« Reply #1130 on: October 21, 2019, 04:58:14 PM »
Sounds like a good change. Will enjoy experimenting!

That cracked me up :)

adri

  • Posts: 56
Re: Release Note discussion!
« Reply #1131 on: October 30, 2019, 01:08:39 AM »
If your target has a faster speed or is running, not so much.

What I've been seeing is that NPCs are walking fast enough to keep up with a running PC or mount and interrupt their movement entirely by initiating combat several rooms later.

Riev

  • Posts: 5664
Re: Release Note discussion!
« Reply #1132 on: October 30, 2019, 09:07:24 AM »
If your target has a faster speed or is running, not so much.

What I've been seeing is that NPCs are walking fast enough to keep up with a running PC or mount and interrupt their movement entirely by initiating combat several rooms later.

Unfortunately, many animals are faster than our mounts, depending on terrain.
Think, a beetle's many legs might be good in the desert, but in rocky hills or uneven terrain, they may suffer speed. Whereas a tembo that has evolved to hunt those lands, can move swiftly.
Masks are the Armageddon equivalent of Ed Hardy shirts.

Harmless

  • Posts: 2837
Re: Release Note discussion!
« Reply #1133 on: October 30, 2019, 09:23:10 AM »
I think move regeneration in NPCs could be looked at next.

Now that they move more, they have a big advantage in that NPCs recover stamina while standing and pursuing or fleeing from you.

If they had to sit also to regenerate stamina then they would eventually tire of chasing you or fleeing and give a hunter a chance for a new surprise attack.

Before it didnt matter as they didnt move much, but now they are faster than us and our mounts and they constantly regen stamina also.

Funnily this is how ancient humans hunted as well according to many hypotheses. We wouldn't be faster than them but because humans could jog for miles and sweat to stay cool they eventually caught up to their prey via tracking.
« Last Edit: October 30, 2019, 09:24:45 AM by Harmless »
Useful tips: Commands |  |Storytelling:  1  2

roughneck

  • Posts: 850
Re: Release Note discussion!
« Reply #1134 on: October 30, 2019, 09:25:26 AM »
I would take an increase in their movement lag over the stamina thing. Although both would be nice.

More like a chase, less like a homing missile.

adri

  • Posts: 56
Re: Release Note discussion!
« Reply #1135 on: October 30, 2019, 09:36:53 AM »
I would take an increase in their movement lag over the stamina thing. Although both would be nice.

More like a chase, less like a homing missile.

Yes. As it stands now, combat with some NPCs is sometimes unavoidable even after you flee. Homing missile indeed.

Brokkr

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Re: Release Note discussion!
« Reply #1136 on: October 30, 2019, 11:59:20 AM »
Thanks for the feedback.  My own experience is that it is still fairly easy to elude pursuit, but I know how it works.  Have you been actively trying to figure it out?  Just wondering if there are a few assumptions here that are getting in the way of survival.

adri

  • Posts: 56
Re: Release Note discussion!
« Reply #1137 on: October 30, 2019, 01:15:57 PM »
Thanks for the feedback.  My own experience is that it is still fairly easy to elude pursuit, but I know how it works.  Have you been actively trying to figure it out?  Just wondering if there are a few assumptions here that are getting in the way of survival.
I have a few examples I could cite, but I submitted them via the request tool to avoid being specific on the GDB.

Greve

  • Posts: 188
Re: Release Note discussion!
« Reply #1138 on: November 02, 2019, 12:58:59 PM »
My own experience is that it is still fairly easy to elude pursuit, but I know how it works.  Have you been actively trying to figure it out?  Just wondering if there are a few assumptions here that are getting in the way of survival.

I have a few examples I could cite, but I submitted them via the request tool to avoid being specific on the GDB.

This seems like the wrong way to solicit feedback. Why not explain how it works? We're not talking about in-game knowledge here, are we? It's a purely code-based change. Should players have to experiment extensively with it before they deserve the right to provide feedback? This is a game where we're punished if caught fucking around with the code in OOC ways. Just say what you've done and ask what we think of it, otherwise you'll get wildly varying reports that depend on the extent to which any given individual has been exposed to the new code.

"Find out IC" should not apply to this kind of thing. The behavior of animals has not changed overnight from an IC perspective. Characters should not have to rediscover hunting practises.
« Last Edit: November 02, 2019, 01:05:48 PM by Greve »

Derain

  • Posts: 857
Re: Release Note discussion!
« Reply #1139 on: November 02, 2019, 01:41:29 PM »
My experience so far is if you don't have good ride and are just starting there is zero delay on a few of the mobs chasing you and they are faster then war beetles for sure, if they hit you, you will fall off and die. all the change did was make survival stupid for new characters and also forced them to find a way to twink or spar before actually going outside because they can no longer get away if the gates are closed.

Harmless

  • Posts: 2837
Re: Release Note discussion!
« Reply #1140 on: November 03, 2019, 11:05:52 PM »
i bet the mobs work off a line of sight code. they can see you two rooms away they will pursue. if you break their line of sight by moving perpendicular as soon as you can the LOS is broken. then you need to get enough distance to resume fleeing without giving them back LOS.

maybe?

don't trust me, I haven't tested it at all. But since staff aren't talking, I should be allowed to start guessing, right?

this would be vicious in many areas with chokepoints that are 1, 2 or 3 rooms wide even i would guess.

but I am totally guessing here
« Last Edit: November 03, 2019, 11:08:39 PM by Harmless »
Useful tips: Commands |  |Storytelling:  1  2

Hauwke

  • Posts: 2044
Re: Release Note discussion!
« Reply #1141 on: November 04, 2019, 12:15:16 AM »
I would also like to put this out there, but animals that have been shot at some point will follow sneaking people. Even If they cannot see them, a scrab for example will follow regardless of whether or not their target is visible to them.

perfecto

  • Posts: 917
Re: Release Note discussion!
« Reply #1142 on: November 04, 2019, 07:24:54 AM »
My own experience is that it is still fairly easy to elude pursuit, but I know how it works.  Have you been actively trying to figure it out?  Just wondering if there are a few assumptions here that are getting in the way of survival.

I have a few examples I could cite, but I submitted them via the request tool to avoid being specific on the GDB.

This seems like the wrong way to solicit feedback. Why not explain how it works? We're not talking about in-game knowledge here, are we? It's a purely code-based change. Should players have to experiment extensively with it before they deserve the right to provide feedback? This is a game where we're punished if caught fucking around with the code in OOC ways. Just say what you've done and ask what we think of it, otherwise you'll get wildly varying reports that depend on the extent to which any given individual has been exposed to the new code.

"Find out IC" should not apply to this kind of thing. The behavior of animals has not changed overnight from an IC perspective. Characters should not have to rediscover hunting practises.

I agree with you... and at the same time I want to find out for myself.  I don't want to be told one thing or another to make it easier the next time I venture out.   It should be dangerous, every time. 

Remember the first time you walked out those gates? had a look around and thought "oh it looks fine" only to run screaming back with your finest shitting pants on.   Those were iconic times  :D  Wouldn't miss it for the world!
The glowing Nessalin Nebula flickers eternally overhead.
This Angers The Shade of Nessalin.

Re: Release Note discussion!
« Reply #1143 on: December 16, 2019, 10:46:10 AM »
Quote
-Updated logic so non-humanoids will no longer try to wield items that end up in
  their inventory

You begin searching the area intently.
You look around, but don't find any large wood.
You think: "Story of my life."

HavokBlue

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Re: Release Note discussion!
« Reply #1144 on: December 16, 2019, 03:01:54 PM »
Mobs benefit from skills the same way PCs do, which means a mob with hunt is able to use hunt to track a target.

Probably fair to debate the implementation of this. I nearly lost an ATV PC on numerous occasions to a certain wild critter that follow me 20 rooms into the camp, past the guards, and attack while sleeping.
All the world will be your enemy. When they catch you, they will kill you. But first they must catch you; digger, listener, runner, Prince with the swift warning. Be cunning, and full of tricks, and your people will never be destroyed.

lostinspace

  • Posts: 754
Re: Release Note discussion!
« Reply #1145 on: December 16, 2019, 04:48:37 PM »
These big fixes look spectacular one in particular was really bothering me. Thanks!!!
3/21/16 Never Forget

John

  • Posts: 4300
Re: Release Note discussion!
« Reply #1146 on: December 16, 2019, 07:58:12 PM »
I know this is oldish news, but I just wanted to say:
Quote
-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.
THis new code is awesome and I really appreciate it. It takes what I use to roleplay and provides coded support for it to help guide my RP.

Very awesome!

mansa

  • Posts: 9808
Re: Release Note discussion!
« Reply #1147 on: December 24, 2019, 07:47:25 PM »
From Discord:

Nessalin Dec/24/2019 at 10:32 AM
Game uptime should now appear on the armageddon home page below server time / local time.


Woo!  No longer having to go to old.armageddon.org to check the uptime.
New Players Guide: http://gdb.armageddon.org/index.php/topic,33512.0.html


You win Armageddon, congratulations!  Type 'credits', then store your character and make a new one

Delirium

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  • Posts: 12069
Re: Release Note discussion!
« Reply #1148 on: December 25, 2019, 10:22:06 AM »
Awwww... no more scrabs wielding scrab claws. Gone the way of BANZAI! To the rescue! and the consider command.
"There are no happy endings, because nothing ends." - Schmendrick

perfecto

  • Posts: 917
Re: Release Note discussion!
« Reply #1149 on: February 01, 2020, 10:05:45 AM »
In Response to

Another random update:

- Roughly 400 jewellery updates/crafts and or fixes added.
- Roughly 1400 worn items updated.
- Roughly 400 "treasure" items updated.

Further, an assortment of shop merchants are under going changes. Certain NPCs have been buying or not buying things they should or shouldn't. For example, a certain Kadian shop didn't by anything in a certain location - They now buy clothing/jewellery, etc. On the opposite end of the spectrum, no - the food vendor will not longer buy jewellery or furniture.

Just Outstanding!  (huge applause!)  Big Kudos to anyone involved in these overhauls, this is not small work and I seriously appreciate every bit of what you've done here.  Realistic quality of life improoooovement %100!
The glowing Nessalin Nebula flickers eternally overhead.
This Angers The Shade of Nessalin.