Author Topic: Release Note discussion!  (Read 34002 times)

JohnMichaelHenry

  • Posts: 17
Re: Release Note discussion!
« Reply #650 on: June 10, 2018, 11:03:29 PM »
I think it is more an ability to separate ambient sounds of the current environment from sounds that shouldn't be there.

Edited to add: I do believe, however, conversations held in the wilderness should be part of this, if it isn't.
« Last Edit: June 10, 2018, 11:07:12 PM by JohnMichaelHenry »

X-D

  • Posts: 5503
Re: Release Note discussion!
« Reply #651 on: June 10, 2018, 11:08:11 PM »
I agree with Vox, it makes little sense to me, sound is sound...being good at telling what sounds are what in whatever noise is the same. I am as adept at telling if that is a deer or a squirrel in the woods at 40 yards as I am at listening to conversations in bars two booths away.

Also, wind...I do not have a problem with it being harder, but not at all? Come on.

Also...the sound of conversation tends to really travel in the woods when you are actively listening. I have heard people talking and thought they were on my property...go to check and find out they are 300 yards away down the hill 50 yards outside my fence. True, that is when the wind is blowing towards me.

Which, if you actually want to be realistic, Sound travels very well with the wind...make wilderness listen directional in all but the strongest storms. That would be cool. I have had people upwind of me 70 yards not hear when I fire a .22 rifle in a good 15mph breeze.
« Last Edit: June 10, 2018, 11:15:28 PM by X-D »
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

Delirium

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  • Posts: 11740
Re: Release Note discussion!
« Reply #652 on: June 10, 2018, 11:14:37 PM »
If it works like wilderness/city scan it's probably "it still works, but you're better at it in the correct environment."

So with desert listen, you aren't savvy Aide Amos, sidling up to Tressy and Talia to hear their bar conversation, but you might still overhear some of their chit-chat, or a guy trying not so well to follow you in the street. But, because you're Dusty McDunesman, you can hear a goudra sneaking through the brush at fifty paces, and sidle up on that encampment in the dunes to hear their plans for a dawn attack like nobody's business.

That's how I would assume it works based on the way wilderness vs city hunt and scan already work.
Will they tell your story in the end?
Who lives, who dies, who tells your story?

stoicreader

  • Posts: 109
Re: Release Note discussion!
« Reply #653 on: June 10, 2018, 11:33:28 PM »
Our ears can pick up thousands of sounds over a few seconds. What we choose to listen to is a matter of training.

This is why my spouse never can hear me.
Meh

Insigne

  • Posts: 312
Re: Release Note discussion!
« Reply #654 on: June 10, 2018, 11:38:40 PM »
It'd be really cool if this change meant that some new utility (and skillup opportunities) for wilderness listen could be eventually added. It'd be neat if wilderness listeners, for example, got a message when a PC/NPC/mob entered or left one of the adjacent rooms.  "You hear sounds of movement to the west."  Things like that!
+1

In a similar line of thought, I'd love to see some kind of feedback when a stealthy attempt to enter a room fails. Something like 1) a hemote-esque echo:

Code: [Select]
The tall, muscular human arrives from the west.
(You notice he is trying to avoid notice.)

... or 2) a different room arrival echo:

Code: [Select]
The tall, muscular human stealthily arrives from the north.

Dar

  • Posts: 1212
Re: Release Note discussion!
« Reply #655 on: June 11, 2018, 01:32:06 AM »
I can foresee people losing ability to hear things during powerful enough storms, while people with listen still able to figure things out.

Cind

  • Posts: 1451
Re: Release Note discussion!
« Reply #656 on: June 11, 2018, 01:47:35 AM »
I was sort of meaning to take a break, but reading the last two pages has got me excited.

I am not confused because I sort of assume that the new listen skills will fall conveniently into place under the new skills system, much like riposte and hack will.
Look, a petting tregil.  So silky...Feel him.

sleepyhead

  • Posts: 441
Re: Release Note discussion!
« Reply #657 on: June 11, 2018, 10:00:33 AM »
I like Dar's idea, but I say take it a step further and make it so you have to shout in sandstorms to be heard, and even then only in the same room. The listen skill could give you a chance of hearing normal volume speech in the same room or shouts in the next room, but whispering and all that is out.

stoicreader

  • Posts: 109
Re: Release Note discussion!
« Reply #658 on: June 11, 2018, 10:08:14 AM »
I like Dar's idea, but I say take it a step further and make it so you have to shout in sandstorms to be heard, and even then only in the same room. The listen skill could give you a chance of hearing normal volume speech in the same room or shouts in the next room, but whispering and all that is out.
+1
Meh

nessalin

  • Board Administrator
  • Posts: 405
Re: Release Note discussion!
« Reply #659 on: June 18, 2018, 12:24:23 PM »
Latest release changes listen so wind speed reduces ability, does not block it.  Thanks for the feedback.

deskoft

  • Posts: 291
Re: Release Note discussion!
« Reply #660 on: June 18, 2018, 12:29:13 PM »
I love the fact that this factors into listen, but I haven't tested it!

azuriolinist

  • Posts: 395
Re: Release Note discussion!
« Reply #661 on: June 18, 2018, 01:15:03 PM »
Latest release changes listen so wind speed reduces ability, does not block it.  Thanks for the feedback.

This is awesome. I can't wait to check it out.

lostinspace

  • Posts: 552
Re: Release Note discussion!
« Reply #662 on: June 19, 2018, 01:08:03 PM »
Not sure if this is the best place to discuss, but oh my, I'm loving the help file for Adventurer. "Help Adventurer" and "help adventurer branching" together let me know exactly what I'm going to get from the class.
3/21/16 Never Forget

WithSprinkles

  • Posts: 364
Re: Release Note discussion!
« Reply #663 on: June 19, 2018, 01:49:12 PM »
Not sure if this is the best place to discuss, but oh my, I'm loving the help file for Adventurer. "Help Adventurer" and "help adventurer branching" together let me know exactly what I'm going to get from the class.

This post actually prompted me to look at the files. Let me just say:

YAAAAS!


Love it! Dunno if this is currently being done, but mage subguild branching info would be useful too.

Brokkr

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  • Posts: 370
Re: Release Note discussion!
« Reply #664 on: June 19, 2018, 02:02:45 PM »
Not really the place, but there is a plan to have a place soonish (next couple of weeks).

There are no plans to make magick any less mysterious.

KankWhisperer

  • Posts: 1521
Re: Release Note discussion!
« Reply #665 on: June 21, 2018, 03:37:00 PM »
Will city / desert elves still be restricted to certain classes in the new system?