Poll Closed: Default for cloaks being open or closed

Started by Morgenes, January 13, 2009, 02:36:41 PM

When you wear a cloak, should it default to open or closed?

open
44 (60.3%)
closed
25 (34.2%)
I don't care (a.k.a. My character doesn't wear clothes)
4 (5.5%)

Total Members Voted: 73

Voting closed: January 14, 2009, 02:36:41 PM

Quote from: X-D on January 14, 2009, 10:28:41 AM
I meant assess item, as in, in inventory or merchants inventory with view.

Not currently, if it becomes a major issue, we'll consider it.  For now, the description of the object should be enough to describe if it will cover things.  Basically anything that is described as being able to wrap around the entire body should count.
Morgenes

Producer
Armageddon Staff

I am suddenly disturbed by all the NPCs not wearing any shirts found in the game. >_>
Modern concepts of fair trials and justice are simply nonexistent in Zalanthas. If you are accused, you are guilty until someone important decides you might be useful. It doesn't really matter if you did it or not.

Quote from: Voular on January 14, 2009, 11:59:52 AM
I am suddenly disturbed by all the NPCs not wearing any shirts found in the game. >_>

I like the code change, it's kind of snazzy.

This is valid though. I've always found it a bit odd that covered clothing doesn't show up at all in look, I as a player like being able to tell that the 'figure' is in fact wearing pants and a shirt beneath that cloak.  I'm not sure how to solve that, though listing larger empty inventory slots (pants, shirt, boots, hat) as <empty> would seem to work.
"But I don't want to go among mad people," Alice remarked.

"Oh, you can't help that," said the Cat: "we're all mad here. I'm mad. You're mad."

"How do you know I'm mad?" said Alice.

"You must be," said the Cat, "or you wouldn't have come here."

Quote from: staggerlee on January 14, 2009, 12:16:57 PM
Quote from: Voular on January 14, 2009, 11:59:52 AM
I am suddenly disturbed by all the NPCs not wearing any shirts found in the game. >_>

I like the code change, it's kind of snazzy.

This is valid though. I've always found it a bit odd that covered clothing doesn't show up at all in look, I as a player like being able to tell that the 'figure' is in fact wearing pants and a shirt beneath that cloak.  I'm not sure how to solve that, though listing larger empty inventory slots (pants, shirt, boots, hat) as <empty> would seem to work.

It would be neat if cloaks could be flagged as "short", "average", "long", "very long", "sleeveless", etc. For example:

    • Cloaks which are "short" would go down to the waist, and only cover shirts, but may show belts and sheathed weapons, and impart little or no delay while drawing when closed.
    • Cloaks flagged "long" might cover everything up to and including your pants. Ankle-wear and boots would still be visible.
    • "Very Long" cloaks/robes might cover everything including your boots, and would impart the longest delay while drawing while closed.
    • "Sleeved" items might cover arm-gear, while "sleeveless" items always show arm-gear.

While it doesn't exactly solve your issue, Staggerlee, it might help some. If you see someone wearing a "short, hooded waistcoat" for example, but didn't see any pants, you might have a good reason to assume they really weren't wearing any pants.
Tlaloc
Legend


Quote from: Tlaloc on January 14, 2009, 01:20:37 PM
Quote from: staggerlee on January 14, 2009, 12:16:57 PM
Quote from: Voular on January 14, 2009, 11:59:52 AM
I am suddenly disturbed by all the NPCs not wearing any shirts found in the game. >_>

I like the code change, it's kind of snazzy.

This is valid though. I've always found it a bit odd that covered clothing doesn't show up at all in look, I as a player like being able to tell that the 'figure' is in fact wearing pants and a shirt beneath that cloak.  I'm not sure how to solve that, though listing larger empty inventory slots (pants, shirt, boots, hat) as <empty> would seem to work.

It would be neat if cloaks could be flagged as "short", "average", "long", "very long", "sleeveless", etc. For example:

    • Cloaks which are "short" would go down to the waist, and only cover shirts, but may show belts and sheathed weapons, and impart little or no delay while drawing when closed.
    • Cloaks flagged "long" might cover everything up to and including your pants. Ankle-wear and boots would still be visible.
    • "Very Long" cloaks/robes might cover everything including your boots, and would impart the longest delay while drawing while closed.
    • "Sleeved" items might cover arm-gear, while "sleeveless" items always show arm-gear.

While it doesn't exactly solve your issue, Staggerlee, it might help some. If you see someone wearing a "short, hooded waistcoat" for example, but didn't see any pants, you might have a good reason to assume they really weren't wearing any pants.

Note that Tlaloc's suggestion here is how Arm 2's wear locations will work.  Staff can describe what an item covers and what it doesn't, covering over items that are below it.
Morgenes

Producer
Armageddon Staff

Quote from: Voular on January 14, 2009, 11:59:52 AM
I am suddenly disturbed by all the NPCs not wearing any shirts found in the game. >_>

Finally! I can make that flasher dwarf I wanted to! That runs around naked, flashing all is his objective! TO DISTURB THE MASSES!  :-*

P.S. Morg, you are my hero.  ;D
"Don't take life too seriously, nobody ever makes it out alive anyway."

Is this currently in effect?  I have yet to be able to close or open a cloak that wasn't already an open/close container...and that has no effect on seeing inventory.  All that has happened is that now my cloaks don't cover anything.  Am I just buggy?

Morrolan
"I have seen him show most of the attributes one expects of a noble: courtesy, kindness, and honor.  I would also say he is one of the most bloodthirsty bastards I have ever met."

Quote from: Morrolan on January 14, 2009, 01:53:36 PM
Is this currently in effect?  I have yet to be able to close or open a cloak that wasn't already an open/close container...and that has no effect on seeing inventory.  All that has happened is that now my cloaks don't cover anything.  Am I just buggy?

Morrolan

This is in effect.  Please bug the item and we will try and fix it ASAP.
Morgenes

Producer
Armageddon Staff

This discussion made me finish my post about wearing items in Arm 2, see: http://www.zalanthas.org/blogs/brideofson/archives/001425.html for the latest.
Morgenes

Producer
Armageddon Staff

Nice job, Morgenes. Thank you.



I always liked the layering system in other muds, it allowed for fun stuff to do. A pampered bard, who ..oooooh, wearing a chainmail underneath the silky dress?

Tugging the jacket aside, The masked figure reveals the militia black sash.

Heh. Now my equipment list is about 5 lines longer.

LONG LIVE THE EQUIPMENT SPAM.

;D
Quote from: WarriorPoet
I play this game to pretend to chop muthafuckaz up with bone swords.
Quote from: SmuzI come to the GDB to roleplay being deep and wise.
Quote from: VanthSynthesis, you scare me a little bit.

Thanks Morgenes. I love this.  I can think of more than one of my past PC's who would have revelled in being able to show off the splendiferous gowns or blouses or belts she wore beneath a cloak.

I do have one quibble with the new code though --

>close cloak
You feel too relaxed to do that.
Quote from: J S BachIf it ain't baroque, don't fix it.

Quote from: Medena on January 14, 2009, 03:47:03 PM
I do have one quibble with the new code though --

>close cloak
You feel too relaxed to do that.


Sorry, you have to be sitting to open/close things, lying down you just can't get positioning.
Morgenes

Producer
Armageddon Staff

Quote from: Morgenes on January 14, 2009, 03:50:01 PM
Sorry, you have to be sitting to open/close things, lying down you just can't get positioning.

But I have a specific use case for exactly this!
The sword is sharp, the spear is long,
The arrow swift, the Gate is strong.
The heart is bold that looks on gold;
The dwarves no more shall suffer wrong.

Two requests:

1) waist wear and waist tattoo/scar location be moved in the equipment list, to just above the belt location.

why? it looks out of place and weird to have the 'waist' location show up after the belt, weapons, and cloak.

2) cloak pockets remain permanently open, and unaffected by open/close.

why? many coats/dusters/cloaks have pockets on the outside, and it makes little IC sense to 'open' your cloak to access an outside pocket.

Code changes are so exciting :D
Quote from: Rahnevyn on March 09, 2009, 03:39:45 PM
Clans can give stat bonuses and penalties, too. The Byn drop in wisdom is particularly notorious.

Quote from: a strange shadow on January 14, 2009, 05:44:04 PM
Two requests:

1) waist wear and waist tattoo/scar location be moved in the equipment list, to just above the belt location.

why? it looks out of place and weird to have the 'waist' location show up after the belt, weapons, and cloak.
I can see this one

Quote from: a strange shadow on January 14, 2009, 05:44:04 PM
2) cloak pockets remain permanently open, and unaffected by open/close.

why? many coats/dusters/cloaks have pockets on the outside, and it makes little IC sense to 'open' your cloak to access an outside pocket.
This directly conflicts with previous cloaks that could open/close their pockets.  It's actually a boon to you all as you are now all getting the 'closable' container idea on all cloaks.  Really, if you think about it, I don't think you really want me to do this, if you still think you do, start a poll and have the playerbase show me that it is what you want.
Morgenes

Producer
Armageddon Staff

So all cloaks are "closeable" containers now?
Quote from: Twilight on January 22, 2013, 08:17:47 PMGreb - To scavenge, forage, and if Whira is with you, loot the dead.
Grebber - One who grebs.

One thing that I would've liked to see, is some 'other' benefits and penalties to having the cloak opened and closed. Because right now, the way I understand it, people will use their cloaks in exactly 'opposite' way then people would in real life.

A ranger in a longcloak leaves the city gates and unlutches his cloak open. Because .... he might need to draw in a hurry, and the chance of meeting thieves in the middle of the wild are slim.  Ofcourse, the wind, the sand, the dirt will have an easier time getting inside his garments, but ... oh well. That's not coded in.

A ranger in a longcloak enters the city. The first thing he does is tightens his cloak as shut as possible. Why? Because the delay to drawing isnt all that relevent, the crim code is in effect, and the city's full of thieves to nick his nifty weapons.

While irl, it would be exactly the opposite. Mainly because the cloak's 'main' function is cover from weather/sun/dust, not thieves.

Quote from: Dar on January 15, 2009, 12:19:50 AM
One thing that I would've liked to see, is some 'other' benefits and penalties to having the cloak opened and closed. Because right now, the way I understand it, people will use their cloaks in exactly 'opposite' way then people would in real life.

A ranger in a longcloak leaves the city gates and unlutches his cloak open. Because .... he might need to draw in a hurry, and the chance of meeting thieves in the middle of the wild are slim.  Ofcourse, the wind, the sand, the dirt will have an easier time getting inside his garments, but ... oh well. That's not coded in.

A ranger in a longcloak enters the city. The first thing he does is tightens his cloak as shut as possible. Why? Because the delay to drawing isnt all that relevent, the crim code is in effect, and the city's full of thieves to nick his nifty weapons.

While irl, it would be exactly the opposite. Mainly because the cloak's 'main' function is cover from weather/sun/dust, not thieves.


Make the stamina bonuses for cloaks only work when they are closed?
Quote from: Twilight on January 22, 2013, 08:17:47 PMGreb - To scavenge, forage, and if Whira is with you, loot the dead.
Grebber - One who grebs.

That could work. Though the stamina boost isnt really 'great'. Not enough to warrant it 7/10 times. How about this ... everyone except rangers, drop 10 max stun when they enter the wilderness, but if they have a closed cloak, they dont. The rangers get their stun 'improved' by 10, in the wilderness, which is negated, should they choose to keep their cloak open.

Could make delves lose their max stun in the cities too :).

January 15, 2009, 12:29:44 AM #96 Last Edit: January 15, 2009, 02:02:01 AM by mansa
>open cloak
You can't find a way to open <sdesc of cloak>.


I bugged it in game.  I couldn't open a cloak that I wasn't wearing, which was in my inventory.
New Players Guide: http://gdb.armageddon.org/index.php/topic,33512.0.html


Quote from: Morgenes on April 01, 2011, 10:33:11 PM
You win Armageddon, congratulations!  Type 'credits', then store your character and make a new one

Quote from: Dar on January 15, 2009, 12:28:49 AM
That could work. Though the stamina boost isnt really 'great'.

It may not be great, but it cam mean the difference between life or death when you are running from something.

Also, the first things I do when I go out of doors:

>Scan on
>Listen on
>Draw <weapon/s>
Quote from: Twilight on January 22, 2013, 08:17:47 PMGreb - To scavenge, forage, and if Whira is with you, loot the dead.
Grebber - One who grebs.

Quote from: FantasyWriter on January 15, 2009, 12:22:11 AM
Quote from: Dar on January 15, 2009, 12:19:50 AM
One thing that I would've liked to see, is some 'other' benefits and penalties to having the cloak opened and closed. Because right now, the way I understand it, people will use their cloaks in exactly 'opposite' way then people would in real life.

A ranger in a longcloak leaves the city gates and unlutches his cloak open. Because .... he might need to draw in a hurry, and the chance of meeting thieves in the middle of the wild are slim.  Ofcourse, the wind, the sand, the dirt will have an easier time getting inside his garments, but ... oh well. That's not coded in.

A ranger in a longcloak enters the city. The first thing he does is tightens his cloak as shut as possible. Why? Because the delay to drawing isnt all that relevent, the crim code is in effect, and the city's full of thieves to nick his nifty weapons.

While irl, it would be exactly the opposite. Mainly because the cloak's 'main' function is cover from weather/sun/dust, not thieves.


Make the stamina bonuses for cloaks only work when they are closed?
Seconded. I'd like it so that cloaks offer a more significant 'stamina recovery' rate when closed too. Keeping the sun and sand away from you should help you recover a bit faster outside. So, a ranger resting out in the deserts would likely have his cloak closed, but leave it open when walking around, ready for action.
Quote from: Rahnevyn on March 09, 2009, 03:39:45 PM
Clans can give stat bonuses and penalties, too. The Byn drop in wisdom is particularly notorious.

Quote from: SMuz on January 15, 2009, 12:43:26 AM
Keeping the sun and sand away from you should help you recover a bit faster outside. So, a ranger resting out in the deserts would likely have his cloak closed, but leave it open when walking around, ready for action.

Very well said. I agree.
Quote from: Twilight on January 22, 2013, 08:17:47 PMGreb - To scavenge, forage, and if Whira is with you, loot the dead.
Grebber - One who grebs.