Limited MMO style lables for hooded figures.

Started by Sephiroto, May 13, 2009, 11:18:51 PM

Okay, so the "hoods" thread got me thinking about an idea to help somewhat alleviate the confusion of running around with, riding with, sitting at table with, or just the usual dealing with one or more hooded people.

The command is called "label".  This is a PC unique command that allows you to add a temporary label or name to any other PC or NPC in the room with you that can only be seen in by the person labeling the target.  Once the PC or NPC moves out of sight of the person who added the lable, the label disappears.


[Outside a Dark Alley]
The tall and thin figure in a dark hooded cloak.
The thin figure in a dark hooded cloak.
The thin figure in a dark hooded cloak.

label amos AMOS
Ok.

look

[Outside a Dark Alley]
The tall and thin figure in a dark hooded cloak. (AMOS)
The thin figure in a dark hooded cloak.
The thin figure in a dark hooded cloak.

The tall and thin figure in a dark hooded cloak (AMOS) walks west.

l w

[Inside a Dark Alley]
Near: The tall and thin figure in a dark hooded cloak. (AMOS)
The short and thick figure in a dark hooded cloak.

To the west: the tall and thin figure in a dark hooded cloak (AMOS) walks north.

To the west: the tall and thin figure in a dark hooded cloak as arrived from the north.

l w

[Inside a Dark Alley]
Near: The tall and thin figure in a dark hooded cloak.
*A short and thick shadow.*



I think this would be a great way to keep confusion down while on hunting trips.  If we limit the maximum number of labels usable at one time to 5 then I don't see how this command could be abused.  The important thing to keep in mind is that nobody else sees the labels another player creates.  Obviously a lable would be useful not just for identifying hooded/wrapped figures but it would also help to remember the name of someone we just meet or keep track of a target.

How do we code this?  I really don't know...  I know that we can make hitch break if we get too far from our mount.  Maybe we can adapt the part of the code that makes a hitch break to cause a label to break once the target goes out of line the line of sight.



More realistic not to label them in a sense, but I can see how it makes the game more playable.
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.

The thought I was thinking of was an 'anonymous' type thing where you still had your hood up, but it just put a little (hooded) at the end of your ldesc, to represent those not wearing hoods so far over their head to conceal features.

But then I figured that would literally fuck over people even more.  XD
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my only concern is people would use this to label criminals etc, to track them down easier later on.
Free your hate.

Quote from: Nile on May 14, 2009, 02:11:08 AM
my only concern is people would use this to label criminals etc, to track them down easier later on.

How does this help track down a criminal later on if the label/tag goes away when the target moves out of your character's line of sight?  In this manner it is simply for ease of tracking designated and presumably known targets to avoid clusterfuck or hood-sensory overload.

Yes. This is the reason I hate big groups, or RPTs, etc.  Can't tell who's saying what. And if you do keep the presence of mind to sort them out actively, you're not focused on the RP. My question is, how does this play into emotes, cause that's the real trouble.

the guy in the hooded cloak (Amos) sings in sirihish:
    "Rolling down the street, smoking thodeliv
     Sippin' on gin and juice - laaaaid back
     With my mind on my money, and my money on my mind!"

The guy in the other hooded cloak (Bobos) sniggers and reaches for the tube.

Something aweful there.. What about?

(Amos) The hooded guy waves his hands around in a niggly hip-hopster fashion.

or

The other hooded guy strikes a pose, pop-locks it, then clown walks out of the room. (Bobos)


??
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On one of my few stints in the rinth I've had entire scenes for me ruined based on the fact that I couldn't tell which of my company was even talking at a table. I remember sitting there with three tall figures in a dark hooded cloak and two of them were running off at the mouth back and forth for a good while with similar speech patterns. I wasn't even hopping into the conversation my character would have because I had no idea which two of the three were actually talking and who said what.

Not sure how well I'd like the label command but it does seem to be one of the only ways to really work around it.
A staff member sends you:
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You send to staff:
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It's a good idea.

Perhaps this label should function like a temporary keyword, or else playing with groups of hooded people will still be inconvenient when you are trying to interact.