Sarge its ok Ive got like 4hp left!

Started by Tisiphone, January 30, 2010, 06:52:52 PM

Do you think hiding hp/sp/mp/ep in favour of more qualitative descriptors is a good idea?

Hit points? We don' need no steenkeen' hitpoints!
I like to play dice with the Way.
Mages should be less like calculators.
Down with ep! Up with fatigue!
You've got to be crazy. I like my points.
I've allowed four votes maximum, so that you can vote for all four propositions if you like. Still, please only vote once for each option you choose, to keep the numbers consistent.

I got to thinking the other day about how much I liked Armageddon, because it is the most immersive RP environment on the internet, bar none. Really, guys, staff and players, give yourselves a pat on the back.

Then I got to thinking about what some of the problems we still have are. There are a number, of course. One of them is occasional 'unrealistic' response to wounding, for example. There are a few threads about how to play off injuries to your character, and it is generally agreed in those threads that low hp usually means something serious.

Then these two threads of thought crossed. "Wow," I thought to myself, "one of the things that would really help my immersion is if I didn't know exactly how many hp my character had left. What's more, I'd be more cautious with my characters, because I wouldn't know exactly how many more hits they could take."

So I sat down to write up this proposition. Then it hit me that the same is true of ep (endurance points), and perhaps even more so. How often have your characters been walking through the desert, and you think to yourself, "Hmm, I have 8 ep left, I could juuuust make it back inside 'nak's gates.", and how often have you pushed your characters to the raggedy edge? In fact, I sometimes have trouble remembering to roleplay how tired my character is, just ignoring that little 2/142 in my prompt because, after all, what does it really mean?

Here it is, a simple text substitution fix. Instead of letting players see in their prompt/infobar/score how tired their characters are, replace those numerical values with the text strings already given by the assess command. Simple, easy, painless, and liable to make people think twice about trying to take down that scrab solo.

I threw stun and mana into the poll because, even though after thinking about it I'm against the idea (not to mention it would take a wee bit more work for staff, coming up with appropriate text substitutions), these values should have their fair shot at discussion, too.

What do you think?
There is no general doctrine which is not capable of eating out our morality if unchecked by the deep-seated habit of direct fellow-feeling with individual fellow-men. -George Eliot

Agreed on all counts.

HP and ep/moves/stam/whatever-name-you-put-on-it: Yes, I'd like to see the text instead.

Mana and stun: I would prefer to see the numbers.

How many times have I walked my pc down to 1/over9000 stam? Countless.
Quote from: Wug
No one on staff is just waiting for the opportunity to get revenge on someone who killed one of their characters years ago.

Except me. I remember every death. And I am coming for you bastards.

Anyone would be able to figure it out very quickly, anyway, through sparring.

All the normal hits have a 1-2 hp damage range, so if you take say, 8 grazing (1-2) hp hits and you're now at 'moderate' condition, given an expected value of 1.5 dam per hit, 8 hits = 12 damage. 10% is moderate, so now you know you are likely to have anywhere from 120 to 129 hp. 

Of course, the more sparring matches you have, the better your computed mean will approach the actual.

Just sayin'.
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.

I'm not against people being able to calculate their hp. Not at all.

I just think it would be a nice touch if it showed up the way suggested.

People will always find some way to do something if they're determined enough. I don't care much about twinks at all, and don't see how purposely changing things is going to stop them. They'll twink if they can at all. But it's not about that, it's mostly about immersion as to why I agree.

The few times I've assess -v'ed myself while out wandering or after sparring, I was usually pretty shocked at how bad it looked. I think that seeing how bad it appeared to others would be a good thing. Or, at the very least, make 'my' play more enjoyable. That's why I favor it.
Quote from: Wug
No one on staff is just waiting for the opportunity to get revenge on someone who killed one of their characters years ago.

Except me. I remember every death. And I am coming for you bastards.

I agree it would be an improvement to have text instead of numbers. Before I played Armageddon, the MUD I played (more hack and slash, though encouraging roleplay) had it set up that way. It's not that difficult to adjust to, at all.
So if you're tired of the same old story
Oh, turn some pages. - "Roll with the Changes," REO Speedwagon

I would prefer to see HP numbers (or the possibility to see HP numbers), as well as stun - but mana and moves I'd like to see wordified.

I can't tell you how many times I've seen (or been!) someone casting as soon as they had enough mana to cast, or moving down to "just enough mv to run 2-3-whatever rooms."
↑ ↑ ↓ ↓ ← → ← → b a

January 30, 2010, 07:35:08 PM #6 Last Edit: January 30, 2010, 07:57:16 PM by Synthesis
Quote from: Wasteland Raider on January 30, 2010, 07:25:25 PM
I can't tell you how many times I've seen (or been!) someone casting as soon as they had enough mana to cast, or moving down to "just enough mv to run 2-3-whatever rooms."

What, exactly, is wrong with that?

I guess my argument is this:  if a player is of the type that is not freaked out and begging to be hauled back to the city at 4 hp, what makes you think they will suddenly change and become model roleplayers when they see "terrible condition" instead?

This sort of person would see "terrible condition" and think, "Hey, at least I'm not at 'near death'  yet."

(Further: this sort of "I'm okay, let's carry on" thing is typically a product of not wanting to miss out on the RPT, not of people not knowing any better.)

So, my final evaluation:

Contribution to roleplay:  neutral.
Additional nuisance: high.

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.

The only time you actually see all those numbers, is if you type the ooc command (stat or score, whichever one does that), OR if you have set your prompt to see them.

In other words, you don't see any of those numbers, unless/until you make a very -intentional- attempt to do so. So I don't see what the problem is.
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.

p.s. Welcome back to the GDB, Tis.
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.

Personally, I'd prefer to see a "wordy description" of my condition, than the numbers.

Perfect Condition or Full health, for 100/100 hp.  Fully rested, for endurance, etc.

I'd be able to RP my character's personal condition a lot better (in my mind, at least), with these, than with just hard numbers.
Quote from: Dalmeth
I've come to the conclusion that relaxing is not the lack of doing anything, but doing something that comes easily to you.

Quote from: Pale Horse on January 30, 2010, 08:03:40 PM
Personally, I'd prefer to see a "wordy description" of my condition, than the numbers.

Perfect Condition or Full health, for 100/100 hp.  Fully rested, for endurance, etc.

I'd be able to RP my character's personal condition a lot better (in my mind, at least), with these, than with just hard numbers.


Relevant parts emboldened.

Also, see Lizzie's post above:  if you don't want to see the numbers, don't put them in your prompt, and don't type 'score.'
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.

Quote from: Synthesis on January 30, 2010, 08:11:22 PM
Quote from: Pale Horse on January 30, 2010, 08:03:40 PM
Personally, I'd prefer to see a "wordy description" of my condition, than the numbers.

Perfect Condition or Full health, for 100/100 hp.  Fully rested, for endurance, etc.

I'd be able to RP my character's personal condition a lot better (in my mind, at least), with these, than with just hard numbers.


Relevant parts emboldened.

Also, see Lizzie's post above:  if you don't want to see the numbers, don't put them in your prompt, and don't type 'score.'

And?  So you bolded the parts of my post where I stated it was my own preference.  And it's obvious you don't like the idea.

Why keep posting, restating that?
Quote from: Dalmeth
I've come to the conclusion that relaxing is not the lack of doing anything, but doing something that comes easily to you.

I like the idea of having text-based descriptors available as an option in one's prompt. That way, people who want to use them can do so and people who prefer the numbers can use the numbers. Personally, I don't know if either choice would make a difference to my own roleplay. I almost never let my characters' stamina get that low because it's just beggin' for trouble. But why not have the option available for those who want it?

I'd also support text-based prompts for mana and stun... the only problem is I'd have no idea how to label them. With HP and stamina points, we already have relatively fit/moderate/does not look well/etc. and a little weary/tired/very tired/exhausted/etc.

Can anyone think of good terminology for mana and stun points that would fit tidily into a prompt?

I could see myself using either of these prompts:

[Fathi] 99/104HP 130/150MV 95/95ST - walking / armed
[Fathi] Relatively Fit / A Little Weary / ??? - walking / armed

And I vanish into the dark
And rise above my station

Quote from: Fathi on January 30, 2010, 08:26:10 PM
I like the idea of having text-based descriptors available as an option in one's prompt. That way, people who want to use them can do so and people who prefer the numbers can use the numbers. Personally, I don't know if either choice would make a difference to my own roleplay. I almost never let my characters' stamina get that low because it's just beggin' for trouble. But why not have the option available for those who want it?

I'd also support text-based prompts for mana and stun... the only problem is I'd have no idea how to label them. With HP and stamina points, we already have relatively fit/moderate/does not look well/etc. and a little weary/tired/very tired/exhausted/etc.

Can anyone think of good terminology for mana and stun points that would fit tidily into a prompt?

I could see myself using either of these prompts:

[Fathi] 99/104HP 130/150MV 95/95ST - walking / armed
[Fathi] Relatively Fit / A Little Weary / ??? - walking / armed



Stun: Clear headed, dazed, reeling, stunned, etc.
Mana..is a little tougher, as aren't we encouraged to make up something that's personal and unique for our own magicker characters?  How they touch, manipulate, feel, etc magic.  I honestly don't know what to do, with this one, but I've always just played it was as my magicker is more "tired" or "drained" the more they cast, and "rested" or something like that, when they've regained enough to cast again.
Quote from: Dalmeth
I've come to the conclusion that relaxing is not the lack of doing anything, but doing something that comes easily to you.

Quote from: Pale Horse on January 30, 2010, 08:18:17 PM
Quote from: Synthesis on January 30, 2010, 08:11:22 PM
Quote from: Pale Horse on January 30, 2010, 08:03:40 PM
Personally, I'd prefer to see a "wordy description" of my condition, than the numbers.

Perfect Condition or Full health, for 100/100 hp.  Fully rested, for endurance, etc.

I'd be able to RP my character's personal condition a lot better (in my mind, at least), with these, than with just hard numbers.


Relevant parts emboldened.

Also, see Lizzie's post above:  if you don't want to see the numbers, don't put them in your prompt, and don't type 'score.'

And?  So you bolded the parts of my post where I stated it was my own preference.  And it's obvious you don't like the idea.

Why keep posting, restating that?

Because you already have the option of getting what you want, without inconveniencing the rest of us, maybe?

The "word conditions in prompt" idea has already been discussed in some other prompt-related thread.
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.

Quote from: Synthesis on January 30, 2010, 08:56:34 PM
Because you already have the option of getting what you want, without inconveniencing the rest of us, maybe?

The "word conditions in prompt" idea has already been discussed in some other prompt-related thread.

I can get "word conditions in prompt" when dealing with HP, Stun, Mana, etc?  Really?  Point that out to me, as apparently I'm slow?  From what I can see, it's a numbered prompt, or no prompt at all.  That's not "what I want."

I'm fine with the numbers.  I've been using them the whole time, and they've never been a personal irritation or any sort of problem.  I was simply saying, as you felt compelled to bold, that for me, the word prompt would help me keep in mind that my character is seriously/not seriously hurt, winded, exhausted, whatever.  It's my preference, that's it.  If you gathered that I was somehow implying that this should be changed and my way or the high way, where the rest of the player base is concerned, I'm sorry if you did, but you jumped to a false conclusion.
Quote from: Dalmeth
I've come to the conclusion that relaxing is not the lack of doing anything, but doing something that comes easily to you.

Quote from: Pale Horse on January 30, 2010, 09:18:00 PM
Quote from: Synthesis on January 30, 2010, 08:56:34 PM
Because you already have the option of getting what you want, without inconveniencing the rest of us, maybe?

The "word conditions in prompt" idea has already been discussed in some other prompt-related thread.

I can get "word conditions in prompt" when dealing with HP, Stun, Mana, etc?  Really?  Point that out to me, as apparently I'm slow?  From what I can see, it's a numbered prompt, or no prompt at all.  That's not "what I want."

I'm fine with the numbers.  I've been using them the whole time, and they've never been a personal irritation or any sort of problem.  I was simply saying, as you felt compelled to bold, that for me, the word prompt would help me keep in mind that my character is seriously/not seriously hurt, winded, exhausted, whatever.  It's my preference, that's it.  If you gathered that I was somehow implying that this should be changed and my way or the high way, where the rest of the player base is concerned, I'm sorry if you did, but you jumped to a false conclusion.

I said it had been discussed in another thread, not that it was currently implemented.  Apparently you are a little slow with the reading comprehension.

For now, if you want to see your condition, type 'ass -v me.'  My understanding from your limited output was that you wanted your condition related to you in some verbal fashion, rather than numerical.  This is already implemented.  The 'prompt' consideration didn't come up until Fathi posted (after your original post) so I don't see how you could accuse me of misunderstanding something that you never said until you got mad at me for not realizing that's what you meant, but didn't type.

Sorry I don't have the RL karma to be a mindbender, dude.
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.

Quote from: Synthesis on January 30, 2010, 09:30:19 PM
I said it had been discussed in another thread, not that it was currently implemented.  Apparently you are a little slow with the reading comprehension.

Quote from: Tisiphone on January 30, 2010, 06:52:52 PM
Here it is, a simple text substitution fix. Instead of letting players see in their prompt/infobar/score how tired their characters are, replace those numerical values with the text strings already given by the assess command. Simple, easy, painless, and liable to make people think twice about trying to take down that scrab solo.

Yeah..the original post wasn't about word options in the prompt, at all.  My reading comprehension was obviously faulty...

For what it's worth, yes, I didn't clarify that I'd like an option in the prompt to see this.  I didn't feel it was necessary, as Tis had said she'd like the word option in the prompt, from the start of the thread.
Quote from: Dalmeth
I've come to the conclusion that relaxing is not the lack of doing anything, but doing something that comes easily to you.

January 30, 2010, 09:50:00 PM #18 Last Edit: January 30, 2010, 10:03:59 PM by Synthesis
Quote from: Pale Horse on January 30, 2010, 09:45:17 PM
Quote from: Synthesis on January 30, 2010, 09:30:19 PM
I said it had been discussed in another thread, not that it was currently implemented.  Apparently you are a little slow with the reading comprehension.

Quote from: Tisiphone on January 30, 2010, 06:52:52 PM
Here it is, a simple text substitution fix. Instead of letting players see in their prompt/infobar/score how tired their characters are, replace those numerical values with the text strings already given by the assess command. Simple, easy, painless, and liable to make people think twice about trying to take down that scrab solo.

Yeah..the original post wasn't about word options in the prompt, at all.  My reading comprehension was obviously faulty...

For what it's worth, yes, I didn't clarify that I'd like an option in the prompt to see this.  I didn't feel it was necessary, as Tis had said she'd like the word option in the prompt, from the start of the thread.

Okay, let's break this down item by item:

Exhibit 1:

Quote from: Pale Horse on January 30, 2010, 08:03:40 PM
Personally, I'd prefer to see a "wordy description" of my condition, than the numbers.

Perfect Condition or Full health, for 100/100 hp.  Fully rested, for endurance, etc.

I'd be able to RP my character's personal condition a lot better (in my mind, at least), with these, than with just hard numbers.


Let the record show that this was Pale Horse's first post in the thread.

Let the record also show that Pale Horse said nothing in reference to the original post in the thread.

Pale Horse stated a preference for seeing words over numbers, without specifying a context.

Exhibit 2:

Quote from: Synthesis on January 30, 2010, 08:56:34 PM
Quote from: Pale Horse on January 30, 2010, 08:18:17 PM
Quote from: Synthesis on January 30, 2010, 08:11:22 PM
Quote from: Pale Horse on January 30, 2010, 08:03:40 PM
Personally, I'd prefer to see a "wordy description" of my condition, than the numbers.

Perfect Condition or Full health, for 100/100 hp.  Fully rested, for endurance, etc.

I'd be able to RP my character's personal condition a lot better (in my mind, at least), with these, than with just hard numbers.


Relevant parts emboldened.

Also, see Lizzie's post above:  if you don't want to see the numbers, don't put them in your prompt, and don't type 'score.'

And?  So you bolded the parts of my post where I stated it was my own preference.  And it's obvious you don't like the idea.

Why keep posting, restating that?

Because you already have the option of getting what you want, without inconveniencing the rest of us, maybe?

The "word conditions in prompt" idea has already been discussed in some other prompt-related thread.

I responded to this post by stating that Pale Horse already has the option of achieving his previously stated preference:  words over numbers.  I also pointed out that the idea of putting such words in the prompt had been discussed elsewhere.

Exhibit 3:

Quote from: Pale Horse on January 30, 2010, 09:18:00 PM
Quote from: Synthesis on January 30, 2010, 08:56:34 PM
Because you already have the option of getting what you want, without inconveniencing the rest of us, maybe?

The "word conditions in prompt" idea has already been discussed in some other prompt-related thread.

I can get "word conditions in prompt" when dealing with HP, Stun, Mana, etc?  Really?  Point that out to me, as apparently I'm slow?  From what I can see, it's a numbered prompt, or no prompt at all.  That's not "what I want."

I'm fine with the numbers.  I've been using them the whole time, and they've never been a personal irritation or any sort of problem.  I was simply saying, as you felt compelled to bold, that for me, the word prompt would help me keep in mind that my character is seriously/not seriously hurt, winded, exhausted, whatever.  It's my preference, that's it.  If you gathered that I was somehow implying that this should be changed and my way or the high way, where the rest of the player base is concerned, I'm sorry if you did, but you jumped to a false conclusion.

Here's where you jumped the rails:  now you're including support for the prompt idea, something you had not stated previously, and therefore I had no opportunity to address, beyond pre-emptively pointing out that the prompt idea had already been discussed elsewhere.

So: fine, you like the prompt idea.  I like the prompt idea, so long as it isn't mandatory.  I don't like the idea of having mandatory words vs. numbers.

Can we move on, now?
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.

January 30, 2010, 10:00:18 PM #19 Last Edit: January 30, 2010, 10:01:54 PM by Tzurahro
Show courtesy, charity, and generosity to your fellow GDB users.  It will help build character.
<immcom> Petoch for your thoughts?

Quote from: Tzurahro on January 30, 2010, 10:00:18 PM
Show courtesy, charity, and generosity to your fellow GDB users.  It will help build character a better world.

Fixed.  ;D
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The Official GDB Hate Cycle

One other issue with having the precise numerical values is that this encourages a certain amount of min/max behavior, especially with equipment. This would at least help shift the focus away from that kind of mindset (in a way more consistent with the presentation of stats and skills).

Quote from: Lizzie on January 30, 2010, 07:55:40 PM
The only time you actually see all those numbers, is if you type the ooc command (stat or score, whichever one does that), OR if you have set your prompt to see them.

In other words, you don't see any of those numbers, unless/until you make a very -intentional- attempt to do so. So I don't see what the problem is.

Of course, but the suggestion isn't to fully conceal all information about a character's status, and I doubt anyone wants that.
So if you're tired of the same old story
Oh, turn some pages. - "Roll with the Changes," REO Speedwagon

Quote from: flurry on January 30, 2010, 10:05:47 PM
One other issue with having the precise numerical values is that this encourages a certain amount of min/max behavior, especially with equipment. This would at least help shift the focus away from that kind of mindset (in a way more consistent with the presentation of stats and skills).

Quote from: Lizzie on January 30, 2010, 07:55:40 PM
The only time you actually see all those numbers, is if you type the ooc command (stat or score, whichever one does that), OR if you have set your prompt to see them.

In other words, you don't see any of those numbers, unless/until you make a very -intentional- attempt to do so. So I don't see what the problem is.

Of course, but the suggestion isn't to fully conceal all information about a character's status, and I doubt anyone wants that.

RE: the equipment issue.

If a certain piece of gear is more comfortable, my character would know it, and thus I should know it.

I could possibly support this if there were some sort of echo added, or some possible way of comparing two items.  Realistically, I would walk around a couple of weeks in a new pair of boots, and then be like, "Damn, these boots are way better for desert walkin'" or perhaps "Fuck these boots, I'll never buy Kadian again."

This would be pretty annoying if the only option you had were do it in character.  You'd have to sleep up to full stamina, walk until you were dead tired (while counting the number of rooms you moved), change boots, and repeat.  I'm pretty sure that type of behavior isn't what you had in mind when you were considering possibilities for improved roleplaying.

That is:  you aren't going to get rid of the mindset, by any means.  You can only make it more or less difficult for that mindset to acquire the desired information.
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.

I'd rather keep the numbers personally, if only because when something hits me really hard and takes my HP down from 100 to 55, that sends a very strong message to me to get my PC out of there ASAP. If my health went from just "Perfect" to "Moderate" I might assume that hit wasn't nearly as strong as it actually was, until the next hit killed me. This would make me a sad panda.
Quote from: Marauder Moe
Oh my god he's still rocking the sandwich.

I don't see how it would improve roleplay at all.

I find word descriptors for hp/mv/stun annoying at best.

Why can't my PC know how much farther he can go?

100hp/6 stam/100 stun

If we stay in the scrub I think I can go another two miles sarge!


Seems pretty realistic to me.

Perfect condition/pooped/bright-eyed

Um....I don't know sarge...I might be able to go another five miles....or be stuck here.


Not very realistic IMO

And to be honest, seeing the numbers means you pay less attention to numbers.

Not seeing them means you have to think about them constently.

IE, if I cannot see the numbers, I spend the first few hours of play figuring them out, once that is done then I just keep track of them in my head...leaving less time for other things.

figuring out stam and stun would take maybe 15 minutes, HP, slightly longer. Then you sit there going, alright, I know it is 28 stam per descripter, X stam per room....just do running math in your head...I'd rather not have to do that.
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

Yeah what XD said about focusing more on the numbers when they're not available to you.

In every game I've played where words replaced numbers, the min-maxing of players was always at a pinnacle. It became THE metagame, to assign numbers to the words, OOCly. Player forums were loaded with theories, people spending hours of login time doing the IC research just to fill out their data sheets. Critical failures had points assigned to them, passes had variables assigned to them, and really there was more time spent OUT of the game, just trying to figure out what "good" health meant, than people spent IN the game, enjoying the good health of their characters.

This is what totally ripped roleplay out of all the games I've played, that replaced numbers with words. I'm very -very- glad that isn't the case in Armageddon. I like knowing the numbers are right there, at a glance, or available via prompt, and that -no- one is playing the OOC guessing game with them.

However, for those who WANT to play the OOC guessing game, you can set up your client to create your own prompt, and replace numbers with words. You can do this client-side, just like you can make every instance of the word "you" a pretty bold baby blue.
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.

Quote from: Lizzie on January 30, 2010, 10:57:11 PM
You can do this client-side, just like you can make every instance of the word "you" a pretty bold baby blue.


Weird... I always pick baby blue for "you".

Highlight wins.

Quote from: Synthesis on January 30, 2010, 10:15:14 PM
If a certain piece of gear is more comfortable, my character would know it, and thus I should know it.

If there's a substantial difference between two pieces of gear, I absolutely think that is something one should be able to figure out relatively easily (from the descriptions, skills/commands, or experience). The more similar they are, the less likely one should be able to make that call. Realistically, people won't always come to the same conclusions.

QuoteThis would be pretty annoying if the only option you had were do it in character.  You'd have to sleep up to full stamina, walk until you were dead tired (while counting the number of rooms you moved), change boots, and repeat.  I'm pretty sure that type of behavior isn't what you had in mind when you were considering possibilities for improved roleplaying.

Is going to such extraordinary lengths to choose a pair of boots realistic? Personally, I would find it more reasonable to find a pair that looks well-made and functional, and go with that unless it proves to be a problem.

And while I wasn't saying anything about improved roleplay, per se, I do think that the way the game presents information is an indication of what is deemed important. Is it important to be able to precisely quantify the differences between the performances of two pairs of boots? I would say no, but perhaps I'm in the minority on that.

QuoteThat is:  you aren't going to get rid of the mindset, by any means.  You can only make it more or less difficult for that mindset to acquire the desired information.

Sure, but I just don't think there's any reason we need to cater to it either.
So if you're tired of the same old story
Oh, turn some pages. - "Roll with the Changes," REO Speedwagon

I would find word descriptions highly annoying, detrimental to fast play in certain situations, and exceedingly painful if I were to play any mage.
Evolution ends when stupidity is no longer fatal."

Really, you just pick up a pair of shoes IRL and go...Eh, these look alright?

Myself, I pick up 5 pairs then compare them several times by wearing them around the store till I find the pair that will work best for what I want them for.

The difference is often small, but I will still find the best.

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

In an ideal world, similar boot objects would do similar things.

However, in a world where there isn't really much standardization in building methodology, one builder might think, "Hey, +5 stam. is a pretty awesome modifier," while another one thinks "+5 stam. is just average, these boots need +15!"

Meanwhile, they're both basically the same: sandcloth and leather, with some extra padding and whatever.

So, essentially I see the item min-maxing issue as a problem with building more than anything else.

A bone sword should be a bone sword, for fuck's sake.  Sure, write cool descriptions so people can parade around with them, but they shouldn't have grossly irregular damage capabilities.  Same thing with stamina-improving items.
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.

Quote from: Synthesis on January 30, 2010, 11:36:20 PM
However, in a world where there isn't really much standardization in building methodology, one builder might think, "Hey, +5 stam. is a pretty awesome modifier," while another one thinks "+5 stam. is just average, these boots need +15!"

If you find anything where this is the case, bug it. There are, in fact, building standards.

Quote from: Twilight on January 30, 2010, 11:30:35 PM
I would find word descriptions highly annoying, detrimental to fast play in certain situations, and exceedingly painful if I were to play any mage.

I wouldn't mind them so much in most situations, and would like them with HP and stamina, but I have to agree with you on the mana thing.

Besides:

I think having them as an 'option' for your prompt would be awesome. Especially for people who are newish to mudding or use clients which aren't packed with features, etc etc etc.

As long as nothing is forced on anyone, I really don't see why anyone would be inconvenienced. I see only benefit. Options are a good thing.
Quote from: Wug
No one on staff is just waiting for the opportunity to get revenge on someone who killed one of their characters years ago.

Except me. I remember every death. And I am coming for you bastards.

Very valid points brought up on why stamina/mana should remain numerical.

However, I don't see what's wrong with turning hitpoints into text. Raw HPs have always irked me because they feel too Hack 'n' Slashy.

Quote from: musashi on January 30, 2010, 10:43:13 PM
I'd rather keep the numbers personally, if only because when something hits me really hard and takes my HP down from 100 to 55, that sends a very strong message to me to get my PC out of there ASAP. If my health went from just "Perfect" to "Moderate" I might assume that hit wasn't nearly as strong as it actually was, until the next hit killed me.

I see an easy solution to this problem: edit the descriptive words so they're less misleading. Change "moderate" to "half dead". Bam, problem solved. Not to mention, you'd think the "big, nasty NPC bites you on the head inflicting a grievous wound" message would be enough of a indicator that your character is getting beat down.

Quote from: Lizzie on January 30, 2010, 10:57:11 PMIn every game I've played where words replaced numbers, the min-maxing of players was always at a pinnacle.

I've seen it work fine in several games and have had absolutely no problems with it. Armageddon's staff, in my experience, take a very strong stance against discussing code mechanics. People started trying to do that in the GDB, they'd get smacked down in no time. Don't overlook the fact that we've got very high-calibre players and staff. If people want to rape code mechanics, they will do it regardless of whether health is displayed numerically or with words.

Although I guess I'm fine with it been an optional thing, if opting for text over numbers doesn't put you at a major disadvantage, or vice-versa. I'm not trying to turn this into another "ASCII colour" debate, where people were against optional ASCII colour for no apparent reason, except perhaps fear of change. /mini-rant


I am all for numbers. I may not have numbers in RL, but I do have amazing endurance and I do know how far I can go. I know my limits and I know how far I can go past my limits before I get fucked severely.

As far as the min/max topic, we could use a standard building method that is used in a lot of games today. The general idea is each resource gets a set of attributes. Those attributes effect the product they are turned into.
Quote from: Cutthroat on September 30, 2008, 10:15:55 PM
> forage artifacts

You find a rusty, armed landmine and pick it up.

January 31, 2010, 04:11:57 PM #36 Last Edit: January 31, 2010, 04:14:59 PM by staggerlee
I would like something more like the SOI combat/healing system.
I want to take a brutal shot to the arm, and have the game tell me that I've got an open, bleeding stump where my arm used to be - then I can rp bleeding and stuff, and a medic can rp fixing it... in fact a medic would have to fix it, because if I tried to sleep it off I'd probably bleed to death. It's  a much more nuanced, colorful, and interesting system, and allows for medics and support characters in ways that Arm's hp system really doesn't.

The current system of sleeping off wounds is beyond ludicrous. Currently when I spar I know the exact number where I have to pull off to heal without sleeping, and combat situations are equally silly. IMHO the current hp system is a relic from H&S days and it really dumbs down rp.
"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 31, 2010, 04:11:57 PM
I would like something more like the SOI combat/healing system.
I want to take a brutal shot to the arm, and have the game tell me that I've got an open, bleeding stump where my arm used to be - then I can rp bleeding and stuff, and a medic can rp fixing it... in fact a medic would have to fix it, because if I tried to sleep it off I'd probably bleed to death. It's  a much more nuanced, colorful, and interesting system, and allows for medics and support characters in ways that Arm's hp system really doesn't.

The current system of sleeping off wounds is beyond ludicrous. Currently when I spar I know the exact number where I have to pull off to heal without sleeping, and combat situations are equally silly. IMHO the current hp system is a relic from H&S days and it really dumbs down rp.

Having a character die because they can't find a medic during off-peak times is equally ludicrous. The game world is populated by VNPCs, but VNPCs can't heal coded injury. This, from what I can figure out, is why Arm lets you sleep it off. The staff is assuming you're roleplaying out your injuries. This -is- a roleplaying game afterall. We have the tdesc and coded scars that allow you to actually -have- visible injuries and permanent scars. The only thing you have to get staff intervention for, is if you lose an arm and can no longer wear a "pair" of sleeves, or a pair of gloves, or wield anything, and take a permanent dive in the riding -and- climbing skill...

Personally, I like the fact that I can choose to RP that my arm is still there, but horribly injured, and able to be restored to some useful level. Or I can RP that while I was logged out, I brought the other half of my arm to a magicker, who bonded stump to arm magically and now I just have to RP being sore for a couple of days.

Having NPC medics would be grand in your scenario, except in the case of tribal types who don't have access to city medics. And if you're just going to make it easy for anyone to get healed by an NPC, why bother implementing all that damage in the first place? Just let people roleplay it out, and if coded intervention is needed, use tsdesc, the scar room, or for extremes, the request tool.
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.

With some effort and forethought, it would be possible to code a wound-based system that didn't effectively screw over iso clans and off-peak players.  For example, Accursed Lands' wound-based system is pretty forgiving.  Even the worst limb manglings will heal on their own in a few hours, unless it's actually been severed.

I don't think a few hours is an onerous burden, so long as those sorts of injuries are fairly uncommon with whatever combat system is implemented.

Of course, if you're by yourself and a mountain lion rips your freakin' leg off...yeah, your ass is grass.
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.

I'm all in favor of an actual wound system, but in the current version of Armageddon I just don't see how it can work without completely revamping everything from combat to healing to NPCs that are able to heal people to magicker healing systems, to poisons to injuries to armor and repair etc. etc. etc.

Basically it would require a complete system overhaul. But, I think all this can be addressed in Arm Reborn, in a way they wouldn't have to "undo" everything just to do it awesome the next round.
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.

Yeah, I don't think anyone expects something like that to go in for 1.Arm.
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.

I misunderstood then. I thought suggestions for the new game were supposed to go in the Arm Reborn folder and that this thread was a suggestion for the current version. My bad, sorry.
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.

Quote from: Lizzie on January 31, 2010, 05:42:11 PM
I misunderstood then. I thought suggestions for the new game were supposed to go in the Arm Reborn folder and that this thread was a suggestion for the current version. My bad, sorry.


That's not what this thread was about, if you bothered to read the OP. It was just a derail.

I wish I could see health, stamina, and stun points IRL.  I like my numbers.  As much as I love to RP lots of things, I like having heroic characters who can survive a lot of crap and choose not to wander around playing off wounds for RL days.

I like the system the way it is. I can rp my injuries and add alot more flavor and variation than is truly possible with the code. Let's keep some of the precious and steadily fading grey area around to rp in eh?
Quote from: Fnord on November 27, 2010, 01:55:19 PM
May the fap be with you, always. ;D

Quote from: jhunter on February 07, 2010, 01:47:45 AM
Let's keep some of the precious and steadily fading grey area around to rp in eh?

No kidding. 
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.

But there's certain things which RP alone can't cover, and requires code. Eg. temporary penalties after suffering from a grievous wound (eg. broken bone). Am I correct in assuming that the largest concern about a damage system is that it may be too crippling (pardon the lame pun) and thus effect playability? Can't we find some moderation, where there's a damage system to add spice to injuries, but not to the point where you have to sit around for RL weeks to recover from a broken bone?

I have no idea why people always expect the worse when it comes to ideas which might affect playability.

I don't think it can be addressed in Arm v.1 without gutting the injury/wound/damage/recovery system completely and building it back up again. However, I believe the staff have said they're planning on a new system for v.2 that would address some of these concerns.
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.

If you would like this for yourself, I believe Agent137's infobar gives you the option.
I would like to keep my numbers, though.
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.

The thing about the infobar that sucks is that it doesn't flash across my screen constantly. I've lost a pc due to not remembering to keep track of that stuff while I was using the infobar. I don't think it should be the  only option, but it would be nice if it was an available one, at least.
Quote from: Wug
No one on staff is just waiting for the opportunity to get revenge on someone who killed one of their characters years ago.

Except me. I remember every death. And I am coming for you bastards.