Code Idea: Assess Room

Started by Voular, November 10, 2010, 09:15:50 AM

Hello,
I'd like to be able to "assess room" to tell if apartment rooms can hold more furniture and how much more and so on. It's really embarrassing to go and buy a chest, and then realize you can't place it down in your apartment. I realize you could test it by try and dropping heavy objects.. But that just ruins immersion. Assess room would also give you an indication of size beyond the description which may or may not be sparing on that information. Perhaps we could start implementing it in all the rented apartments, clan compounds and so on to start? Or just save rooms, for that matter?

In short, my idea/wish/suggestion: a command which tells you how much weight a room can hold. (Ie: assess room -> "This room can hold 612 stones. It is currently holding 321 stones.")

What do you think?
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I dig this.
Fredd-
i love being a nobles health points

Yes.
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At low skill levels: "This room can hold 321 stones. It is currently holding 612 stones."
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.

...

At low levels?  Since when did we get an 'assess' skill?  :D  Honestly, I've done at least one of the workarounds for determining this out the hard way... 5 times?  I think it was 5 times.  Anyway, did them all in a very short amount of time not too long ago when they were fixing the room sizes and clans had to reorganize and/or throw crap out.  It was a pain in the ol' pooper.

This idea?  This is as cool the other side of the pillow.
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Quote from: Marshmellow on November 10, 2010, 11:03:17 AM
At low levels?  Since when did we get an 'assess' skill?  :D

Okay, but it'd have to be dependent on your value skill, or folks could use it to figure out objects' actual weight.

(Great idea; I'm just sayin'.)
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.

Oooh... having value be the skill being the thing that governs it gives me all sorts of ideas, but before we derail, let me explain why I think value isn't the right way to go and a way to make it not lose immersion blah blah blah...

Solution for 'assess room' to give you indicator of how full it is:  have it not give numbers.  Have it so that assess only allows you to check the room and see what's there relative to how much it can hold and then... maybe take some descriptor, some examples could include: 'empty', 'about half-full', 'cluttered and nearly full'.  If you assess a container, you get a number value for about how much it can hold, and there's some randomness to that... so why not for rooms, which are just glorified containers, really?  I don't think you need to be able to accurately check for something's weight to be able to see how full something is, just like containers when you pick them up or look into them in the case of fluid containers.  That these don't base the check on value (so far as I know), I don't think checking the room for how full it is should require value either, so long as there is simply a general descriptor instead of numbers.

Now, for the idea of having value check the room... perhaps having a 'value' field set all rooms so that people with value can actually check the objects that are virtual for quality and value and all that and give some sort of number to that?  You could then use value to identify good real estate or the quality of the apartment you're renting, etc.  This is what I think value for a room could do excellently.
"I am a cipher, wrapped in an enigma, smothered in secret sauce."
- Jimmy James, the man so great they had to name him twice

Excellent idea if tied to the value skill.
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Great idea.
Czar of City Elves.

You would still get: This room can hold 500, it has 550.

Just recently I did:

get bag
drop bag
you can't drop the bag, no room
think But...

get bag
put bag 2.bag
junk bag


But, uh, don't do that.
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A dark-shelled scrab brandishes its bone-handled, obsidian scimitar.
A dark-shelled scrab holds its bloodied wicked-edged, bone scimitar.

My 2 cents:
a. Nice idea.
b. I think weight caps in place in rooms are ridiculously low, and unrealistic. A small 6x6 foot room can definitely hold several chest fulls of items. If I want to play a clutter bug (as opposed to someone who's trying to be neat and have a nice open expansive living space) or use 1 room of my multi-room apartment as a storeroom - let me do so. Apartments are used as storerooms, because there aren't storerooms to rent + the one-apartment code limit (even in multiple cities).

> value here

> This area is stuffed full of furniture and makes movement very difficult.
> This area is well furnished and makes movement a bit difficult.
> This area is furnished and allows for some movement.
> This area is lightly furnished and allows for easy movement.
> This area is sparsely furnished and allows for almost all movement.

Maybe?
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Psycho got a high kick
Collect and select
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No, it doesn't give you how much stones that room can hold or has.
Fredd-
i love being a nobles health points

And encumbrance doesn't tell you how many stones you can hold, or how many you are holding.
"Brain wave, main wave"
Psycho got a high kick
Collect and select
Show me your best set

Quote from: Reiteration on November 16, 2010, 11:51:14 PM
> value here

> This area is stuffed full of furniture and makes movement very difficult.
> This area is well furnished and makes movement a bit difficult.
> This area is furnished and allows for some movement.
> This area is lightly furnished and allows for easy movement.
> This area is sparsely furnished and allows for almost all movement.

Maybe?

I would be fine with >assess room giving this echo, and >value room approximating the specific capacity and contents.