keep key .

Started by Lotion, November 24, 2020, 12:37:47 AM

I think "key ." should not be removed.


keydot revealing things that should be hidden is staff error. There are a lot of places where things aren't visible as objects in the room or in the room description such apartments where there's often a shelf or some other thing not in the roomdesc or the black sapling in the Luir's market which are things that anyone in the room absolutely should be able to see. There are also places where things that are meant to be hidden are properly not visible to kedot.

Any place where a secret can be found by typing "exits" or "key ." into your buffer and hitting enter is a result of a staff member making a mistake, not because keydot is inherently broken.

I don't know the specifics of key . and search implementation, but I think it is extremely important that in the year 2020 that key . all work recursively for all containers and scan all adjacent rooms in a breadth first search just so that we can really test the limits of Armageddon's nearly three decade old codebase.
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message me if something there needs an update.

I ... agree? Key . is useful for mowing through things in the room you can access, and fumbling around to see if those shelves in the room are really there is cheesy. If there's some sorta issue with key . showing actually hidden stuff, then yeah, let's fix that without killing key . . . . uh, dunno where to end this.
Wynning since October 25, 2008.

Quote from: Ami on November 23, 2010, 03:40:39 PM
>craft newbie into good player

You accidentally snap newbie into useless pieces.


Discord:The7DeadlyVenomz#3870

Agreed. As far as casual things go in rooms, or counting inventory in an annoyingly large compound `key .` and `key . all` prove immensely useful in what might otherwise be a lengthy search of literally everything in the room. As far as it applies to secrets, secret entrances, and obscure items in the room, afaik there are multiple ways to make your items, room secrets, etc just not show up with the keyword command. Such as having it bound in the room desc, hidden in some enterable alcove that only exists with search/innate knowledge, etc. Unless something is especially hidden in its mdesc or literally has "secret" in its sdesc, I'm going to assume anything I find with `key .` is visible after a preliminary non-skill search. The same applies to the exits command, which can be stopped by a closed door/hatch/cove/boulder/whatever insane keyword they come up with that gets revealed on a search roll.

Key is shorthand for 'I spent an hour digging through this room and found XYZ'.  A bit like losing your phone somewhere in the house...any human (or elf!) can scour the sock drawer, between the sofa cushions, and the fridge crisper drawer for it.  But if you can't find it anywhere obvious, that is when you ask for help from specialists to pull the fridge out, rip the floorboards up, endoscope the drains, and find that secret trapdoor to the cellar you never knew was there, hidden behind a kitchen cabinet.

Key . is for the faffing around digging around in chests and hampers and bags.  Search is for knocking on walls/floor, and sticking a blade into any gaps to try to prize things free.

But I was kinda assuming the 'getting rid of key .' was a joke...removing it would be painfully disastrous.  I use it to count stuff (because if I do 'count blue bag', I might get ten results, but if I do 'key blue bag', and get 8 blue tablets, one black skirt with a wonky keyword, and a blueberry muffin...I know how many tablets I actually have, and that there are weird things too!).
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Current: Like I'd tell you.

Quote
But I was kinda assuming the 'getting rid of key .' was a joke...

Same, but I insist now is the time to fix key by having it run for all connected rooms in a BFS traversal. If you're hiding spice in your thong in Red Storm, my character is going to know all the way in Morin's ( ͡° ͜ʖ ͡°)
ARMAGEDDON SKILL PICKER THING: https://tristearmageddon.github.io/arma-guild-picker/
message me if something there needs an update.

Celves have long since needed a coded mechanical edge! I suggest we slow them down even more and drop 1 from their max agility and strength. But let them be the only race that can do keyword .

November 24, 2020, 09:39:46 AM #8 Last Edit: November 24, 2020, 10:45:41 AM by triste
Quote from: Dar on November 24, 2020, 09:32:35 AM
Celves have long since needed a coded mechanical edge! I suggest we slow them down even more and drop 1 from their max agility and strength. But let them be the only race that can do keyword .

Dar just saved us with this brilliant perk/boost/penalty/bump/enhancement.
ARMAGEDDON SKILL PICKER THING: https://tristearmageddon.github.io/arma-guild-picker/
message me if something there needs an update.

November 24, 2020, 09:40:26 AM #9 Last Edit: November 24, 2020, 09:42:53 AM by HortaCulture
I'm pretty sure key . doesn't show hidden exits? If it does now, then it didn't before. At least not the list of hidden exits I know from across various PC's. I was honestly thinking it was just a joke and was teasing in that other thread. If an exit OR an object is truly "hidden" key . won't show it... that I know of.

I say object because in some rooms there are things you can LOOK at by keyword, but they are not IN the room technically speaking. They are there, but not revealed through key .

November 24, 2020, 10:24:03 AM #10 Last Edit: November 24, 2020, 10:26:19 AM by Khorm
Quote from: HortaCulture on November 24, 2020, 09:40:26 AM
I'm pretty sure key . doesn't show hidden exits? If it does now, then it didn't before. At least not the list of hidden exits I know from across various PC's. I was honestly thinking it was just a joke and was teasing in that other thread. If an exit OR an object is truly "hidden" key . won't show it... that I know of.

I say object because in some rooms there are things you can LOOK at by keyword, but they are not IN the room technically speaking. They are there, but not revealed through key .

key can show you things to enter that wouldn't otherwise be obvious or visible. afaik it doesn't do anything for directional exits, and you need search to find those.

it'd be awesome if something like 'key . all' retained item listing functionality. i can appreciate the desire to want to remove its ability to find hidden shit, but goddamn is it nice to be able to see what's available in a room with like 4000 characters worth of stored goods.

For a long time key . all was also showing everything buried under the ground. I legit thought it was a perk for being a Rukkian at the time, and someone later told me that it was just a bug that got fixed. I legit roleplayed "feeling" what was under the ground and digging things out.

Please do not remove keyword in it's entirety, I think it does make sense to not show search exits. I didn't think they did to begin with, but maybe that's changed recently as well.
3/21/16 Never Forget

bug redacted this seems like a secret thing that can be found via "key ."
A Bug has been filed about 'redacted'.  Thanks!


remember to do your part

Literally never used it.  Don't care either way.  I just read room descriptions.
She wasn't doing a thing that I could see, except standing there leaning on the balcony railing, holding the universe together. --J.D. Salinger

I did not know of this until recently.

/Please/ keep it. It is a huge help when finding something specific in a huge store room.
The man puts his tongued, grotesque, translucent groin rig on over his eyes.

December 05, 2020, 02:14:04 PM #15 Last Edit: December 05, 2020, 02:22:10 PM by The7DeadlyVenomz
Quote from: Armaddict on December 05, 2020, 11:06:43 AM
Literally never used it.  Don't care either way.  I just read room descriptions.
keydot is necessary because there are non secret items that are not shown in room descriptions.

Examples:
* various furniture in apartments
*Another IC thing

December 05, 2020, 02:22:02 PM #16 Last Edit: December 05, 2020, 02:27:37 PM by Barsook
The bug command is our best friend. Use it.
Fredd-
i love being a nobles health points

key . should absolutely not show hidden enterable (wagon) objects in a room.

I think the ability to find enterable objects via keyword should be removed.

If it isn't obvious (AKA Look at the room and see if there's something to enter) it shouldn't show up.
Live your life as though your every act were to become a universal law.

--Immanuel Kant