Armageddon General Discussion Board

General => Code Discussion => Topic started by: Lotion on March 02, 2024, 05:58:24 AM

Title: i think changing move delay would be good
Post by: Lotion on March 02, 2024, 05:58:24 AM
currently movement (north, south, east, west) etc is only after. this has served us poorly for a long time. in general it allows us to be much more safe than we should. by just walking away in specific cheesy ways many forms of danger can be easily avoided.

I propose one half of the total movement delay be moved to "before".
Title: Re: i think changing move delay would be good
Post by: Dresan on March 02, 2024, 10:17:58 AM
Movement speed has been a sore spots for me for a while. I agree the game should have both before and after delays in some situations.

I would argue that there should be before and after delays not just to movement but to flee as well. Those delays should be also terrain based to improve experience but avoid tedious fustration.

Are you in the central part of the city? Then no delays on movement or flee. Are you in the ropftops, sewers or outskirts of the city? Then small before and after delays unless you are city elf or are on mount.

Are you outside of the city or traveling on well known routes between city points? Some noticable delays unless you are desert elf or running your mount.

Are you exploring remote areas of the map, then very noticable before and after delays. Basically you can't speed run these areas and you should get caught in round or two of combat if found. Though Npc chasing would need to be tweaked.
Title: Re: i think changing move delay would be good
Post by: Halaster on March 02, 2024, 12:51:43 PM
Quote from: Lotion on March 02, 2024, 05:58:24 AMcurrently movement (north, south, east, west) etc is only after. this has served us poorly for a long time. in general it allows us to be much more safe than we should. by just walking away in specific cheesy ways many forms of danger can be easily avoided.

I propose one half of the total movement delay be moved to "before".

I played a MUD once that did both.  Some of the delay was before, some was after.  I wanna say it was Shadows of Isildur, or maybe Aldara.  I don't remember now.

Anyway, I liked it.  I dunno if we'd do that here, but I personally don't hate the idea.
Title: Re: i think changing move delay would be good
Post by: Armaddict on March 02, 2024, 02:09:57 PM
I hated it.  It was part of why it took me 2 attempts to get into a character on SoI and more than that on HL.  I never got over it, either.  It was always clunky and irritating and I never really saw any real benefit to it aside from conceptually.  Practically, it made no difference, just made movement weird.
Title: Re: i think changing move delay would be good
Post by: NinjaFruitSalad on March 02, 2024, 02:28:28 PM
It's an interesting idea, though I would actually think using RUN and FLEE maybe shouldn't have that pre-move delay? The whole point of those actions is to get away fast.
Title: Re: i think changing move delay would be good
Post by: Dresan on March 02, 2024, 05:17:54 PM
I will argue that the game need to revamp its wilderness experience to some extent. And this is one of a number of small things that probably needs to change in order to do so.


 While its true we don't want to introduce tedium and fustration, people are relatively safer in the middle of nowhere these days than in a city tavern. The ability to speed run from one area to another is just one reason this is true.

I hate to say this game cannot keep encouraging and supporting hermit style playing.The old ways of needing to find x, y or z class/race players to accomplish anything are not going to work anymore with a potentially smaller population.


Thus it will need to slowly introduce changes that will naturally promote people finding or just bump into each other.

I certainly support zero(or current) delays in a city due to roads and short walking distance. After all, different pc have different movement speeds, that is good. However, that should really change the farther away you decide to wander off the beaten path. And yes, if you are only travelling from luirs to allanak fleeing and running your mount should be enough to get away most of the time with few injuries. But people are able to zip from one place to another ignoring npcs and players alike.
Title: Re: i think changing move delay would be good
Post by: Lotion on March 03, 2024, 03:06:16 AM
Quote from: NinjaFruitSalad on March 02, 2024, 02:28:28 PMIt's an interesting idea, though I would actually think using RUN and FLEE maybe shouldn't have that pre-move delay? The whole point of those actions is to get away fast.
I could get behind this if going from walking/sneaking to running had a delay and fleeing required you to be running along with some sort of mechanical reason for people to not stand around at running speed and swapping to walking before moving.
Title: Re: i think changing move delay would be good
Post by: Halaster on April 16, 2024, 08:47:56 AM
Quote from: Lotion on March 03, 2024, 03:06:16 AMI could get behind this if going from walking/sneaking to running had a delay...

Title: Re: i think changing move delay would be good
Post by: Lizzie on April 16, 2024, 09:18:15 AM
What I did /not/ like about the delays in SoI:

If you wanted to go north, you had to type in a command to face north first. And THEN you could actually go north. Hated that. It's a text game, not realism. The code should already know if I type north, that everyone is going to assume that my character is going north and it should just do that.
Title: Re: i think changing move delay would be good
Post by: Riev on April 16, 2024, 06:53:43 PM
Did SoI change their movement at some point? When I played, it was more just that the delay on movement was before. So you type north, and you'd begin leaving north with an echo.

So long as you could still "spam walk" I'd be for it. Gives you a chance to catch someone with a combat command as they're trying to leave, instead of them being able to move the instant they want to, avoiding RP and consequences.

Though threaten does this as well, it still requires you to catch someone in the 2seconds between rooms.
Title: Re: i think changing move delay would be good
Post by: mansa on April 16, 2024, 07:03:04 PM
Personally,

When I'm walking around with a few other players, leading them, I tend to emote "emote heads in this direction", "emote turns west, and heads along the road in that direction."

When I'm leading players, I slow down how often I move from room to room.  When I'm solo, I spamwalk :|


Perhaps it could be changed so that the sheer number of people following you should increase the "before" delay in movement, and echo only from the leader PC.

example:

I currently have 4 other players following me, including a NPC guard.

>north
You start to head north.
(3 second delay)
You move north.

This would only come into affect when moving in groups of 5+ followers.
Title: Re: i think changing move delay would be good
Post by: Tuannon on April 16, 2024, 09:06:08 PM
If you could link it to leading a wagon/argosy through a storm that might be a fun way of making the standard Byn escort activities a bit more crunchy.

That said however, I have no idea how you could implement it from a code point of view.
Title: Re: i think changing move delay would be good
Post by: Lizzie on April 16, 2024, 10:15:37 PM
So Mansa if I'm leading a unit of 4 other people, and a mekillot comes charging in, you think it'd be a good idea to see:

The leader shouts "We're outta here!"
You start moving north.
(3 seconds later)
A mekillot kills you before you ever actually get to the next room.
Title: Re: i think changing move delay would be good
Post by: mansa on April 16, 2024, 11:34:43 PM
Quote from: Lizzie on April 16, 2024, 10:15:37 PMSo Mansa if I'm leading a unit of 4 other people, and a mekillot comes charging in, you think it'd be a good idea to see:

The leader shouts "We're outta here!"
You start moving north.
(3 seconds later)
A mekillot kills you before you ever actually get to the next room.


Flee?  Split the party?
Title: Re: i think changing move delay would be good
Post by: Lotion on April 17, 2024, 05:32:01 AM
Quote from: mansa on April 16, 2024, 07:03:04 PMPersonally,

When I'm walking around with a few other players, leading them, I tend to emote "emote heads in this direction", "emote turns west, and heads along the road in that direction."

When I'm leading players, I slow down how often I move from room to room.  When I'm solo, I spamwalk :|


Perhaps it could be changed so that the sheer number of people following you should increase the "before" delay in movement, and echo only from the leader PC.

example:

I currently have 4 other players following me, including a NPC guard.

>north
You start to head north.
(3 second delay)
You move north.

This would only come into affect when moving in groups of 5+ followers.
Oh man assassins, nobles, and other roles with huge posse would become SO assassinateable. I LOVE THIS
Title: Re: i think changing move delay would be good
Post by: Pariah on April 18, 2024, 01:27:44 PM
I think movement is fine except for wildlife.  They react with lightning reflexes that code allows them, I walk into a room and before I can type L N and see that mekillot it's already charged into my room and trying to kill me.

I can't tell you how many times I've been fucked up, maybe not killed, but fucked up by wildlife because I'll hit a lag spike, have moved via code into the next room and whatever nasty monster is chewing on me by the time my connection catches up.

I think the code should require the critter to actually see me, in a realistic way, like have it actually look in a direction versus just knowing I'm there.