Armageddon General Discussion Board

General => General Discussion => Topic started by: Salt Merchant on May 23, 2008, 03:24:04 PM

Title: Talking at tables
Post by: Salt Merchant on May 23, 2008, 03:24:04 PM
Even when everyone is in a tavern, they're still partitioned by talking at tables.

I submit that taverns would be more lively and enjoyable if this were not so. Why not make it so that only secluded booths or such give the people sitting at them audial privacy, instead of all the tables and especially the bar?
Title: Re: Talking at tables
Post by: FuSoYa on May 23, 2008, 03:24:51 PM
I like it the way it is.

Brandon
Title: Re: Talking at tables
Post by: NoteworthyFellow on May 23, 2008, 03:27:05 PM
Quote from: Salt Merchant on May 23, 2008, 03:24:04 PM
Even when everyone is in a tavern, they're still partitioned by talking at tables.

I submit that taverns would be more lively and enjoyable if this were not so. Why not make it so that only secluded booths or such give the people sitting at them audial privacy, instead of all the tables and especially the bar?

There are quite a few times that this would lead to a bit too much spam for my tastes.
Title: Re: Talking at tables
Post by: Shoka Windrunner on May 23, 2008, 03:29:33 PM
No...I like it the way it is.  Can you tell what people are saying at the bar when at your local busy tavern and your stepping through the door.  Even without music.  It doesn't work.

Besides, I'm having a conversation with someone at the table.  I don't need Malik and Amos chiming in their 2 'sids worth.  Really.
Title: Re: Talking at tables
Post by: Mood on May 23, 2008, 03:29:47 PM
How about no.
Title: Re: Talking at tables
Post by: psionic fungus on May 23, 2008, 03:49:37 PM
Yeah, I think it's absurd how many conversations I can listen to at once anyhow.  I think listen should be targetable, like watch... And I also think you should have to "approach" a character or object before you can listen to it (this includes doors or walls!) but since my "approach" idea will never be, I just cry myself to sleep.
Title: Re: Talking at tables
Post by: Lizzie on May 23, 2008, 04:22:31 PM
I've noticed once in awhile, I'll -not- be able to hear someone talking at another table, even while my listen skill is on. What I would love..is PS's idea of targetting the listen skill, with a random chance of overhearing other conversations as well.

So it'd be like...

listen on
OK (80% chance to hear any conversation anywhere in the bar)
listen 3.table
OK (not that you are actively attempting to pay attention to ONLY one conversation, you now reduce your chance of random eavesdropping to 50% at all the other tables, and you bump your eavesdropping on table #3 up to 90%)
Title: Re: Talking at tables
Post by: flurry on May 23, 2008, 04:34:18 PM
I like it the way it is too.

Except that there is no table-restricted version of tell.  That drives me nuts.

Title: Re: Talking at tables
Post by: Maybe42or54 on May 23, 2008, 04:41:50 PM
I like the way it is currently also.

This below agreement, I also agree on.

Quote from: Lizzie on May 23, 2008, 04:22:31 PM
I've noticed once in awhile, I'll -not- be able to hear someone talking at another table, even while my listen skill is on. What I would love..is PS's idea of targetting the listen skill, with a random chance of overhearing other conversations as well.

So it'd be like...

listen on
OK (80% chance to hear any conversation anywhere in the bar)
listen 3.table
OK (not that you are actively attempting to pay attention to ONLY one conversation, you now reduce your chance of random eavesdropping to 50% at all the other tables, and you bump your eavesdropping on table #3 up to 90%)

Title: Re: Talking at tables
Post by: Agent_137 on May 23, 2008, 06:43:59 PM
Quote from: flurry on May 23, 2008, 04:34:18 PM
I like it the way it is too.

Except that there is no table-restricted version of tell.  That drives me nuts.


here's how to do that on mushclient, your mudclient may vary:
alias: ttell * *
send: talk (to ~%1) %2