Armageddon General Discussion Board

General => Code Discussion => Topic started by: elvenchipmunk on June 20, 2009, 07:58:16 PM

Title: Spice at the Gates
Post by: elvenchipmunk on June 20, 2009, 07:58:16 PM
Just a thought. If your character is found to have spice on their person upon entering the gates of Allanak, maybe you should not be crim-flagged, but instead told to halt where you are and surrender your spice to the soldiers. Not sure if this would be best handled by actually typing "give spice soldier", or some other method, such as that prompt you get when going over the Shield Wall, but I figured it was worth mentioning.

Maybe you could try to get by once, they find the spice on you, tell you to surrender it, then if you get caught again (i.e. try and go past again, even if you manage to run/sneak past) you are crim-flagged. Simply to prevent stupid deaths from occurring because someone forgot there was spice in a bag inside a pocket of their backpack that they put there a month ago.

It's good the way it is, as well, figured it might be improved is all.
Title: Re: Spice at the Gates
Post by: The7DeadlyVenomz on June 20, 2009, 08:11:09 PM
I wouldn't be against this.
Title: Re: Spice at the Gates
Post by: Mechafish on June 20, 2009, 08:12:37 PM
I dig this idea...it will save many lifes.
Title: Re: Spice at the Gates
Post by: Thunkkin on June 20, 2009, 08:18:55 PM
I wouldn't be against some mechanism to decrease spice-gate deaths.

That said, turning on no-save arrest at all times, except when you really, really want to resist arrest, seems like a pretty good idea too.
Title: Re: Spice at the Gates
Post by: Marauder Moe on June 20, 2009, 08:20:01 PM
Quote from: elvenchipmunk on June 20, 2009, 07:58:16 PMSimply to prevent stupid deaths from occurring because someone forgot there was spice in a bag inside a pocket of their backpack that they put there a month ago.

It's good the way it is, as well, figured it might be improved is all.
Heh, yeah, I dunno.  Your scenario doesn't seem all that unrealistic to me.   :P

Just remember to always nosave arrest when you get to the gates (if not keep it on all the time).
Title: Re: Spice at the Gates
Post by: jcljules on June 20, 2009, 08:49:50 PM
I've always wondered--why would anyone ever resist arrest? Has anyone ever been able to escape the massive numbers of skillmaxxed NPC troops?
Title: Re: Spice at the Gates
Post by: NoteworthyFellow on June 20, 2009, 08:51:54 PM
Quote from: jcljules on June 20, 2009, 08:49:50 PM
I've always wondered--why would anyone ever resist arrest? Has anyone ever been able to escape the massive numbers of skillmaxxed NPC troops?

Yes.
Title: Re: Spice at the Gates
Post by: Lizzie on June 20, 2009, 08:55:41 PM
I don't remember how it is currently, but I think every PC who shows up from the Hall of Kings should automatically show up NOT resisting arrest as a default. The only time anyone should be resisting arrest, is if they're resisting on purpose. In fact I'd even go so far as to suggest that "nosave arrest" be toggled to "not resisting arrest" with every login, just like the mood default reset.
Title: Re: Spice at the Gates
Post by: RogueGunslinger on June 20, 2009, 10:31:24 PM
Quote from: Marauder Moe on June 20, 2009, 08:20:01 PM
Quote from: elvenchipmunk on June 20, 2009, 07:58:16 PMSimply to prevent stupid deaths from occurring because someone forgot there was spice in a bag inside a pocket of their backpack that they put there a month ago.

It's good the way it is, as well, figured it might be improved is all.
Heh, yeah, I dunno.  Your scenario doesn't seem all that unrealistic to me.   :P

Just remember to always nosave arrest when you get to the gates (if not keep it on all the time).

Circulatory. If someone can remember to turn nosave arrest on before entering the gates, I hope they are also smart enough to dump their illegals too.
Title: Re: Spice at the Gates
Post by: Fathi on June 20, 2009, 10:36:14 PM
Nosave arrest doesn't always protect you against the guards, unfortunately.

And spice isn't the only thing they'll jump you for, even though you figure all these other contraband substances would be documented somewhere if they're that illegal.

Those are the two things that annoy me more than the actual response to the spice code.
Title: Re: Spice at the Gates
Post by: RogueGunslinger on June 20, 2009, 10:38:45 PM
Why not start a list here?
Title: Re: Spice at the Gates
Post by: Fathi on June 20, 2009, 10:46:10 PM
Quote from: RogueGunslinger on June 20, 2009, 10:38:45 PM
Why not start a list here?

I mentioned these substances in the past and the post got edited out for being IC. So I've been assuming that there's some reason why the imms want it kept quiet.
Title: Re: Spice at the Gates
Post by: spawnloser on June 21, 2009, 01:43:43 AM
There is a reason substances would be removed by edit, a good one.  Find out why IC.
Title: Re: Spice at the Gates
Post by: Synthesis on June 21, 2009, 05:35:26 AM
Quote from: jcljules on June 20, 2009, 08:49:50 PM
I've always wondered--why would anyone ever resist arrest? Has anyone ever been able to escape the massive numbers of skillmaxxed NPC troops?

Heh, I had a pretty badass HG warrior who survived the gate guards on the -east- side of Allanak.

P.S. NPC soldiers are pretty damn far from maxed, or at least it seems that way, once you've played a real near-maxed warrior.
Title: Re: Spice at the Gates
Post by: Dan on June 21, 2009, 06:17:39 AM
To the OP.

It already is like that, find out IC for more. No more insta ganks in some situations.

Think about it realistically. A cop pulls you over and you have a roach in your ash tray he might not even notice it, if you have a dimebag he might spill it out and send you on your way. Now if your carrying ten keys of hydro, your going to jail.
Title: Re: Spice at the Gates
Post by: mansa on June 21, 2009, 12:01:20 PM
How does nosave_arrest fail?
Title: Re: Spice at the Gates
Post by: Is Friday on June 21, 2009, 12:28:04 PM
Quote from: Synthesis on June 21, 2009, 05:35:26 AM
Quote from: jcljules on June 20, 2009, 08:49:50 PM
I've always wondered--why would anyone ever resist arrest? Has anyone ever been able to escape the massive numbers of skillmaxxed NPC troops?

Heh, I had a pretty badass HG warrior who survived the gate guards on the -east- side of Allanak.

P.S. NPC soldiers are pretty damn far from maxed, or at least it seems that way, once you've played a real near-maxed warrior.
It's only cool if he killed everyone.
Title: Re: Spice at the Gates
Post by: Synthesis on June 21, 2009, 04:17:23 PM
Quote from: Is Friday on June 21, 2009, 12:28:04 PM
Quote from: Synthesis on June 21, 2009, 05:35:26 AM
Quote from: jcljules on June 20, 2009, 08:49:50 PM
I've always wondered--why would anyone ever resist arrest? Has anyone ever been able to escape the massive numbers of skillmaxxed NPC troops?

Heh, I had a pretty badass HG warrior who survived the gate guards on the -east- side of Allanak.

P.S. NPC soldiers are pretty damn far from maxed, or at least it seems that way, once you've played a real near-maxed warrior.
It's only cool if he killed everyone.
I think surviving an instantaneous 40-attack spamfest by 2 HG and 6 human soldiers (with only 1 weapon out, while mounted) is pretty damn cool, actually.
Title: Re: Spice at the Gates
Post by: Ampere on June 21, 2009, 06:06:53 PM
Quote from: Synthesis on June 21, 2009, 05:35:26 AM
Quote from: jcljules on June 20, 2009, 08:49:50 PM
I've always wondered--why would anyone ever resist arrest? Has anyone ever been able to escape the massive numbers of skillmaxxed NPC troops?

Heh, I had a pretty badass HG warrior who survived the gate guards on the -east- side of Allanak.

P.S. NPC soldiers are pretty damn far from maxed, or at least it seems that way, once you've played a real near-maxed warrior.

I had a maxxed human assassin survive the onslaught...I know I know, but I'd been playing for far too long and forgot I had it on me...I'm just glad I didn't die though, seeing as that death would have been totally IC, and not an awkard artifact of ye olde code.
Title: Re: Spice at the Gates
Post by: brytta.leofa on June 21, 2009, 11:35:25 PM
My second character's second boss survived the first simultaneous attack of 167 Tulukis.

I believe it was attacks #168-334 that did him in.
Title: Re: Spice at the Gates
Post by: RogueGunslinger on June 22, 2009, 12:06:17 AM
What'd he do, spit on Muk?
Title: Re: Spice at the Gates
Post by: brytta.leofa on June 22, 2009, 12:25:33 AM
Copper War.
Title: Re: Spice at the Gates
Post by: Fathi on June 22, 2009, 01:27:24 AM
Quote from: mansa on June 21, 2009, 12:01:20 PM
How does nosave_arrest fail?

Guard, subdue, and a few other commands make nosave_arrest get a little quirky, even if everybody involved has it flagged on. Granted, the last time I saw somebody die to it was like 2006 so maybe it's been fixed.
Title: Re: Spice at the Gates
Post by: The7DeadlyVenomz on June 22, 2009, 02:14:53 AM
Quote from: brytta.leofa on June 21, 2009, 11:35:25 PM
My second character's second boss survived the first simultaneous attack of 167 Tulukis.

I believe it was attacks #168-334 that did him in.
Quote from: RogueGunslinger on June 22, 2009, 12:06:17 AM
What'd he do, spit on Muk?
Quote from: brytta.leofa on June 22, 2009, 12:25:33 AM
Copper War.

A minor derail.

The above exchange is the funniest one I have ever seen on these boards.

You can just imagine a group of old mercenaries sitting around, drinking, and this little exchange happen.

Sorry. Back on topic.
Title: Re: Spice at the Gates
Post by: jmordetsky on June 22, 2009, 10:02:39 PM
In general, having the contraband check be a little more intelligent would be cool. I wouldn't put it on my top 10 items, but making it semi random at least would be cool. I think I would still want people to get arrested for trying to bring spice in, but maybe like a 1 in 5 chance of being searched. I don't really have a creative solution though.
Title: Re: Spice at the Gates
Post by: Nyr on June 23, 2009, 10:07:49 AM
The contraband check was made quite a bit more intelligent in December this past year, but we didn't let anyone know.  Merry Christmas from Nessalin.

Title: Re: Spice at the Gates
Post by: brytta.leofa on June 23, 2009, 10:59:15 AM
A lean, mangy gortok is here, being held by a half-giant soldier of Tektolnes.
A half-giant soldier of Tektolnes releases a lean, mangy gortok, and she immediately moves away.
A half-giant soldier of Tektolnes exclaims, encouragingly, in southern-accented sirihish,
  "Sniff them out, Doodles!"
A lean, mangy gortok sniffs the air.
A lean, mangy gortok inspects the rugged, claw-marked breed's belongings.
A lean, mangy gortok inspects your belongings.
A lean, mangy gortok tugs at your bone-studded backpack, whining excitedly.
A lean, mangy gortok begins following you.
A half-giant soldier of Tektolnes claps his hands in obvious delight.
A half-giant soldier of Tektolnes draws a spiked, jade-emblazoned war club and holds it in both hands.
Title: Re: Spice at the Gates
Post by: 5 day lifespan on June 23, 2009, 11:18:51 AM
Quote from: jmordetsky on June 22, 2009, 10:02:39 PM
In general, having the contraband check be a little more intelligent would be cool. I wouldn't put it on my top 10 items, but making it semi random at least would be cool. I think I would still want people to get arrested for trying to bring spice in, but maybe like a 1 in 5 chance of being searched. I don't really have a creative solution though.

Ot a chance that the guy doing the search is a half giant who doesnt know a flake of spice from a crumbling tablet, or thinks all spice looks like Thodelev.
Title: Re: Spice at the Gates
Post by: Medena on June 23, 2009, 11:52:06 AM
Here are my beefs with the contraband check:

1.  Having nosave arrest on doesn't always help.

In some cases, the guards don't even try to arrest you they just start attacking.

2.  You cannot dump your contraband if you (you the player, never mind the PC) do not realize the innocuous looking item you have in your possession is ranked as contraband.

Also, due to some randomness in the code, you may have gone through the gates several times before with the very same item in your bags and never encountered any trouble.
Title: Re: Spice at the Gates
Post by: Nyr on June 23, 2009, 01:03:39 PM
If you've come across problems or oddities that don't make much IC sense since the code was improved in December 2008, send them to me at my e-mail address.