Armageddon General Discussion Board

General => Code Discussion => Topic started by: nauta on May 04, 2016, 01:17:21 PM

Title: Ideas to make life in the wilds more wild
Post by: nauta on May 04, 2016, 01:17:21 PM
I'm not saying make life in the wilds icly easier, but what follows are some ideas I had to make it less oocly onerous, as well as ideas to generate conditions for expanded and different kinds of RP outside the gates.  Also, all of this is with blindness of code accepted, although I like to think the ideas put forward aim to be the least code intensive.  Some of this is old news, but I figure there's a lot of bright minds out there.

Motivation: I'd love to play a feral child of the wilds, or a real nomad, who has a small tent set up between two rocks, filled with bone bits, furs, a few buckets of fetid water.

1. Tent Save Rooms.  First, fix that tent bug that makes tents useless for saving things.  I wouldn't want tents to be big in coded capacity, but a change of clothes, a bucket of water, etc. would be good.  Many small-capacity tents rather than one big-capacity tent, or different kinds of tents (see below).

2. Tent Quit Rooms.  Just as your mount quits with you, so too your tent and its contents would quit with you.  (This is meant to be the solution to the problem of PCs clearing out your tent while you are logged off.)

3. Mount Tents.  Having played a desert elf, I can tell you that waiting around to regen that stamina is very boring.  Fortunately, I could crawl into a tent.  Mounts can't do that.  I think someone suggested it before, but: a tent, or tarp, that would allow your mount to restore quicker -- it'd weigh a suitable amount to offset the advantage, of course, just as a d-elf can decide to go light and forgo the tent or go heavy and carry the tent.

4. Bury Persist.  Perhaps have it decay after 1 IG year, but at present things only last buried until the next reboot.

5. Campfires.  Making a campfire is IMHO oocly onerous.  Perhaps the raw ingredients for the initial craft command (at present branches and poop iirc from the help file) could be made to be more common (scraps of cloth, pech grass, bits of chalton bone).  Basic thesis: campfires should be much much easier to make.

6. Animal Noises.  Most animals could make some sort of noise -before- they attack and destroy your tent, giving you time to defend it.  Perhaps: if you have the listen skill (or even without) and you haven't moved rooms in 10 minutes RL, there'd be echoes about, say, "The constant chirping of desert booboos quiets."  Or "A soft skittering noise is heard in the distance." -- if an aggressive mob enters the adjacent rooms.  I think this is one of my biggest peeves, and let me try to draw a distinction: if I'm wandering around in the wilds, swords out, looking or hunting: I want that rush of danger from a potential blindsided ambush.  But if I'm sitting back at camp, roleplaying and emoting things out, I'd like to sheath my weapons and assume the game world would be 'considerate' enough to give me a moment to react.

7. Tent Destruction.  It could just be me, but I've lost a lot of tents.  A lot.  It seems like animals target them over people.  Perhaps change that, and allow 'guard tent' to be better.

8. Tent Repair.  Is this a thing?

9. Different Kinds of Tents.  You could have a Storage Tent, which is bulky, heavy, but can store things in it; and a Travel Tent, lighter, which can't store as much.  (Idea here: someone comes on a tent in the game now and it's yoinksville, I'll take that!  But if it's a storage tent, they'll need a mount or something dedicated to the yoink.)  Also more low-end tents: maybe make them not restore stamina.

10. Close Tent Flap.  This would give would-be raiders pause before they assume a tent is empty, enter it, take the stuff, and leave.

11. Give rangers tentmaking (at least for low-end tents)?

Ok, those are some ideas.  I think I had others.
Title: Re: Ideas to make life in the wilds more wild
Post by: Jihelu on May 04, 2016, 01:29:08 PM
Making camp fires is stupid as hell.
"Oh you need exactly three BLANK and one BLANK to make a fire!"
but why
You could just make 1 kindling 1 burnable thing make a 'base' for the fire and then you chuck kindling and wood in to get the fire bigger.
I'd like that better.
Title: Re: Ideas to make life in the wilds more wild
Post by: SuchDragonWow on May 04, 2016, 02:32:18 PM
I would love to see more unique things in the wild to draw in the unwary or foolhardy.  The promise of wild treasure, like giant silt pearls, funny colored silkworms or glowing this or thats.  I'm not sure that's what the OP wants, though.  Maybe this is the wrong thread.
Title: Re: Ideas to make life in the wilds more wild
Post by: Desertman on May 04, 2016, 02:35:25 PM
Quote from: nauta on May 04, 2016, 01:17:21 PM
Nauta's List

1. Yes.
2. No. (Hire people to guard your tent when you are offline if you feel it deserves to be immune/better protected.)
3. I feel like someone could accomplish this IC if they chose to.
4. Yes.
5. Find this out IC. This already exists and actually isn't hard to find. I'm not just saying this. I have foraged kindling in the south a thousand times.
6. It does suck that things destroy your tent when you are in your tent. Then again, it's also very realistic. I'm torn on this one.
7. I don't have a problem with critters being forced to auto-target people and mounts before tents in a room with a tent. Makes sense. Yes.
8. Yes. I would like tent repair. Why not.
9. I know of three different types of tents coded differently now. Two fit what you are describing already. I'm not opposed to more though.
Title: Re: Ideas to make life in the wilds more wild
Post by: nauta on May 04, 2016, 02:44:58 PM
Re: #2 (Tents and Contents Quitting With You)

I can see arguments on both sides, but let me try to pitch one in its defense.  First, the idea here is that you are a feral hunter, who has a little tent pitched in some rocks, filled with a few trifles.  You'd leave that camp to go hunt, and return to it.  While you are logged in, there is a chance that someone will pinch it. While you are logged off, however, you are virtually there, but that's not represented, so it's 100% safe for someone to pinch your stuff while you are logged off, as a kind of meta thing.  Plus, tents are pretty expensive, and so there's almost 100% guarantee that someone will steal your tent.  Sure you can hire someone to keep an eye on your tent, which would create interaction, but this can still happen while you are logged in.

Frankly, I wouldn't mind 'tentmaking' added to the Ranger subguild, or at least the ability to make really tiny tents, crude ones that decay and require lots of repair.  This might alleviate the meta-thing of someone stealing your tent while you are logged out.

As with campfires, I just think that semi-permanent tents should be far more common than they are now, but certain OOC pressures I think make both pretty rare.  At least in my limited experience, tents are almost always used as follows:

mine hard; unpack bag beetle; get tent bag; drop tent; make tent; enter tent; rest; leave tent; roll tent; put tent bag; pack bag beetle;


Re #5 (Onerous Campfires)

Quote from: Desertman on May 04, 2016, 02:35:25 PM
5. Find this out IC. This already exists and actually isn't hard to find. I'm not just saying this. I have foraged kindling in the south a thousand times.

I haven't tried to make a campfire in a RL year, but my last experience with it was:

- It was oocly onerous to get the base materials together for the initial craft X X X into campfire command.
- It was a little annoying, since I often was surrounded by virtual ingredients that would've suited for a campfire.
- It was a little annoying, since the ingredients are heavy enough that it matters.
- It was a little annoying, since the campfire didn't last very long.
- It was a little annoying, since most recipes don't require a coded campfire anyway (so it was just a flavour prop).

There might be others, but tl/dr: I'd like to see MORE campfires out there -- it should be a staple in the wilds -- and I think that there are a lot of little things that make making a campfire kind of tedious.  You should be able to make them quickly and often.  As it is now (or was, and this is a bit of hyperbole) it was easier to make up a wardrobe and a bunch of chests and trunks on the fly than it was to make up a campfire.

Also,

added a 10th one by the way to the main post.
Title: Re: Ideas to make life in the wilds more wild
Post by: RogueGunslinger on May 04, 2016, 02:47:24 PM
I've straight up roleplayed virtual campfires and I had no regret doing so.

However with the way fire is being made as useful for crafting things and such I've been hesitant to keep doing it. I'd really love if building a fire was simpler. Then I wouldn't have to cook all my food with my torch.  ;D
Title: Re: Ideas to make life in the wilds more wild
Post by: Desertman on May 04, 2016, 03:10:42 PM
Quote from: nauta on May 04, 2016, 02:44:58 PM
Quote from: Desertman on May 04, 2016, 02:35:25 PM
5. Find this out IC. This already exists and actually isn't hard to find. I'm not just saying this. I have foraged kindling in the south a thousand times.

I haven't tried to make a campfire in a RL year, but my last experience with it was:

- It was oocly onerous to get the base materials together for the initial craft X X X into campfire command.
- It was a little annoying, since I often was surrounded by virtual ingredients that would've suited for a campfire.
- It was a little annoying, since the ingredients are heavy enough that it matters.
- It was a little annoying, since the campfire didn't last very long.
- It was a little annoying, since most recipes don't require a coded campfire anyway (so it was just a flavour prop).

There might be others, but tl/dr: I'd like to see MORE campfires out there -- it should be a staple in the wilds -- and I think that there are a lot of little things that make making a campfire kind of tedious.  You should be able to make them quickly and often.  As it is now (or was, and this is a bit of hyperbole) it was easier to make up a wardrobe and a bunch of chests and trunks on the fly than it was to make up a campfire.

Also,

added a 10th one by the way to the main post.

Hey I agree with you overall. I ALSO want to see more campfires and see them easier to make. I just thought you were upset there wasn't any readily available kindling in the southlands which is all I was touching on.

I would ALSO like to see having a campfire/firepit/other source of coded fire in the room be a requirement for cooking ALL things.
Title: Re: Ideas to make life in the wilds more wild
Post by: Desertman on May 04, 2016, 03:11:31 PM
10. Yes. Good idea.  :)
Title: Re: Ideas to make life in the wilds more wild
Post by: nauta on May 04, 2016, 03:13:25 PM
Yeah, shoulda been clearer.  I think what gets me about campfires is that's something I actually as a player know how to do IRL and it isn't that hard (as opposed to a lot of shit my characters do), and I'm like: Wait, I can't make a campfire?  Hehe.

Also ninja-edited a defense of Quit-Tents above!  Sorry!  :-*
Title: Re: Ideas to make life in the wilds more wild
Post by: Vositus on May 04, 2016, 05:01:09 PM
Quote from: nauta on May 04, 2016, 01:17:21 PM6. Animal Noises.

It's been a very long time since I played someone that spends more than a day outside a city, but this sounds AWESOME!

If not to warn you of an attack, just to get a room echo of the kinds of things you'd hear at night would be incredibly immersive and really set the scene. (if they don't already exist in the game) If those sounds were linked to mobs moving around in adjacent rooms... even better!
Title: Re: Ideas to make life in the wilds more wild
Post by: Chettaman on May 04, 2016, 05:47:09 PM
Make mounts much more expensive.
This should encourage more people to leave the city without one. - and thus, make it much more terrifying without the ability to sneak or hide in the bushes.

either encourage more people to leave ... or encourage more people to stay inside like pansies. xD
well. I guess in the south being on foot is more annoying than scary due to how long it frick'n takes to regain stamina.

** Make stamina regen in the southern desert a little on-footable.
**** Mm... nah. You go out, find something to kill. Take a break. Maybe even eat something you kill and head back.

This will also encourage people to join groups because they have mounts and free stuff for days while the peasants must either go out on foot or work even harder to get what they want - which they'll have to do on foot anyway. Muahahaha! You want an erdlu that you're too tall to ride...? That'll be 1000 coins, suckuh!! Muahaha! Pfft... a sunback? 2000! Inix? 5000!!! Struggle, peasants! STRUGGLE!!
Title: Re: Ideas to make life in the wilds more wild
Post by: valeria on May 04, 2016, 07:04:11 PM
These all sound like ideas to civilize the wild, to me.
Title: Re: Ideas to make life in the wilds more wild
Post by: manipura on May 04, 2016, 07:08:02 PM
Quote from: valeria on May 04, 2016, 07:04:11 PM
These all sound like ideas to civilize the wild, to me.

Your succinct statement sums up the gist of the long response I typed earlier in the day but didn't bother posting.
Title: Re: Ideas to make life in the wilds more wild
Post by: Lizzie on May 04, 2016, 10:03:15 PM
Quote from: Desertman on May 04, 2016, 03:10:42 PM
Quote from: nauta on May 04, 2016, 02:44:58 PM
Quote from: Desertman on May 04, 2016, 02:35:25 PM
5. Find this out IC. This already exists and actually isn't hard to find. I'm not just saying this. I have foraged kindling in the south a thousand times.

I haven't tried to make a campfire in a RL year, but my last experience with it was:

- It was oocly onerous to get the base materials together for the initial craft X X X into campfire command.
- It was a little annoying, since I often was surrounded by virtual ingredients that would've suited for a campfire.
- It was a little annoying, since the ingredients are heavy enough that it matters.
- It was a little annoying, since the campfire didn't last very long.
- It was a little annoying, since most recipes don't require a coded campfire anyway (so it was just a flavour prop).

There might be others, but tl/dr: I'd like to see MORE campfires out there -- it should be a staple in the wilds -- and I think that there are a lot of little things that make making a campfire kind of tedious.  You should be able to make them quickly and often.  As it is now (or was, and this is a bit of hyperbole) it was easier to make up a wardrobe and a bunch of chests and trunks on the fly than it was to make up a campfire.

Also,

added a 10th one by the way to the main post.

Hey I agree with you overall. I ALSO want to see more campfires and see them easier to make. I just thought you were upset there wasn't any readily available kindling in the southlands which is all I was touching on.

I would ALSO like to see having a campfire/firepit/other source of coded fire in the room be a requirement for cooking ALL things.

Why? According to the weather helpfile, it can get upward to 140 degrees (f) in the mid-day sun in certain locations. Hell I've actually roleplayed out with full emotes, setting raw meat out on a flat stone heated by the desert sun, to sear my meat into a fair rendition of steak tartar. All you need is a flat hot surface to cook MOST things, and it doesn't have to be fueled from underneath if the heat above is hot enough.

Get a lump of glass and you could probably hold it up over the meat, which is sitting on a convex stone, with some beans and a sliced kalan fruit, and make yourself a nice roasted brisket without ever seeing a single flame.
Title: Re: Ideas to make life in the wilds more wild
Post by: valeria on May 04, 2016, 10:29:36 PM
Just think of all those big, flat obsidian stones lying around.  And think of how hot pavement gets under direct sun in the summer.  And use your imagination.  ;D
Title: Re: Ideas to make life in the wilds more wild
Post by: RogueGunslinger on May 04, 2016, 11:05:19 PM
I'd love to see someone make raptor-nuggets with only the power of the sun.

Why I don't like the docs on heat: "well above 140 degrees" = you're dead. There would be no starving masses. There would only be bodies. The highest Earth gets, in the hottest spots = 134 F. Those places are incredibly deadly. Without an abundance of water... just, no way.

Also why I don't like cookin in the sun: Storms, you going to roleplay around it when you get hungry, or you going to let yourself starve? Cooking meat, even at 140 degrees in the sun, fuck even at 165 degrees in the sun, would absolutely require that magnifying glass, as well as an obsidian surface to sit on. And even still, it would take all day to cook anything thicker than a steak (all earth day, remember, zalanthas' are shorter days, so less time to cook). Even with constant 200 degrees in an oven it takes me like 5 hours to get my meat to about 130 internal temp(rare).

Also why waste all that time when you can just whip out your torch and cook it on that.
Title: Re: Ideas to make life in the wilds more wild
Post by: hyzhenhok on May 04, 2016, 11:43:31 PM
Using torches for lighting is already dumb enough, but at least it's an established fantasy trope. Using a torch for cooking.... ???
Title: Re: Ideas to make life in the wilds more wild
Post by: nauta on May 04, 2016, 11:51:05 PM
I just eat raw meat -- like in the scene from the Revenant.
Title: Re: Ideas to make life in the wilds more wild
Post by: lostinspace on May 05, 2016, 02:04:25 AM
I'm against all of these except bury persisting and closing tent flaps.
Title: Re: Ideas to make life in the wilds more wild
Post by: RogueGunslinger on May 05, 2016, 02:08:20 AM
Quote from: hyzhenhok on May 04, 2016, 11:43:31 PM
Using torches for lighting is already dumb enough, but at least it's an established fantasy trope. Using a torch for cooking.... ???

I'm just pointing out the struggle to suspend disbelief and make sense of, say; emerging from a cave, tucking away your torch, and then proceeding to try and cook your scrab-steak on a slab of obsidian in the sun.
Title: Re: Ideas to make life in the wilds more wild
Post by: The7DeadlyVenomz on May 05, 2016, 03:52:39 AM
Quote from: Desertman on May 04, 2016, 03:10:42 PM
I would ALSO like to see having a campfire/firepit/other source of coded fire in the room be a requirement for cooking ALL things.
+1 Well, not ALL things, but anything requiring heat.
Title: Re: Ideas to make life in the wilds more wild
Post by: Lizzie on May 05, 2016, 08:54:40 AM
Quote from: RogueGunslinger on May 05, 2016, 02:08:20 AM
Quote from: hyzhenhok on May 04, 2016, 11:43:31 PM
Using torches for lighting is already dumb enough, but at least it's an established fantasy trope. Using a torch for cooking.... ???

I'm just pointing out the struggle to suspend disbelief and make sense of, say; emerging from a cave, tucking away your torch, and then proceeding to try and cook your scrab-steak on a slab of obsidian in the sun.

I've done that. In fact when I want to cook "out in the wilds" I will *usually* cook on a flat stone surface in mid-day. Why? Because the flat stone surface will absorb the heat of the sun's rays beating down, and will typically be much hotter than the air. If the zalanthan desert in the canyon of wastes is around 140, then the flat slab of dark-colored stone could very well be 160 or more. That's enough to sear or slow-cook a steak, and enough to fry just about anything if it's thin enough. No flame necessary; just enough heat, and protection from blowing sand and from high wind.
Title: Re: Ideas to make life in the wilds more wild
Post by: valeria on May 05, 2016, 08:59:45 AM
Nevermind that for a decent solar cooker, all you need is a black pot and an inverted glass bowl, both things which are readily available on Zalanthas.  Also with how little fuel there is and how much sun there is, you'd think that solar coolers would be prevalent, but yes, they do take a while.
Title: Re: Ideas to make life in the wilds more wild
Post by: nauta on May 05, 2016, 10:30:12 AM
Quote from: valeria on May 04, 2016, 07:04:11 PM
These all sound like ideas to civilize the wild, to me.

Yeah, the title is a bit deceptive.  Let me roll a motivation for the ideas.  Basically, I'd like to brainstorm ideas for opening up new and different opportunities for RP and lifestyle outside the gates.  I don't want to make the wilds ICly easier, but OOCly less onerous, but at root I want to allow for roles like a nomad or a wild child living outside the gates.  At present, in my view, your options for living outside the gates (minus desert elves and coded human tribes) are limited to:

1. Adventurer/Explorer.  Someone who carries all their stuff with them.

2. City-based Hunter. Someone who rents an apartment/tent inside the gates, and goes outside the gates to hunt, then returns inside the gates.

I'd like to see:

3. Wilds-based Hunter.  Someone who lives outside and only comes inside the gate to trade.

(3) is possible now, but it requires some ooc inconveniences.  For instance, you can't actually store anything outside -- not because of raiders but because game crashes / reboots.  Allowing people to store a few things outside would would encourage more players to roll up wilds-based characters, and, as a result, encourage raiders to raid them!  I also tended to only see types (1) and (2) out in the wilds -- I saw some great concepts for (3) -- wild woodsmen, feral children, nomads, etc. but they all ended up going with (2) or (1) and just pretending to have a camp outside the gates presumably because of the OOC inconvenience of actually making a coded camp (not because it was ICly any more dangerous).

Likewise with campfires, although here the code is in two places since only some items require campfires, but I remember once I was out running with my elves, and we wanted to make a certain meat that required a campfire. Since campfires were such an OOC pain to make, we decided we'd run halfway across the known to Morin's to cook the meat there.
Title: Re: Ideas to make life in the wilds more wild
Post by: Desertman on May 05, 2016, 10:37:31 AM
Most of these actually seem geared mainly towards making desert elf life easier since that is who would likely utilize most of this on a regular basis.

Title: Re: Ideas to make life in the wilds more wild
Post by: Lizzie on May 05, 2016, 11:32:27 AM
Quote from: Desertman on May 05, 2016, 10:37:31 AM
Most of these actually seem geared mainly towards making desert elf life easier since that is who would likely utilize most of this on a regular basis.



Desert elves have coded encampments they can store stuff in, so I'm not seeing how any of these ideas would benefit them, any more than they'd benefit anyone else. In fact I'd say it'd benefit them less, because they'd have less frequent use of the ideas.

Similarly, coded encampments for the coded human tribes.

I'd say this would benefit pretty much everyone else, and make it easier for everyone else to play LIKE a coded desert elf or Arabet, without having to actually BE a desert elf or Arabet. Because of this, I don't really like the idea all that much.

We have the means for players to play "wilderness characters" already.

If you're a city-based character, you shouldn't feel any need to store your stuff in a tent in the Tablelands. You have an apartment - and in fact you could theoretically have up to three apartments - one in Nak, one in Luir's, and one in Red Storm. If you have enough stuff that you -can't- carry it all around, then you obviously don't need to go out hunting anymore and should be spending the bulk of your time unloading it.

If you're a wilderness-based character, you are probably already an Al Seik, or a Sun Runner, and you can store whatever you like in your encampment. If you want to be from some non-coded tribe (as a non-elf, since elves MUST be in coded tribes to be wilderness based), you always have the option of NOT stockpiling stuff and only carrying around the week's "take" to craft and/or sell off in trading areas. If you choose not to do that, you can STILL rent an apartment in any of these trading areas, so you have a place to store stuff.

Now that food decays after awhile, you really have no reason to store stuff outside the city anyway.
Title: Re: Ideas to make life in the wilds more wild
Post by: Desertman on May 05, 2016, 11:45:44 AM
Quote from: Lizzie on May 05, 2016, 11:32:27 AM
Quote from: Desertman on May 05, 2016, 10:37:31 AM
Most of these actually seem geared mainly towards making desert elf life easier since that is who would likely utilize most of this on a regular basis.



Desert elves have coded encampments they can store stuff in, so I'm not seeing how any of these ideas would benefit them, any more than they'd benefit anyone else. In fact I'd say it'd benefit them less, because they'd have less frequent use of the ideas.

Similarly, coded encampments for the coded human tribes.

I'd say this would benefit pretty much everyone else, and make it easier for everyone else to play LIKE a coded desert elf or Arabet, without having to actually BE a desert elf or Arabet. Because of this, I don't really like the idea all that much.

We have the means for players to play "wilderness characters" already.

If you're a city-based character, you shouldn't feel any need to store your stuff in a tent in the Tablelands. You have an apartment - and in fact you could theoretically have up to three apartments - one in Nak, one in Luir's, and one in Red Storm. If you have enough stuff that you -can't- carry it all around, then you obviously don't need to go out hunting anymore and should be spending the bulk of your time unloading it.

If you're a wilderness-based character, you are probably already an Al Seik, or a Sun Runner, and you can store whatever you like in your encampment. If you want to be from some non-coded tribe (as a non-elf, since elves MUST be in coded tribes to be wilderness based), you always have the option of NOT stockpiling stuff and only carrying around the week's "take" to craft and/or sell off in trading areas. If you choose not to do that, you can STILL rent an apartment in any of these trading areas, so you have a place to store stuff.

Now that food decays after awhile, you really have no reason to store stuff outside the city anyway.

Whatever you say. That's not how I play them.
Title: Re: Ideas to make life in the wilds more wild
Post by: nauta on May 05, 2016, 11:56:10 AM
Re: Lizzie.

Yeah, that's basically it.  I'd like to articulate a niche that is there in concept but codedly rather unfeasible for a wilds-based character that is not one of the coded (d-elf or human tribes).  I understand the arguments against non-coded desert elves (basically: potential for abuse), so the focus really is on humans -- concepts such as a feral child, a woodsman, a nomad, and so on.

One thing to highlight is that coded encampments (a) have massive storage facilities and (b) NPC guards.  The niche I'm trying to carve out isn't that -- playing a coded tribe is a lot of fun, but what I'm shooting for is something different.  I want to be able to play someone who does not rent an apartment in the cities but isn't just an adventurer/wanderer.  Sure it'd be tough: you'd have PC raiders (NPC raiders maybe), NPC mobs to navigate, water to find and trade for, weather to deal with, and so on.  These are all IC dangers and IC difficulties.  But making a campfire shouldn't be an IC difficulty.

Another way to put it: campfires and tents are neat RP props, and it'd be nice to make them less oocly inconvenient so they are more common in the game.  (With tents in particular, I'd like to see more non-restorative minimal-storage tents -- little lean-tos, tarps tossed over rocks, etc.)

Title: Re: Ideas to make life in the wilds more wild
Post by: Chettaman on May 05, 2016, 12:12:02 PM
I've had a couple wild-characters. The secret is finding that place people don't go to very often even if they know it's there. And then you set up tent and arrange everything inside so it looks really lived in. You can even make camp fires /inside/ of tents. (or wait... I know I did it before, but I remember trying it again and it not working so maybe I'm wrong) - I do definitely hate needing three of the same branch and then kindling to make camp fires. - I also hate how difficult tents are to acquire. Well... I guess they're as difficult as MOUNTS. (ic)
it'd be neat if... rangers got like novice tent making skills and the tent they made was like only big enough for two human sized people and one sneaky elf, or maybe four dwarves. (lol)
or maybe rangers begin with a tent?

living in the wild is totally possible, though. You need only live like a wild person to succeed. Being a ranger helps too.

#increasethepriceofmounts
Title: Re: Ideas to make life in the wilds more wild
Post by: seidhr on May 05, 2016, 12:24:43 PM
new thread title: Ideas to make life in the (not as dangerous and wild as we'd like) wilds even less dangerous and wild?
Title: Re: Ideas to make life in the wilds more wild
Post by: Delirium on May 05, 2016, 12:26:52 PM
"Ideas on how to make it OOCly easier to live in the wilds, which will make the wilds more populated, which will make them more dangerous"




... maybe


I'm neutral on pretty much everything here, but you can already set up a tent and live out of it successfully. Until everything gets dumped out and it's stolen from you.
Title: Re: Ideas to make life in the wilds more wild
Post by: Desertman on May 05, 2016, 12:31:20 PM
"Ideas for new thread titles within a thread that could possibly be subject to the subject of the thread in question."

"Campfires and how to bring the heat."

"Tents, the new permanent camp for those who don't have one."

"Shit is too heavy for my elf to carry around."

"Don't let the bad man stomp my cloth hut."

"Tent cities incoming." (Which is actually a pretty cool idea.)

"Hey Seidhr, help me pitch my tent bebe.".  :P
Title: Re: Ideas to make life in the wilds more wild
Post by: Decameron on May 05, 2016, 01:18:24 PM
Know you said least code intensive but ..

New creatures to hunt / be hunted by.

New resources to gather.

New areas to explore.

I'll touch on each of these a little, starting with new areas. Honestly, I am not much of an explorer. My direction sense is so bad I've had a problem in the past losing characters to the Silt Sea when walking from the Gaj to the Red's Retreat. However, stuff like the legend of Steinal, or past historical locations I won't mention, always encouraged me to try (and fail terrifically) to reach out of the comforts of a City. There was supposedly an Empire according to the history page a long time ago, and finding any traces of that would be / is pretty awesome. Even if the location really possessed little more than a wow factor, it was always sort've those 'I've been playing this game for over 10 years and I am stilling seeing new stuff' sort've feeling. It may not make the wild more 'wild', but it certainly can encourage people to get out there, and the more people out there, I promise the more 'wild' it will get.

New resources to gather, because depending on the rarity of the resource and what it accomplishes IC, this generates wonder and more importantly, conflict. The copper war comes to mind, albeit an extreme example. Imagine being one of the first PCs to stumble upon an ore? First person to find a new poison? Do you covet it and keep it for yourself or integrate it within your own culture and attempt to ride the wave of benefit? How do you protect it from others? Just sort've some scenarios that spring into mind.

Finally, new creatures, and this is sort've the simplest. We all feel relatively confident in knowing what a scrab is capable of. However, the flying fire-kank arriving from the east would probably make even a 100-day warrior shit their pants. It's stepping outside the box of familiarity and being placed completely in the unknown which makes something terrifying (and possibly fun). Familiarity breeds comfort. What were to happen if the next scrab you had spewed acid on you? That raptor just poisoned you? Might be a little more cautious on your next approach, if you had one.

If you feel safer outside the gates of a City then you do within one, there might be an issue (unless you're a mind-bender, sorc, ungemmed, or half-breed .. filthy half-breed). However, I feel the wilderness has to be carefully balanced act of risk / reward. Ultimately, any suggested changes should reflect upon a need to encourage characters to interact with or against one another. I am not an advocate of allowing life to be easier outside the City-States, because if it was, then no one would be in them.

Ultimately, I feel defended cities should need the resources outside of their walls (for various plots, economical reasons, and personal desires) and these established settlements should be a spot of (relative) stability in a very, very dangerous and unknown world.


Title: Re: Ideas to make life in the wilds more wild
Post by: Chettaman on May 05, 2016, 02:54:31 PM
Quote from: seidhr on May 05, 2016, 12:24:43 PM
new thread title: Ideas to make life in the (not as dangerous and wild as we'd like) wilds even less dangerous and wild?

New thread title: Intense. Like camping.

** as for the wilds being more ''safe'' than inside the city... Only if you have knowledge of what's going on out there. And that knowledge includes:
A) wild life; how powerful they are, where they are usually, what they're capable of and how they can be escaped or defeated.
B) Raiders; where they frequent and what they're capable of and how they can be escaped or defeated.
C) Thieves; are they more annoying than you'd like if they found you.

all of these things revolve around the question ''Am I prepared to deal with it''?

and - like most of the player base, I've noticed, will never go out unless they are. Which makes sense. I'm not encouraging people to go out unprepared more often. I'm just saying... people are much more prepared to survive in the wilds at any given moment than they actually know. So I call them pansies! I'd rather be too prepared than not prepared also, but ... that's not going to stop me from calling you lot pansies.

I chuckle whenever someone posts something like, "If you're outside the city on foot you're either an elf or a witch." and I hope that's just IC prejudice, but I know it's not. teehee.

****
new creatures are cool. I uh... I still hate spiders. So much. I don't even deal with them. Some other creatures... yeah. I don't even deal with them. While I'm cool with new creatures, I'm almost certain that no one is going to be affected to do any more or less roleplaying in the wilds because of them.
New resources will definitely make the gold diggers come runnin'.
New areas to explore will draw anyone prepared to do so - to do so. And then when they're explored, probably never again. Like it is currently.
Title: Re: Ideas to make life in the wilds more wild
Post by: Decameron on May 05, 2016, 04:32:04 PM
Quote from: Chettaman on May 05, 2016, 02:54:31 PM
While I'm cool with new creatures, I'm almost certain that no one is going to be affected to do any more or less roleplaying in the wilds because of them.
New areas to explore will draw anyone prepared to do so - to do so. And then when they're explored, probably never again. Like it is currently.

True on both accounts, unless they are linked in with the new resources. You might not want to deal with spiders, but if one of their legs can be ground up in a powder and snorted - making you nigh invincible and the target of every buxom aide in leagues - you still might not want to deal with spiders, but you might want to pay someone to do it for you.
Title: Re: Ideas to make life in the wilds more wild
Post by: Desertman on May 05, 2016, 04:41:57 PM
I would like to see more un-monopolized/un-controlled resources in the wilderness.

Put a resource that's interesting out there, then let the playerbase decide who's going to take control of it and how.

Also let them determine what it is going to be mainly used for.

(By them I don't mean staff sponsored roles using House/staff influence to dictate the direction, because then it just amounts to the exact opposite, more or less, of "player decided". It then becomes "staff decided" via proxy.)
Title: Re: Ideas to make life in the wilds more wild
Post by: Jihelu on May 05, 2016, 04:50:10 PM

I chuckle whenever someone posts something like, "If you're outside the city on foot you're either an elf or a witch." and I hope that's just IC prejudice, but I know it's not. teehee.

^I can confirm that people think that.
Title: Re: Ideas to make life in the wilds more wild
Post by: nauta on May 10, 2016, 10:07:39 AM
Quote from: Delirium on May 05, 2016, 12:26:52 PM
"Ideas on how to make it OOCly easier to live in the wilds, which will make the wilds more populated, which will make them more dangerous"

Yeah, this.  In my view, while PC-NPC interaction is pretty exciting (wild), PC-PC interaction is more exciting (wild) -- once you learn where things spawn, dangers in the wilds come from either staff/RPTs or PCs.  Making things less OOC onerous would up the number of PCs that attempt to make their home outside the gates and thus make things ICly more dangerous outside the gates -- not just in terms of direct PC-PC battles, but in other ripple-effect ways: PCs moving NPCs around in unforeseen ways, that ever-present worry that someone (intelligent) might be out there, raiders, and so on.

Mostly I just like camping.  Why should d-elves and witches have all the fun?
Title: Re: Ideas to make life in the wilds more wild
Post by: The7DeadlyVenomz on May 10, 2016, 10:28:12 AM
One thing about a desert and sand is that sand shifts. The role of some of the Builder staff positions could be covering and uncovering sites of Interest in the deserts.
Title: Re: Ideas to make life in the wilds more wild
Post by: Desertman on May 10, 2016, 10:54:20 AM
Quote from: The7DeadlyVenomz on May 10, 2016, 10:28:12 AM
One thing about a desert and sand is that sand shifts. The role of some of the Builder staff positions could be covering and uncovering sites of Interest in the deserts.

In my experience it seems when something like this happens it is almost always geared towards a specific person or group with a mostly predetermined outcome.

I've seen it many times.

On a few occasions I was actually the person/group leader of the group that was "supposed" to run the storyline involving the "thing/place". I'm not complaining. Heck, how can I complain when someone is basically running a "thing" for me/my people.

Still, it always felt more like watching a movie/reading a book with a predetermined outcome and less like playing a video game where I get to make decisions that matter.

Long story short, "Yes to builders uncovering things and places etc, but with less of a predetermined storyline surrounding them.".

Uncover them, then let the playerbase decide who's going to discover them and then who's going to do what in relation to them. Not everything has to be plotted out ahead of time with a focus on, "They are supposed to find it this way. This thing attacks them. Then they will do A, B, or C based on an option given to them. Then the final outcome will be A or B.".

I want to see more, "A thing is here. I have no idea what you are going to do with it. But, it's there if you can find it. Have fun.".

Title: Re: Ideas to make life in the wilds more wild
Post by: IAmJacksOpinion on May 10, 2016, 02:16:21 PM
Open the Dune Stalkers.
Title: Re: Ideas to make life in the wilds more wild
Post by: IAmJacksOpinion on May 10, 2016, 03:20:12 PM
I like Decameron's idea about adding resources worth treking for. With the exception of a few beasty shells, there's really nothing that dangerous or rare out in the wastes for people to seek. Why isn't there a deposit of some rare mineral on an island out in the Silt? Or up in the mountains east of Tuluk. Stuff that random breed ranger #3148815 can't simply ride out and get, but requires a mini RPT to seek.

(Fun story; when the imms first announced skimmers and mysterious new resources being added to the Sea of Silt, I wanted a skimmer so that I could be the first (mundane) guy to explore it. So I simply told Kadius that there was a diamond mine on an island out there and they gave me, some random dwarf peasant,  2000 coins on the spot to buy a skimmer. :D And believe me, they didn't get shit for their investment.)

I also like DMan's idea of using builders to uncover ruins, caves, or canyons through the cliffside. Just put them there. Maybe a rare artifact spawns there 1 time, so the first PC to find it gets an old copper dagger and brings it back to Nak so that n00bles can fight over the rare prestige item, as if there isn't a massive steal dragon over the front gate of the city. Sadly when the imms go through the trouble of creating stuff like this, it's usually feels like there's a rigid game plan in play already, and if it isn't adhered to the plot goes nowhere. HELL, even if the players THOUGHT stuff like this was possible it could spark plots without the need for immtervention. "Con Artist" could actually be a character concept, and not just a subguild no one picks. (See, that dwarf I mentioned earlier.)

As it stands, things rarely change in the game world. And when they DO change, keep your fucking hands off it cause it's for someone else.
Title: Re: Ideas to make life in the wilds more wild
Post by: valeria on May 10, 2016, 05:24:26 PM
Quote from: IAmJacksOpinion on May 10, 2016, 03:20:12 PM
I like Decameron's idea about adding resources worth treking for. With the exception of a few beasty shells, there's really nothing that dangerous or rare out in the wastes for people to seek. Why isn't there a deposit of some rare mineral on an island out in the Silt? Or up in the mountains east of Tuluk. Stuff that random breed ranger #3148815 can't simply ride out and get, but requires a mini RPT to seek.

I think with staff having a more granular ability to assign forageable resources, this is a thing we will probably see, especially around GMH play (if we aren't seeing it already).
Title: Re: Ideas to make life in the wilds more wild
Post by: IAmJacksOpinion on May 11, 2016, 04:27:28 PM
Eh, I don't really mean forage per se. As it stands there's very little reason to travel far the sort of "core" areas of the world. You don't need to go terribly far from the city to find the animals, materials, etc. that you need. Which is unfortunate, because there are a lot of interesting places to visit in the far-flung corners of the world. I think the map extends quite a bit further, in almost every direction, than most people will ever bother to travel. There's nothing to find out there, really, but some neat room descs and a bit of cred.


But to get back to the original point about making the desert more habitable; it would be nice if there were more quit/save rooms scattered around the world. Especially mount accessible ones. This might be a little moot now that mages (who traditionally comprise like 95% of all desert-living hermits) can be guild_ranger. I think a few years back the imms scrubbed out a bunch of desert quit/save rooms in one of their ever-encroaching attempts to "consolidate the player base." So a lot of good, inhabitable caves, wrecked structures, etc. went out the window. These were never really "safe" places because everyone knew where they were, but they were viable options. Now-a-days you would have to to the aforementioned edges of the map to find a half-way secluded quit/save spot. The trip from there back to civilization would probably take a good IG day, barring foul magickz. So it's not really RP inducive unless you really like solo-emoting.


The other thing I would like to see more of is signs of humanity. Ever since the tribal accent was moved to character gen, rather than being exclusive to an otherwise fairly uesless subguild, we've had TONS of non-clanned tribals. If you add all those backgrounds together, there are litterally thousands of virtual tribes in the world. If you're not from a specific tribe and are just generally nomadic, then chances are that your background says something like "s/he grew up migrating from outpost to outpost." Which seems like a reasonable statement to make in the context of an entire world. But really, reading that as a player, I'm like "There are three outposts. Four if you count Cenyr."  A few more villages, outposts, and tent-cities might be a welcome add. This is another thing that has downsized overtime with (RIP Menos, Taki, Red Storm East, and probably a number of Kadian camps as well. :p )

I'm not really holding my breath for any of this to happen though, with the mantra of "Condense, condense, condense!"
Title: Re: Ideas to make life in the wilds more wild
Post by: IAmJacksOpinion on May 11, 2016, 04:50:13 PM
Quote from: IAmJacksOpinion on May 10, 2016, 02:16:21 PM
Open the Dune Stalkers.

To expand on this sentiment, the desert is notably lacking in, well, desert elves. There are only two tribes open currently, and they are both territorial to the same region. You don't see any Sun Runners because they all died of dehydration hundreds of years ago (har har), and you don't see any SLK because they can't leave the Pah and don't have any reason to. While I'm okay with that in and of itself, it leaves the other 80% of the desert basically devoid of desert elves.

Opening the Dune Stalkers, or some other raider-like tribe of Desert Elves fills both the need for players to represent the virtual world, and raiders! Yeah, we could stand to have some more raiders to drive low-level conflict and help make the desert the dangerous place that it's supposed to be.
Title: Re: Ideas to make life in the wilds more wild
Post by: Armaddict on May 11, 2016, 05:03:00 PM
QuoteBut to get back to the original point about making the desert more habitable

When I read this thread title I was interested.  I've always wanted the Zalanthan Desert to be a survivalist scenario.  Tribes are only thriving out there because of lots of adaptation on their part over time living with the conditions, not because the conditions are easy.

Right now, the conditions are relatively easy.  The main method of the desert 'weeding out' those who didn't respect it was taken away when more dangerous beasties were strongly discouraged by code to hunting for prey closer to cities.  When this code went in, it was because of the rationale that big bad beasties would avoid civilization, but that kinda took out the dynamic that differs for maneating lions and anything else that will willingly hunt man; they will linger closer to where their prey is.  But this, really, is not the point, so much as reiterating that the desert in it's current form is already -survivable- with relative ease (relative; keep that word in mind before you start ripping into me for wanting things to be hard, I'm comparing to the world I played in that -forced- you to be on your toes out there, all the time).

Making it more -habitable- is a directive of my survivalist desires for the desert, but not in the ways this thread is talking about.  I don't want joe blow to decide to take a three week trip into the desert and find himself more than capable.  But I do want grizzled hunter who spends more time out in the desert than out in the city to be able to set up something semi-permanent, not as a way to make a mark or ripple in the world, but because such small modifications are -necessary to inhabiting the desert-.  Shelter from storms.  Shelter from beasts.  Fire.  Water and water treatment.  There are lots of little things that can be added in that are not currently supported.

So there seems to be a very disagreeable trend of the posts towards making it -easier- to survive out in the desert; that's opposite direction of where it needs to go.  However, while difficult, we also need the code to allow for those desert-survival modifications that allows a small group to actually play out there, rather than being dependent on bringing things in daily from cities.

Altogether, I disagree that more of the game should take place out in the wilds.  But I think the code should allow it.  And it should be -hard-.  If you watch survivalist tv shows, or reality shows or documentaries about life where there is still a 'frontier', it's all about things, even in modern day, that some of these ideas presented don't take into account, at all.

The tl;dr?  I am in support of code that portrays, exemplifies, and makes possible the struggle of living fully in the desert, as opposed to the current model of living in cities and going out in the desert often.  I am fully, utterly, and completely against any idea that is not necessary to make that struggle possible, particularly the ones that seem more oriented around the desert being made more forgiving to accommodate more people wanting to live in it.

Edit:
A lot more of this thread is also geared towards 'We should make the wilderness more fun.' This is what I'm gearing myself towards answering to; I already see more and more of the population of the game wanting more time outside the city.  I think the shift away from city-based play is part of why a lot of people are feeling less satisfaction with the game.  The wilderness is danger, not lackadaisical fun.  It should be a personal Halaster RPT...where you enjoy the shit out of it, but you're constantly waiting for something to jump out and bite you and take your character away from you.  Expanding the 'niceness' of the city into the wilds is pretty...against the chosen themes of history, culture, and theme of the game.  The desert is death for most, which is why the cities are such a blessing to everyone...and why they stay wrapped up under the God-King's iron fists.
Title: Re: Ideas to make life in the wilds more wild
Post by: The7DeadlyVenomz on May 12, 2016, 12:33:04 AM
There is (or was) a tent camp that would move from location to location. This was a cool thing.

Make ten more camps or tiny villages just like this, and just give them sparse backstories. They don't have to move, but, they should each offer something unique to them which gives somebody a reason to go there once in a while. This village sells this particular set of armor. This camp sells whiskey that is twice as potent as anything anyone makes, but there's only one barrel available randomly. This village makes dye in colors not seen before. This trading post sells isilt decorations for your house. That village offers bounties on anakore.

Each should be non-hostile but militant enough to defend themselves, each should have their NPCs fully scripted so that one can learn about the tribe, and they should be spread out throughout the world.

They should just exist. They aren't part of a running story. They aren't some adversary. You can't live there, aside from maybe quitting out in their inn or main square, or maybe being able to stable your mount. They aren't something huge. Three rooms here. Five there. Two here. These don't take away from the centers of civilization. They are just ... atmosphere.
Title: Re: Ideas to make life in the wilds more wild
Post by: Lizzie on May 12, 2016, 07:56:17 AM
The tent camps that moved around are coded tribal camps. They're still around, and you can live in one if you're a member of one of those coded tribes. The save rooms are in the coded tents within those coded camps, and you have to be a member of the tribe to get past the guard. There are NPCs who are also members of the tribe walking around in each of them.

As for semi-permanent homes to make it more possible for non-clanned outdoorsy types to live - there are caves all over the game that have (or are) save rooms and quit-safe rooms. I've had characters live in some of them for varying periods of time. But just as with ANY contained area that lacks NPC guards and locked doors: you have to accept that when you log back in, you might discover you're now sharing that space with someone else. Or your stuff is missing. It's one of the risks you take when you choose to play Wilderness Hermit Bob.