Armageddon General Discussion Board

General => General Discussion => Topic started by: mansa on June 21, 2022, 04:18:00 PM

Title: Playability and Desert Storms
Post by: mansa on June 21, 2022, 04:18:00 PM
Desert Storms are part of the identity of ArmageddonMUD, but I think we can tweak it a little bit to allow for better playability.

In my head, there should be less "you lose your way" and more "it costs more movement points to move".    Forcing you to rest and get movement points is a much better experience than forcing you to travel in circles.

If there is a metric on "storm ferocity", and it was between 0 and 100, where 0 is a clear day and 100 is the worst possible storm in existence...

* I think "you try to move and lose your way" should only happen at 80 and higher.
* If you try to move through the storm at 70 and higher it should cost "2" more movement points per room.
* If you try to move through the storm at 50 to 69, it should cost "1" more movement point per room.

I think Storm Ferocity should have a harder roll to get 'increased storm' when you go from 85 to 90, and again even hard from 90 to 100.
It should be 1 in 3 to get 'increased storm' from 85 to 90, and '1 in 4' to get from 90 to 100.

I think Storm Ferocity checks should be every 10 minutes, to decide whether to get worse or better.


What do you think?
Title: Re: Playability and Desert Storms
Post by: Brokkr on June 21, 2022, 04:28:54 PM
Weather has two components.  Wind speed and Weather (how sandy).
Title: Re: Playability and Desert Storms
Post by: mansa on June 21, 2022, 04:34:06 PM
Quote from: Brokkr on June 21, 2022, 04:28:54 PM
Weather has two components.  Wind speed and Weather (how sandy).

Cool.   I didn't know that.

I think High Wind should increase movement points spent.   If High Wind was a factor between 1 and 100, if you get 60-80 it should cost 1 movement points extra, and 80-100 should cost 2 movement points extra.
I think it should be hard to increase the windspeed above 85, with a 1 in 3 chance to increase.   And I think it should be harder to increase the windspeed above 90, with a 1 in 4 chance.

If "How Clear / Sandy" weather stat was between 1 and 100, if you get above 80 it should give you "you get lost and can't find your way".
I think it should be hard to increase the "weather" above 85, with a 1 in 3 chance to increase.   I think it should be even harder to increase the "weather" above 90, with a 1 in 4 chance.


If the weather and the high wind speeds reach 150 (as you add them together), it should also give you the "You get lost and can't find your way."

If the weather and the high wind speeds reach 170 (as you add them together), it should do 2 hitpoints of damage to move through the storm.
Title: Re: Playability and Desert Storms
Post by: Gentleboy on June 21, 2022, 05:40:58 PM
I like how things are currently.
Title: Re: Playability and Desert Storms
Post by: lostinspace on June 21, 2022, 05:43:49 PM
Quote from: Gentleboy on June 21, 2022, 05:40:58 PM
I like how things are currently.

Same
Title: Re: Playability and Desert Storms
Post by: Brytta Léofa on June 21, 2022, 06:18:00 PM
I don't know if the status quo is reasonably good for newbies or not, but I personally like that there are game regions where weather is a controlling consideration.
Title: Re: Playability and Desert Storms
Post by: Delirium on June 21, 2022, 06:27:27 PM
I don't know if this is how we fix it, but I do know that being stuck in Red Storm for days on end is horrendously boring, and closing Luirs as a base of play means it's one of your only non-city options, which limits concepts.. it's a big circle of ripple effect suckage that the place with the worst storms is right next to the instant death trap. Then death trap chasms were introduced to the Red Desert and that's not fun either, but at least you can leave Luir's no matter how bad the storm is in the surrounding areas nearby.
Title: Re: Playability and Desert Storms
Post by: Gentleboy on June 21, 2022, 06:55:01 PM
Quote from: Delirium on June 21, 2022, 06:27:27 PM
I don't know if this is how we fix it, but I do know that being stuck in Red Storm for days on end is horrendously boring, and closing Luirs as a base of play means it's one of your only non-city options, which limits concepts.. it's a big circle of ripple effect suckage that the place with the worst storms is right next to the instant death trap. Then death trap chasms were introduced to the Red Desert and that's not fun either, but at least you can leave Luir's no matter how bad the storm is in the surrounding areas nearby.

This is a great point! But, Red Storm is also next to the Silt Sea, and that makes the air hard to breathe. Instead of sandstorms.. maybe silt fog? Makes you take movement points or health points for going through it and can only see 1-2 tiles ahead? I love to silt sift, and it would suck when I could only do that for like 20 minutes out of the 5 hours I played, the rest being me checking the weather.
Title: Re: Playability and Desert Storms
Post by: Armaddict on June 21, 2022, 07:07:30 PM
I'm on kind of the opposite end of this spectrum.  I believe sandstorms are simply too common.  I'd rather have them harsher, i.e. WHY ARE YOU TRAVELING THROUGH A SANDSTORM, HUNKER DOWN IN SHELTER IMMEDIATELY, and base an entire bit of wilderness survival on that concept.  But then I'd reduce their activity, make it so that normally you can see them coming (try and outrun the storm), with rare exceptions where one rises as the equivalent of a squall.

I just think the commonness of them has made them a nuisance; we can't afford to give sandstorms the credit they deserve, or else we'd never be able to -do- anything.  It makes them feel less of an atmospheric part of the game, and more like this random doodad that we just have to deal with sometimes.
Title: Re: Playability and Desert Storms
Post by: X-D on June 21, 2022, 08:03:17 PM
Yeah, I am with Armaddict mostly.

I think that normally storms should come in quickly, ramp up quickly then depart the same way, like a cycle of say 30 minutes start to finish...maybe 60, but be more rare. Of course I also think if there is not a storm, during the day it be hotter.

The fact that now you have nice weather for 15 minutes after a reboot then storms everywhere till the next reboot does get a bit old.
Title: Re: Playability and Desert Storms
Post by: Fredd on June 21, 2022, 08:16:21 PM
Quote from: Armaddict on June 21, 2022, 07:07:30 PM
I'm on kind of the opposite end of this spectrum.  I believe sandstorms are simply too common.  I'd rather have them harsher, i.e. WHY ARE YOU TRAVELING THROUGH A SANDSTORM, HUNKER DOWN IN SHELTER IMMEDIATELY, and base an entire bit of wilderness survival on that concept.  But then I'd reduce their activity, make it so that normally you can see them coming (try and outrun the storm), with rare exceptions where one rises as the equivalent of a squall.

I just think the commonness of them has made them a nuisance; we can't afford to give sandstorms the credit they deserve, or else we'd never be able to -do- anything.  It makes them feel less of an atmospheric part of the game, and more like this random doodad that we just have to deal with sometimes.

This level of storm would be cool. Take it as someone who's lived through brownouts and sandstorms IRL.

1:A sandstorm can hurt, that's sand whipping at 100 mph into your faces eyes, and lungs.

2:Sandstorms can choke you: Dust can clog your lungs and choke you.

I'de like to see a reason to rest a mount (making it hunker down) and set up a tent, or get into a cave. The storms can even damage the tents over time, making more work and interactions for crafters.

And if you don't, maybe movement is a lot more, and you take some damage.

But maybe there's facewraps and such to help you, in case you REALLY have to get through that storm.

Title: Re: Playability and Desert Storms
Post by: Dresan on June 22, 2022, 12:02:49 AM
For the sake of fun and playability I would at least like to see the beaten path out of redstorm normalized  in terms of weather.

In particular the area between the pillar and redstorm. The coded weather there has always felt rather wonky, as in I can usually expect to wake up early in my mornings and expect it to be clear but later in the day when more people log in the weather seems to gets worse. I don't think its to much to ask a three room path from the gate to the pillar have more calm weather just for the sake of promoting interaction.

That said, if you go off the beaten path then yeah harsher blinding weather should be expected.
Title: Re: Playability and Desert Storms
Post by: betweenford on June 22, 2022, 08:59:24 AM
I think it would be cool if there were zone specific storm echoes similar to breathing in ash but storms themselves shouldnt really be too dangerous. Even just echoing that without a storm mask/facewrap you're being choked and blinded by the storm periodically, even if it has no coded effect on you.

Moreso of the opinion certain stretches of the Red Desert should be filled with more flavor/annoyance wildlife like wasp swarms, wild sunbacks but red, and idk biting fly swarms that dont do anything but have like annoying echos. Little dust devils that fling you into adjacent rooms and wander. Sand gremlins that I can one hit kill.
Title: Re: Playability and Desert Storms
Post by: Dresan on June 29, 2022, 10:45:15 PM
Quote from: Armaddict on June 21, 2022, 07:07:30 PM
I'm on kind of the opposite end of this spectrum.  I believe sandstorms are simply too common.  I'd rather have them harsher, i.e. WHY ARE YOU TRAVELING THROUGH A SANDSTORM, HUNKER DOWN IN SHELTER IMMEDIATELY, and base an entire bit of wilderness survival on that concept.  But then I'd reduce their activity, make it so that normally you can see them coming (try and outrun the storm), with rare exceptions where one rises as the equivalent of a squall.

I like this idea as a potential danger in remote locations away from civilization. Turning direction sense as not just a means to ward off annoyance, but truely an important survival tool in certain situations.

That said, around the beaten paths between city states and towns, I would still hope staff considers toning down the storm or making them much much more rare and mild. Again this goes double in the area between the pillar and redstorm gates. Players are often just trying to get to and from places seeking interaction, they aren't always going out to trying to explore the world or even interact with npcs.  The biggest danger in those places should be encountering other players, and often storms in those particular location prevent those cool interactions. Wanting to go from town to town looking for RP should be encouraged instead of gating them behind specific skills or clunky weather effects.
Title: Re: Playability and Desert Storms
Post by: Brokkr on June 29, 2022, 11:46:30 PM
Quote from: Dresan on June 22, 2022, 12:02:49 AM
For the sake of fun and playability I would at least like to see the beaten path out of redstorm normalized  in terms of weather.

In particular the area between the pillar and redstorm. The coded weather there has always felt rather wonky, as in I can usually expect to wake up early in my mornings and expect it to be clear but later in the day when more people log in the weather seems to gets worse. I don't think its to much to ask a three room path from the gate to the pillar have more calm weather just for the sake of promoting interaction.

That said, if you go off the beaten path then yeah harsher blinding weather should be expected.

For some of us playability also means challenge.  Red Storm from the very start was intended to be hard to get to.  At one point only rangers could get to it reliably.  Your desire to play there with all types of characters doesn't change that a level of challenge in and around Red Storm was and is intended.  Likewise, travel is supposed to have a level of challenge.  Sometimes that is NPCs, sometimes weather and in the best of times other PCs.
Title: Re: Playability and Desert Storms
Post by: Dresan on June 30, 2022, 09:05:27 AM
Quote from: Brokkr on June 29, 2022, 11:46:30 PM
For some of us playability also means challenge.

Its not that i disagree with you, its just i have a different idea of what challenge is to me.

When the two things you need to get in and out of redstorm is to type run and direction sense, or just log off and try again some other time, this isn't really a challenge its just an annoyance at best.

More challenging to me would have been players encouraging players to wander around those areas, sometimes with max scan compared to my megre subclass stealth or sometimes with high charge/ride compared to my half assed ride along the path. Those desert elves used to have a terrifying presence in the north so many years ago now as well.

To be clear, its not that I want to diminish the value of direction sense for exploration and adventure in the remote wilderness, heck you should probably make it even more important with Armaddict suggestion. However, in regards to the beaten paths of the game I am suggesting a different type of 'challenge' that actually promotes getting players to move and meet is probably a better way to go just for these location.

It changes the conversation to, 'hey can you get me get to X because you picked a class/subguild with  direction sense' to 'hey can you help me get to X because I know its easy for players to camp there and I don't want to get robbed or die'. In the case where there might not be enough players active in the game or area to provide that 'challenge' well then perhaps travel should be easier because again it'll promote more player interaction at some point.
Title: Re: Playability and Desert Storms
Post by: Armaddict on June 30, 2022, 09:40:13 AM
QuoteRed Storm from the very start was intended to be hard to get to.

I think for this small derail that is still related, this statement is kind of the gist of it.  We have a small village in the most unforgiving part of the world that is intended to be isolated, but in reality, it's really not that far away at all.  So inclement weather being the rule there was the tradeoff.  The problem is, as I said when I proposed the idea that Dresan alludes to, sandstorms in their current form are something that either become a nuisance that you ignore, or something that blocks off activity altogether and forces a logoff.  Honestly, in regards to red storm, I'd probably make the drastic proposal that it should be moved much further away.

I do not believe that the 'quest for interaction' was an idea that was thought of in the original game.  It became more popular as the wastes became less hostile (less prevalence of raiding due to player mentality shift, i.e. We have a lot less low-scene, high-efficacy raiders out than the game originally had, and they were always the #1 danger of the wastes, followed closely by things like gith that would literally be found anywhere).  It also became more of a focus to abandon all in order to find interaction, because each individual civilization center became less interactive (i.e. Complaints about the empty bar scene).  The prevalence of wilderness characters also went up, due to the boons of being able to travel at a whim.  Originally, when all this was going on, sticking around in a single civilization center was -much- more prevalent than constant travel.

Sandstorms do need some sort of work.  They just don't contribute a lot in their current form.  But we also only have 2 coders, who both have entire lists of projects that they want to tackle with limited time, so no matter what, I don't think we'll see a quick solution.

Maintaining the harshness of Zalanthas is a seriously important thing.  I think you're taking the 'challenge' part of Brokkr's reply a certain way.  The sandstorm itself is not the challenge.  The challenge is supposed to be reaching Red Storm.  Heavy weather patterns were an atmospheric, environmental-based way of doing it, rather than putting just a bunch of random baddies that would end up just being hunted.  But maybe that is the best solution; make the -actual road- to redstorm be easier to travel on during a storm, but have it be ramshackle enough that the movement speed is slowed, the movement cost is raised, and packs of jakhals are everywhere or something.

We're a bunch of creative people, I think we can come up with something.  But the most important things are: 
-Red Storm is supposed to be isolated.
-Freedom-of-travel is not a convenience, it's a specialization.  (granted this is a resignation, not a 'solution' perse, but it's the acceptance that this will always be a difficult trip despite proximity, and just because you want to go doesn't mean you'll get there).
-Our solution needs to be as minimal on the code side as possible if we want it to be addressed anytime soon.  We may be able to make a code-heavier response later.

This is a specific response to just the Red Storm part of the sandstorm discussion.  My original idea presentation stands for sandstorms as a whole, I just don't think that's as urgent.
Title: Re: Playability and Desert Storms
Post by: Dresan on June 30, 2022, 10:21:10 AM
Quote from: Armaddict on June 30, 2022, 09:40:13 AM
stuff

I really like the idea of it taking a lot longer to move from room to room in certain particular areas, while at the same time making it obvious you are attempting to do move to another room.

Not fully sold on it needing too more stamina points, tried mounts usually just leads to idle down time but I am not totally against that either

There is even a clan in redstorm that should be able to make great use that feature of the terrain to make it much more challenging area to traverse than the current coded storms. And again I am only refering to the travel paths from place to place, not the entire area as a whole, however i know that might be hard to make distinction given the coded weather area coverages.
Title: Re: Playability and Desert Storms
Post by: Halaster on June 30, 2022, 10:22:50 AM
Quote from: Armaddict on June 21, 2022, 07:07:30 PM
I'm on kind of the opposite end of this spectrum.  I believe sandstorms are simply too common.  I'd rather have them harsher, i.e. WHY ARE YOU TRAVELING THROUGH A SANDSTORM, HUNKER DOWN IN SHELTER IMMEDIATELY, and base an entire bit of wilderness survival on that concept.  But then I'd reduce their activity, make it so that normally you can see them coming (try and outrun the storm), with rare exceptions where one rises as the equivalent of a squall.

I just think the commonness of them has made them a nuisance; we can't afford to give sandstorms the credit they deserve, or else we'd never be able to -do- anything.  It makes them feel less of an atmospheric part of the game, and more like this random doodad that we just have to deal with sometimes.

I agree with this, and it's been something in the back of my mind (and other staff) to implement.  Less storms, but when they happen they're worse.
Title: Re: Playability and Desert Storms
Post by: LindseyBalboa on June 30, 2022, 10:42:12 AM
100%. A sandstorm should be this opportunity to hunker down, make shelter, and wait it out and rp with your travel group. Terrifying but not every day I play, so I can react appropriately. love this.
Title: Re: Playability and Desert Storms
Post by: betweenford on June 30, 2022, 10:51:58 AM
Sometimes ppl have garbo wisdom and the storm is inside a civilized location, you'll just get lost inside of rsv or luirs outpost in the middle of the day
Title: Re: Playability and Desert Storms
Post by: Veselka on June 30, 2022, 11:17:33 AM
I think one of the benefits of living in civilization should be avoiding all except the very worst of sandstorms.

I think when traveling outside, you should definitely run into more severe storms, and less predictable storms. Currently, you can 'break through' a storm by traveling to a different area just outside of it. A good example would be around Tuluk -- Often the area around the Grey Forest/North Road and Plains surrounding it can be a fierce, direction-losing storm, and if you manage to get just south of it by a room into the Scrub Plains (a different zone), it can be 100% clear.

In an ideal world, i'd like to see sandstorms be less static and hover over an area, and be more like moving objects. You have the 'eye of the storm' invisible object, and then anywhere from 6-10 rooms around it worsening in severity. The object moves through an area, almost like a tornado, and then dissipates. In that way, if you hunker down, you are likely to have the storm pass you by. If you decide to travel through the storm, you may just be moving with it until it dissipates.

Having things like static electricity lightning, whipping sand causing stun/hp damage, and a general stamina loss unless inside a tent would also be things I would welcome. As Armaddict put it, it's either something that is completely ignored or accepted as part of the milieu of the setting, or it is debilitatingly long in its static effects. I'd like to see sandstorms be more affecting on PCs and the environment, but to also be avoidable if enough preventative equipment is brought along, and the people who know how to use it.

Similarly, i'd love to see people from Luirs (+) and Red Storm (++) have a bonus to direction sense as part of their origin, and perhaps bonuses to using certain equipment due to their living in environments plagued by storms. Or to include as part of a subguild/origin subguild that provides advantages to traveling in and hunkering down through rough storms.
Title: Re: Playability and Desert Storms
Post by: Brisket on June 30, 2022, 11:21:06 AM
Quote from: Armaddict on June 21, 2022, 07:07:30 PM
I'm on kind of the opposite end of this spectrum.  I believe sandstorms are simply too common.  I'd rather have them harsher, i.e. WHY ARE YOU TRAVELING THROUGH A SANDSTORM, HUNKER DOWN IN SHELTER IMMEDIATELY, and base an entire bit of wilderness survival on that concept.  But then I'd reduce their activity, make it so that normally you can see them coming (try and outrun the storm), with rare exceptions where one rises as the equivalent of a squall.

I just think the commonness of them has made them a nuisance; we can't afford to give sandstorms the credit they deserve, or else we'd never be able to -do- anything.  It makes them feel less of an atmospheric part of the game, and more like this random doodad that we just have to deal with sometimes.


This is very much how I feel on the subject.  They're a nuisance because they're so common, and there's no warning so you either just shrug and spam walk your memorized route to where the rp is or log out.  If they were less common (or even as frequent, but less long lasting) but way more dangerous it'd be much cooler and more thematic.
Title: Re: Playability and Desert Storms
Post by: Brytta Léofa on June 30, 2022, 11:22:56 AM
Quote from: Halaster on June 30, 2022, 10:22:50 AM
Quote from: Armaddict on June 21, 2022, 07:07:30 PM
I just think the commonness of them has made them a nuisance; we can't afford to give sandstorms the credit they deserve, or else we'd never be able to -do- anything.  It makes them feel less of an atmospheric part of the game, and more like this random doodad that we just have to deal with sometimes.

I agree with this, and it's been something in the back of my mind (and other staff) to implement.  Less storms, but when they happen they're worse.

My concern with "less storms" is that city folk will start risking the trip to Red Storm (because they'll probably get lucky) and dying randomly (because sometimes they don't).

(I'm not arguing against occasional worse storms, or with reducing nuisance storms in main population areas.)

What if everybody knew that you simply can't get to Red Storm without a savvy guide?
Title: Re: Playability and Desert Storms
Post by: Veselka on June 30, 2022, 11:23:35 AM
I think it would also make obvious the advantages of traveling in a wagon or argosy.
Title: Re: Playability and Desert Storms
Post by: Dresan on June 30, 2022, 03:15:53 PM
Quote from: Veselka on June 30, 2022, 11:23:35 AM
I think it would also make obvious the advantages of traveling in a wagon or argosy.

I wish we could have NPC wagons and arogsy's you could pay for to travelling to luirs, redstorm and city states on a scheduled basis.

It could still be a little on the expensive side to allow players to be able to cut a better deal too.
Title: Re: Playability and Desert Storms
Post by: Tisiphone on June 30, 2022, 03:29:17 PM
I think it'd be really cool to have coded, automated wagon trips between various settlements - mostly Allanak <-> Luir's & Tuluk <-> Luir's - that PCs could hitch a ride with by paying for a ticket. They'd come with some NPC guards who focus on guarding the wagon. Then such a script would also involve the occasional spawning of raider groups of various sorts, possibly differing between which wagon and which organization is caravanning. Even better if they could pay for PC guards somehow.

That's hugely pie in the sky, but I think it's a pretty neat idea.
Title: Re: Playability and Desert Storms
Post by: Brytta Léofa on June 30, 2022, 03:39:41 PM
Autowagons would be hugely lovely and generate a lot of roleplay. If they're expensive enough, it doesn't destroy the sense of distance between settlements; yet it makes it possible for e.g. off-peaker crafters to actually get where they need to go.
Title: Re: Playability and Desert Storms
Post by: X-D on June 30, 2022, 08:10:45 PM
long as they are raidable, go for it.
Title: Re: Playability and Desert Storms
Post by: Iiyola on July 01, 2022, 10:45:18 AM
Quote from: Tisiphone on June 30, 2022, 03:29:17 PM
I think it'd be really cool to have coded, automated wagon trips between various settlements - mostly Allanak <-> Luir's & Tuluk <-> Luir's - that PCs could hitch a ride with by paying for a ticket. They'd come with some NPC guards who focus on guarding the wagon. Then such a script would also involve the occasional spawning of raider groups of various sorts, possibly differing between which wagon and which organization is caravanning. Even better if they could pay for PC guards somehow.

That's hugely pie in the sky, but I think it's a pretty neat idea.
This.
Title: Re: Playability and Desert Storms
Post by: Veselka on July 02, 2022, 06:36:01 PM
Quote from: Tisiphone on June 30, 2022, 03:29:17 PM
I think it'd be really cool to have coded, automated wagon trips between various settlements - mostly Allanak <-> Luir's & Tuluk <-> Luir's - that PCs could hitch a ride with by paying for a ticket. They'd come with some NPC guards who focus on guarding the wagon. Then such a script would also involve the occasional spawning of raider groups of various sorts, possibly differing between which wagon and which organization is caravanning. Even better if they could pay for PC guards somehow.

That's hugely pie in the sky, but I think it's a pretty neat idea.

I would automate it (in pie and the sky) like so:

-Make it so an NPC crier walks past the taverns shouting out schedules of the next departures the day before. "Caravan leaving for Luirs from the Allanak Wagonyard tomorrow at dawn! Get your tickets!"

-Make the times of departures 2-3 times a RL Day, but varying days. This is so they aren't SO predictable that they can be raided every single time. Also, make them take different routes so they aren't predictable in that way as well.

-Allow anyone in the T'zai Byn (Trooper+) to sign on as a caravan guard. They get nominal pay (say 250 coins) per leg of the trip. Cap the amount that can sign on at 2 or 3, so you don't have entire units dogpiling on a caravan for paydays.

-Provide 2 NPC guards inside the wagon for 'Coach'. This is the least defended area, where most commoners can pay to travel between locations. NPC guards don't assist you if you are attacked by someone else, they just assist other guards that are attacked, and try to prevent people/raiders/coach travelers from traveling further into the wagon.

-Provide 2 more NPC guards past an unlocked but guarded door. This is slightly more posh, and the 'business class', where GMH can afford to have a bit of separation from the rabble and a drink cart. They also have a slight removal from the dangers of coach, both from raiders and criminal elements traveling on the wagon.

-Each wagon should have a 'lockbox' item that can be stolen by raiders. Some will be locked, some are empty, some have coin. The lockbox would be in with the pilot.

-Allow the wagon to be stolen by raiders, if they have the pilot capability or someone among them who can pilot.

----

Coach: 100 coins between locations (Allanak to Luirs, Luirs to Tuluk, etc).
Business: 500 coins between locations

Caravan Guard: 250 coins per leg of the trip.

----

By having the variability in the schedule, Raiders will have to have people inside the city who can help tell them the schedule. Schedules might also be delayed or pushed back an hour or two, notified through the crier.

It would allow commoners to more safely move between the city states and Luirs, but it would be a slow moving caravan, and potentially less protected than with a full Byn Escort, or the ability to go 'off track' on your own with a guide. It's a moving target as well.

It would allow GMH inparticular to move between locations without it being a HUGE CLUSTERFUCK every time they need to schedule with the Byn, themselves, and so on. If they need to catch a ride to Luirs, they can.

It would give the Byn some automatic contracts to complete, particularly off-peak and those who aren't around when others are as much. If there's a consistent off-peak caravan, it gives them steady work and income.

It would give Raiders automated raids to complete, if they can get the intel in time and have enough people to go for it. The lockboxes and wagons would be lucrative rewards for the risk. Hell, have a 'wagon buyer' criminal NPC in Red Storm who pays like 5000 coins for the wagon 'on the hush-hush' and sells it back to the caravan people. Circle of life.

It also automates conflict in a way -- PCs on the Wagon, PCs guarding the wagon, and PCs who might raid the wagon, 2-3 times a RL day.
Title: Re: Playability and Desert Storms
Post by: Halcyon on July 02, 2022, 06:58:52 PM
Quote from: Veselka on July 02, 2022, 06:36:01 PM

I would automate it (in pie and the sky) like so:

-Make it so an NPC crier walks past the taverns shouting out schedules of the next departures the day before. "Caravan leaving for Luirs from the Allanak Wagonyard tomorrow at dawn! Get your tickets!"

-Make the times of departures 2-3 times a RL Day, but varying days. This is so they aren't SO predictable that they can be raided every single time. Also, make them take different routes so they aren't predictable in that way as well.

-snip-

I love the idea, but it logically fails if the wagon or even dray cart can be lost.   The GMHs couldnt make any money if they lost even one in ten.
Title: Re: Playability and Desert Storms
Post by: Dresan on July 02, 2022, 08:29:24 PM
I think these would be huge armoured argosies. Not worth the effort to take down for multiple reasons, not to mention you don't want to kill the goose that laid the golden egg.

However, breaking them down to three or so compartments does sound good. Loading area, commoner area, and first class area, each more expensive than the other. The drivers area would be fully secured(unaccessable). The first compartment being the loading area that you can bring mounts. From there you would required to break down the door to get to the other deeper more challenging compartments. Every area would have lockboxes with random stuff, along with the guards stuff.

Since the argosy would continue along the way, the key here is time. Do the raiders have enough time to break down the next door before the place gets to its destination leading them to death or do they escape earlier. Another thing would be when an argosy gets attacked a call would be made to the nearest civilized area. The raiders might be unlucky and encounter a group of militia or some other force answering the call of the distressed argosy somewhere in between its travels. There is always the possibility of some angry secret mage, or long-lived fighter waiting deeper inside.  You can hide in most wagons after all.

Either way its a real cool pie in the sky idea.
Title: Re: Playability and Desert Storms
Post by: Brytta Léofa on July 03, 2022, 10:13:15 AM
I'd go the other way for the auto-wagons: use open carts (http://armageddon.org/help/view/cart). Much less security, you can get arrowed, you're really just buying storm immunity and a couple of guards who will swat raptors. Good payoff for raiders who hit one, but not a world-ending event. Heck, players with carts could join up and tag along.
Title: Re: Playability and Desert Storms
Post by: X-D on July 03, 2022, 10:52:53 AM
You know, the Byn tends to be pretty reliable to storm and Luirs right?
Title: Re: Playability and Desert Storms
Post by: Dresan on July 04, 2022, 10:46:19 AM
Quote from: X-D on July 03, 2022, 10:52:53 AM
You know, the Byn tends to be pretty reliable to storm and Luirs right?

I guess it depends what you mean by reliable.

With my merchant and more recently with other character who could not travel easily, I found that asking random strangers was far more convinient and more easily arranged than reaching out to the byn.  The byn gets a lot of attention from a lot of sponsored roles as a clan after all.
Title: Re: Playability and Desert Storms
Post by: Brokkr on July 04, 2022, 01:33:21 PM
There may be cultural differences at play.  Twenty years ago, waiting two RL weeks to get an escort to go from one city to the other was just fine.  Now I see some folks that want this to happen today or the next 1-2 days and start get antsy over anything long that that.

Some of us still look at the two weeks and think that is just fine, though.
Title: Re: Playability and Desert Storms
Post by: Is Friday on July 04, 2022, 01:53:39 PM
Reducing the length of storms but causing them to be more deadly by trapping people (potentially) with dangerous creatures (because you have difficulty traveling) would be a massive uptick in fun. Right now you just stop playing in sandstorms, more or less. That's not really fun imo - especially since they last all RL day.
Title: Re: Playability and Desert Storms
Post by: Greve on July 04, 2022, 02:13:56 PM
Quote from: Brokkr on July 04, 2022, 01:33:21 PM
There may be cultural differences at play.  Twenty years ago, waiting two RL weeks to get an escort to go from one city to the other was just fine.  Now I see some folks that want this to happen today or the next 1-2 days and start get antsy over anything long that that.

Some of us still look at the two weeks and think that is just fine, though.

I don't think it's a matter of cultural differences. It's more the fact that nowadays, if you're stuck in Red Storm, you're alone 98% of the time and there's nothing to do. That has the dual effect of making it really boring and making it very unlikely that you'll find anybody who can escort you out of the region. If you go down there to pick up some flour or whatever, and then a max-level storm kicks up just then and turns out to last until the next reboot, it's not exactly unreasonable to feel disillusioned. The player density is too low to expect anyone to appreciate being stuck in one of the game's most isolated settlements for potentially RL days at a time.

I don't know enough about desert environs to say how realistic it is for a horrendous sandstorm to last for days on end, nor is Zalanthas comparable to any place on Earth, but I think it's fair to suggest that something be put in place where anytime a max-level sandstorm has lasted for, say, two full in-game days, it automatically "changes directions" and gives a short window of time where visibility is good enough to hurry through even if you're not a grizzled desert ranger with Rayban sunslits. We can call it Whira's Potty-Break.

Another halfway solution is to make it so that losing direction due to poor visibility can never cause you to move in the complete opposite direction of where you intended. If you can't see shit and try to move north, it's a little dumb when the code causes you to do a 180° and go south instead. East and west, sure. That way, you can risk it for the biscuit and at least feel confident that you won't end up wading into the silt sea. There are real-world examples of how people belonging to cultures without compasses can still have an instinctual sense of the cardinal directions, even to the point where some tribal cultures have no concept of left and right, just N/E/S/W.

Sandstorms are integral to the Armageddon experience, but I feel that some concessions can be made for the sake of playability. Having personally been stuck in Red Storm for upwards of 3-4 RL days at a time, I can only say that all it made me do was log in for five minutes every few hours to see if the storm had let up, and if not, I log right back out because there's nobody around anyway.
Title: Re: Playability and Desert Storms
Post by: mansa on July 04, 2022, 02:16:08 PM
Quote from: Greve on July 04, 2022, 02:13:56 PM
...

Another halfway solution is to make it so that losing direction due to poor visibility can never cause you to move in the complete opposite direction of where you intended. If you can't see shit and try to move north, it's a little dumb when the code causes you to do a 180° and go south instead. East and west, sure. That way, you can risk it for the biscuit and at least feel confident that you won't end up wading into the silt sea. There are real-world examples of how people belonging to cultures without compasses can still have an instinctual sense of the cardinal directions, even to the point where some tribal cultures have no concept of left and right, just N/E/S/W.

After all, how else do Zalanthans even know which direction anything is? Who ever told them which way south is?

I like that code change suggestion.
Title: Re: Playability and Desert Storms
Post by: Greve on July 04, 2022, 02:19:32 PM
On that note, let's also make it so you can't accidentally climb up. Unless that's already been done recently.
Title: Re: Playability and Desert Storms
Post by: Brokkr on July 04, 2022, 02:54:29 PM
Quote from: Greve on July 04, 2022, 02:13:56 PM

I don't think it's a matter of cultural differences. It's more the fact that nowadays, if you're stuck in Red Storm, you're alone 98% of the time and there's nothing to do.

If you were in Red Storm 20 years ago, there would have been no one around.

When I say cultural difference, it is a mindset difference.  How long will you be patient for stuff to happen?  1-2 days?  Or 1-2 weeks?  How long do you wait to coordinate things with other players?  20 years ago things were hopping.  23-25 years ago, there were periods where 5-10 players except for peak was the norm.  That creates a different pacing and a different set of expectations.  As did the lack of MMORPGs and the culture and expectations that came with them.

Lots of the stuff you are talking about went back that far when designed.  It has was put in in support of a different set of expectations for pacing.  Bringing up Red Storm is sort of a non-starter as well.  It is designed to be difficult.  I get that some people want the indie lifestyle RS can support to be easier.  I would look for things beyond RS if that is what is driving the repeated references to RS.
Title: Re: Playability and Desert Storms
Post by: Dresan on July 04, 2022, 04:39:39 PM
Quote from: Brokkr on July 04, 2022, 02:54:29 PM
stuff

Remember when the most popular classes used to be rangers and they could train really well on silt lizards. Or even before that when halflings used to enter the taverns holding metal sword.

A lot sure has changed in the game. Some staff policy changes for  'rape-play' and the use of the word 'necker' were prehaps also based on cultural differences over time. :)

A lot the changes have been for the good since I don't care how much someone preaches about patience, I rather not go back to the days of saturday downtime. I also want to believe that a number of threads have already mentioned that time has become more valuable for people as we've gotten older.

That said I would not call being forced to select a narrow range of classes so that your time does not get wasted, nor mechanics that allow you to do nothing but leave the area just to see as difficult, boring or uncreative in comparison to so much this game has to offer perhaps, but not difficult. Especially not difficult when wilderness classes are so strong and magick subclasses are a thing.

Redstorm just happens to be an example of the most extreme of some of these mechanics. Its funny most of my travels as a merchant were from luirs to allanak and need for speed was because templars can be fairly impatient. Still, I am not sure why redstorm would be a non-starter for a conversation, what the fear there? That it'll be made too 'easy', and people will find it more enjoyable to just play in redstorm as indies, disregarding the cities and clans that the staff have to put more effort to make work?
Title: Re: Playability and Desert Storms
Post by: Brokkr on July 04, 2022, 06:04:02 PM
If you remember those things, then you remember why global storms were put in place, replacing zone and room flag dependent ones.
Title: Re: Playability and Desert Storms
Post by: Riev on July 04, 2022, 07:48:12 PM
I just wanted to pop in and say "because thats is how it was done before" isn't a good justification for why its done the same way now.

I don't know the demographics in this game, but many of us do not have 2 weeks to wait for an escort to a place, only to wait another week to find the person we need to with the same playtimes as us, to exchange information and a single item, only to wait 2 weeks to go back. And for all of that to cost 2000 coins.

I feel like "
Quote from: Brokkr on July 04, 2022, 01:33:21 PM
Some of us
may be a little out of touch with the experiences of how to play 20 years later than your heyday.
Title: Re: Playability and Desert Storms
Post by: Armaddict on July 04, 2022, 08:11:12 PM
QuoteI feel like "
Quote from: Brokkr on Today at 11:33:21 AM
Some of us
may be a little out of touch with the experiences of how to play 20 years later than your heyday.

Well, I mean.  It's saying some, not all.  I certainly don't expect that because I log in, everything should be lined up for everything to go as I foresee it.  I think that's honestly a really stupid expectation, considering the theme of the game, but that's why I was trying to get people to explain other ways than 'how we've always done it', but to little avail.  We had a couple people post good suggestions, then everything else was essentially 'Just make it easier' or 'I don't want there to be much risk'.  Even the good ideas devolved into 'that's too risky'.

So wait 14 days?  Maybe on the extreme end.  Expect hardship and the need to actually -make- things happen?  Yeah, I think that's the ticket.  No one should be logging into a game called Armageddon, now or 20 years ago, and just expect things to fall in their lap.  That wasn't the game design then, and it certainly doesn't seem to be the game design now, and maybe when invited to talk about alternative ways to implement that game design, you can do more than say 'It's all changed, get with the times!' as if all premises need to change.
Title: Re: Playability and Desert Storms
Post by: Brokkr on July 04, 2022, 08:52:55 PM
Quote from: Riev on July 04, 2022, 07:48:12 PM
I just wanted to pop in and say "because thats is how it was done before" isn't a good justification for why its done the same way now.

I don't know the demographics in this game, but many of us do not have 2 weeks to wait for an escort to a place, only to wait another week to find the person we need to with the same playtimes as us, to exchange information and a single item, only to wait 2 weeks to go back. And for all of that to cost 2000 coins.

I feel like "
Quote from: Brokkr on July 04, 2022, 01:33:21 PM
Some of us
may be a little out of touch with the experiences of how to play 20 years later than your heyday.

I think its a pain in the ass, so I'm not really in the "some of us".  I expect people to step outside of their own perspective when making these kinds of arguments, just like my stance in some of my posting may not always reflect my own position.  In this case, the bar for "make it easier" is really high.  Which means good, well rounded arguments that covers a range of play styles and likes/dislikes about difficulty levels.  Why means making the argument from more that just your own perspective.
Title: Re: Playability and Desert Storms
Post by: X-D on July 04, 2022, 09:57:13 PM
I am going to just be with Brokkr on this.
Title: Re: Playability and Desert Storms
Post by: Dresan on July 04, 2022, 09:59:35 PM
Its only difficult to play in redstorm or most places really if you play one of the light or heavy merchant classes. 

If you don't have direction sense, its harder to get to redstorm,  but getting out to play outside of the area is still somewhat doable though annoying. As an example my elven infiltrator and elven miscreant each with direction sense, and wilderness stealth were vastly richer, more feared, respected and had a very easy time working out of redstorm than my old merchant ever did. They were pretty safe and comfortable in their apartments too. It would be be just as easy if I were playing a human, and I would be able to pretty much go anywhere, with storms continuing to just be an annoyance rather than anything challenging.

Thus I really find it amusing that mechanics around redstorm are considered 'difficult' rather than boring, especially since without the storms I might need to deal with raiders more often. However, the staff have already mentioned they are considering less storms but more severity which addresses the original concerns and in the new proposed classes thread they are considering adding low level direction sense to everyone. That will help address a lot and i am looking forward to seeing those changes. 

The idea of the argosy would really mostly help light, heavy merchant classes, and other non-combat roles by allowing them to make more use of their money to buy convinience and saftey. No where near as much as picking surivival, light and heavy combat classes gets as they get older though. Heck my elven miscreant was practically the best freaking strongest indie merchant i ever played, with peraine blowdarts and weapon because why the hell not.

However, thats a long running theme in this game, one I have never fully understood. Why crafting classes and players choosing non-combat roles seem to be the ones to have the most 'difficulty' and face the most 'challenges', whether they are trying to travel, walk the street or even enter their apartments.   :-\

But that is really derailing the thread, again looking forward to seeing changes to storm frequency and maybe see low level direction sense for everyone.
Title: Re: Playability and Desert Storms
Post by: Taahir on July 06, 2022, 05:56:11 AM
The only thing that really bugs me is that you can try to move 'down' in a storm, even if there is no exit that way. Can we just limit stumbling to NESW directions?