Watch <thing> <direction>

Started by Synthesis, June 21, 2009, 11:42:39 PM

Leaving line-of-sight codedly doesn't mean leaving line-of-sight in actuality.  Your character can still be looking in the appropriate direction.  A combination of leaving line-of-sight codedly combined with a timer would allow for people to continue to chase other people using watch while breaking this one unrealistic bit?
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Quote from: AmandaGreathouse on January 05, 2010, 01:28:16 PM
No, I mean, I'm totally cool with watch shutting off when someone leaves your line of sight. Just not while your in the middle of the tavern, bsing them and trying to check for tics so you see whether or not their buying your line of bs.

If somebody leaves, absolutely, shut it off.

If you're sitting right across from them, staring them down (subtly, of course!), it makes no sense to turn off just for the sake of a timer.

Agreed - a timer would make no sense, if the target and you are still in the same room, or in nearby rooms in visual range.
However, it would be realistic to atleast switch off Watch if the target logs out of the game.....If I'm not mistaken, it doesn't even get reset if the target logs out atm - but not currently in-game to verify this at the moment. I know you definitely do not get an echo, if you're watching someone and they log out......so I'm assuming you just codedly continue to keep watching them.

Quote from: spawnloser on January 05, 2010, 01:30:01 PM
Leaving line-of-sight codedly doesn't mean leaving line-of-sight in actuality.  Your character can still be looking in the appropriate direction.  A combination of leaving line-of-sight codedly combined with a timer would allow for people to continue to chase other people using watch while breaking this one unrealistic bit?

I'm not sure I get what you're saying Spawnloser, can you elaborate please?
The figure in a dark hooded cloak says in rinthi-accented Sirihish, 'Winrothol Tor Fale?'

Just because someone has gone 1w1s doesn't mean that, realistically, they have left someone else's line-of-sight... but they have CODEDLY left line-of-sight.  Having a timer function begin when coded line-of-sight is ended means that it allows the person watching to get coded line of sight instead of allowing the twinks to go 1s1e and break someone else's watch.
Quote from: MalifaxisWe need to listen to spawnloser.
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Quote from: SpoonA magicker is kind of like a mousetrap, the fear is the cheese. But this cheese has an AK47.

Quote from: spawnloser on January 05, 2010, 01:30:01 PM
Leaving line-of-sight codedly doesn't mean leaving line-of-sight in actuality.  Your character can still be looking in the appropriate direction. 

Wrong
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Quote from: spawnloser on January 05, 2010, 01:41:21 PM
Just because someone has gone 1w1s doesn't mean that, realistically, they have left someone else's line-of-sight... but they have CODEDLY left line-of-sight.  Having a timer function begin when coded line-of-sight is ended means that it allows the person watching to get coded line of sight instead of allowing the twinks to go 1s1e and break someone else's watch.

Again - a very valid point, I'd have to agree with you on this too Spawnloser.

Guess a combination of line of sight and timer would be most suited.

Now we'd just need to factor in if the target PC moves out of line of sight AND switches garbs/puts on concealing facial items etc. How would that figure in?

I could very well go around an alley, switch into a different cloak or wear a mask - would it be realistic for someone codedly watching me - to automatically identify me then?
The figure in a dark hooded cloak says in rinthi-accented Sirihish, 'Winrothol Tor Fale?'

Quote from: Krath on January 05, 2010, 01:47:37 PM
Quote from: spawnloser on January 05, 2010, 01:30:01 PM
Leaving line-of-sight codedly doesn't mean leaving line-of-sight in actuality.  Your character can still be looking in the appropriate direction.

Wrong

No, spawnloser is right. In an outdoors setting with a lot of [NESW] rooms without cliffs, trees, etc., if you are one room east, one room south of me, I can probably still see you. However, there are situations where a person could duck into a cave/alley/whatever. Just have watch turn off if the watcher must move more than three rooms to get to the watched person. By then, they are definitely out of sight.

Quote from: Cutthroat on January 05, 2010, 03:23:57 PM
Just have watch turn off if the watcher must move more than three rooms to get to the watched person. By then, they are definitely out of sight.


My line of thought exactly. Anything closer, and I think it's perfectly valid that watch wouldn't break.

As to changing your clothing, you still have the same build and etc. If you're within line of sight, unless you were hidden, I don't see how they wouldn't be able to see you doing it. If you were out of line of sight, they wouldn't be watching when you returned anyhow.
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Well, someone's gonna have to figure this one out, regarding line of sight.

Coz, if you're in a room which has visual sight in all directions, and your target goes N and then E - they'd still be within your north-eastern line of sight - since its an open environment.

However, if you're in a room which has alleys or streets in all directions, and your target goes N and then E - they wouldn't be within your north-eastern line of sight - since they'd be around a corner.


Currently there's no coded way for differentiating between these 2 situations - and it'd be a herculean task to manually code each room in each zone - to label them appropriately for a hard-coded delineation in the non-Cardinal directions.
The figure in a dark hooded cloak says in rinthi-accented Sirihish, 'Winrothol Tor Fale?'

Quote from: Incognito on January 06, 2010, 06:47:41 AM
Currently there's no coded way for differentiating between these 2 situations - and it'd be a herculean task to manually code each room in each zone - to label them appropriately for a hard-coded delineation in the non-Cardinal directions.
This really is the biggest problem with trying to 'fix' watch when people are in different rooms, but I don't think just walking around a corner is enough either.

My thought on this was that simply ducking around a corner shouldn't be enough, too, to break watch.  Say my character was two rooms behind another character, so when that other character goes north around a corner, should my watch be automagickally broken?  I dash up to said corner and look around it, why shouldn't I be able to continue watching that person?
Quote from: MalifaxisWe need to listen to spawnloser.
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Quote from: SpoonA magicker is kind of like a mousetrap, the fear is the cheese. But this cheese has an AK47.

I'm fine with the way it currently works. Maybe not perfect, but the problems are not a big enough deal to matter to me.
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Stealthy characters that use stealthy skills and succeed at said stealth should not have much problem with the watch code.

As far as going around corners and whatnot, I've always viewed watch in those situations to be "Actively looking for said person"-- you notice them when they pass by later or whatever.

Quote from: X-D on January 06, 2010, 04:23:59 PM
I'm fine with the way it currently works. Maybe not perfect, but the problems are not a big enough deal to matter to me.

I know - EVERYONE is "fine" with the way it currently works - i.e. an omni-directional infallible radar-detection skill ;)
The figure in a dark hooded cloak says in rinthi-accented Sirihish, 'Winrothol Tor Fale?'

Quote from: Incognito on January 07, 2010, 04:30:59 AM
I know - EVERYONE is "fine" with the way it currently works - i.e. an omni-directional infallible radar-detection skill ;)
You forgot that it has only a super short range to target, but ridiculous range after.   ::)
Quote from: MalifaxisWe need to listen to spawnloser.
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Quote from: SpoonA magicker is kind of like a mousetrap, the fear is the cheese. But this cheese has an AK47.