Author Topic: Developer Request: Quality of Life improvements to the game  (Read 43075 times)

Brytta Léofa

  • Posts: 995
Re: Developer Request: Quality of Life improvements to the game
« Reply #450 on: January 30, 2022, 09:34:27 PM »
"whisper me" should not break hide. (A chance of detection would be fine!) Don't punish muttering-to-self, which is more involving of others than "think" is.

"whisper person" should not break hide, but should show your sdesc to the person you're whispering to. Maybe a chance of being overheard at master listen.
<Maso> I thought you were like...a real sweet lady.

Fredd

  • Posts: 1987
Re: Developer Request: Quality of Life improvements to the game
« Reply #451 on: February 02, 2022, 02:48:13 AM »
I've said before I think, but make "on eyes "and "over eyes" different locations. So I don't have to remove my eye makeup to wear sunslits. Please.

"whisper me" should not break hide. (A chance of detection would be fine!) Don't punish muttering-to-self, which is more involving of others than "think" is.

"whisper person" should not break hide, but should show your sdesc to the person you're whispering to. Maybe a chance of being overheard at master listen.

Dittoing both of these.

Didn't we used to be able to do this? I swear I have distinct memories of talking to people while I was hidden, and they couldn't see me. But those are some pretty old memories.
I remember recruiting this Half elf girl. And IMMEDIATELY taking her out on a contract. Right as we go into this gith hole I tell her "Remember your training, and you'll be fine." and she goes "I have no training." Then she died

conte

  • Posts: 26
Re: Developer Request: Quality of Life improvements to the game
« Reply #452 on: February 03, 2022, 02:54:00 PM »
I think it would be helpful if when you fired an arrow at someone who had that flag set on them that prevents ranged attacks from having success, a message should state that you missed because there is no way you can hit the target.  Or possibly you should get the message before you waste the arrow.  I'm not  put out if I lose an arrow trying to hit the unhittable, but emptying a quiver on some mobile only to find out that it wasn't hittable makes me nonplussed.

In general, if something is failing because it's administratively barred, I would like that to be more obvious.

Brytta Léofa

  • Posts: 995
Re: Developer Request: Quality of Life improvements to the game
« Reply #453 on: February 03, 2022, 03:49:23 PM »
I think it would be helpful if when you fired an arrow at someone who had that flag set on them that prevents ranged attacks from having success, a message should state that you missed because there is no way you can hit the target. Or possibly you should get the message before you waste the arrow.

You don't think you could hit a skeezy lookout gith; they have too much cover.

Yeah, I didn't know there were un-shootable NPCs until someone finally OOCed me last year. Is there a really solid reason that feature exists today? (Right, it prevents guards from being slaughtered with arrows. But why is that good? Could we have a scripted or staff-triggered response instead?)
<Maso> I thought you were like...a real sweet lady.

MeTekillot

  • Posts: 10684
Re: Developer Request: Quality of Life improvements to the game
« Reply #454 on: February 03, 2022, 05:06:07 PM »
Having a script that obviously echoes your ranged attack raises an alarm that sends the sentries into cover could be an elegant solution... Or has the archers at the gate start shooting back.
Cons: Someone's gonna fill animal holes, likely day 1.

sucre

  • Posts: 164
Re: Developer Request: Quality of Life improvements to the game
« Reply #455 on: February 03, 2022, 10:36:53 PM »
I've said before I think, but make "on eyes "and "over eyes" different locations. So I don't have to remove my eye makeup to wear sunslits. Please.

"whisper me" should not break hide. (A chance of detection would be fine!) Don't punish muttering-to-self, which is more involving of others than "think" is.

"whisper person" should not break hide, but should show your sdesc to the person you're whispering to. Maybe a chance of being overheard at master listen.

Dittoing both of these.

Didn't we used to be able to do this? I swear I have distinct memories of talking to people while I was hidden, and they couldn't see me. But those are some pretty old memories.

Maybe to someone who has really bad scan? I know a few Kadian dwarves did this to me back in the day to tease me in the compound, but afaik, now it always breaks.
Peace is a lie, there is only passion.

Lotion

  • Posts: 764
Re: Developer Request: Quality of Life improvements to the game
« Reply #456 on: February 07, 2022, 01:53:35 PM »
when you have a mount hitched and you enter a room that is tagged as not allowing mounts to enter (such as up certain cliffs) please give an echo about how the mount cannot follow you because you are enter a room tagged as nomount. It is rather OOC but also a lot of the nomount rooms don't make much sense from an IC perspective so there is nearly zero risk of immersion breaking because it will already have been broken. The amount of times where my mount doesn't follow me into a climb room when I'm partway up a cliff and I need to mount my mount and try to take an up/down exit to know for certain that it's tagged as nomount and risk fucking failing
on hiatus

conte

  • Posts: 26
Re: Developer Request: Quality of Life improvements to the game
« Reply #457 on: February 09, 2022, 09:10:07 PM »
IMHO it would also be cool if there were expanded renter controls for an apartment.  Like if every lease could have an 'alpha' tennant, who could add or kick people off of the lease.  And if more than two people could rent the same room. 

We're supposed to be poor?  Existing controls are somewhat "all or nothing".

Fredd

  • Posts: 1987
Re: Developer Request: Quality of Life improvements to the game
« Reply #458 on: February 16, 2022, 02:37:49 PM »
Steal and Plant should work for open items in the room ie: An open chest, things laying on a table, a shelf.

This is one that I always found odd. I can steal from within your pack, but I can't steal from off a table?

I can plant an item in the middle of the room quietly, but I can't plant evidence on someone's desk?

It's not going to open up a whole world of RP, sure. But it will make some things possible, and expand other types of scenes I can think of.

The limiter of 'open' is there simply because I find it a little hard to believe you can open a chest and steal out of it without drawing any sort of attention.  But I once saw a half giant with max hide. So not everything needs to make sense :)
I remember recruiting this Half elf girl. And IMMEDIATELY taking her out on a contract. Right as we go into this gith hole I tell her "Remember your training, and you'll be fine." and she goes "I have no training." Then she died

Delirium

  • Helper
  • Posts: 12231
Re: Developer Request: Quality of Life improvements to the game
« Reply #459 on: February 16, 2022, 02:50:22 PM »
Unlatch, latch, and palm are the commands you're looking for.
"There are no happy endings, because nothing ends." - Schmendrick

Fredd

  • Posts: 1987
Re: Developer Request: Quality of Life improvements to the game
« Reply #460 on: February 16, 2022, 03:08:17 PM »
Unlatch, latch, and palm are the commands you're looking for.

Ah shit, i forgot palm was the command for tables. I knew about latch and unlatch. That's also how you open door without breaking hide.

Completely spaced on Palm though, TY!
I remember recruiting this Half elf girl. And IMMEDIATELY taking her out on a contract. Right as we go into this gith hole I tell her "Remember your training, and you'll be fine." and she goes "I have no training." Then she died

Rogerthat

  • Posts: 486
Re: Developer Request: Quality of Life improvements to the game
« Reply #461 on: February 17, 2022, 10:54:42 PM »
You know that noise thats made when you unlock a door, i think the listen skill should be able to pick that up if it does not already if your in the same room as the door or even depending on skill level. Whos with me?
Someone punches a dead mantis in it's dead face.

Jihelu

  • Posts: 3174
Re: Developer Request: Quality of Life improvements to the game
« Reply #462 on: February 17, 2022, 11:00:38 PM »
You know that noise thats made when you unlock a door, i think the listen skill should be able to pick that up if it does not already if your in the same room as the door or even depending on skill level. Whos with me?

Ooo, that'd be nice. Especially, to me at least, if it didn't tell you which door. Just you're listening and you just get a message in your mudclient going 'you hear a soft click'

Rogerthat

  • Posts: 486
Re: Developer Request: Quality of Life improvements to the game
« Reply #463 on: February 17, 2022, 11:35:04 PM »
Also if you search for something. And you notice something is buried I do believe you should be able to find it 10x easier.
Someone punches a dead mantis in it's dead face.

Lotion

  • Posts: 764
Re: Developer Request: Quality of Life improvements to the game
« Reply #464 on: February 18, 2022, 01:25:17 PM »
Steal and Plant should work for open items in the room ie: An open chest, things laying on a table, a shelf.
You can use the steal command targeting an item in the room to attempt to put it into your inventory without being noticed, and I swear it also works on containers.
on hiatus

Fredd

  • Posts: 1987
Re: Developer Request: Quality of Life improvements to the game
« Reply #465 on: February 18, 2022, 02:53:49 PM »
You know that noise thats made when you unlock a door, i think the listen skill should be able to pick that up if it does not already if your in the same room as the door or even depending on skill level. Whos with me?

Ooo, that'd be nice. Especially, to me at least, if it didn't tell you which door. Just you're listening and you just get a message in your mudclient going 'you hear a soft click'

Absolutely thats what im talking about right there.

I 100% support this.


Steal and Plant should work for open items in the room ie: An open chest, things laying on a table, a shelf.
You can use the steal command targeting an item in the room to attempt to put it into your inventory without being noticed, and I swear it also works on containers.

I know about room stealing. I was more thinking about on tables. The docs read a lot like how it used to be used, to move things around your own person silently (like palming out spice to plant on an elf) I had completely forgot that it's also used for containers in the room (like tables) The help file could use a touch more clarity I guess.
« Last Edit: February 18, 2022, 03:00:36 PM by Fredd »
I remember recruiting this Half elf girl. And IMMEDIATELY taking her out on a contract. Right as we go into this gith hole I tell her "Remember your training, and you'll be fine." and she goes "I have no training." Then she died

Brytta Léofa

  • Posts: 995
Re: Developer Request: Quality of Life improvements to the game
« Reply #466 on: February 18, 2022, 07:35:17 PM »
The breakdown between steal and sleight of hand is a bit surprising IMO. I think it should be as follows:

steal skill = touching another person:
- steal/plant <stuff> <person> (as currently)
- latch/unlatch <person>'s <container> (instead of using the sleight of hand skill)

sleight of hand skill = touching only objects or yourself (lol):
- palm/slip <object> <container>
- steal/plant <stuff> room, and the command should be "palm/slip <stuff> room" rather than "steal" or "plant"
- latch/unlatch <container/direction>
<Maso> I thought you were like...a real sweet lady.

Lotion

  • Posts: 764
Re: Developer Request: Quality of Life improvements to the game
« Reply #467 on: February 19, 2022, 02:56:56 PM »
please allow someone to turn off the default soul emotes. every time I've used yawn was by accident and one time I yawned by accident and thought it was a mindworm and roleplayed accordingly because I didn't realize that mistyping 'y
' when I mean 'u' would  cause me to do some random canned emote
on hiatus

Mercy

  • Posts: 134
Re: Developer Request: Quality of Life improvements to the game
« Reply #468 on: February 19, 2022, 05:04:22 PM »
The breakdown between steal and sleight of hand is a bit surprising IMO. I think it should be as follows:

steal skill = touching another person:
- steal/plant <stuff> <person> (as currently)
- latch/unlatch <person>'s <container> (instead of using the sleight of hand skill)

sleight of hand skill = touching only objects or yourself (lol):
- palm/slip <object> <container>
- steal/plant <stuff> room, and the command should be "palm/slip <stuff> room" rather than "steal" or "plant"
- latch/unlatch <container/direction>

There is some weird overlap between steal and sleight of hand.

You CAN palm items that are on the floor in a room, but you CAN'T (at least no way I have found) slip items onto the floor in a room. It strikes me that some of this overlap is due to the prior class system and how the stealth skills were spread.

I feel like there was another point of overlap I can no longer remember but my brain is a giant sieve.

Fredd

  • Posts: 1987
Re: Developer Request: Quality of Life improvements to the game
« Reply #469 on: February 20, 2022, 01:25:11 PM »
The breakdown between steal and sleight of hand is a bit surprising IMO. I think it should be as follows:

steal skill = touching another person:
- steal/plant <stuff> <person> (as currently)
- latch/unlatch <person>'s <container> (instead of using the sleight of hand skill)

sleight of hand skill = touching only objects or yourself (lol):
- palm/slip <object> <container>
- steal/plant <stuff> room, and the command should be "palm/slip <stuff> room" rather than "steal" or "plant"
- latch/unlatch <container/direction>

There is some weird overlap between steal and sleight of hand.

You CAN palm items that are on the floor in a room, but you CAN'T (at least no way I have found) slip items onto the floor in a room. It strikes me that some of this overlap is due to the prior class system and how the stealth skills were spread.

I feel like there was another point of overlap I can no longer remember but my brain is a giant sieve.

This is because you used to not be able to use sleight of hand for much more then getting something from your pack. Staff have since expanded upon the skill to make it more useful. So the help file could use a bit of clarity, and it's interactions probably cleaned up a touch too.
I remember recruiting this Half elf girl. And IMMEDIATELY taking her out on a contract. Right as we go into this gith hole I tell her "Remember your training, and you'll be fine." and she goes "I have no training." Then she died

SpyGuy

  • Posts: 1535
Re: Developer Request: Quality of Life improvements to the game
« Reply #470 on: February 22, 2022, 12:59:41 AM »
Assessing a bow could be much clearer about how weak/strong its pull is relative to your strength.  It would make bows easier to sell PC to PC as I’ve found those to be frustrating transactions.

LidlessEye

  • Posts: 283
    • imgur
Re: Developer Request: Quality of Life improvements to the game
« Reply #471 on: February 22, 2022, 05:36:01 AM »
It would be nice if a piece of gear that has more than one wear location automatically gets worn on another if the first is already occupied by something else. Right now it just says, 'you already wear something on that location'
'One fire drives out one fire,
One nail, one nail.
Rights by rights falter,
Strengths by strengths do fail.'
                
 -Tullus Aufidius, Coriolanus by William Shakespeare

FamousAmos

  • Posts: 528
Re: Developer Request: Quality of Life improvements to the game
« Reply #472 on: February 22, 2022, 02:16:46 PM »
Have the Great Merchant Houses sell bundles of their full sets.

Just a matter of breaking open the package and the buyer will have all 239247934 pieces that come with it.

Troicha

  • Posts: 610
Re: Developer Request: Quality of Life improvements to the game
« Reply #473 on: February 22, 2022, 02:44:59 PM »
Have the 'analyze' and the 'value' output show for items in shops so that we can see if we think we might be able to craft them, and how much they weigh, etc. while in the inventory of the shopkeep.

Justification: I generally assume when people are shopping they aren't simply looking at a list, but walking into the shop and seeing/picking up/evaluating the actual objects for sale. Shops aren't Amazon; they're more like


Brytta Léofa

  • Posts: 995
Re: Developer Request: Quality of Life improvements to the game
« Reply #474 on: February 22, 2022, 03:32:43 PM »
Assessing a bow could be much clearer about how weak/strong its pull is relative to your strength.  It would make bows easier to sell PC to PC as I’ve found those to be frustrating transactions.

You estimate its draw weight to be about 35 stones.
<Maso> I thought you were like...a real sweet lady.