Author Topic: Developer Request: Quality of Life improvements to the game  (Read 33899 times)

Brytta Léofa

  • Posts: 934
Re: Developer Request: Quality of Life improvements to the game
« Reply #75 on: February 07, 2021, 04:58:42 PM »
wear all <container to get clothes/equipment from>
remove all <container to put it in>

(guys I don't even mudsex anymore; clothes are still cool)
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creeper386

  • Posts: 2750
Re: Developer Request: Quality of Life improvements to the game
« Reply #76 on: February 07, 2021, 05:05:33 PM »
I mentioned it in a previous post but I realized it was a secondary thing and was unclear.

When checking to see what you can make using the craft command, it'd be nice if the list that is displayed is the actually sdesc of the item to be made. Currently I don't even know how some of the descriptions pop up.

if I craft log, I might get "a smooth plank" but when I actually craft it I get "a plank of agafari"

This is confusing as sometimes it seems like I might have choose the wrong option and makes me really weary of using materials and getting something I didn't exactly expect. Which I already accept is going to happen sometimes as some sdescs make me think Cool I'll like that, then when I make the item and view the ldesc I'm like, oh this isn't what I wanted. But I don't know a good way around that one.
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LindseyBalboa

  • Posts: 367
Re: Developer Request: Quality of Life improvements to the game
« Reply #77 on: February 07, 2021, 07:43:06 PM »
wear all <container to get clothes/equipment from>
remove all <container to put it in>

(guys I don't even mudsex anymore; clothes are still cool)

Dress and undress would be amazing for utility... and enabling people to easily change outfits means more people are going to sink money into more outfits. Good for the game!
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Maso

  • Posts: 4127
Re: Developer Request: Quality of Life improvements to the game
« Reply #78 on: February 08, 2021, 02:19:27 AM »
If you go over the character limit with an emote...for it NOT to go through...and bounce it back at you so you can fix it. :<

Or increase limit. But probably just the former. Or just a little increase.

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The7DeadlyVenomz

  • Posts: 9465
Re: Developer Request: Quality of Life improvements to the game
« Reply #79 on: February 08, 2021, 05:32:36 AM »
If you go over the character limit with an emote...for it NOT to go through...and bounce it back at you so you can fix it. :<

Or increase limit. But probably just the former. Or just a little increase.

Ooo! Yeah, that'd be good.
Wynning since October 25, 2008.

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You accidentally snap newbie into useless pieces.


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mansa

  • Posts: 10342
Re: Developer Request: Quality of Life improvements to the game
« Reply #80 on: February 08, 2021, 08:58:46 AM »
For each crafting skill to have a separate crafting helpfile called:

"<CraftingSkill> examples"

And to contain 5 examples of novice crafting recipes, and 3 examples of apprentice crafting recipes.
New Players Guide: http://gdb.armageddon.org/index.php/topic,33512.0.html


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Delirium

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Re: Developer Request: Quality of Life improvements to the game
« Reply #81 on: February 08, 2021, 09:43:54 AM »
All stablehand NPCs to have the keyword 'stablehand' so that it's consistent and easier to make an alias.
"There are no happy endings, because nothing ends." - Schmendrick

mansa

  • Posts: 10342
Re: Developer Request: Quality of Life improvements to the game
« Reply #82 on: February 08, 2021, 11:02:44 AM »
The command:

stable

Should duplicate all the functions of the rent command.



In addition, if you type >stable mount, the game should respond with something that indicates to to specify which NPC you want to 'stable/rent' your mount with.
New Players Guide: http://gdb.armageddon.org/index.php/topic,33512.0.html


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Fernandezj

  • Posts: 208
Re: Developer Request: Quality of Life improvements to the game
« Reply #83 on: February 08, 2021, 07:00:12 PM »
In a similar vein of standardized keywords, I'd like to see all rawhides tagged with something like an "untanned" keyword, even if its not in the sdesc.
Some hides are very similar, or identical in tanned/untanned form, making it confusing to deal with.

That way "craft untanned" will always work where "craft hide" can sometimes be all over the place.

Delirium

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Re: Developer Request: Quality of Life improvements to the game
« Reply #84 on: February 08, 2021, 08:26:28 PM »
In a similar vein of standardized keywords, I'd like to see all rawhides tagged with something like an "untanned" keyword, even if its not in the sdesc.
Some hides are very similar, or identical in tanned/untanned form, making it confusing to deal with.

That way "craft untanned" will always work where "craft hide" can sometimes be all over the place.

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Brytta Léofa

  • Posts: 934
Re: Developer Request: Quality of Life improvements to the game
« Reply #85 on: February 08, 2021, 08:55:28 PM »
The command:

stable

Should duplicate all the functions of the rent command.

In addition, if you type >stable mount, the game should respond with something that indicates to to specify which NPC you want to 'stable/rent' your mount with.

Okay, but is there ANY place in the game with multiple stablehands in the same room? I'm guessing not.

Can we make "rent <mount> <npc>" and "offer ticket <npc>" default to <npc>=the only valid NPC in the room?
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The7DeadlyVenomz

  • Posts: 9465
Re: Developer Request: Quality of Life improvements to the game
« Reply #86 on: February 08, 2021, 09:15:56 PM »
In a similar vein of standardized keywords, I'd like to see all rawhides tagged with something like an "untanned" keyword, even if its not in the sdesc.
Some hides are very similar, or identical in tanned/untanned form, making it confusing to deal with.

That way "craft untanned" will always work where "craft hide" can sometimes be all over the place.
Yeah, I'm with this one.
Wynning since October 25, 2008.

>craft newbie into good player

You accidentally snap newbie into useless pieces.


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Nao

  • Posts: 2069
Re: Developer Request: Quality of Life improvements to the game
« Reply #87 on: February 09, 2021, 02:44:33 PM »
That phenomenon of picking up a bag, then getting

There is no more room for it here.
when you put it back is driving me crazy. It was fitting in the room before, why can't I put it back after picking it up?

It's a massive annoyance, especially when you don't even own the bag and have no intention of stealing it. Or when you clean up, get rid of some stuff, only to run into the problem again the next day, after someone else in your clan saw this as an opportunity to bring in more. Please, please fix this.
« Last Edit: February 09, 2021, 02:46:41 PM by Nao »
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Brytta Léofa

  • Posts: 934
Re: Developer Request: Quality of Life improvements to the game
« Reply #88 on: February 09, 2021, 02:55:54 PM »
That phenomenon of picking up a bag, then getting

There is no more room for it here.
when you put it back is driving me crazy. It was fitting in the room before, why can't I put it back after picking it up?

My proposed solution: instead of summing the weights of all objects, sum the weights of all objects on the floor and the capacities of all top-level containers (lockers, chests, shelves, bags, etc., but not containers inside containers). This number should never be smaller than the current calculation, and it ensures that those containers can be used to their full capacity.

For bonus points:
- handle flexible containers (anything with keyword "bag"?) as though their contents are on the floor.
- do a single pass through the room db and update each room's capacity to be no smaller than the new calculation, so you don't get the dreaded picked-it-up-but-can't-put-down behavior.
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Fernandezj

  • Posts: 208
Re: Developer Request: Quality of Life improvements to the game
« Reply #89 on: February 09, 2021, 03:47:51 PM »
Maybe like
Code: [Select]
assess room or
Code: [Select]
assess -v here would give information about a room's storage capacity in addition to other features:

Code: [Select]
> assess here
... The room has a pleasant smell of fresh oil, worked leather and the
faintest twinge of sawdust crosses one's nostrils as well.
... it is sparsely populated. //For crim code?
... it is very spacious. //For hide?
... can be opened and closed to the south. //For exits that are closeable.
... could probably hold around 21970 stones.
... it is about half full.
... there is a fire here.
« Last Edit: February 09, 2021, 03:49:48 PM by Fernandezj »

The7DeadlyVenomz

  • Posts: 9465
Re: Developer Request: Quality of Life improvements to the game
« Reply #90 on: February 09, 2021, 04:09:12 PM »
Oooo.

Yes.

Although 'assess room' had a different function now, a new arguement for assess to accomplish this would be baller.
Wynning since October 25, 2008.

>craft newbie into good player

You accidentally snap newbie into useless pieces.


Discord:The7DeadlyVenomz#3870

rinthrat

  • Posts: 273
Re: Developer Request: Quality of Life improvements to the game
« Reply #91 on: February 09, 2021, 05:12:50 PM »
That phenomenon of picking up a bag, then getting

There is no more room for it here.
when you put it back is driving me crazy. It was fitting in the room before, why can't I put it back after picking it up?

My proposed solution: instead of summing the weights of all objects, sum the weights of all objects on the floor and the capacities of all top-level containers (lockers, chests, shelves, bags, etc., but not containers inside containers). This number should never be smaller than the current calculation, and it ensures that those containers can be used to their full capacity.

For bonus points:
- handle flexible containers (anything with keyword "bag"?) as though their contents are on the floor.
- do a single pass through the room db and update each room's capacity to be no smaller than the new calculation, so you don't get the dreaded picked-it-up-but-can't-put-down behavior.

I don't care how you sum it up as long as it's consistent. If you can't put something back into the same place right after picking it up, the roomway this is calculated isn't consistent. The weight hasn't changed, if it fit before it should fit afterwards, but it doesn't.

Fernandezj

  • Posts: 208
Re: Developer Request: Quality of Life improvements to the game
« Reply #92 on: February 09, 2021, 08:47:33 PM »
That phenomenon of picking up a bag, then getting

There is no more room for it here.
when you put it back is driving me crazy. It was fitting in the room before, why can't I put it back after picking it up?

My proposed solution: instead of summing the weights of all objects, sum the weights of all objects on the floor and the capacities of all top-level containers (lockers, chests, shelves, bags, etc., but not containers inside containers). This number should never be smaller than the current calculation, and it ensures that those containers can be used to their full capacity.

For bonus points:
- handle flexible containers (anything with keyword "bag"?) as though their contents are on the floor.
- do a single pass through the room db and update each room's capacity to be no smaller than the new calculation, so you don't get the dreaded picked-it-up-but-can't-put-down behavior.

I don't care how you sum it up as long as it's consistent. If you can't put something back into the same place right after picking it up, the roomway this is calculated isn't consistent. The weight hasn't changed, if it fit before it should fit afterwards, but it doesn't.

You (the person) are a container. The room was likely nearing full or full. You entered, making the room OVER weight. You pick something up, it can't be placed back down. There's no clean way around that.

The7DeadlyVenomz

  • Posts: 9465
Re: Developer Request: Quality of Life improvements to the game
« Reply #93 on: February 09, 2021, 09:12:51 PM »
You know, Fernandezj, I never thought about that. Make the room simply not take into account PCs and NPCs and the issues should be solved.
Wynning since October 25, 2008.

>craft newbie into good player

You accidentally snap newbie into useless pieces.


Discord:The7DeadlyVenomz#3870

Maso

  • Posts: 4127
Re: Developer Request: Quality of Life improvements to the game
« Reply #94 on: February 10, 2021, 01:53:34 AM »
I thought the problem was that the bag will be put down lighter and emptier, the room accepts the bag at this weight. Things are then added to the bag, using the bags capacity as the check, not the rooms. Then the bag is picked up and can't be put down at it's increased weight.
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Nao

  • Posts: 2069
Re: Developer Request: Quality of Life improvements to the game
« Reply #95 on: February 10, 2021, 03:45:34 AM »
I thought the problem was that the bag will be put down lighter and emptier, the room accepts the bag at this weight. Things are then added to the bag, using the bags capacity as the check, not the rooms. Then the bag is picked up and can't be put down at it's increased weight.

This also happens with bags in containers. Take the bag out of the locker, change nothing, can't put it back because the room is over capacity. But you can't add anything to a container inside a container.

Even better: sometimes this can be solved by picking up something else from the ground, putting that on a table, then putting the original bag back to where it came from.
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betweenford

  • Posts: 191
Re: Developer Request: Quality of Life improvements to the game
« Reply #96 on: February 10, 2021, 08:37:58 AM »
Theres alot of things at play with containers but something I've seen which has led to alot of overcapacity save room fun.... Is that many containers after being saved and the server resets/comes-back-after-a-crash, don't add their potential carrying capacity to the room. Interacting with them causes them to start adding their capacity. So the moment you touch that trunk your clanmate thought it would be a good idea to stuff with Large Bags - you just reduced the rooms capacity by like 2000 stone. Also, sometimes bags do not reduce their "weight" even after they have lost everything inside of them for room calculations. So that empty bag adds like 90+45 or whatever because it doesn't think the weight changed.

Nao

  • Posts: 2069
Re: Developer Request: Quality of Life improvements to the game
« Reply #97 on: February 10, 2021, 07:36:16 PM »
Let us look at bodies (equipment and wounds on a body) while they're strapped to a mount.
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Someone says, out of character:
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gotdamnmiracle

  • Posts: 1057
Re: Developer Request: Quality of Life improvements to the game
« Reply #98 on: February 10, 2021, 10:04:22 PM »
All stablehand NPCs to have the keyword 'stablehand' so that it's consistent and easier to make an alias.

Could all jewels (garnet, amber, jade, diamond) get a singular keyword so you can specify
 -forage stone for jewels-? It's tedious right now having to throw away every chunk of rock.
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Shaydee

  • Posts: 348
Re: Developer Request: Quality of Life improvements to the game
« Reply #99 on: February 11, 2021, 12:23:36 AM »
All stablehand NPCs to have the keyword 'stablehand' so that it's consistent and easier to make an alias.

Could all jewels (garnet, amber, jade, diamond) get a singular keyword so you can specify
 -forage stone for jewels-? It's tedious right now having to throw away every chunk of rock.


+1 to this yes so much please. I always try forage stone for gems because I feel like it should work. Please do this one.
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