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This topic has 29 replies, 14 voices, and was last updated 15 years, 8 months ago by Kirash.
Viewing 15 posts - 1 through 15 (of 30 total)
    • Anna Member
      September 29, 2010 at 12:57 pm #1170

      We changed the wakeup code to help newbies who are logging in for the first time. We didn’t intend for this change to affect the entire mud, but in doing that, we’ve come to recognize what a pointless piece of code it actually is. Why not just change the code to send an echo to other players in the room that the character is going to sleep and waking up, but not actually require the player to type sleep or wake unless they wish to?

      Then I got to thinking… Why do we make people type PILOT upon launching a ship? If you type LAUNCH (or Launch Confirm), then obviously you’re piloting the ship. If you wander south from the cockpit while you’re landing, how about instead of crashing the ship and leaving our newbies to die… we just assume that the autopilot kicked in?

      Talk amongst yourselves.

    • Locksharp Participant
      September 29, 2010 at 2:37 pm #11933

      I remember when the wake code was first changed. It helped stop people logging in in hotel rooms or coming back from LD.. wherever.. and listening to others’ conversations without them knowing you were there, but it was super-annoying. Sometime after that, if you were wearing armor when you woke up, you only started with base HP and had to heal up to use your armor. ( I’m glad that’s gone now. That was annoying. )

      But I think pilot’s something that should be left in. When you’re piloting the ship, you’re the only one who’s piloting. It makes sense that you’re the only one who’s able to trigger the launching and landing, etc motions. I was always curious as to why course, calculate, speed, and other piloting skills didn’t require you to be piloting the ship. But yeah, there’s my bit.

      And the leaving the cockpit thing… I don’t think there’d be any autopilot sophisticated enough to just tilt you toward the ground and land you at a certain small spot on a spaceport and not crash into buildings or something on the way down. But that’s just me. Besides, crashing is cool.

    • Anastasius Member
      September 29, 2010 at 2:39 pm #11934

      I agree with the sleep wake, its silly. We do need the echo

      Pilot on the other hand. I have used that to keep people from launching or landing. If I am holding the yoke they cant move the ship. As for landing lets keep crash landings. I love the fact at least 1 person is forced to sit in cockpit till it lands.

    • Troll Participant
      September 29, 2010 at 4:52 pm #11938

      I would quote Locksharp and Anastasius if it wasn’t pointless, as I agree with both of them.

    • Muse Member
      September 29, 2010 at 7:08 pm #11939

      Getting rid of the sleep thing: Good idea
      Getting rid of pilot: I actually like the pilot thing!

    • Kirash Participant
      September 29, 2010 at 8:57 pm #11943

      Posting another person agreeing with Locksharp and Flek.

    • Fishy Participant
      September 30, 2010 at 7:18 am #11945

      Sleep should stay gone, though add an echo of some sort, yes.

      Pilot should stay in BUT! Movement commands that don’t actually MOVE you (like typing ‘north’ in a room with no north exit) shouldn’t unpilot you, but going Linkdead or AFK should, as well as running out of Mv.

      Because too many times I’ve been stuck drifting through uncharted in a 1 room ship with an AFK-er at the controls and being SOL til they get back.

    • Anna Member
      September 30, 2010 at 7:59 am #11948

      Another one that drives me bananas, as I’d mentioned on OOC one evening, is approaching mobs to give them a package. I understand from the player base that approach is absolutely necessary. A necessary evil, as it was stated by players on OOC at the time; but do we really need that for quest mobs? It’s a pain in the ass and it’s a waste of time and typing.

    • Muse Member
      September 30, 2010 at 8:07 am #11949

      I think it is needed, it cuts down faster triggering on quests that are like.. go to X mob who gives you a package to go to B mob. Arkania comes to mind.. where a certain X mob is only, most of the time, a few rooms away from B mob. I just generally like it, and am used to it. Typing things becomes a habit after a while, it might get messy to decide when to approach and when not to in mob vs player situations.

    • Anastasius Member
      September 30, 2010 at 8:41 am #11952
      "Anna":1il43bv9 wrote:
      Another one that drives me bananas, as I’d mentioned on OOC one evening, is approaching mobs to give them a package. I understand from the player base that approach is absolutely necessary. A necessary evil, as it was stated by players on OOC at the time; but do we really need that for quest mobs? It’s a pain in the ass and it’s a waste of time and typing.[/quote:1il43bv9]

      Well how about this Anna and lotj friends. What if you could add a &quot;quest mob flag&quot; This flag could be added to do a number of things you wish for quest mobs. One could me insta approach or no need for approach at all. I know we have code for insta approach since lunge uses it. <!– s:D –><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!– s:D –>

    • rakun Participant
      September 30, 2010 at 12:07 pm #11954

      Or, perhaps make rooms like &quot;package&quot; rooms.

      You’d type &quot;package request combat&quot;, and you’d go to another planet, and type &quot;package deliver combat&quot;.

      It’d work with package room just fine, it would also make you move around a lot and NOT camp in the same room for hours. It could also assist with all the classes.

      Although, bounty hunting is just fine right now, that wouldn’t need to be added into the package list. Or maybe smuggling. Most of other classes… maybe they’d need it, although engineering… it’s better to level up engineering with it’s skills.

    • Avanga Member
      September 30, 2010 at 1:44 pm #11955

      Best not muddy the waters. Newbs are going to have to learn approach, they may as well learn on mobs before having to deal with players.

    • Inactive
      September 30, 2010 at 4:11 pm #11958

      Or make give work at range but only if you just make the recipient have to give consent (automatic for mobs)

    • Locksharp Participant
      September 30, 2010 at 4:37 pm #11959

      I don’t think taking out approach is a good idea at all. The near-to system is there and it’s cool and taking out approach– even for mobs– would essentially nullify it.

    • Anastasius Member
      October 1, 2010 at 12:27 am #11961

      That’s why I was saying have a fast approach for quest mobs. Approach joe, and bam your next to him. I did see anna say somthing about mobs not being able to interact with players, that can be over come with mpecho’s and mploads. Mob doesnt HAVE to give an item and HAVE to use a specific sociel requiring approach.

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