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Post by spifomie on Nov 13, 2013 16:49:12 GMT
This thread is for the intended purpose of general discussion of the server as a whole; Debate possible changes, discuss faction balance, discussion upon rp etiquette, global event ideas, etc. Essentially, everything that affects the world as a whole.
To head off the conversation, I would like to bring to attention the /me command.
As many know, the /me command is global, and results in some odd instinctual knowledge for members of every faction (IMPASSIVE STARING). Personally, I would like to see the /me command changed to a localized statement. However there are advantages and disadvantages to the change:
Advantages: -No more clogging of the chat log through people RP'ing using /me -No more "meta-listening", as often one can determine what is happening via what people say through their /me -Localization makes the world feel more "fantasy", as it reduces the amount of global chat and keep things face-to-face.
Disadvantages: -Does not allow players to drive the plot quicker via using creative /me (for example, a player wishing to find people to discuss with says "/me is searching around the empty town for a elder". -Localization makes the world feel larger than it is. In times of few players, this could be a problem in finding other players. -Global /me allows the server to feel more "alive" for some of the less-populated races, and allows for a kind of "spectating" -Global /me allows for commentary on personal events that reach the ears of everyone, allowing for RP even when away from civilization (fun for explorers)
Though there is a easy by-fix by simply using a asterisk to denote physical descriptions in local chat, the /me command has the advantage of being easily and clearly denoted through its purple lettering. Its a work around, and not a true fix.
Overall I personally feel the advantages outweigh the disadvantages. Any other thoughts, agreements, disagreements, or other issues to bring to light?
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terb
Kobold
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Post by terb on Nov 13, 2013 18:09:35 GMT
I would have to agree on those points. I don't know how feasible it would be, but maybe have a /me for local, and a /wme for world emotes?
Another thing that I'd like to bring up is the possibility of changing the displayed, floating name to the nickname you assign yourself with the command. Is that a thing that can happen as well?
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Post by spifomie on Nov 13, 2013 18:23:25 GMT
I would have to agree on those points. I don't know how feasible it would be, but maybe have a /me for local, and a /wme for world emotes? Another thing that I'd like to bring up is the possibility of changing the displayed, floating name to the nickname you assign yourself with the command. Is that a thing that can happen as well? The best of both worlds. I like it. This brings up the possibility of setting the distance of the /me correspond with the current /w, /yell, /alarm to help with specific situations (/wme to represent a small finger movement, /yellme to represent the crack of a hammer upon a anvil, /alarmme to represent you standing gallantly atop a mountain overlooking the flatlands, /worldme for commentary away from civilization) Of course I don't know the first thing about minecraft servers, and have no idea if this would be too much work. I second the notion, if that's within feasible reach.
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Post by Gargan - Human ST on Nov 13, 2013 18:31:11 GMT
Another thing that I'd like to bring up is the possibility of changing the displayed, floating name to the nickname you assign yourself with the command. Is that a thing that can happen as well? We've looked for plugins that do this, but none have worked unfortunately, we'd love to implement it otherwise.
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Post by Gargan - Human ST on Nov 13, 2013 18:34:16 GMT
As far as different /me commands go, that functionality isn't written in to the current plugin we are using, but that seems like an interesting solution. If we can find one that does what you suggest, or if we find someone who could re-write our current one to enable different ranges of /me then I shall suggest it to our resident plugin-monkeys
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Post by spifomie on Nov 13, 2013 18:35:20 GMT
As far as different /me commands go, that functionality isn't written in to the current plugin we are using, but that seems like an interesting solution. If we can find one that does what you suggest, or if we find someone who could re-write our current one to enable different ranges of /me then I shall suggest it to our resident plugin-monkeys Awesome.
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Post by Arbiter Galerattle on Nov 13, 2013 18:39:11 GMT
Where does everyone weigh in on the remoteness of the Kobold starting area?
I've heard that some find it way too removed from other villages, which some people say is counter-intuitive since the Kobolds are a race meant to steal and cause mischief in the settlements of other races.
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Post by Gargan - Human ST on Nov 13, 2013 18:45:51 GMT
Where does everyone weigh in on the remoteness of the Kobold starting area? I've heard that some find it way too removed from other villages, which some people say is counter-intuitive since the Kobolds are a race meant to steal and cause mischief in the settlements of other races. If you imagine the three races settlements as points on a triangle, kobolds are roughly in the center, meaning they aren't too far removed from any one race, nor should they be more likely to prey on one race just because of location.
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Post by spifomie on Nov 13, 2013 18:50:13 GMT
Where does everyone weigh in on the remoteness of the Kobold starting area? I've heard that some find it way too removed from other villages, which some people say is counter-intuitive since the Kobolds are a race meant to steal and cause mischief in the settlements of other races. Take heed of my words as one that has not actually played a Kobold. I enjoy the concept of the Kobolds being very detached from the villages. It ensures that their homeland is not under siege by the angry members of other races, while promoting the idea of Kobolds making their dens across the world away from home. This allows for the local police forces to go on "Bold hunts" to seek out their dens and reclaim their lost goods. Violently or Non-Violently. It also ensures that Kobolds are more likely to use non-violent methods of mischief to ensure their own survival and ensuring there's not a continual "Kobold Spam" of new kobold characters after deaths overrunning the settlements, due to the long distance they must walk after character death. However, do Kobolds have any maps in their starting area on where to go to reach the other races? If they do not, I believe that is a significant issue. They should have easy access to maps showing the direction of the races settlements, so they aren't wandering aimlessly in the wilderness seeking the settlements.
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Post by Arbiter Galerattle on Nov 13, 2013 18:59:26 GMT
If you imagine the three races settlements as points on a triangle, kobolds are roughly in the center, meaning they aren't too far removed from any one race, nor should they be more likely to prey on one race just because of location. I thought as much. Just wanted to bring it up since some people were expressing concerns over Kobolds having too much trouble finding villages to raid.
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Post by Gargan - Human ST on Nov 13, 2013 19:05:30 GMT
We are currently testing how long it takes to get to each area once someone knows the directions very well, to see if it is a result of sheer distance or merely unfamiliar terrain
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terb
Kobold
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Post by terb on Nov 14, 2013 3:51:54 GMT
I wonder if a list of plugins on the server would ruin some of the secrets or no?
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Post by Gargan - Human ST on Nov 14, 2013 4:49:34 GMT
I wonder if a list of plugins on the server would ruin some of the secrets or no? I shall compile a list of anything notable and make it it's own thread soon
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Post by Admin on Nov 14, 2013 6:32:46 GMT
I went ahead and created a sub board specifically for server discussion and moved this thread too it.
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Post by whiteagle on Nov 14, 2013 7:33:33 GMT
Where does everyone weigh in on the remoteness of the Kobold starting area? I've heard that some find it way too removed from other villages, which some people say is counter-intuitive since the Kobolds are a race meant to steal and cause mischief in the settlements of other races. If you imagine the three races settlements as points on a triangle, kobolds are roughly in the center, meaning they aren't too far removed from any one race, nor should they be more likely to prey on one race just because of location. In theory this makes sense, but in practice it's fairly unfeasible... The Kobold ST had his trips to the Human and Elf cities timed, and it was a half hour and ten minutes respectively. It takes several DAY CYCLES to get to Southbridge when you KNOW where you are going and even that can be a complete bust if you get lost, which is VERY likely considering the vast amount of terrain you have to cover. Further more, the difference in travel time suggest the settlements are NOT equidistant, or at least the most direct routes aren't equal in travel difficulty. Take heed of my words as one that has not actually played a Kobold. I enjoy the concept of the Kobolds being very detached from the villages. It ensures that their homeland is not under siege by the angry members of other races, while promoting the idea of Kobolds making their dens across the world away from home. This allows for the local police forces to go on "Bold hunts" to seek out their dens and reclaim their lost goods. Violently or Non-Violently. It also ensures that Kobolds are more likely to use non-violent methods of mischief to ensure their own survival and ensuring there's not a continual "Kobold Spam" of new kobold characters after deaths overrunning the settlements, due to the long distance they must walk after character death. However, do Kobolds have any maps in their starting area on where to go to reach the other races? If they do not, I believe that is a significant issue. They should have easy access to maps showing the direction of the races settlements, so they aren't wandering aimlessly in the wilderness seeking the settlements. My entire line of characters has been trying to do just that, but so far we've got one decent sized map of the Swamp on the wall, one close-up of the Elf Village placed about where I figure it is, and a sign that states the humans are to the direct South. Problem is, this map is REALLY big, a fully zoomed out map will MAYBE cover the desert between the Human Mountains and the Kobold Swamps. And this is NOT easy, the only reason the current Kain can do it is because his family has made of point of recovering maps and compasses from fallen Kains, only Humans can actually make Compasses. Now for my biggest beef; Kobold farming. What makes this EXTREMELY annoying is the Mods laissez-faire nature on enforcing the issue; a Kobold can make a hoe, swing it at the ground to till, stick seeds in the ground, and create a stable supply of Veggies to feed to Livestock… The only supposed prevention for this is some kind of failed plug-in that somehow prevents us from PLANTING the seeds and that we are suppose to “Respect the Fluff…” …I’m sorry, but the Kobold Fluff SUCKS!!! It’s some guy studying the Kobold’s Journal, who eventually gets EATEN, and the only things it really spells out is what level of tools we use… And so, there is nothing other than the Mods word to stop Kobold farming, and the only thing they do is replace any dirt and plants in the Kobold Warren with sand and a tumbleweed… Further more, I’m getting rather ticked off that the Kobold ST keeps making things difficult for me… A Storyteller the other day contacted me about an Animal Pen I was working with, telling me they were unsure about Kobold using fencing to keep animals in. I informed them that I had not constructed said Pen, as I originally went feudal style and kept cows in the Warren proper, but that I would reconstruct the Pen to be more Koboldy. This was a LOT of work, mostly due to the number of animals I had placed in the pen, but I can at least understand said concern and, after the suggestion of another Kobold Player to make it a Pit, I created a Pen that actually works much better than a traditional one. That kind of thing I can tolerate, someone TOLD me something was wrong, and I fixed it… Then we have a simple little boat dock I built so we’d have a place to launch boats from, as they are the quickest means of getting around safely… It was little more than wood plank slabs extending in a “Y” shape, my thinking being that they made a FLOATING dock… Kobold ST decided to SINK it for some reason, so I had to rebuild it, using ALMOST ALL of our remaining fencepost to build support rods… I tried to ask him what happened, but he just pranced around the question trying to passive-aggressively imply that “Kobolds don’t make Docks…”
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