Subject: RE: Suggestion for auto naming system.
From: Otso Makinen (otso@hybrid.fi)
Date: Mon Aug 02 1999 - 15:23:13 EEST
> > > I just wanted to point out the problem, whether the > character believes the > > names he/she hears. For example if you have heard from some > other player > > that the weird guy in the shady corner of a tavern is named > 'Blarf', but > > when the character goes to talk with him, Blarf introduces > himself as > > 'Zolt'. > > There is no problem in this if we just ad in another new color, green > for example. So the colors would be BLUE for heard names from > the person > itself, GREEN for heard names from others for others, YELLOW > for own names > given to someone and RED for true names that must-be-corret. > > > The problem is that implementing an 'automatic' naming > system would be > > difficult, because player may think either of them as a > lier. One solution > > might be to let own names always override heard names. But > then there > > should be some easy way to 'pick' names from conversation > if you believe > > that your current knowledge is wrong. > > No overriding, the better way would be to let players see both names. > Example : > > a player has named a shady man in the corner "bob12" and now > he speaks out > "bob12(yellow color): murinaa murinaa mussun mussun" > then another character walks up to the player and says "that > man in the > corner is 'brian'.. now a GREEN color name would appear also. then the > shady man speaks again > "bob12(yellow color), brian(green color): murinaa mums mums" > after this the shady man introduces himself as 'Zavarian' and > speaks again > "bob12(yellow color), brian(green color), zavarian(blue > color): mums mums" > > even after this the player could get the 4th RED color true > name for that > shady man.. and the player could at any time delete the names > he wants. He > could delete his own yellow "bob12" name, and leave those 2 > in action.. or > he could chose to ignore the BLUE name and leave yellow and green in > action.. or maybe he wants to delete yellow and green name.. > and leave the > blue-zavarian in action.. > > get it? :) that kind of naming system would rock.. player > would have to > use his own consideration and his characters 'detect lies' skills to > decide which one is the true name of that shady man in the corner. > > And dont bitch about us running out of space in the chat-line : > bob12, briam, zavarian : "mums mums" > hardly takes up any more space than just 1 name. and > different colors make > it easy to understand, everyone even with 80 IQ should learn that in > couple of minutes or in 1 hour atleast. and the player could > at any time > delete the names he likes (yes even RED truenames or his own > Yellow names > if he wants to).. if someone WANTS desperately to call that shady man > "bob12" despite of all the other names heard for him, then the player > sould be allowed to do that. > > Names could be altered/changed from a somekind of name-list > or then just > by simply cliking at that shady man - the player could bring > up a list of > all names heard for him. and delete those he wants to. > > A system where a player could lie his own blue name 10 or > even 100 times > would be nice too :) like shouting in the marketplace "i am > bob!" "i am > jesse!" "i am avanir!" "i am brian!" "i am john! "i am an > asshole!" :).. > and after doing that other players would get a nice list of > BLUE names for > that same player.. or maybe they could ignore those other > names with some > skill or at will (when some setting is set ON).. and the > FIRST heard blue > name would be in chat message line.. in this case when that other > character shouted bob, jesse, avanir, brian, john... the name > would be : > bob (in blue): "mums mums" but the list (if set ON) could > contain those > other shouted names also. > > .. well.. suggest any changes to that, and think up more > problems :) but a > system like that is realistic, roleplayable and fun. Also WAY > WAY better > than those forced crap-fuckedup systems like in everquest (im not even > bringing muds into this).. this would rock, and give majik even more > unique look. > > ... > Then an another matter : > we should also have a flag/setting/variable for each person related to > each other person have they heard that person speak.. ie do > they know what > his voice sounds like. An example : > a shady man is in the corner again. The player names him > "bob12" then the > shady man leaves and walks 10 meters away, out of sight, to a busy > marketplace filled with people (the player who saw the shady man never > heard him speak anything, he was just there silent) after > this the shady > man shouts "JEE JEE!" at the market place. the chat message > SHOULD NOT IN > ANY FUCKING WAY be : "bob12 shouts at west : "JEE JEE!".. > since the player > NEVER did heard what his voice sounds like, he has NO way of > knowing who > it is shouting outside (since he cant see through the > walls).. only then > the player has heard what 'bob12' sounds like ONLY then the > chat message > should give away the name who is shouting.. This same system > should also > include the possibility to fake your own voice with herbs, spells, or > other means. and also if the player CAN see through walls > then we would > get that "bob12" in the shout message. > > Let's make majik realistic and roleplayable.. these little things all > combined give a good atmosphere and feeling to the game. > Implement those > and oh boy we are so much better than those crappy everquests > or ultima > onlines :).. > > sorry for my rude language :) but it seems you guys dont like > to comment > anything much, so maybe ill get your attention by making a > little noise :) > > -m > There's only one thing I can say on this topic: Argh. - Harum
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