Group Combat and Spam

Ideas we've discussed and decided not to implement.

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Leech
Posts: 349
Joined: Tue Dec 18, 2012 5:24 pm
Location: Behind you.

Sun Jul 21, 2013 5:10 pm

So I was thinking today, in the way I usually do (naked, in the shower), and I thoughts to meself: I want to see an actual battle on TI! But it'd be so damn spammy.

Now, by battle I mean multiple groups in combat in the same room, all showing up with the MAP command. One of the things holding us back from making this kind of thing an enjoyable experience is all the damn spam. Here's the solution:

When a person is in combat with another, allow them only to see THAT person's full emotes. If another group is fighting in the room, only the results of their strikes will show (I.E. Casimir strikes a glancing blow to Gwenith! or what shows up AFTER our emotes.) An example: say Dageriand and I are fighting, but Ariel is fighting a demon in the same room. I would only be able to see if Ariel hits or misses the demon, and how hard the blow was (the stuff that is in what, cyan? at the end of our combat emotes). However, I'd be able to see Dagerian's full combat emote as he eloquently described hacking Casimir's head off.

If two people are fighting the same person, they'd all be able to see each other's combat emotes. Basically, within your own group of combat, you can see the combat emotes. People outside of combat emotes would see things normally.

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Hopefully this would drastically reduce combat spam, and allow us to get into situations where we have multiple groups of combat all going on in the same room, which would be fucking awesome - and work in perfectly for things later down the road like navigating through the map away from your current target to attack another.

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In the situation that I am attacking somebody, and they are attacking another person, and that person is attacking another person who is attacking me, it'd all be considered one combat group and we'd all see each other's emotes. A little confusing, yeah.
Player of: Alexander ab Courtland

Onyxsoulle
Posts: 150
Joined: Fri Feb 22, 2013 11:46 pm

Mon Jul 22, 2013 9:55 am

At first I was thinking against this, because I saw people not in battle not having the ability to see the fight being an issue.

But then I had an idea for an adjustment, have it be a toggle players can use.

Combat On: You see every move being made.

Combat off: You see two(or more) people fighting.


But one downfall to all of this that I can see is how it might impact rp.
When you get down to it, combat is just another form of us showing our characters, letting people react to what is going on and whatnot.

So basically I posted this to remain neutral? *shrugs* I think some of it makes sense.

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Leech
Posts: 349
Joined: Tue Dec 18, 2012 5:24 pm
Location: Behind you.

Mon Jul 22, 2013 10:34 am

People not in battle would still see the fight normally. It's only people in battle that would be affected.
People outside of combat emotes would see things normally.
Player of: Alexander ab Courtland

SlyViolin
Posts: 45
Joined: Sat Nov 17, 2012 5:46 am

Mon Jul 22, 2013 6:27 pm

The downfall I see is communication between two groups fighting.

So Cas and Dag are fighting, and Ariel's in the same room fronting a demon:
Attack demon head grunts as he tries to lift himself to his feet, swinging the blade of his sword wildly at the head of the demon. "Idiots! Both of you! Stop fighting and help me for the love of Dav! You an have a night with my wife if you just pull your fucking heads in." (Hi Marisa)

Cas and Dag would only see:
Ariels deals a glancing blow to demon's head with the blade of his sword.

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Leech
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Mon Jul 22, 2013 9:34 pm

Could make it so people in combat could hear the 'say' command, and say (as far as I know) doesn't take a combat turn.
Player of: Alexander ab Courtland

SlyViolin
Posts: 45
Joined: Sat Nov 17, 2012 5:46 am

Mon Jul 22, 2013 10:32 pm

There's also non-verbal cues to be taken into consideration : tripping, stumbling, lazier strikes from tiring that might be caught out of the corner of the eye or actively watched for by an ally/enemy in another fight.

Ariel might be tiring, sword getting heavier in his hands and Casimir could take it as a sign as the demon fight is more serious. Or more likely, take advantage of Ariel's tiredness to rid himself of the Baron and cite the demon did it.

(I personally, love how some people use their non-verbals to communicate in everyday rp. I haven't seen much combat so I don't know how often it's used there.)

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Leech
Posts: 349
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Fri Dec 20, 2013 8:40 pm

Non-verbal cues, while useful, defeat the purpose - which is cutting down on spam when eight people are fighting in the same room. I assume that if somebody was weakening in a fight they would say 'I need some bloody help, mate!' or something along those lines.

Bumping this up, for relevance!
Player of: Alexander ab Courtland

wimple
Posts: 180
Joined: Sat Oct 15, 2011 6:53 am

Sat Dec 21, 2013 9:06 am

I'm going to respond to ALL of Leech's posts today. >.>

I hate spam, and combat scenes are hard when there's multiple battles going on, but I agree with the others, I'd want to see if people were tripping up or yelling for help or other things. Restricting it down is a little too unwieldy.

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Leech
Posts: 349
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Sat Dec 21, 2013 4:10 pm

Nobody has acknowledged the amendment where speech is still viewable! Says, yells, etc will still be heard by all in the room.
Player of: Alexander ab Courtland

wimple
Posts: 180
Joined: Sat Oct 15, 2011 6:53 am

Sat Dec 21, 2013 9:07 pm

That's double work then. I have to emote in my combat string, then WHILE STILL IN COMBAT WITH SOMEONE ELSE, use says to repeat what I've just said, if it's something relevant, so other people in the room can do it.

While I'm trying to carry on a fight.

Nevermind not being able to see if people are having a hard time or falling or if it's my advantage to help in a certain fight instead of the one I'm in.

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