What's PKing going to be like? Will it be similar to Achaea other than the couple of tidbits we've heard of? I know at least that there's gonna be server-side automated curing called 'wetware' and that there's a cover/positioning system for ranged/melee attacks (i.e. hiding behind stuff) but that's about it.
Also, for purposes of roleplay, how fresh is the memory of Earth for humans? Can we use modern Earth-related terms and ethnicities ,i.e. saying a character sounds English, or phrases like "French kiss"? Or will they have more fictional analogues?
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As for Earth, it disappeared 921 years before the game opens, so it's not particularly fresh to Humans. They also have absolutely no reference material or media of any kind from Earth, so what Humans know about Earth today is purely based on whatever the Humans the Free Fleet kidnapped told others, accurately or not. At this point, there'd be no such thing as sounding English or French, for instance - those Earth-based distinctions would have long-ago disappeared.
Jin
VOTE FOR STARMOURN
if there's no kittens in space
I'm going on a rampage
TectonToday at 2:17 PM
They're called w'hoorn, Groot
sets out a saucer of milk
"Yep. Legends told of the Burger King and his armies of Whopper Cows back on Earth.. His eternal struggle with the royals of R. McDonalds House tore countries asunder.."
Jin
VOTE FOR STARMOURN
if there's no kittens in space
I'm going on a rampage
TectonToday at 2:17 PM
They're called w'hoorn, Groot
sets out a saucer of milk
Anyway, the biggest thing I have about there not being equilibrium is that -- some classes in other IRE games could use abilities "off-balance" that would consume equilibrium but not require balance (dsl+battlecry comes to mind.) Is there going to be anything like that, or is it just being simplified to "one combat action per balance"?
Will we be able to refer to triggers/curing systems in-character as "wetwiring", i.e. selling custom wetwiring packages or something over market channels?
But again, I could just be plain wrong.
I'm unsure about bothering with accent/dialect stuff, but it'd help to get an idea of how to make my envisioned character distinct other than just being 'scrappy human outlaw'.
Afflictions mostly play a supporting role to, well, something else. I'm just going to be all mysterious at this point, as to my knowledge the important combat mechanics haven't really been revealed yet.
The unnecessary amount of spam comes to mind as well. Combat should have it's own channel that can be muted and or funneled into another window.
I will agree, though, that timings could be much slower. Text is a horrible place for twitch gameplay, even if it's possible for those of us with dedication/coding ability/the right blend of insanities.
I've never played solely for combat/PK but I dabbled in it. In Achaea there's a couple classes you can play without too much of a learning curve, and my offense was completely manual. At the very least, I'd expect that to be the case here too but we have Tecton and Sarapis on it, and from my experience they're both well-versed in balancing out the challenge of PK with having fun, and knowing the pitfalls of the other IRE games.
Here it is.
'For instance you may see “GA*GO*LE” and reasonably guess ‘gargoyle.’ We pull the password from a list of somewhere around 40,000 English words, so most players will never encounter the same password twice. Guessing the password incorrectly will cause immediate failure, causing expulsion from that grid and keeping you locked out of it for a period of time. Of course, we’re aware that people will cheat and use scripts to guess words with the least possible letters, but that will be strictly against the rules, and unlike some kinds of scripting, will be a bannable offense where we can catch it.'
Coding a system that helps collect that information, present it to you in a manner you can quickly and reflexively reference, and then streamline your input so that you can send commands faster and more accurately—this can make an already good player even better, and is a significant representation and effect of personal technical skill.
It's true that people without skill or coding capability can use other people's code—I started out using a friend's system that they coded for me. But until I learned to do it myself and created my own system that used my own input to send my own commands to the game, I would never be as effective as everyone else that did such a thing. It's like wearing a suit that isn't fitted for you: you're going to have a hard time walking around in it, and someone with a tailor-fitted suit they had designed themselves will be much more comfortable and more capable of getting around.
When you yourself code a combat system in IRE games, you are doing the work yourself. The only difference between you physically typing the commands out each time and you writing a script that types the commands out for you is that one of them just plain works better. Either way, you're the one that's inputting the commands, just in a faster and more efficient manner—and the player that is faster and more efficient will win every time.
In any case, you can code separate windows for inputs in clients like Mudlet, so that's no big hassle either.
Also, writing the complex combat system the first time was fun. Even the next couple of iterations was ok... but it gets old.
Ideally I'd like tools making it easier to capture a combat summary to a separate window. Also, condensing information into single lines where possible, especially if there are 'combo' classes.
A bit ugly and always a WIP, but since UI displays were mentioned. I didn't bother with all the edging and borders out of laziness.
As a note, I'm generally willing to help people with Mudlet coding questions as I can. From the admin side, pleeeease make sure gmcp for everything relevant is in to eliminate mass trigger hunting (still waiting on gmcp.Action for Imperian coughcough).