Re: A discussion about gameplay mechanics in my 'gauntlet se
My last post was just about removing votemap, not your suggestion; which I still like.
My last post was just about removing votemap, not your suggestion; which I still like.
You, my friend, are insane.TheOysterHippopotami said:Now here is an idea I can get behind!that's why it would be everyone best interest o REMOVE the votemap system. like how we discussed on the source version.
We're weren't talking about your system anymore - we descended into the aforementioned madness of removing the votemap system entirely.TheOysterHippopotami said:I'm not sure where you are getting an idea like this from. "save point" maps would be placed strategically so that you didn't have to walk through tons of maps. Only a tiny handful before you reached the next town.Yes, because sitting through up to 70 map transitions to get to one place would be just grand.
How so? The gauntlet system is the same as there being no vote system at all, for the affected maps.TheOysterHippopotami said:The problem is, this severely limits what can be done with the gameplay. With the vote system as it is now, there is absolutely no way to have exploration oriented gameplay across more than one map.
That's not how Lodagond and the rest of the gauntlet system works - it works by checking the transition data for the last map you were on, which is stored on your character. Quest data isn't reliable for this sort of thing.TheOysterHippopotami said:[quest data blah etc.]
Only two people in the entire history of this game have completed more than a series of two connected maps: Crow and Rickler, and each time it was about a half-decade apart. There's nothing limiting anyone on how they want to connect their map series. Most people *choose* to have their map to be voteable, because they want people to actually play it.TheOysterHippopotami said:The reason why every single map in this game (save a small handful) follow the terribly trite 'lodagond formula' is because the current mapvoting policy leaves no room for creativity.
+1Supercoke said:Score: 17 vs. Thothie
Get to work, Thothie.
I definetly went overboard with that statement. There isn't any way to remove the votemap without making any other modifications to the game (which is what a suggestion like this, or the caravan system would be implemented for)It doesn't matter how these maps might be arranged, there's nearly 70 of them. It'd be reasonable to set it up so you could only votemap for maps you've visited on foot, or for root towns (hell, we have a system for that!), or yeah, to teleport via caravan fee or wizard fee or what not - but no vote-travel system at all, is just plain insanity -
And since my map series consists of nothing but a series of complex cave mazes, this is why I want a system that requires exploration. But even then, it's not so much a 'series of maps' as it is one very large 'super-map' divided by loading points.As really, barring alzheimers, or, perhaps, complex mazes like mscaves, exploration is something you can only do once.
Problem is, the gauntlet system does not allow for players to backtrack. You cannot travel from Lodagond-4 to Loda-3. And that makes sense, for Lodagond because it is a linear quest. If a series of maps are organized in a non linear fashion but players aren't allowed to backtrack that will ruin the gameplay.How so? The gauntlet system is the same as there being no vote system at all, for the affected maps.
If you type "votemap goblintown" you get a message that says: "Goblintown is hidden within a maze. You must navigate the maze to find it's entrance."That's not how Lodagond and the rest of the gauntlet system works - it works by checking the transition data for the last map you were on, which is stored on your character. Quest data isn't reliable for this sort of thing.
I don't understand why people think this is strange. Have you ever heard of someone who simultaneously rented a hotel in California and New York? Theoretically people can do that, sure, but realistically nobody would ever do that barring the super rich.ignoring the strangeness of being unable to rent multiple inn rooms
Something like this would be a rather good way to implement said idea if it worked.it might be possible to script an untradable item (Note: This is somewhat hacky) that reads character quest data, then shows a menu that allows the player to start a map vote to certain areas.
This option is missing because they already can. The series connects to a map that players can are currently able to vote to. (Well, not really, since it connects to gatecity, but they can vote to mscave. If I let players vote to the first map in my particular series anyone who needed to go to gatecity could bypass mscave entirely and that has not been allowed since as long as I've played the game)The poll is missing the following option: Players should be able to vote to the first map of the gauntlet series, or the map(s) immediately before the gauntlet series.
This is problematic because town B towns is under siege by goblins and is, thusly, cut off from town A until the siege is lifted. Players are required to travel through multiple hostile maps in order to reach the city, which then must be defended Old Helena style. This is the 'linear quest' I mentioned in the first post and being able to vote there would kill that aspect of the gameplay too.I don't see why votemapping to your towns is such a bad thing, if you're only able to votemap to the towns and not to the connected maps I don't see how that hinders exploration.
No, it does. Crow just chose to set it up that way.TheOysterHippopotami said:Problem is, the gauntlet system does not allow for players to backtrack. You cannot travel from Lodagond-4 to Loda-3.
Well, yes, silly, as it would rather suck if I had to redo my lease every time I rented a place out of town.TheOysterHippopotami said:Have you ever heard of someone who simultaneously rented a hotel in California and New York?
This has given me an idea and when I organize my thoughts a bit better I'll ask you about it. I have to leave atm though so it will have to wait.(As an example, I think you can still transition from Lostcastle_MSC to Highlands_MSC, and wind up at the castle entrance rather than the forest entrance - granted, all the guards respawn too.)
You lease a hotel room?Well, yes, silly, as it would rather suck if I had to redo my lease every time I rented a place out of town.
This is pretty much exactly what I'm asking for saving one or two minor things. If the emboldened text can be accomplished everything should function as originally intended.In anycase, I canna make the system you want work reliably. I can make map triggers fire based on whether or not you have an item. I *may* even be able to rig it so you can only initiate a vote for a particular map if you have a particular item. I can also rig server-side flags as to the status of a map (ie. whether it is under siege or not). But that's about the limit of things.
Well, I was living in a hotel, once upon a time, and did exactly that, and it didn't forfeit my room, so yes. Granted, I'm renting an apartment now, but as the lease entails first+last and security deposit, it'd mean another $4500 every time I left the state - which is a bit rough when you just barely make six figures. So I'm just thankful there's no world-wide rental conspiracy.Oystergoingoverthedeepend said:You lease a hotel room?Well, yes, silly, as it would rather suck if I had to redo my lease every time I rented a place out of town.
TheOysterHippopotami said:This is pretty much exactly what I'm asking for saving one or two minor things. If the emboldened text can be accomplished everything should function as originally intended.Thothie said:In anycase, I canna make the system you want work reliably. I can make map triggers fire based on whether or not you have an item. I *may* even be able to rig it so you can only initiate a vote for a particular map if you have a particular item. I can also rig server-side flags as to the status of a map (ie. whether it is under siege or not). But that's about the limit of things.