So.. what do you actually -look- for in a system?

by Unknown

Back to Mechanic's Corner.

Janalon2010-02-10 00:48:27
QUOTE (demonnic @ Feb 9 2010, 03:46 PM) <{POST_SNAPBACK}>
I think autoconfigure could be an option, though it would add some compexity to the upkeep of the system. And it can be done in such a way as to not break manual configuration if you prefer to go that route.

It seems like opinions vary quite a bit as to what a system should or should not have. The main thing I'm getting out of this is configurability is important. Also, it seems some folks like a lot of colour. I cut my screen into sections currently (top is tabbed, scrollable chat window, right side is calendar, map, afflictions list, etc.. Bottom is my status bar.) because I like having a lot of information available to me visually. I like the color-coding of affs based on the cure for them, I'll be taking that idea I think.


If I release a system into the wild, it'll be for mudlet, as that's the client I use.
If I release a system into the wild, it'll almost certainly be on a similar fee schedule to Treant. I like the idea of there being a decent free one for mudlet (no offense, Jules =) ) but that you can get extra support for if you buy the contract. Also, addons are a good thing, imo.

I'd expect to see Cern dying a lot in the upcoming week or so.


YAY MUDLET! I hope to be the first customer to your system.
Lehki2010-02-10 01:48:52
QUOTE (Atellus @ Feb 9 2010, 02:56 PM) <{POST_SNAPBACK}>
Catarin would check the AB listing directly. It is not that hard and no guessing is needed. It is only done once per character but you can run a quick command to have it reconfig at any time.

I just like taking the scenic route. ):
Sylphas2010-02-10 17:39:51
QUOTE (Janalon @ Feb 9 2010, 07:48 PM) <{POST_SNAPBACK}>
YAY MUDLET! I hope to be the first customer to your system.


Race you! I'd love to port over to Mudlet. I currently get to choose one I like working in or one I have a system for. I keep fooling around with starting my own, but I don't have the willpower or time to follow through, so I'll stick to offensive and utility systems to keep me busy and hope for a good Mudlet client. In the meantime, I'll keep learning it and keep working at MUSH too.
Unknown2010-02-11 21:11:55
Ok, I noticed the ability to change priorities easily was mentioned. Would multiple priority lists that can be swapped out for one another be good, or just a list which can be easily modified? More details pls.

GUI elements will are definitely things I like to have available, but there'll be configuration options to turn them on/off.

Pls keep ideas coming in, I'll have basic curing done tonight. Prolly not combat ready, but straight queue tracking and shuffling in and out afflictions based on priority.
Damadreas2010-02-11 21:22:48
I'm used to AG and in it there is a nice load function, so that you can set up aliases/macros to send to script that will send the command on your next balance, and a instant kill load function that will pause the system during instakill for those aliases. Am I making sense?

Basically having functions so that one can easily use the script/system to manage/create their offense.
Unknown2010-02-11 21:37:15
Yeah, Treant has that, too, minus a bit of the offensive stuff. I never got why AG calls it a "Load-It" function, though...

Oh, and Treant has dynamic priorities, too, though 98% of the users either don't realize it or care to use it.
Unknown2010-02-11 22:31:04
QUOTE (Damadreas @ Feb 11 2010, 04:22 PM) <{POST_SNAPBACK}>
I'm used to AG and in it there is a nice load function, so that you can set up aliases/macros to send to script that will send the command on your next balance, and a instant kill load function that will pause the system during instakill for those aliases. Am I making sense?

Basically having functions so that one can easily use the script/system to manage/create their offense.


Yes, balance/eq chasing will be available. I'm already using it in my harvesting/influencing scripts.
Snaithy2010-02-12 13:57:13
Yeah, I'm very happy with AG right now, has just about everything I need. The GUI in it is pretty basic, but it's handy having a health/mana/ego bar in Mush, plus it had a GUI map before nexus got one too which is more than handy.

Desitrus had a nice little "dummy" in Cmud, which showed you wound statusses on Assess by colour. So when the dummy's head hit read, it would be on heavy/critical. Something like that would be cool.

QUOTE (Shaddus Mes'ard @ Feb 9 2010, 03:55 PM) <{POST_SNAPBACK}>
Plenty of colournotes.
Updates when I need them, or easy to understand the code so I can update it myself.
Settings for each of my alts, so I don't have to change variables for FocusMind/Tumble/artifact pipes or not.

What I think would be awesome is if a system could set itself on what to use if I use SKILLS. For instance, if I use SKILLS and it sees that I am at least Fabled in Discipline, it knows I can use Focus Mind. If I'm not, it won't try. If it notices I'm an Acrobat with at least Adept Acrobatics, it will springup instead of stand, and when I actually go prone, not when I regain balance. A system that can tell the difference in "prone" between paralyzed, entangled and actually prone. Something that can tell between illusions or not, and if it falls for a certain illusion before, it won't fall for it again.


Dude, thought you were on AG? The defense plugin lets you run through all your skills once at the touch of a button and it sets all your defenses for you. Failing that a nice little clickable list can popup and you can turn on/off whichever you like
Anisu2010-02-12 15:05:59
QUOTE (Snaithy @ Feb 12 2010, 02:57 PM) <{POST_SNAPBACK}>
Yeah, I'm very happy with AG right now, has just about everything I need. The GUI in it is pretty basic, but it's handy having a health/mana/ego bar in Mush, plus it had a GUI map before nexus got one too which is more than handy.


Are you sure that GUI is part of AG, I can only see the target/pipe/sipper/parry/stance/targetq bar.

And I want the commwindow Ethelon has in his screenshot sad.gif
Unknown2010-02-12 15:13:08
The AG GUI is a separate purchase.
Anisu2010-02-12 16:35:01
QUOTE (Zarquan @ Feb 12 2010, 04:13 PM) <{POST_SNAPBACK}>
The AG GUI is a separate purchase.

He should put it on his site as plugin then!
Unknown2010-02-12 22:09:19
/derail


In summary: usable gui, lots of options, easily configurable. easy to understand the code. Effective curing, obviously. Fast, I'm assuming. I'll post some screenshots of the gui I'm using in my dev environment at the moment. Quite open to suggestions as to what people want.
Atellus2010-02-12 22:24:26
In the mudlet interview you guys talked about how with ATCP you could display all the info from the prompt in a graphical manner. When I first started to play achaea it was one of the things I tried to do. I never got the #gag working reliably though so I gave it up and just got used to the prompt spam.

If a system had a 100% reliable way to display all of the information from the prompt and then remove the prompt spam from the main screen I think it could look really slick.
Unknown2010-02-12 22:29:52
QUOTE (Atellus @ Feb 12 2010, 05:24 PM) <{POST_SNAPBACK}>
In the mudlet interview you guys talked about how with ATCP you could display all the info from the prompt in a graphical manner. When I first started to play achaea it was one of the things I tried to do. I never got the #gag working reliably though so I gave it up and just got used to the prompt spam.

If a system had a 100% reliable way to display all of the information from the prompt and then remove the prompt spam from the main screen I think it could look really slick.


I'm currently removing all of the prompt spam from the display, though I've replaced it with health/mana/ego/power differences (gained or lost) to break up the wall of text. You'll see after I get home. though with ATCP obviously it'll be a bit easier. I plan to have ATCP functions in place as soon as 1.0.6 is officially released. Already writing/testing them in the dev version of 1.0.6
Unknown2010-02-13 03:31:19
working on my functions. I'm designing the system to use as many 'balances' as it can fill given your current affliction set, thus curing as much as possible. My question is this:

should focus be counted as an option for this? Or used more as a last resort for an affliction which is flagged as 'crucial' by the user (part of the configuration options) if no other balance is open which can cure said affliction?

Unknown2010-02-13 04:21:57
Ok, here's what I'm currently using, gui-wise. Please pick it apart, tell me what you like/don't like, etc. I'm probably going to shrink the chat window up top to make more room for information display along the right column. Anyways, should give some idea what I've been working on gui-wise. Curing functions keep getting rewritten to improve efficiency/etc... but I'm hoping to have something alpha-worthy tonight.


Unknown2010-02-13 14:12:25
I'll be supporting Demonnic's system and help with the core healing system a little bit as well as add some custom functionality to Mudlet if this should be necessary. As I don't know anything about Lusternia, I'd like to get as much information as poosible on how to detect illusions. Share your combat knowledge and tricks to make Demonnic's system better.

How do the other systems handle offense? How do you analyse your ennemy's tactics and weaknesses? Do you keep a combat database of some sort in order to not lose to the same tactics twice? What are the weaknesses of the other major combat systems?
Shamarah2010-02-13 17:06:20
There is absolutely no way you can code a decent system for Lusternia without playing it. Sorry. You could conceivably code one for, say, Imperian while having only played Aetolia, but although Lusternia uses some of the same core systems, it is fundamentally different from all of the other IRE games. Leave it to the people who know how this game works.
Unknown2010-02-13 17:09:11
QUOTE (Shamarah @ Feb 13 2010, 12:06 PM) <{POST_SNAPBACK}>
There is absolutely no way you can code a decent system for Lusternia without playing it. Sorry. You could conceivably code one for, say, Imperian while having only played Aetolia, but although Lusternia uses some of the same core systems, it is fundamentally different from all of the other IRE games. Leave it to the people who know how this game works.


None of that means that the questions he asked aren't valid, however. Nor that the answers would not provide useful input for either of us.

Sekreh2010-02-14 02:49:57
QUOTE (demonnic @ Feb 12 2010, 11:21 PM) <{POST_SNAPBACK}>
Ok, here's what I'm currently using, gui-wise. Please pick it apart, tell me what you like/don't like, etc. I'm probably going to shrink the chat window up top to make more room for information display along the right column. Anyways, should give some idea what I've been working on gui-wise. Curing functions keep getting rewritten to improve efficiency/etc... but I'm hoping to have something alpha-worthy tonight.


I like the GUI in general but there are a couple things I would add. It looks like you have space under the calendar on the right--- how about a deepwounds diagram or the queued list of current afflictions that somebody mentioned before? Also useful (for warriors in particular) would be current stance/parry and target deepwounds. I've always loved the idea of having a gui element that tells me what the system is doing at that time, a sort of system console that would run on one side with messages like "Curing stupidity" and "Choke mode enabled" to help reduce spam in my main window.