Dont be so hasty

by Malarious

Back to Common Grounds.

Ileein2012-01-05 01:40:56
I'm good with death ray, personally.
Enyalida2012-01-05 01:49:13
But seriously, poke me and I'll cool things down a little if I can. I'll just drop by air and grab a bit o essence, fufufu.
Alik2012-01-05 05:03:05
If you don't want negative effects from the weather, just wear a snuggy. They're also nice for cult meetings (celest and nekotai?).
Eritheyl2012-01-05 05:35:04
Institute snuggies come with charming embroidered stoles stitched right to the neck and shoulders.
Unknown2012-01-05 06:02:38
eritheyl:

Institute snuggies come with charming embroidered stoles stitched right to the neck and shoulders.

I still say stoles are for old women!
Ileein2012-01-05 08:02:07
Stoles are for dignified academic personnel. :angry2:
Unknown2012-01-05 08:08:05
Ileein:

Stoles are for dignified academic personnel. :angry2:


And semi-dignified academic otters
Sakr2012-01-05 09:10:34
don't satchels still work towards the overall clothing factor? Can't warriors wear 5, 6 satchels?
Unknown2012-01-05 15:59:43
I had an account here quite a long time ago - long enough that I've forgotten the login name! After browsing this thread, I had to create another just to post here.

Any, and I mean ANY, restrictions on movement in an IRE game is a horrible addition. This is one of the major reasons that I stopped playing Midkemia. There, the restrictions are centered around a very heavy loss of endurance while moving in various environments, including general highway travel. They use mounts to combat this, however mounts are easily stolen/killed and the cost can be substantial.

While realism is generally a good thing, annoying hinderances often end in player frustration. Obviously, this also causes a negative impact on new players as well. I know that if I make a character on a mud that restricts movement, I'll more than likely not bother with it and go elsewhere. Movement is a basic feature of any mud. Restricting such a basic thing in this way is not the best idea in the world, no offense.

Frankly, no text game can afford to lose quality players. Do you honestly want to put off old and potential new players for "weather affects?" It just doesn't seem worth it to me. Lusternia is a small mud to begin with. It makes no sense to add a feature that does nothing but annoy what few players you have now.

If you want proof of my opinion, have a look at the playerbase of Midkemia. While the mud itself is attempting to get off the ground, the playerbase is absolutely tiny. There isn't much growth.

My suggestion is to add features that keep the game interesting to players instead of frustrating them to no end.
Unknown2012-01-05 16:05:41
The above post expresses all of how I feel, in far better terms than I could word it.

There have already been people put off by this new add in - Akui (though I don't speak for her) and myself are two that I can name off the top of my head.
Enyalida2012-01-05 17:53:36
Luckily, most of the weather is really tame, and bad weather on the ring roads was something of a bug (and has now been fixed by Eventru). You should (probably) expect to reasonably see extreme weather in places like the Inner Sea system (Gales), the Desert (extreme heat), Icewynd (Extreme Cold), and perhaps a few other places occasionally, when seasonally appropriate.

Let's go through a IG year to see what the extremes are like in each season then see if there is any huge need to adjust temperatures for areas. Record what conditions are and the date (And time, it actually does cool down at night afaict), and what area you're in. If you can get a shaman, give them some essence and have them find out the weather variance for the area. I get the feeling that except for those areas I mentioned above, it's not likely that many areas have TOTALLY INCURABLE bad weather, so make friends with communefolk. I've been going around and cooling Hallifax and Magnagora as needed, not because their movement was being hindered, but because it was just nasty and still in both places!

Give it a little bit though. Clothing will be fixed for cold weather climes, once kinks in the system are worked out. You have to figure that clothing is old code, which can be (extremely) annoying to fiddle with, not to mention all of the existing clothing already out there making things more complicated! Hopefully armor will either allow clothing or be made to protect you an appropriate amount from cold. Suggest some method (besides stripping, please) to reduce the effect of hot weather! Some sort of drink should work for hot weather, make some of those previously unnoticed drinks you can get from fountains, cooks, and bremiesters 'refresh' you in hot climes for a short period. Wasn't an affliction that one of the teas blocked removed a while back (lethargy)? Gale force winds are probably less likely, but do the same, ideas!
Unknown2012-01-05 17:55:36
I too will ragequit Lusternia before any adjustments to the weather system (that Iosai said she will already do) can be implemented.
Unknown2012-01-05 18:13:34
Saying this as nicely as humanly possible, there were adjustments in Midkemia as well. Still, the movement limitations are greatly bothersome there. Adjusting a flawed feature doesn't matter when the feature should be simply done away with. That is, unless limitation on movement is removed altogether with relation to the weather system. In which case, I'd certainly be open-minded until I saw the outcome.
Enyalida2012-01-05 18:26:15
It doesn't make sense for even semigods to be totally immune to all natural effects. Really disastrous effects would be like... having you be blown around rooms on the ground in a gale (plz, let's not)! Many muds that have movement restriction do so through a movement statistic, that means that after you move a certain distance, you have to rest or sleep for several minutes to recover up to fully. Hasty messages take a second or two to reset, and there are methods available to absolutely everyone to increase how fast they can move! I'm not talking just the artifact, but exploring. Did you know that the higher your explorer level is, the faster you can move? And it's a pretty noticeable amount! If it was made so that cold/hot temperatures sapped say... 5% of your endurance every move, would that be better? It would be closer to what it's like on other muds, and it would be totally punitive and mean in our setting.

As I said, the times you should really be hitting extreme weather conditions, Temperatures over 100, below 30, or over 55 knots of wind, should be very slim. To my knowledge, this hasn't happened on any of the roads (Since their fix) or in any of the nations I have access to. Though it was the middle of summer when the weather system came out, none of them were in much excess of 95 degrees, or ~20 knots of wind.

Again, once clothing is fixed and some help is proposed against heat, a well prepared character should have close to nothing to worry about it. High explorer level/high celerity characters at that point may notice a slowing, seeing as they can be used to 6+ instant movements before a hasty message, but on the lower end, it shouldn't honestly make that much of a difference. This weather system is far more functional, far easier to manage (before you just had to ignore the weather when it was a blizzard and hope it wen away soon, now you can ask and someone will vanish it), much more realistic without being overly pejorative, and more an integrated part of the world then a meaningless tack on that was broken. It used to get to 120+ temperatures in Glomdoring, with 0 wind, iirc. You realize that would kill humans, not to mention all of the various furred people in the game. It just didn't make sense before, and was completely ignored by anyone even remotely serious.
Unknown2012-01-05 18:29:37
Worry not ForgotOldForumName, the style of this board is to make sarcastic comments implying that any person complaining is inherently unreasonable. Here, you even run the risk of conflicting with people who's shiney new skillset actually makes use of the new system (though not really the hasty messages, thankfully).

Then, as a forum, every post has to make obligatory praise of the admin, because the other side did it, so you can't let them set the narritive that they are the only ones who appreciate coders doing hard work.

I expect soon to have two page posts of sarcastic "reasonableness" followed by sonnets in carefully crafted iambic pentameter lauding the posting style, forum avatar, and font choice of whatever admin member they have decided to woo today.

As it happens, I'm reigning in my previous vitriol in the hopes that the hasty message aspect of this thing will be seen for the pure annoyance it is upon review.
Unknown2012-01-05 18:33:01
I'm very skeptical about the statement regarding higher explorer rank allowing you to move faster.

And, the messages are basically limiting your moves per second.
Unknown2012-01-05 18:34:25
I don't even play here. In saying that, it's up to the general playerbase as to what they do and do not want here. I'm just offering my personal opinion. All I know is what's turned me off to other muds in the past.

I will say this, though: Some mud admin create muds to their own liking. Of course, there is absolutely nothing wrong with that when the mud is a non-profit mud. However, when creating a mud that is fueled by customer contributions, they should also keep in mind the desires of said customers. If customers do not want something that the admin are passionate about, reason dictates that the target audience should be catered to. Therefore, listen to your paying customers. Don't flatly say that something is here to stay regardless of popular opinion of your paying customers. Let your customers know that you are listening to them and have their concerns in mind. :)
Unknown2012-01-05 18:39:07
Praise Iosai, whose forum avatar is a nice shade of purple-pink,

All I was implying was the standard 'Hey it's new, give it time to settle, they always make adjustments anyway. Let them do that before we assemble the lynch mob'.

I can do a mean limerick instead of iambic pentameter, sorry:

Change happened in Lusty! That's swell,
But now it's too cold or hot like hell.
They said, "Undo it or we'll quit, we swear!"
Oh the drama, this I can't bear!
But wait, this always happens, oh well
Enyalida2012-01-05 18:53:32
Rainydays:

As it happens, I'm reigning in my previous vitriol in the hopes that the hasty message aspect of this thing will be seen for the pure annoyance it is upon review.


I do think it's pretty crazy if you get hasty messages as fast as you do in cold climates currently all the time. They did say they were going to fix clothing, and they did fix the high weather on the roads, and the amount of reduction it does has been mentioned. I'm wondering where you are running into problems, primarily?

I did up a series of several charts of all the different possible weather conditions and what they do as far as we can tell. Working on adding in wind conditions at the moment. My next project is to map out all of the weather systems on prime, and eventually get down what their avg conditions are in any given season, and their tolerance to change levels. If it does turn out that an inordinatly high number of areas have extreme weather (and are resistant to changing it) for large swaths of time, I'll poke Iosai/whoever myself

EDIT: If some of those areas are often 1 change away from being extreme during certain seasons, I'll just make a habit of making rounds and tweaking them slightly, unless it's really silly. I assume that places like the desert are going to be unchangeably hot during the day during the summer though. COMEON, COOLAID.
Unknown2012-01-05 19:58:36
eritheyl:

Institute snuggies come with charming embroidered stoles stitched right to the neck and shoulders.


Institute? You mean scarves, right?


Perhaps a general increase in movement speed in order to accommodate adverse weather modification, or giving Environment a more compelling reason to exist with some weather mitigating skills.