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Public Comment - Exits

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Public Comment - Exits

Postby Icarus » Tue Jun 10, 2014 6:19 am

Comments regarding the reduction of your avg number of rexits in the wilderness from 8 to an average of 4, with allowances for a few more in unique situations like trails, rivers, and other items.

This is less about the new directions and simply about there being SO many exits.
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Re: Public Comment - Exits

Postby Throttle » Tue Jun 10, 2014 6:21 am

Seems like a good idea. You can do a lot with 'enter' progs as an alternative to exits, and it also has the added benefit of slowing movement down a little and encouraging people to read descriptions. Just try to use ansi-highlighting for obvious things like paths, caves etc.
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Re: Public Comment - Exits

Postby Letters » Tue Jun 10, 2014 7:08 am

I'd like a reduction of eight to four. Eight gets very confusing.

One caveat: retain at least one room worth of diagonal scan for the sake of not blundering in on aggro NPCs that you really should have seen.
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Re: Public Comment - Exits

Postby Nezerin » Tue Jun 10, 2014 4:51 pm

I would keep any exits that are special, such as those following rivers or roads or what have you, but pitch the extras for the sake of both survivability and ease of use.
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Re: Public Comment - Exits

Postby Icristhus » Tue Jun 10, 2014 11:17 pm

Personally, I would have been completely and totally in favor of this just a few days ago.

But since I've gotten used to the 8 exit minimum, I've actually gotten to really like wilderness to be that way. My vote would be for keeping things as-is, at least for right now, and see if more people get used to it and start to enjoy it, too.

A lot of my protest was just a knee-jerk reaction of "Oh god, I'm so confused."
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Re: Public Comment - Exits

Postby krelm » Tue Jun 10, 2014 11:48 pm

It's sort of irritating when you type 'scan' to read rnames and have to scroll to read them. Also annoying that shooting bows in those directions crashes the game.

Otherwise, I got over them.
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Re: Public Comment - Exits

Postby Icristhus » Wed Jun 11, 2014 12:28 am

krelm wrote:It's sort of irritating when you type 'scan' to read rnames and have to scroll to read them. Also annoying that shooting bows in those directions crashes the game.

Otherwise, I got over them.


I haven't run into the issue of shooting in the new directions crashing the game.. I've actually done it quite a few times now, too.

Might just be lucky, though, or maybe it's just a specific exit?
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Re: Public Comment - Exits

Postby toofast » Wed Jun 11, 2014 1:34 am

To be honest, since I've gotten used to them and the number of terrible baddies around the orc crib has been reduced, I don't mind them nearly as much. Good for shooting baddies, bad for running away.

However, I'd support them being taken out and that four rooms become the average throughout the wilderness.
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Re: Public Comment - Exits

Postby gyre » Wed Jun 11, 2014 2:04 am

I first started on a MUD with diagonals and much prefer it.

I suppose wooded areas etc could have less as travelling easily in every direction could be hard, but it would be better if they weren't always cardinal directions.
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Re: Public Comment - Exits

Postby WorkerDrone » Wed Jun 11, 2014 2:08 am

I'd rather go back to four directions.

Keeping diagonals scan-able though, would be awesome.
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Re: Public Comment - Exits

Postby Songweaver » Wed Jun 11, 2014 7:22 am

I doubt that best of both worlds is really an option here, in regards to scan vs travel in non-cardinal directions.

As I said elsewhere, I don't think it's the non-cardinal directions that are problematic for me (I haven't ran into any that didn't make sense and weren't easily navigated), but the overall number of exits in some areas of the wilderness.

- It's easier to control mob flow with fewer exits, because there's a higher percentage chance for them to randomly choose to move in one of the directions that you want them to. If manipulating the movement of wildlife through strategic mapping is important to SOI, fewer exits will aid this (particularly in key areas).

- Fleeing is difficult in areas with many exits, not just because navigation has a new learning curve, but because it is more difficult for PCs to break line-of-sight with the baddies chasing them and easier to pull aggro from more nearby wildlife while on the move.

- More exits means more aggressive wildlife find PCs all at once in the wilderness. This means, instead of patrols dealing with many small fights, they are more likely to have fewer big fights; this means more spam, more immediate danger, and less long-term danger for patrols. The more exits there are, the more quickly swathes of the wilderness will get cleared of dangerous wildlife.

I think 3-4 should probably be the norm, but for in specific areas (like a vast clearing or areas adjacent to the river) where you can use the design of being able to have 6-8 exits to create a sense of "being open and vulnerable". It doesn't make as much sense to be so vulnerable from all directions in the forest as it does in an area where it would be much easier to become spotted.

Just my food for thought.
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Re: Public Comment - Exits

Postby Eru » Wed Jun 11, 2014 12:49 pm

Yes I agree with the consensus here, reduce it down to 4 exits in open areas.
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Re: Public Comment - Exits

Postby toofast » Wed Jun 11, 2014 1:01 pm

Songweaver wrote:

I think 3-4 should probably be the norm, but for in specific areas (like a vast clearing or areas adjacent to the river) where you can use the design of being able to have 6-8 exits to create a sense of "being open and vulnerable". It doesn't make as much sense to be so vulnerable from all directions in the forest as it does in an area where it would be much easier to become spotted.



I think this is a really fine idea.
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