Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Sat Jun 16, 2007 9:14 pm 
Every advanced mud I know offers this feature, or just doesn't have the bulky, cumbersome system that SK has where everything induces lag and only processes one command at a time.

If SK wants to remain a top 20 mud, I'd think that the actual game mechanics of player input should wish to be improved.


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PostPosted: Sat Jun 16, 2007 10:41 pm 
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Or, perhaps, not spam so much, or learn to hit that reconnect button to stop the spam. It's not a deal breaker for a mud. I highly doubt that a brand new person to the mud will be "I will never ever, ever, ever, ever play this mud again because I spammed too much of any command and it got me killed!!! No one will ever hear of this mud from me!!!!" No, instead, I believe what would happen is that the normal, rational player will actually learn from the mistake and NOT spam as much.


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PostPosted: Sun Jun 17, 2007 2:22 am 
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Id like to see the command. Id like to see some effort going into the code if SK is compatible for it. How ever if it is to hard the to hard basket is fine for this idea as nice as it would be relog in is always an option so is Zugsoft for a solution client side, of cause they will just at the feature to Cmud but hey they have to make money somewhere.

A situation where it would be used in PK would be if you are bashed three rounds of sitting on your backside can change your mind from the last command you entered. For example from disarm as a paladin to cure deafness.


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PostPosted: Sun Jun 17, 2007 6:59 am 
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SK Character: Airkli
Solution: Dont spam.


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PostPosted: Sun Jun 17, 2007 6:38 pm 
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Not a solution considering that you can only get certain skills and spells to fire every round with spam (kick x2, spear of faith, harm, endless list).


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PostPosted: Sun Jun 17, 2007 7:32 pm 
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You dont have to over spam commands to want to purge your command stack. As stated if bashed you may wish to change your actions after seeing the result of the three rounds of being bashed. Disarm to quaff heal is a good example. The way the game acts you are much better off having at least one command in the stack because if you wait for the result of your action before you enter your next one your losing time in battle others are using.

Id like to see this implemented because I believe it will make battles have a chance of being more interesting.


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PostPosted: Sun Jun 17, 2007 7:40 pm 
That's my point, silmy. :)

It's also something I know Dulrik can code, because I've done the same thing.

There's also a more 'proper' way of doing things by instituting 'states' and removing 'lag' from the game altogether except for movement.


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PostPosted: Sun Jun 17, 2007 8:08 pm 
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I know its possible to code this. It depends how the base code is written to how easy. If this is going to take a few hundred hours to rewrite some of the command stacking systems Id rather D worked on other aspects of game play and balance. If it is as easy as you say and you have done it before feel free to give D some source code to make his life easy and our game better.


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PostPosted: Sun Jun 17, 2007 8:11 pm 
I don't know what Dulrik has done to the code. You don't understand how modified this game is from base rom/merc/diku stock. It's absurdly different.

But I figure if I know how to do it (I'm an extremely amateur C programmer, I do mostly perl/php/sql development) that D can probably breeze through it cake-style.


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