Carsetius wrote:
Here is an idea. Dont drink it. Just Emote it!
Because drinking is coded to have the effect it does in the game, I believe it should be used. Emoting to get around it would be similar to using emotes to speak (this use to be a cheat).
Algorab wrote:
As for your constructs not accepting your drunken speech, lets think of constructs as bouncers for a moment. When you go stumbling up to the entrance of an exclusive establishment and slur your demands to the guy at the door, he is going to deny your admittance more often than not. I realize that is stretching the constructs primary function but they are sort of like a no-nonsense bouncer.
I understand the bouncer analogy, but I don't believe it can be applied as broadly as suggested. For example, I as a US citizen, can cross into Mexico and drink myself blind. As I'm crossing the boarder back into the US, the boarder guards can't prevent me from crossing because I'm too drunk. On the other hand, assume I belong to an exclusive country club and try to enter so drunk I can't stand and only talk about how I can feel my tongue, I would be turned away (unless I was a member of very significant standing). But if we substitute a college fraternity for country club I would be let in (and later I would wake up without an eyebrow).
I use these three examples to show that the bouncer analogy can only be used in context. If you are talking about entering Fist HQ then it would apply. But if you are talking about entering a city or Harly HQ I don't believe it does.
Lastly, I understand the want to add penalties to drinking because it is more realistic, but it is a bad idea. As realistic as it might be, it negatively affects playability. If you can make something more realistic with out negatively impacting playability, by all means pursue it. When you can't much of the time playability must win out.
Lei Kung