View Full Version : Bugs and Suggestions
Seidl
09-25-2000, 09:09 AM
I'd like to post a couple of bugs and suggestions. I'd do this in
game, but these are kind of long, and I can't connect to the server
through my work firewall anyway.
Bug: The client appears to be very fragile when losing connections. I
was having weather and hardware related network issues Sunday night
(lost a UPS in the ISP hub and we were trying to juggle routers to
make things happy again). So I would have momentary connection loses,
say 1-5 minutes. Every time this happened, the client hung and would
not reconnect. I was still in the room, but I couldn't get or send
text. The next problem happened when I gave up on reconnecting. I
would kill my window, and immediately reconnect. Frequently I would
reappear in the castle, get about 2 commands off, then see a "Martel
loses his connection" error. I was still connected, but after that
every time I typed in a command I'd get a slew of errors. At this
point, I'd have to kill my game window and restart a second time.
Suggestion: Multiple names. I've encountered a few Castle denizens
that are using multiple names, Sir Trevayne for example. I think this
is a great idea, and adds a number of possibilities I'll mention
below, but the system support for it seems low. It would be nice to
have support for multiple names (using substrings of the name for
matching for example). Also, some semi-official way to add or change
your name in the game, so you can include titles granted for example.
Another example might be if two characters were to marry, they could
unify their last names. One of the reasons I'd really like to see a
multiple name policy in place is simply to make it easier to be formal
or informal to other players. To someone I wanted to be formal with,
I could refer to them as "Sir Lastname". While once we became
familiar I could use "Firstname". I've had times already when I'd
like to refer to a another character in the familiar, but with only
one name, all I could do was use a nickname or drop the title. Not
very satisfying actions. Also, if people are going to use more than
one name, if the system doesn't reflect that, it makes matters much
harder. I would never have known who Sir Trevayne was if someone had
not introduced us, since his last name is not part of his character
name.
Suggestion: Long term owners. It would also be nice if there was a
way to give item's to another player, but have the item retain some
notation as to its original owner. As an example, say someone was to
give me a token to carry into battle. Once I had the token it would
lose any connection to its previous owner I believe, and that seems
wrong. I know there would be problems with this - when does an object
retain its original owner's name? How long does it do so. Who can
change the object's sense of ownership? But if these problems can be
countered i think it would add greatly to the game.
Suggestion: Rooms to store stuff. This may already exist, but I
haven't been able to find a guest room that will open for me. http://www.skotos.net/ubb/frown.gif Can
we store items long term somewhere? Maybe in our rooms? I find that
I'm accumulating items that I do not want to carry with me at all
times, but I have no place to store them. If our rooms are the
correct place, maybe some command to take us back to our room or at
least help us find a suitable room?
Suggestion: Distance look. When looking for someone, it would be nice
to have a way of looking into adjacent areas quickly and easily. If
I'm standing on the balcony above the gate court yard, it would be
nice to be able to look down into the courtyard and see who was there.
I wouldn't be able to examine them, or even see many details, but if I
could least get names of people would be nice. Similarly, looking up
and down a hallway if you've just missed someone.
Suggestion: Yell. Once you can see people in adjacent areas, it would
be nice to be able to yell to them. Maybe a "Yell" command that would
carry into some adjacent areas? This would mean each area would have
to be tagged with how far sound could spill, but it sounds as if some
of this code is already present. Again, this would be very nice for
chasing down someone. So you could yell to them and have them at
least know you're moving after them.
Suggestion: Snoop. I'm guessing there is already some way to do this,
but it would be nice to have a way to overhearing whispered
conversations sometimes. Probably a skill both in overhearing and in
not being overheard.
Suggestion: Couriers and a message board. Right now there seems to be
no way to get messages to other players if you can't log on at the
same time as them. I see a three tier solution to this problem.
First, some in game message board. Probably outside the Chamberlain's
office? Where notices and messages could be posted. I know this
forum can be used for this, but an in game method would be nice.
Second, some way to send in game messages between people. I expect
the couriers will serve this purpose, but with them all of fixing the
roof, its hard to tell. http://www.skotos.net/ubb/smile.gif Third, some way to interface with both of
these mechanisms (the broadcast message board and the unicast courier)
from outside the game. I'd like the option of getting email from a
courier if I can not be found in the Castle, and I'd like the option
of sending an email to a courier to be delivered in game (nethack mail
daemon flashback). Some people may have trouble connecting from work
for example, but they'd still like to exchange in character messages.
I figure they're locked in their rooms, but they should still be able
to send paper out and get it in.
Well, this turned into quite some list. I just want to make sure to
state that I'm having a blast with the game! These suggestions are
just some things that I found myself wanting to do or seeing a need
for. I'm not complaining, simply trying to make a great game perfect.
Now if the server would only move so I could connect through my
firewall I could insure I never get any work done again.
-=- Matt aka. Martel
ShannonA
09-25-2000, 09:34 AM
Matt,
Thanks for all the fine comments. I'll let engineering respond to some of the more technical issues, esp. regarding the client, but a few other notes:
Originally posted by Seidl:
Suggestion: Multiple names. I've encountered a few Castle denizens
that are using multiple names, Sir Trevayne for example. I think this
is a great idea, and adds a number of possibilities I'll mention
below, but the system support for it seems low. It would be nice to
have support for multiple names (using substrings of the name for
matching for example).
Theoretically, rational subsets should work for any players with multiple names (for Sir Trevayne, "Trevayne" should work and "Sir Trevayne", but probably not "Sir". Feel free to "bug" us if anything particularly intuitive doesn't work for a character.
Also, some semi-official way to add or change
your name in the game, so you can include titles granted for example....
Definitely. One of the reasons this isn't more widely available is because of the problems you noted above. Once we settle on a system that makes sense, I suspect we'll be able to make last name functionality available. Your comments on formality are an excellent argument.
Suggestion: Long term owners. It would also be nice if there was a
way to give item's to another player, but have the item retain some
notation as to its original owner.
That would be very nice and is an excellent suggestion. http://www.skotos.net/ubb/smile.gif
Suggestion: Rooms to store stuff. This may already exist, but I
haven't been able to find a guest room that will open for me.
Be aware that there are five guest rooms. Try them all. You may be missing the two in the southern half of the corridor. If none of the five work for you, drop us a line.
In the next few weeks we hope to have code in place to automatically return you to your room if you log off for more than a few hours.
Suggestion: Distance look. When looking for someone, it would be nice
to have a way of looking into adjacent areas quickly and easily.
This has actually been on our list of things that we want to implement for quite some time. We'd like sound to be able to flow sound past rooms too, as was noted in The Tech section a few weeks ago.
So, it's on our list.
Suggestion: Yell. Once you can see people in adjacent areas, it would
be nice to be able to yell to them. Maybe a "Yell" command that would
carry into some adjacent areas?
Yep. http://www.skotos.net/ubb/wink.gif
Suggestion: Snoop. I'm guessing there is already some way to do this,
but it would be nice to have a way to overhearing whispered
conversations sometimes. Probably a skill both in overhearing and in
not being overheard.
We've talked this one on and off. Whispering has very strong connotations to people from MUDs and MUSHes as something that's private, and so that's what it's like on Castle Marrach right now. Overflowing sound from one area to another, however, could provide some ability to eavesdrop from nearby rooms if people are speaking in normal voices...
We'll see how things turn out with sound. There are a number of interesting issues. Take a look at The Tech section and give Zell any comments you have on the Sounds issue.
Suggestion: Couriers and a message board. Right now there seems to be
no way to get messages to other players if you can't log on at the
same time as them. I see a three tier solution to this problem.
First, some in game message board. Probably outside the Chamberlain's
office? Where notices and messages could be posted. I know this
forum can be used for this, but an in game method would be nice.
As you've probably seen, we've set up an in-game message board in the forums. We'd like to be able to offer ability to access it from in-game too--probably just by popping up a window. I don't yet know what the technical issues with that might be.
Second, some way to send in game messages between people. I expect
the couriers will serve this purpose, but with them all of fixing the
roof, its hard to tell.
That's exactly it. You'll be able to "ask courier for scroll", "write" on the scroll, "address" the scroll, "sign" the scroll, and "give scroll to courier". Somewhere on my desk is a piece of peaper describing the exact process, so that I can write a help file... And I'm not sure if the couriers are totally functional yet, but they will be soon (if they're not).
http://www.skotos.net/ubb/smile.gif Third, some way to interface with both of
these mechanisms (the broadcast message board and the unicast courier)
from outside the game. I'd like the option of getting email from a
courier if I can not be found in the Castle, and I'd like the option
of sending an email to a courier to be delivered in game (nethack mail
daemon flashback). Some people may have trouble connecting from work
for example, but they'd still like to exchange in character messages.
Another great idea. You'll definitely be able to access that bulletin board. I'm sure the couriers will be trickier, but I'll mention the possibility...
These suggestions are
just some things that I found myself wanting to do or seeing a need
for. I'm not complaining, simply trying to make a great game perfect.
Much appreciated. There are some cool ideas there.
Now if the server would only move so I could connect through my
firewall I could insure I never get any work done again.
Also on our list of things to do. Hopefully folks will be able to connect through firewalls sometime in the next few weeks...
Shannon
Seidl
09-25-2000, 09:46 AM
<Hmm. can't seem to quote quotes, oh well>
Names: The troubl ewith Sir Trevayne is that his last name isn't part of his character name, so without an introduction by someone who knew him, i would never have figured out who he was.
Whisper: That I understand. I've just seen some crowded rooms with a lot of whispering going on, and no chance of a leak. But its true that there should be some really secure way to talk, and then maybe some more IC way thats able to be overheard.
Couriers: I understand that a courier to email gateway will be non-trivial, but I think it would be really nice. Especially when there are more and more people participating from different time zones. What do courier's currently do with scrolls when you aren't in the Castle to get them? Will tehy at least leave them in your room for you?
Sound: I'll head to the Tech section and start reading.
Thanks for the response.
Oh, another question: Will there be any way for Guests to create objects (like scrolls) at some point? I'd love to work on a "Who's Who of the Court" for example, but without scrolls to distribute its kind of useless. For now I'll have to work on it as an ooc thing.
-=- Matt aka. Martel
StaciD
09-25-2000, 12:08 PM
<<Names: The troubl ewith Sir Trevayne is that his last name isn't part of his character name, so without an introduction by someone who knew him, i would never have figured out who he was.>>
Well, realistically, you wouldn't know his first name, either, unless someone introduced you, right? Some of these problems can be resolved by good, thorough roleplaying.
<<Whisper: That I understand. I've just seen some crowded rooms with a lot of whispering going on, and no chance of a leak. But its true that there should be some really secure way to talk, and then maybe some more IC way thats able to be overheard.>>
At the very least, I personally would like to see "Joe whispers to Mary.", "Mary whispers eagerly to Joe." That way, I will know that Mary and Joe are up to something, not sitting there mutely.
Many MUSHes have used a "mutter" command that has potential. This functions a lot like a whisper, but random words are leaked out for everyone in the room to hear. Mary mutters, "I heard Jane...the Queen...fink!" leaves room for all sorts of interpretations. More advanced versions of the code allow the mutterer to select which text will be "exposed", which is a great way to spread rumors.
<<Oh, another question: Will there be any way for Guests to create objects (like scrolls) at some point? I'd love to work on a "Who's Who of the Court" for example, but without scrolls to distribute its kind of useless. For now I'll have to work on it as an ooc thing.>>
I don't think Guests will have that option, but there will be plenty of ways for you to request objects. We've discussed paper being a readily available item, while more elaborate props can be acquired from various individuals (check the Players Manual for references to Quilp, Zia and Ali-Jahib!). You can also ask the Chamberlain if you need something, and he'll do what he can to assist you.
Believe me, we realize you're feeling hampered by the lack of props to play with--everything from paper to drinks to swords. Even the game developers are feeling the pressure to come up with stories and events that don't rely on complex objects, as our Engineering team is focused on solving more crucial problems. Hang in there, though! We'll be making these things available as soon as humanly possible!
In the meantime, if you're really interested in that list of "Who's Who", you should seek out Clerk Gildon, who is looking for people to be assistant chroniclers...
Staci D.
Castle Marrach Design Team
Seidl
09-25-2000, 12:25 PM
<<Well, realistically, you wouldn't know his first name, either, unless someone introduced you, right? Some of these problems can be resolved by good, thorough roleplaying.>>
Probably true. It just makes it harder to direct new players on who to look for. And since we only get a name unless we actively look at people, it can be hard to tell social status with out titles and such.
<<At the very least, I personally would like to see "Joe whispers to Mary.", "Mary whispers eagerly to Joe." That way, I will know that Mary and Joe are up to something, not sitting there mutely.
Many MUSHes have used a "mutter" command that has potential. This functions a lot like a whisper, but random words are leaked out for everyone in the room to hear. Mary mutters, "I heard Jane...the Queen...fink!" leaves room for all sorts of interpretations. More advanced versions of the code allow the mutterer to select which text will be "exposed", which is a great way to spread rumors.>>
Something like that might work well, but I think adding a skill in hide and overhear conversation would make it more interesting. Professional snoops and all.
<<I don't think Guests will have that option, but there will be plenty of ways for you to request objects. We've discussed paper being a readily available item, while more elaborate props can be acquired from various individuals (check the Players Manual for references to Quilp, Zia and Ali-Jahib!). You can also ask the Chamberlain if you need something, and he'll do what he can to assist you. >>
I understand, and the Chamberlain has already been very helpful with one plot I'm involved in. Just excited is all.
<<Believe me, we realize you're feeling hampered by the lack of props to play with--everything from paper to drinks to swords. Even the game developers are feeling the pressure to come up with stories and events that don't rely on complex objects, as our Engineering team is focused on solving more crucial problems. Hang in there, though! We'll be making these things available as soon as humanly possible!>>
Actually, keeping some things till later I think may be working out well. No combat or weapons for a while for example. It may be frustrating, but it may serve to keep things more social as well. I fear for the Castle's sanity when weapons come into play.
Actually, here's another question/suggestion. Will there be some way for people to grapple or seperate other characters? I can see jumping between two duelists before they can break the queen's peace, but right now I'm not sure thats possible. Or having a couple of people restrain a fighter till the guards can arrive.
<<In the meantime, if you're really interested in that list of "Who's Who", you should seek out Clerk Gildon, who is looking for people to be assistant chroniclers...>>
Its not really in character for me, just something I find that I'm starting to do anyway in my notes. But, if I encounter Clerk Gilden, I will speak to him of it.
-=- Matt aka. Martel
Staci D.
Castle Marrach Design Team
[/B][/QUOTE]
Malichor
09-25-2000, 02:41 PM
Ever hear the old saying, If you didnt bring enough to share, dont bring any?
Funny how when im in game with a few ladies, and a staff member shows up, they immediatly get created roses and flowers, at thier request. and yet through the course of a decently durationed conversation.. I could not manage to get anything.
Maybe its my breath?
but seriously I've seen this kind of thing many times before, as staff, as player, and as creator. Never liked it then, dont like it now. Want to piss players off? show favoritism, that is earned by a set of tits.
dont get me wrong, Earned favoritism has its place... you become the right hand of the consort, by long hard work roleplaying and conniving.. you've earned that place.
In the end, I had to restrict creation powers to use directly in quests, and roleplay events.
Seidl
09-25-2000, 03:03 PM
Originally posted by Malichor:
Ever hear the old saying, If you didnt bring enough to share, dont bring any?
Funny how when im in game with a few ladies, and a staff member shows up, they immediatly get created roses and flowers, at thier request. and yet through the course of a decently durationed conversation.. I could not manage to get anything.
I did notice a number of female characters with flowers, but few male characters wit things that I couldn't tell you were to get. I'm not sure if this is just because there were fewer female staff characters around (and what should they be giving you anyway?).
-=- Matt aka Martel
Malichor
09-25-2000, 03:10 PM
A bottle of wine of course! sheesh man
where are your priorities?
http://www.skotos.net/ubb/smile.gif
Originally posted by Malichor:
Funny how when im in game with a few ladies, and a staff member shows up, they immediatly get created roses and flowers, at thier request. and yet through the course of a decently durationed conversation.. I could not manage to get anything.
I'm sure there will be enough to go 'round before too long. While it is true that staff does need good boundaries between their powers as players and their powers as creators, these are the very first days of a beta; we've slaved over this for a long time and are frankly rather giddy to see it up.
I'm not personally so concerned just now that attention is distributed with absolute fairness, and I'm sure none of us begrudge the ladies their roses.
Zell
LadySilverwolf
09-26-2000, 09:50 AM
First off, Seidl, I think you were reading my mind when you wrote this post http://www.skotos.net/ubb/smile.gif
Suggestions: I created a character and unfortunately took the wrappings off before I had any clothing to replace the wrappings. Make it feasible for characters to be able to rewear wrappings... it was embarrasing running around trying to find some clothing *Blush*. Of course once I got the tips down, I realized I was on the wrong floor for the seamstress.
Suggestion: having a first name and last name is a fantasitic Idea. I so wanted to do this. So to get around this aspect, I decided to give my character last name as the use name and maybe later when I 'trust' someone, I will give my first name.
Suggestion: I realize maybe everyone came into the game with a set character in mind. However, I did not,and just started going through the intro and created a quick Character. I wanted to get a quick feel of Castle Marrach before actually delving into the enviroment. Call it a touch and feel thing if you will. When I got an impression of what I was getting into and what other types of characters were involved, I decided to go back and create a different character, one in which I felt would actually add to the mystery of the Castle. Having done this, I would like to delete my first character because I know I will not use it again. Could you add a delete function to the log in page? http://www.skotos.net/ubb/smile.gif
Question: I take it practice with weapons can only be done when the staff is around. http://www.skotos.net/ubb/frown.gif
Or are the weapons just not available at this time? I have a planned idea behind my character and to be quiet honest, need weapons training ASAP!
Suggestion: The ingame message forum would be a nice bonus as well as previously mention by Seidl.
Kudos: This is the first MUD MUSH that I have used that featured a map. The visuals are a very nice plus. Thanks for the visual even if this is an enriched text game. Sometimes even those folks who love to read need a visual every once in a while. Two thumbs up for whoever came up with this idea!!!
Seidl
09-26-2000, 09:57 AM
Originally posted by LadySilverwolf:
First off, Seidl, I think you were reading my mind when you wrote this post http://www.skotos.net/ubb/smile.gif
Question: I take it practice with weapons can only be done when the staff is around. http://www.skotos.net/ubb/frown.gif
Or are the weapons just not available at this time? I have a planned idea behind my character and to be quiet honest, need weapons training ASAP!
Thank you for the nice comment. http://www.skotos.net/ubb/smile.gif
I'm not Skotos staff, but I know a number of them, so the info I'm posting here is informed, but probably not totally correct. From what I've heard, weapons are currently offline. They should come online sometime this weekend, but its unknown exactly when. No practicing or fighting till the code then I'm afraid. I'm sure tehy want to get us testing this code as soon as they can however.
I too would like to get some practice in before I've got to fight my duel.
-=- Matt aka. Martel
luvcraft
09-26-2000, 12:50 PM
I think it really detracts from the whole roleplaying setting to instantly know the names of everyone who enters the room you're in. It would be much more in keeping with the mood of the game (and feel much less like just a pretty chat room) if the first time you saw a new PC you got the text "You see a man." and you don't know them by name until they actually introduce themselves, at which point you will meet them in the future as "You see Lothar."
This would also allow for disguises, which I feel are another integral aspect of a game like this.
Seidl
09-26-2000, 01:23 PM
Originally posted by luvcraft:
I think it really detracts from the whole roleplaying setting to instantly know the names of everyone who enters the room you're in. It would be much more in keeping with the mood of the game (and feel much less like just a pretty chat room) if the first time you saw a new PC you got the text "You see a man." and you don't know them by name until they actually introduce themselves, at which point you will meet them in the future as "You see Lothar."
In an ideal world, this would be nice, but then the system would have to keep track of what you had been told everyone's name was. I could tell you I was Brahm, and the system should tag me as Brahm for you, even if I'm not him. Makes things a little more complex. Also, instead of just seeing "a man", wouldn't you see an old man in good cloths? or a middle-aged women in a velvet gown? Names give some of those indications of status thet we'd have to get from other things.
[QUOTA]
This would also allow for disguises, which I feel are another integral aspect of a game like this.[/QUOTE]
There does need to be some of of effecting a disguise however. Not sure what the technical plans for this are, but disguises to at least make your name unseeable are a necessity. Trying to act like another character would be harder to do, but would add a lot. Not sure all the repercussions though.
-=- Matt
Kiera
09-28-2000, 04:34 PM
I have a few suggestions for new actions in Castle Marrach I would really like:
roll my eyes (you know in disgust or mockery)
widen eyes (surprise, horror)
drum fingers (on something)
Otherwise, I really enjoy the Castle and the people.
Cheers!
ChristopherA
09-28-2000, 10:14 PM
Originally posted by Kiera:
I have a few suggestions for new actions in Castle Marrach I would really like:
roll my eyes (you know in disgust or mockery)
widen eyes (surprise, horror)
drum fingers (on something)
Just to be clear on why these will take longer -- the current system lets you have one detail associated with a verb, and one preposition associated with that detail.
The detail can either be any object visible to the character, or limited to only details in the characters personal possession. (In our terminology, details are the sum of the descriptions of every object in the game, and every object can have multiple details , such as body parts.)
The problem with verbs like "widen eyes" is that we can limit it to personal details, however, this will allow "widen cheeks" and such horrors. Also, as we can only do a verb to one detail at a time, you can't "widen eyes in surprise at Victor" because that involved two details and two prepositions.
We plan to address many of this parsing limitations, hopefully by January, but they are a quite complex problem. We'd rather make sure that you have dueling and beer ;-)
In the meantime, in most cases we have erred to allow people to do things they ought not to (I saw someone stretching their eyes the other night), but when it is obvious that we can't make something work right (i.e. it really requires reference to two details), or it can be abused overly easily (i.e. needs to be limited to use with a single detail, such as eyes), we have avoided it.
The other place we are weak are in the 'touching' verbs. This is because we only finished the current consent and approach system right before the launch, and we were hesitant to add them haphazardly. However, in most cases we can now add them when requested. Also keep an eye on touching actions to see if the approach/proximity values are set right -- many are currently wrong.
I do want to thank the many people who have suggested simple verbs that only refer to one detail -- we have added over 50 in the last few days. We have also added over 150 adverbs. So keep the suggestions coming!
-- Christopher Allen
Kimberly
10-10-2000, 10:14 AM
The scrolls are a wonderful addition to the game, and I've been making prodigious use of them ... and in doing this I've encountered some problems. I'm not sure how easy they are to fix, but thought I'd at least point them out.
If I'm in a room where there are lots of scrolls, and I happen to be holding one, I have great difficulty in writing on *my* scroll. (This problem seems even worse if I'm in my room, where I have several scrolls that are all "mine", but I only want to write on the one I'm holding.) Similarly to when I'm asked if I want to shake my head, Arrion's head, or Felix's head, the game asks me if I want to write on "the scroll, the scroll, the scroll, or the scroll" ... that sort of thing.
While this sort of problem is not serious when shaking my head (it's quite easy to distinguish between my head and Arrion's head) or when approaching a courier (it doesn't really matter which courier I approach), when writing on scrolls it is a real problem, since you can accidentally erase what has been written on a scroll if you choose the wrong one.
My primary suggestions for dealing with this problem (and I'm not a programmer, so I don't know how feasible they are) are these:
1. Require that a character be holding one and only one scroll before having the option of writing on it. Then don't bother alerting the player to all the other scrolls in the room.
2. Have the parser tell you what is written on a scroll before you over-write it, perhaps prompting you to make sure you want to erase the previous message.
And, since I'm here already, I'd like to put in an enthusiastic request for the ability to *hide* things upon my person (inside my cloak, for example).
I'm having a great time, and enjoying all the new verbs and adverbs every day!
- Kimberly (aka Punzel)
stealthkat
10-10-2000, 12:46 PM
I don't know if this will help at all, but for the auditions I was carrying around quite a few scrolls (10 or 11 at times) - which probably looked quite funny by the way. When addressing them, I specified a particular scroll by the ordinal - first scroll, second scroll, third scroll, and so forth.
However, I did notice that 'give fourth scroll to courier' didn't seem to work. So I would write on the scrolls I was going to mail in order starting with the first, etc., and then as I gave the scrolls to the courier via 'give first scroll to courier' I could just repeat that command because the scrolls would just 'shift' over...in other words I was always giving the courier my first scroll.
This manner of repeating commands and just changing the ordinal number allowed me to mass produce scrolls quickly (considering I had the same message I was sending to many people.)
In reality, unless I had somewhere to stow them all, I shouldn't be carrying around that many scrolls, but if you are storing scrolls, like in your room, this could be helpful.
Kathy (aka Katherine)
ShannonA
10-10-2000, 04:17 PM
Hi folks.
Just to give you some heads up, I have made some requests for additional functional on scrolls, namely:
(1) that you can only manipulate scrolls that you're holding
(2) that all scrolls be labeled as "blank scrolls", "signed scrolls", or "anonymous scrolls" to aid sorting
(3) that you be able to add to a scroll that you've already written on
As you might expect we have *TONS* of priorities right now, so I don't know when any of these will get done (or if they're all possible http://www.skotos.net/ubb/wink.gif), but I wanted to let you know we're looking into it.
Elsewhere in the Forum, I've created a "Creeping Features" topic. I'll post there when something happens.
Shannon
LadySilverwolf
10-23-2000, 08:12 PM
Bug with Jewelry: Reported with bug command, but I figured I would also post it here so that others would know that it was reported. My C has two items that are not identical, but are like items (two necklaces). When wearing the first necklace, all is well, but the moment a second necklace is worn, the first becomes hidden and no matter how you look or examine, you can not see both items. So, in order to show both necklaces, I have to carry one.
Idea of Guild necklaces. This would be like combining items together, but have a necklace with charm on it to represent the different guilds that use necklaces.This way mulitple charms could be added, and allow other players to see these charms.
Idea concerning rings. Allow rings to be worn on specified hands, left or right, as well as selecting which finger the ring could/should go on.
ShannonA
10-24-2000, 09:32 AM
Ladysilverwolf,
The problems you mention are implicit to our current clothing system. We've set things up so that clothing can be layered and can cover each other up, but it doesn't work well in certain situations... as with these necklaces.
I've passed your comments on to our engineer who works on clothing, so that when he considers the next version of the clothing system he can be aware of these problems.
Thanks for the thoughts!
Shannon
Atama
10-29-2000, 11:44 PM
I have a few bugs to report myself.
First, if you use a pronoun, for example, "Bow to her", you will bow to the last person you interacted with, even if they are not there. This can be distracting, of course.
Second, I have found that if you offer [person] [object], say, "offer Erin scroll", you will attempt to offer Erin to the scroll. It will then say "You see no Erin. You see no scroll." Then you can't try to give the scroll to them the correct way, until you drop the scroll, thereby revoking the offer. Also, whenever I give an object to someone, when they accept, it says I accept that object from them, and that they take the object, which looks weird.
Third, you can't follow a pronoun. Try to "follow her" and, even if the person is in the room, it says "Target out of range" and gives a bunch of gobbledygook.
wai_jai
11-02-2000, 07:13 AM
About the topic on clothing, although the layering is a good addon to the system but I find it extreamly annoying because it doesn't recognize what is being layerd. It takes the layering in the order of what you wear. If I say wear pants, wear shirt, wear vest, wear cap. Then I try to remove the vest to fence Ser Martel it says I cannot because I have something on the vest. I remove the cap then I was able to remove the vest. This is weird because unless the cap is wrapped around my vest I think my cap has nothing to do with my vest. I should be able to strip nude except for my cap if I wished to......although I don't think I would.
ChristopherA
11-02-2000, 09:50 AM
Originally posted by wai_jai:
Then I try to remove the vest to fence Ser Martel it says I cannot because I have something on the vest. I remove the cap then I was able to remove the vest.
This shouldn't happen -- the cap has a separate list of places it covers, none contiguous with the vest. We'll look and see if there is a typo someplace in the covers list.
-- Christopher Allen
LadySilverwolf
11-03-2000, 06:39 AM
Ok... Last night ran into a nasty bug. I believe this is the samething that happened to Myalia's character in the practice room some days ago, but need that person to clarify it.
What happened is I am constantly checking to see if poses work, or if stances are working yet. I believe in actions speak louder than words, and try to portray this with Faer.
Soo.... last night, I discovered you can slowly stand. http://www.skotos.net/ubb/smile.gif
Well of course I played around with this.
Upon examination, even though I slowly stood up according to the game, I was still sitting. So, I varied it a bit.
What got me in trouble, and I mean big trouble was -slowly stand up-. As soon as I typed this, I could do NOTHING ELSE! Everytime I tried a command, or ooc action, report bug or even call for assist, it would say "Your too busy doing something else."
Oh man... boy was I worried. I thought, 'Thats it, Faer is done for...' *G*
The only way I could let anyone know that something was wrong was by quiting and restarting the game several times. I was lucky Martel was there... for he had seen Myalia go through the same problem... and thus called for a Story Host.
*glance at Petris* ... http://www.skotos.net/ubb/rolleyes.gif I was saved by the Watch. *groan* Not good for the Duelist ego.... http://www.skotos.net/ubb/smile.gif
*bows to Petris* Thanks for your assistance!
So to everyone that reads this!!!! If you run into this problem, email skotos so that a storyhost can get you out of it...*G*
Seidl
11-03-2000, 06:55 AM
Originally posted by LadySilverwolf:
What got me in trouble, and I mean big trouble was -slowly stand up-. As soon as I typed this, I could do NOTHING ELSE! Everytime I tried a command, or ooc action, report bug or even call for assist, it would say "Your too busy doing something else."
Just to follow up, this morning I tried this with one of my testing characters. And Yep. Sarin is now broke. DON'T DO THIS!!
-=- Matt aka. Martel
Originally posted by LadySilverwolf:
What got me in trouble, and I mean big trouble was -slowly stand up-. As soon as I typed this, I could do NOTHING ELSE! Everytime I tried a command, or ooc action, report bug or even call for assist, it would say "Your too busy doing something else."
LadySilverWolf, and others,
There are a couple of bugs out there that cause the 'too busy doing something else' problem, and they are pretty nasty. I'll be fixing this one in particular today, and I'll try to change the basic mechanism so that even if something does go wrong internally you are not left in such a helpless state.
Many thanks for the bug report, and apologies. :-)
Zell
LadySilverwolf
11-03-2000, 12:02 PM
Many Thanks Zell... and my hats off to you guys again... http://www.skotos.net/ubb/cool.gif You all have been working sooo hard on keeping up with us -kids-
myalia
11-07-2000, 04:01 PM
This is the same thing, indeed.
The command that screwed me up was, if memory serves, 'wave sword questioningly at humans'. A mute's way of asking who wants the sword. I won't be doing that again any time soon.
Myalia
Monkey
11-10-2000, 01:18 AM
I tried to open my character's bedroom door before quitting, and I got this error message:
--
Bad argument 1 for kfun sizeof
85 receive_message /kernel/obj/binary (#16007)
233 receive_message /kernel/lib/connection
(/kernel/obj/binary#16007)
237 receive_message /usr/TextIF/obj/user (#16661)
420 receive_line /usr/TextIF/obj/user (#16661)
631 call_limited /kernel/lib/auto (/usr/TextIF/obj/user#1
6661)
432 parse_command /usr/TextIF/obj/user (#16661)
93 command /usr/TextIF/main
202 cmd_open /usr/TextIF/lib/cmds/basic
(/usr/TextIF/main)
74 action /base/lib/act/actions
(/base/obj/thing#5805)
29 build_arg_list /base/lib/act/actions
(/base/obj/thing#5805)
--
I get it no matter what I try to open, so I think the problem is with the command itself.
You'll probably have it fixed before you even read this message, but I leave it here just in case.
I guess that's what I get for staying up until 2am PST http://www.skotos.net/ubb/smile.gif
--Monkey
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