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Post by Zealote on Jan 17, 2009 15:31:28 GMT -5
My intention was not to prevent people from going there and die. But simply to let them know about the danger. The area is close to the city and IC lore would let them know. But not everyone is familiar with the Sword Coast lore, thus leading to their deaths. That is why my idea of a sign was something IC like a Flaming Fist note or a guard that said something like "This is a dangerous place. Go there if you have the courage, consider yourself warned." Thats all.
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Post by DEV Akavit on Jan 17, 2009 15:34:06 GMT -5
I'm a fan of allowing players to get themselves killed in high level areas. Sometimes it is just lots of fun to venture into dangerous areas and attempt to survive the passage.
In order to provide some warning to newcomers while retaining a sense of realism reflect for a moment upon what the likely response of the local authorities would be. Most likely they would post signs or guards warning travelers of the grave perils involved in venturing beyond the northern border of the city. No need to put minimum level signs around, just write down something to the effect of, "Danger. Fields of the Dead. Powerful and vile undead inhabit these lands."
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Post by loudent2 on Jan 17, 2009 15:57:04 GMT -5
Its a damned if I do damned if I don't situation. If I put up a sign that says levels 10 or below go the other way people will complain about breaking immersion. Is there any particular reason that there is such a high level zone right off a newbie area? Could things be adjusted so it doesn't jump so quickly? There are worlds that are extremely difficult for newbies. Consider that someone joining this world has gone through a couple of others and found them over the top. Then they come here hoping its more reasonable and then get hammered with level 10 mobs in what they would think is a newbie area. The figure it's more of the same and move on. The thing is, there are many players that determine whether they are going to stay or go within the first 30 minutes of game play. If you wish to retain those players then you need to make sure they have an idea of where to go and what to do right off the bat The default in-game database is dbf format. There are no tables within the database. Each db is it's own table. I see nothing wroing in having each bulliten board have it's own table. Just replace the const string reference (in script) with a local var stored on the board itself. No need for multiple scripts. I think we all agree on that, but someone unfamiliar with the world/lore/areas needs a little more guidance where to go and what to do. Agreed. If you want to prevent someone from entering an area too low level. Just post a guard there with a specific tag (e.g. "<areatag>_guard") and in the transition script if the level is less than n, grab the nearest object by that tag assign a speakstring along the lines of "By order of the flaming fist, this area is off bounds." and prevent the transition. If you want to allow them to override it anyway, instead of speakestring start a conversation that allows them to enter anyway on a specific node.
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Post by DEV Driller on Jan 17, 2009 16:03:44 GMT -5
Try this in the file gui_msgboard. //Change const string DATABASE = "DMFI_DB_BULLETIN"; to string DATABASE;
//Add this at the top of void WriteDatabase(string sTitle, string sBody, object oPC) object oBoard = GetNearestObjectByTag(BOARD_OBJECT,oPC); DATABASE = GetLocalString(oBoard,"DB_NAME");
//Add this to void ReplyDatabase(string sTitle, string sBody, object oPC) under object oBoard = GetNearestObjectByTag(BOARD_OBJECT,oPC); DATABASE = GetLocalString(oBoard,"DB_NAME");
//Add this to void ReadDatabase(object oPC) under object oBoard = GetNearestObjectByTag(BOARD_OBJECT,oPC); DATABASE = GetLocalString(oBoard,"DB_NAME");
//Add this to void main(int N1, int N2, string sVar, string sVar2) under object oBoard = GetNearestObjectByTag(BOARD_OBJECT,oPC); DATABASE = GetLocalString(oBoard,"DB_NAME");
//Put a unique local string variable on each bulletin board placeable called DB_NAME.
I didn't test this, but it looked like it should work. Thanks, -driller P.S. Welcome back. It probably just needs a variable name change. -driller @josh and Luna As for the visualization of the DB in the toolset .. you cannot see it while in the TS. It is setup to use a visual effect that is only visible in game ... this is one of the things that made its original placement/alignment so tedious. I cannot recall off-hand why they did this, but it is documented as well somewhere in their source material or the main download page from the vault. From line 14 of the gui_msgboard script: const string DATABASE = "DMFI_DB_BULLETIN"; This is the default DB that is used with the bulletin boards. It doesn't have anything to do with the number of instances that you create of it ( to WWW ) the script is always going to reference the same code here. A workaround would be to create additional databases and copies of the script/s. There has to be a more refined way to do this though, because that is nothing short of slop - some other way to "segment" the database so one msgboard relies on one table, while another board relies on another table, yet all within the same DB. Unfortunately, my design and implementation of DB's is noobish at best ... theory is about as far as I can go with it - for now. As for a sign: We can always just put a level check on the transition that leads to the FotD ... if they are not of or above level X, then they will get an *aherm* well-written pop-up msg that says "From the fields ahead you detect the distinct smell of over-ripe death. You are overwhelmed with fright." Kick off spell effect, low-level is frightened and runs around in terror until regaining control. I am sure that we can all agree that there is no real reason for a level one to be in certain areas of the gameworld. It is our job to find creative ways of enforcing this idea, without making them feel like they are being overtly lead around by the nose. This concept could help to alleviate farming and powerleveling as well, btw. OT's two pence.
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Post by DEV Driller on Jan 17, 2009 16:04:58 GMT -5
I agree, this area should be somewhere else. -driller Its a damned if I do damned if I don't situation. If I put up a sign that says levels 10 or below go the other way people will complain about breaking immersion. Is there any particular reason that there is such a high level zone right off a newbie area? Could things be adjusted so it doesn't jump so quickly? There are worlds that are extremely difficult for newbies. Consider that someone joining this world has gone through a couple of others and found them over the top. Then they come here hoping its more reasonable and then get hammered with level 10 mobs in what they would think is a newbie area. The figure it's more of the same and move on. The thing is, there are many players that determine whether they are going to stay or go within the first 30 minutes of game play. If you wish to retain those players then you need to make sure they have an idea of where to go and what to do right off the bat The default in-game database is dbf format. There are no tables within the database. Each db is it's own table. I see nothing wroing in having each bulliten board have it's own table. Just replace the const string reference (in script) with a local var stored on the board itself. No need for multiple scripts. I think we all agree on that, but someone unfamiliar with the world/lore/areas needs a little more guidance where to go and what to do. Agreed. If you want to prevent someone from entering an area too low level. Just post a guard there with a specific tag (e.g. "<areatag>_guard") and in the transition script if the level is less than n, grab the nearest object by that tag assign a speakstring along the lines of "By order of the flaming fist, this area is off bounds." and prevent the transition. If you want to allow them to override it anyway, instead of speakestring start a conversation that allows them to enter anyway on a specific node.
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Post by otomotetsuo on Jan 17, 2009 16:43:11 GMT -5
@p.S. Welcome back. Thanks very much. It's good to have a couple minutes to do something fun. Thanks as well for the suggestions, all. -OT
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Post by DEV Jlf2n on Jan 18, 2009 12:15:27 GMT -5
Cool, Raph made me a conv for a Flaming Fist officer who will stand by the area entrance to the FotD. If your below level 11 he will tell you you should not enter and if your over he will give a different warning. Thanks for the heads up Zeal.
@ Loudent2 its because of the flow set up. We have went about as far south as we can for now without getting into the Cloud Peaks which we will save for epic CR25+ monsters. The end of which will be a White Dragon.
So now the CR flow turns north towards the Troll Hills. It will stretch from 11-20 and give the high level players something to do.
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Post by Zealote on Jan 18, 2009 18:55:45 GMT -5
Awesome Josh. The Flaming Fists look perfect and add to the immersion, as they can warn you about dangers and stuff, being near the city and all. Karma cookie.
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