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BatMUD Forums > Ideas-wanted > Re: death by walking

 
 
#1
08 May 2006 00:27
 
 
Yes all of us have done it. Still it is my heartfelt feeling that if you typo
a walking command and are killed by it, your stupid ass deserved to die
anyways. IMHO part of the challenge and yes, even fun! of this game is to
learn how to be nimble and skilled typers, and to use your brain, when
executing commands. I dont see any reason for the coders of batmud to have to
hardcode into the system ways to keep idiots alive. Thats just toooooooo
FLOWERMUD.

 
Rating:
5
Votes:
22
 
 
Blayke
N e w b i e  H e l p e r
1y, 161d, 16h, 47m, 47s old
Level:
94
 
 
#2
08 May 2006 03:16
 
 
No, I don't think this would be making the game too easy. Continuing to walk
while you are drowning doesn't make sense. It's not logical. It's not logical
either from the in-game reality point of view (why would you continue walking
if it's killing you? the logical thing would be to stop instead of willingly
taking more damage) nor the game user interface point of view (the walking
commands are there to help moving on the outworld easier in the first place;
why the heck should there be this kind of useless "trap" that doesn't make any
sense? The logical thing is for it to be a safe command, not something which
can kill you.)

Besides, it doesn't necessarily have to stop from *all* damage, just drowning
damage (or any damage caused by movement instead of damage caused by *staying*
on that room). In other words, if *moving* causes damage, then the walking
stops.

I don't see how this is so much different from the walking to stop when the
terrain changes. Isn't that also "making the game too easy"? The whole point
of the walking commands is to help you move more easily.

 
Rating:
2
Votes:
16
 
 
Warp
30d, 11h, 24m, 18s old
Level:
49
 
 
#3
08 May 2006 08:55
 
 
Warp wrote:
No, I don't think this would be making the game too easy. Continuing to walk
while you are drowning doesn't make sense. It's not logical. It's not logical
either from the in-game reality point of view (why would you continue walking
if it's killing you? the logical thing would be to stop instead of willingly
taking more damage) nor the game user interface point of view (the walking
commands are there to help moving on the outworld easier in the first place;
why the heck should there be this kind of useless "trap" that doesn't make any
sense? The logical thing is for it to be a safe command, not something which
can kill you.)

Besides, it doesn't necessarily have to stop from *all* damage, just drowning
damage (or any damage caused by movement instead of damage caused by *staying*
on that room). In other words, if *moving* causes damage, then the walking
stops.

I don't see how this is so much different from the walking to stop when the
terrain changes. Isn't that also "making the game too easy"? The whole point
of the walking commands is to help you move more easily.
By making walking completely safe, it would lessen
the need of navs. Lot of players use commands to
move from area to area. Unfortunately for players
the way is sometimes blocked by something which
screws the route and your command ends up killing
you.

Atleast I would rather use navs than walk commands,
if I had lots of exp.

 
 
 
Capula
2y, 72d, 10h, 39m, 29s old
Level:
77
 
 
#4
08 May 2006 13:19
 
 
Call me a noob if you want, but that argumentation doesn't make any sense.
Firstly, I don't see how making the walking commands not drown you (unless the
very first water movement is enough to kill you) would "lessen the need of
navs", and even if that were so, why it would be a good argument to have the
walking commands kill you if it happens in water.

I really don't understand this "it makes the game too easy" mentality.
Firstly, it doesn't make the game "too easy", and secondly, even if it did, so
what? What's the point in killing you randomly? If there would be a point,
then why not introduce features such as a small probability that just by
moving on the outworld you could suddenly get a message like "suddenly you
trip over, hit your head on a rock and die". That would make the game "not too
easy" and increase the "need for navs". Of course it wouldn't make any sense,
but hey, at least the game is not too easy. While we are at it, why not add
other random deaths too? Suddenly during battle you get a heart attack and
die. When in a shop, the 5M mob randomly gets angry and kills you in one blow.
When making a transfer, a random error may happen and you lose all your money.
Yeah, why not make this game as difficult and unfair and nonsensical as
possible?

 
Rating:
-5
Votes:
21
 
 
Warp
30d, 11h, 37m, 51s old
Level:
49
 
 
#5
08 May 2006 13:30
 
 
Warp wrote:
Call me a noob if you want, but that argumentation doesn't make any sense.
Firstly, I don't see how making the walking commands not drown you (unless the
very first water movement is enough to kill you) would "lessen the need of
navs", and even if that were so, why it would be a good argument to have the
walking commands kill you if it happens in water.
Atleast I like that I can use walk even when exhausted or when there is a few
rooms of water (occasionally causing damage with my lousy swimming %).

So I don't see why the game should protect me from being stupid in this case
(perhaps that feature might have been nice addition to HC bat tho...).

//Naak

(Oh, should the game also stop evaluation of "20 s" when you take damage?)

 
Rating:
1
Votes:
4
 
 
Kaahn
1y, 214d, 1h, 2m, 59s old
Level:
75
 
 
#6
08 May 2006 15:27
 
 
As was discussed on newbie channel, IMO it is a bad idea to make you stop
walking if you take terrain damage (for lack of a better term). As Blayke
said, learn to use your brain, and pay attention to when you are taking
damage, and take appropriate actions. Lots of people have died to
movement death, either through way negative eps, drowning, whatever.
You take that death, chalk it up to a learning experience and move on.

--Hair

 
Rating:
5
Votes:
12
 
 
Hair
N e w b i e  H e l p e r
112d, 4h, 19m, 29s old
Level:
50
 
 
#7
08 May 2006 17:12
 
 
How exactly is it a bad idea? I don't get it. Perhaps it's because I'm a
newbie or stupid or both.

Since you seem to know so much about what are and aren't good ideas, could you
please explain me why is it a good idea to have walking commands (which stop
when the terrain changes) in the first place? Those commands make the game...
oooh, scaaary... easier to play! Ooh, we are spoiling the poor newbies with
such easy-to-use commands. They might learn some bad habits! Let's remove
these aiding commands right away!

Could you please explain to me why it is a good idea to stop walking when the
terrain changes but it's not a good idea to stop walking when you could die by
moving further? What's the point in the walking commands in the first place?
Why do they exist when you could simply type "20 s" for the same effect but
with increased risk (which seems to be a "good idea" according to you)?

 
Rating:
-5
Votes:
23
 
 
Warp
30d, 13h, 29m, 0s old
Level:
49