Jump to content

Tipsy

Members
  • Posts

    16
  • Joined

  • Last visited

Posts posted by Tipsy

  1. 1 hour ago, ArchVileTerror said:

    *gets a little glassy-eyed that Its own suggestion for making the existing in-game dice roll function viable hasn't been addressed*

     

    *wipes away the tear*

     

    If a slash command can be implemented, how many dice formats will be included?  What sort of syntax and output would we be looking at?

    I play a lot of different tabletop systems, and there is a plethora of die mechanics out there.  City of Heroes already has one of them (1d100.00).  But what will it look like when we type /2d10

     

    2d10: 2 + 7 = 9

    2d10: 9

    2d10: 2, 7

    2d10: 27%

     

    And then there are dice pool systems like Shadowrun v4+

    There's a lot of different ways to roll them bones.

     

    How much time and investment are the current Homecoming Devs willing to put on this sort of feature?  How many -X modifiers are they willing to include in the die roller?

    Ideally, I'd really like to see a die rolling slash command.  But I'd like to see it done with the full depth and breadth of what other dice rollers are capable of (or at -least- have a barebones version created which won't exclude that depth from being added at a later date).

    If we want to just get something one-and-done, I think the stripped-down Snowball is the quickest and is already mostly play-tested.

    Simple is good.  /diceroll XdX should be it, and multiplication simply based on the X values.  RPers can build around that.

     

    There's no dice system inherent to CoH, of course, and shoehorning other game systems dice into CoH seems like adding more work to the request for what would be exceptionally unique needs.  (For example, percentages can be accomplished of course with 1d100.)

     

     

  2. I just wanted to chime in here and say that I've spoken with a lot of RPers who would absolutely use a diceroll feature.  I actually thought this already existed (beyond 1d6) because it seems so obvious in value. 

     

    This should be relatively easy since it's just multiplication.  I've seen this on old school MUDs.

     

    /dice 2d10

    /dice 1d100

     

    Hope this happens someday 🙂

    • Like 10
    • Haha 1
  3. I love all the effort put into refining here.  I'm also really psyched you did the Illusion Control clone cosmetic option (Mirror, etc).  Please tell me there's a plan to also do this for PHANTASM and not just Phantom Army?  It would be really cool to have both do this!

     

    Also, that base/mission may display bug you fixed has been a constantly complain people had since 2009, so it's super cool you fixed that one.

     

    • Like 1
  4. The Grim Vale

     

    The Grim Vale is a new, small, Heavy RP group (meant here as “serious, serial-based stories”) starting on the Everlasting shard of the Homecoming server.  The setting is Croatoa.  We’ll have characters who operate, live, or are based on the lore of the region, or characters that work well with the group’s themes.  These themes can be:

     

    •         HORROR   (scary/spooky/gothic.  some monsters, or gore.)
    •         MAGIC  (mythology, wizards, the afterlife, supernatural, weirdness)
    •         DRAMA  (characters who are flawed, beset within the Croatoan War storyline)

     

    This isn’t a “group” in the classic sense-- there’s no logo or team name.  Just characters who know each other, and deal with each other, interacting.

     

    We’re starting things off lowkey: no pressure on activity.  RP because you want to.

     

    There will be a base, but players will be encouraged to have on-map RP in-world within Croatoa.

     

    >> CHARACTERS WE DON’T WANT:
     

    •     Characters built around (or for) sex, ERP, etc.  While this group not anti-ERP, we don’t wanna see it, or know about it.
    •     Overpowered, God-like, deux ex machina, Mary Sue.  If you want a check on this, ask.

     

    >> PLAYERS WE WANT:
     

    •     People who are active, creative, and able to be improvisational.
    •     People who are comfortable being away from Pocket D.  We don’t care if you’re there, but don’t ALWAYS be there.
    •     Players willing to take initiative and craft-up happenings and activities on the fly, without waiting for someone else to do it.

     

    >> NOTE:
     

    No OOC (“out of character”) assholes.  No OOC bullshit. In-character drama is great; OOC drama however, it can kill a good group.  Disputes can be settled with the leadership, and let’s actually try to not sink the whole group with it.  OOC bullshit also includes: saying genuinely offensive things about ethnicity, gender, sexuality. We should respect each other.

     

    >> CONTACT:


    If you’re not sure if your character or idea fits, just ask.  For any questions, contact @Tipsy in-game, or Tipsy#0660 on Discord.  Email, /tell, DM are all okay.

     

     

    • Like 2
  5. On 8/28/2019 at 5:39 PM, justicebeliever said:

    In the interest of helping the Dev’s have the best information, what were your plans around the current slash command?

    Well, I guess it's not all THAT special, but due to the restraints of high-level factors (multiple sky/indoor-outdoor lighting can't exist on the same base), we were planning to make a series of bases and use the command to zip between them.  This is RP stuff, so it's within the story of the group.  If there was a way to make base teleporters go from one base to another, that would solve this "need" instead.

    • Like 1
  6. 19 hours ago, biostem said:

    I wouldn't say we need a mute command per se, but something like "setvolpow, setvolvoice, setvolbgm", which could accept a value from 0 (muted) to 100 (max), would be great.  Then you could just put the 3 commands, with values of 0, into a bind to mute all sound...

    That would work for me.  I do love binds, but also: simplicity can still be a attitude with player controls.

  7. A bindable command that would set all 3 sound temporarily to 0.  This would be a wonderful level of sound control that would allow for me to listen to sound sources more flexibly while playing the game, without having stop what I'm doing, and to take time out to manually adjust sliders, remember the numbers, and then do it again to re-enable.
     

    I suspect this might be covered in /optionsave /optionload?  I guess I could look into that, although having two versions of this file means every option change needs to saved and maintained twice.

  8. The new /roleplayer command tag is really fantastic.  A great idea.  But I know that some people, including myself, are deterred from using it because the color is simply too dark and saturated.  It's honestly very hard to read the names.  If you could make it less dark, that would be awesome.

×
×
  • Create New...