Moboled Soft Blocks, 30 days

... sit down, kick back and relax, and talk about anything that doesn't belong on one of the other forums.
Elysia
Posts: 8144
Joined: Sun Feb 15, 2015 1:29 pm

Re: Moboled Soft Blocks, 30 days

Post by Elysia » Wed Apr 19, 2017 3:05 pm

Ragyn wrote:Fairly sure they were put in place to limit the amount of escape routes during pk,
Indeed. As has been requested by many over the years.

Re: Sarryn: choking up zones, look at when the last zone was "treated". That was four and a half months ago. I haven't had time in the past few months. I won't have time in the immediate future because I have to work on updating clan and gambler quests. Then think of the amount of zones that many will feel need attention: 2 Altara zones, 2 Maredo zones, pieces of the Waterwood, pieces of Amador-Illian road, 3-4? zones around Caralain, the TV-Cairhien Road, arguably Granlin zone and then I haven't even gone into zones that see pk like SG and north of RK. That's close to 20 zones right there. Look at the speed at which were (not) going. And I consider this a priority, but even priorities have to be moved back and back and back because other things pop up. The only way to get some results at a fairly reasonable rate is if we employ more tactics than overhauling zones. This is one of those tactics. So is removing zone connections entirely, although perhaps some feel that if it's a choice between the soft blocks and removing zone connections, the soft blocks are preferable. I can look at replacing the connections removal with soft blocks, if people so desire.

Similarly, I've known there is an issue with the flees, but I haven't had time to look at it yet. Perhaps a jump overboard feature would work, or maybe not - that's just a first thought.

Also a reminder that yes, turnaround times have increased.

Cosmo
Posts: 246
Joined: Fri Dec 16, 2016 7:27 am

Re: Moboled Soft Blocks, 30 days

Post by Cosmo » Wed Apr 19, 2017 4:40 pm

I feel like by having these blocks instead of having any meaningful PK related purpose they just make zones get used even less. People would rather walk around the entire zone/avoid it than to go through the block. That means PK is likely never going to happen in certain parts of the map and no one is going to even bother going to certain parts because it's just too annoying to get there.

Choking up zones only helps warriors with no track and I think people just need to get better at chasing. If the mud was so chokey all we could do was walk a few rooms and the outcome of PK was purely determined by numbers then I think everyone would get bored and stop playing. Haven't we done enough?

Dimmu
Posts: 220
Joined: Sun Mar 22, 2015 7:38 am

Re: Moboled Soft Blocks, 30 days

Post by Dimmu » Thu Apr 20, 2017 4:39 am

Cosmo wrote:/snip . . . then I think everyone would get bored and stop playing. . . .
The Mud is already at this place now. I see fewer people on (including myself) and although Ely is trying hard, MOBOL is not the answer, hard coding is. Flash's disinterest/apathy is killing WoTMUD.

Vala
Posts: 18
Joined: Fri Dec 30, 2016 12:32 pm

Re: Moboled Soft Blocks, 30 days

Post by Vala » Fri Apr 21, 2017 9:20 am

Elysia wrote: ...although perhaps some feel that if it's a choice between the soft blocks and removing zone connections, the soft blocks are preferable. I can look at replacing the connections removal with soft blocks, if people so desire.
Yes! Many times yes, please. Having a soft block is much better than closing the passage entirely. The Far Madding to Maredo soft block is annoying (they both are) but at least the way is open again.

Paj

Re: Moboled Soft Blocks, 30 days

Post by Paj » Fri Apr 21, 2017 9:41 am

I hate to say it, but a soft block north of ashen at Dead and Dying Leaves (I think?) to open the zone back up but make it soft.

There's just got to be an easier way than this three room mobol-delay super-pk-trap contraption.

Maybe just one room, a 'call barge' to close the barge entrance on the other side if open, open it on calling end, enter (anyone), then it closes automatically, timer-delay, then opens automatically on other side. No loss of fleeing, no multiple commands, no false-exits to fail flees on or into. A simple delay to wait for the barge. The Chachin fort seems to have a call command with a bit of delay.

Razhak
Posts: 1396
Joined: Sun Mar 22, 2015 7:43 am

Re: Moboled Soft Blocks, 30 days

Post by Razhak » Fri Apr 21, 2017 11:27 am

For alternatives for soft blocks:

take a look at the mobol for the doors under the shute in Lich: you can only open one if the other is closed

take a look at the gate in Cachin: callable

take a look at the exit mobol from the CTF fort on tear-illian road

take a look at the mobol of the travelling circus thingie: enter through one entrance, get pushed out towards the other if no no-quit, get pushed back into your starting room with no-quit

Iris
Posts: 21
Joined: Thu Mar 09, 2017 10:16 pm

Re: Moboled Soft Blocks, 30 days

Post by Iris » Fri Apr 21, 2017 11:52 am

Razhak wrote:For alternatives for soft blocks:

take a look at the mobol of the travelling circus thingie: enter through one entrance, get pushed out towards the other if no no-quit, get pushed back into your starting room with no-quit
This is a really interesting idea. I am not a fan of the blocks as they currently are, but if something like this could be implemented that would allow casual exploration while still choking the zones up during PK.

Taziar
Posts: 961
Joined: Sat Mar 21, 2015 10:28 pm

Re: Moboled Soft Blocks, 30 days

Post by Taziar » Thu Apr 27, 2017 2:30 am

The consensus is overwhelmingly against these in their current form, and against removing connections it seems.
Please try another idea Elysia, or open everything back up until there is a better idea... something.
Thanks again for all your hard work!
Warmest,
Taziar

ps. Ocean and river ships are my favorite thing ever btw, thanks again for those.

Bianca
Posts: 13
Joined: Sun Sep 20, 2015 3:25 pm

Re: Moboled Soft Blocks, 30 days

Post by Bianca » Thu Apr 27, 2017 7:13 pm

I used the Tar Valon airlock immediately after it was implemented. Someone had already killed the ferryman and I assumed that there were probably instructions I would have received had he been alive. After way too much fiddling I finally figured out how it worked. I then found the airlock east of Lugard and could not figure out how to travel through it even though I had just traversed the TV one. I don't feel they are intuitive.

I kind of appreciate the location of the Tar Valon block - ie. the ability to limit access to the wide open areas north of Cairhien. If I were going to put one of these in it would at the southgate of Rahime to direct more travel to the Long Cut. Just sayin'. For the purposes of traveling, apart from the fact that its just faster to go through Tar Valon, I echo the comments above. I was immediately worried that someone was going to find a way to trap/door me in there because the whole thing just seemed clunky and weirdly constructed. For one thing - you can flee "down" into the first room rather than waiting for the timer to happen. For another, there are doors which you rightfully can't open/close, but I repeatedly found myself wondering if they were "quietly" (no message) closing and opening and that the reason I couldn't move was that I was waiting for them.

The night after I explored them I got what I can only assume is the most amazing luck in the world and killed Wept in there, but I can't help but feel that somehow the room trapped him in there and that it could do the same to me in the future.

Dock on the Erinin
Massive beams of tarred timber have been constructed to form a dock that
juts out into the wide River Erinin. From the docks it's possible to peek
inside Tar Valon's Southharbor, which is buzzing with activity. This
particular dock seems mostly used to ship cattle and farming equipment from
one side of the river to the other.
[ obvious exits: N D ]
A Tairen bloodstock stallion stands here, tail swaying with the breeze, being ridden by you.
A hardened ferry captain surveys his barge here.

* R HP:Healthy SP:Full MV:Fresh > [kill dark]
They aren't here.

* R HP:Healthy SP:Full MV:Fresh > where
0
You have no sense of location here.

* R HP:Healthy SP:Full MV:Fresh > *Wept* has arrived from the north, riding a gray palfrey.
[kill dark]
You try to slash *Wept*, but he deflects the blow.

* R HP:Healthy SP:Full MV:Fresh - Wept: Hurt > n
No way! You're fighting for your life!

* R HP:Healthy SP:Full MV:Fresh - Wept: Hurt > c

*Wept* tries to pierce you, but you deflect the blow.
A hardened ferry captain stops using a lantern.
A hardened ferry captain joins your fight!
You try to slash *Wept*, but he deflects the blow.

* R HP:Healthy SP:Full MV:Fresh - Wept: Hurt > You begin to weave the appropriate flows...

-
*Wept* panics, and attempts to flee!

=+**
*Wept* leaves down riding a gray palfrey.

+=
Your target is no longer here!

* R HP:Healthy SP:Full MV:Fresh > na on ferryman
You narrate 'on ferryman'

d
* R HP:Healthy SP:Full MV:Fresh > 0
c
Atlan narrates 'went all s'
Ok.

* R HP:Healthy SP:Full MV:Fresh > [kill dark]
They aren't here.

* R HP:Healthy SP:Full MV:Fresh > Atlan has arrived from the north, riding a gray palfrey.
Nobody here by that name.

* R HP:Healthy SP:Full MV:Fresh > 0
0
[kill dark]
They aren't here.

* R HP:Healthy SP:Full MV:Fresh > [kill dark]
They aren't here.

* R HP:Healthy SP:Full MV:Fresh > na he fled down
0
You narrate 'he fled down'

* R HP:Healthy SP:Full MV:Fresh > [kill dark]
They aren't here.

* R HP:Healthy SP:Full MV:Fresh > cw
f
Mood changed to: Wimpy
Wimpy reset to: 138 hit points.

* R HP:Healthy SP:Full MV:Fresh > On the Ferry
[ obvious exits: U ]
A Tairen bloodstock stallion stands here, tail swaying with the breeze, being ridden by you.
*Wept* is standing here, riding a gray palfrey.

c
* R HP:Healthy SP:Full MV:Fresh > You begin to weave the appropriate flows...

-=+**+=
Ok.
Streaks of fire flow from your hands, burning *Wept*.

* R HP:Healthy SP:Strong MV:Fresh - Wept: Wounded > c
You begin to weave the appropriate flows...

-=+**+=
You lost control of Saidar!

* R HP:Healthy SP:Strong MV:Fresh - Wept: Wounded > c

Ouch! That Really did HURT!

Your body is burned by a tremendous fireball sent by *Wept*!

* R HP:Wounded SP:Strong MV:Fresh - Wept: Wounded > You begin to weave the appropriate flows...

-=+*
*Wept* tries to pierce you, but you deflect the blow.

*+=
Ok.
Streaks of fire flow from your hands, burning *Wept*.

* R HP:Wounded SP:Strong MV:Fresh - Wept: Wounded > c
You begin to weave the appropriate flows...

-=+
*Wept* tries to pierce you, but you deflect the blow.

**+=
Ok.
Streaks of fire flow from your hands, burning *Wept*.

* R HP:Wounded SP:Strong MV:Fresh - Wept: Wounded > c
You begin to weave the appropriate flows...

-=+**+=
Ok.
Streaks of fire flow from your hands, burning *Wept*.

* R HP:Wounded SP:Strong MV:Fresh - Wept: Battered >
You gasp in pain as streaks of fire from *Wept* burn your body!

* R HP:Wounded SP:Strong MV:Fresh - Wept: Battered > c
You begin to weave the appropriate flows...

-
*Wept* tries to pierce you, but you deflect the blow.

=+**+=
Ok.
Streaks of fire flow from your hands, burning *Wept*.

* R HP:Wounded SP:Strong MV:Fresh - Wept: Battered > c
You begin to weave the appropriate flows...


*Wept* tries to pierce you, but you parry successfully.

-=+**+=
Ok.
Streaks of fire flow from your hands, burning *Wept*.

* R HP:Wounded SP:Good MV:Fresh - Wept: Beaten > c
You slash *Wept*'s body hard.
You begin to weave the appropriate flows...

-=+**+=
Ok.
*Wept* panics, and attempts to flee!
Streaks of fire flow from your hands, burning *Wept*.

* R HP:Wounded SP:Good MV:Fresh - Wept: Beaten > c
You try to slash *Wept*, but he deflects the blow.
*Wept* tries to pierce you, but you parry successfully.
You begin to weave the appropriate flows...

-
*Wept* tries to pierce you, but you deflect the blow.

=+**+=
Ok.
*Wept* panics, and attempts to flee!
Streaks of fire flow from your hands, burning *Wept*.

* R HP:Wounded SP:Good MV:Fresh - Wept: Critical > c

You try to slash *Wept*, but he deflects the blow.
*Wept* tries to pierce you, but you deflect the blow.

* R HP:Wounded SP:Good MV:Fresh - Wept: Critical > You begin to weave the appropriate flows...

-=+
*Wept* panics, and attempts to flee!

**+=
Ok.
You feel the Weave of the Wheel tighten around you.
Your first time! Was it good for you too?
Streaks of Fire burn through *Wept*, leaving only a blackened corpse.
*Wept* is dead! R.I.P.
Your blood freezes as you hear *Wept*'s death cry.

Paj

Re: Moboled Soft Blocks, 30 days

Post by Paj » Thu Apr 27, 2017 8:08 pm

Not engaged with PK no quit I could flee out of the ferry room and back in.

Unsure if engagement would be a factor inside.

This is why I think it should be an open room to walk in and out with mobs or groups, then A command closes the path one direction for a tic maybe then opens the door in the next room. Rooms should still be in same zone as west tv/north cairhien because below...

I noticed the ferryman rooms and ferry rooms are actually in a separate zone (imm-zone?). So I'd wonder what'd happen if you worked/canes in there.

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