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» Suggestions for handling of shield&armour
Thu Oct 29, 2009 8:21 am by Bartholomew Gallacher


Suggestions for handling of shield&armour

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Suggestions for handling of shield&armour

Post  Bartholomew Gallacher on Wed Oct 21, 2009 6:59 am

Hello there,

after doing some tests with shield and armor, vulgo putting the scripts into modifyable prim hair and seeing if they work - they do - I suggest those features, since while the owner of that ML still has the disadvantages of the shield&armour, he has a big advantage - no one sees them, so people might be more attracted to attack him as if compared him wearing it openly:

  • When a shield&armor is in action, the attacker should get an indication in the hit message that such thing is in action at his opponent, like "AOs shield blocked xx% of your attack.". This would be quite easy to implement, I guess, and make this really unpretty for the cheater.
  • Shield, Armor, Helmet should be optional, meaning there should be a setting for each such thing in the meter region server to en- or disable them.
  • Optional: fine tuning the impact of shield&armor in the meter region server, like the Stamina already, would be great.


Thanks for listening, keep up to the good work.

Bartholomew Gallacher

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Re: Suggestions for handling of shield&armour

Post  Tala on Mon Oct 26, 2009 6:20 pm

Bartholomew Gallacher wrote:Hello there,

after doing some tests with shield and armor, vulgo putting the scripts into modifyable prim hair and seeing if they work - they do - I suggest those features, since while the owner of that ML still has the disadvantages of the shield&armour, he has a big advantage - no one sees them, so people might be more attracted to attack him as if compared him wearing it openly:

  • When a shield&armor is in action, the attacker should get an indication in the hit message that such thing is in action at his opponent, like "AOs shield blocked xx% of your attack.". This would be quite easy to implement, I guess, and make this really unpretty for the cheater.
  • Shield, Armor, Helmet should be optional, meaning there should be a setting for each such thing in the meter region server to en- or disable them.
  • Optional: fine tuning the impact of shield&armor in the meter region server, like the Stamina already, would be great.


Thanks for listening, keep up to the good work.


Thanks a lot for the suggestions. I'm not a fan of the idea of delivering hit indication messages to the attacker for two reasons: first, delivering a lot of chat causes lag, and since one cannot use IMs the scripts must do a lot of postprocessing/filtering - of course many bows have indeed a hit indication system, but adding one to the meter as well would effectively more than double the load. Second, in reality you would never know *exactly* how you have hit somebody but you only will have a vague idea - and this is indicated by the health bar over the head (yes I know you don't see it when you're too far away - again, this is quite realistic).

Now, I could offer two solutions to the shield/armour issue. One possibility is to extend the "look at" command so that is gives also information about worn shields etc. Another possibility is to add floating symbols over the head which indicate if amour, shields or helmets are worn. What do you think about this? Also, I wonder if invisible armour is *really* such a big problem.

Making shielding etc optional via sim settings and adding a parameters for fine tuning is a good idea. I'll implement that with the next server update.

Tala
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Re: Suggestions for handling of shield&armour

Post  Bartholomew Gallacher on Thu Oct 29, 2009 8:21 am

Another indicator combined with "look at" sounds like a good idea to me.

Bartholomew Gallacher

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