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Messages - Mikademus

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526
DF Suggestions / Re: Inside the out door.
« on: May 30, 2008, 10:43:00 am »
quote:
Originally posted by mickel:
<STRONG>Maybe a designation for danger zones? Take the typical example of the corridor with all the traps that stops the goblin invasion. It's indoors for every definition of the word, but it's not safe. Thus you mark it as a danger zone. Parents don't let their kids play there. Pet owners make sure their pets stay away. And when the alarm goes off, people avoid it until the all clear sounds.</STRONG>

And now you understand why we need better forum software. The siege issue, stupid dwarf behaviiour during sieges, "door dancing" or all the other names that this problem has been given is brought up every 20th thread or so. And the solutions that are arrived at every time are designation of safe zones and/or military zones. It is also in a top position in the Big-3 lists.


527
Well, I rather hope that good suggestions not conflicting with the developer's goals might affect and influence what happens down the road.

528
quote:
Originally posted by McDoomhammer:
<STRONG>None of which are implemented in any way yet, hence the bit after your snip:  Until they are, probably magic arc-ish, this idea will surely have to wait.</STRONG>

Yeah, you know, that's a really good point. Everyone, let's stop suggesting things until AFTER those things have been implemented!
 :roll:


529
quote:
Originally posted by McDoomhammer:
<STRONG>On the one hand, I kind of smile at the idea of the miner going into a whirlwind of activity and digging out some wondrous structure that just happens to be partly inside your count's bedroom, or a vein of magma.

On the other, what will you have to show for it?  An empty, plain, dug-out space and a suddenly-legendary miner.  And nothing you could call an artefact.  </STRONG>


Did you read the suggestions above? Because your reply suggests otherwise. The idea was that the space created would have some property, f.i. be soothing (calming upset dwarves), a summoning chamber, sacral, necropolis, etc. And this might in any reasonable use of the term be considered an artefact.


530
Aye, arguing along with Align, above, from a programming perspective, given what is already implemented, it would be relatively trivial.

531
quote:
Originally posted by Wolfius:
<STRONG>Dwarves auto-mining is a very, very bad idea.</STRONG>

Frequent auto-mining would be a horrible nuisance. Fey mining would be very rare, and would be totally in line with the DF philosophy: random, out of player control, and capable of both giving unpredictable bonuses and/or non-fatally messing up the player's plans because of dwarf idiosyncrasy.


532
>> McDoomhammer: "I feel for your situation, but at the same time, randomness is a strength of the system. You could just as easily end up with a fort full of legendary weapons, masonry and leatherwork next time. Or you could try and keep your dwarves skilled in the professions you want artifacts from and thereby influence the odds in your favour; it provides no guarantees, but it is at least logical and becomes its own kind of game challenge."

> Othob Rithol: "No sympathy needed really. I've been playing this game long enough to have had dozens of 15-20 year forts. I remember one in particular where I had an entire artifact suit of plate (no shield sadly) made of various materials. I only cite my current fort because out of its 30-something moods the weakness of the existing mood system is apparent (at least to me). Said fort is a majority legendary, with just about every major job covered with at least one legendary."

@McDoomhammer: It seems you're arguing from fear that the principally random nature of DF will generate more artefacts when more skills can lead to fey moods.

* First, a greater variety of fey vectors will not lead to a greater frequency of fey moods (more fey artefacts), only more diverse artefacts.

* Second, the current system is not really very balanced or entertaining, when you get a bloody bunch of fey stonecrafters, bonecarvers and woodcarvers. You can't argue that greater diversity in fay fields and outcomes will either hurt gameplay or unbalance the game.

* Third, again, the amount of artefacts should not be fixed. When you argue "don't fix what isn't broken" you're saying "I like it as it is", when the very reason you're arguing that is because other people do not enjoy the current state. Changing this hard means a lose-lose situation. You will acceept that game enjoyment and play style is individual, and role playing games elegantly exemplifies that players line up along a line when it comes to materialism (here: artefacts), the end points being the "rare until nigh on non-existant" and "exceedingly plentiful" (d20, Diablo) extremes. There is two ways of satisfying all players in these situations: (1) make different games, which is rather unlikely in this situation: or (2) a SETTING, which is what the config file is for. So yeah, we can have the cake both ways and eat it plenty.

---

>> Mikademus: "Building on my own post, above, about fey miners, I'd love to see a feyminer dig out a peaceful chapel, a possessed one dig out a daemonic summoning chamber (which perhaps would mine the way for an animal trainer to go fay and become a beast summoner/shaman sorcerer?), or go morbid and dig out and build a Gothic necropolis. The possibilities are endless with mood-stricken miners!"

> Othob Rithol: "By in large I do like this idea. This is also what I'd like to see for the engraver. Architecture has roughly the same effects and perks in the game as a trinket: increased fort value, interesting descriptions of dwarves and dwarves, and being decidely dwarvenly. To keep it beard and shoulders above normal work, a single tile (the altar, a pillar, pentagram, idol etc) could be engraved and decorated with spikes of kitten leather just like an item. Imagine a 10,000 coin pillar."

I think these kind of ideas deserves its own thread. In here, and I remember one or two other threads, we have discussed other ingresses to fey moods than just vanilla crafting and smithing, and a number of alternative fey products. There is the recent thread with artefact suggestions. And the concept of fey/possessed/morbid miners and architects producing spaces that in turn might open new avenues, bonuses or obstacles is interesting and powerful. Fey hunting/ambushing and animal training is worth exploring, perhaps brewing, plant gathering and farming, too. And the posts on special output of legendary skills should be summud up and discussed.

[ April 14, 2008: Message edited by: Mikademus ]


533
Building on my own post, above, about fey miners, I'd love to see a feyminer dig out a peaceful chapel, a possessed one dig out a daemonic summoning chamber (which perhaps would mine the way for an animal trainer to go fay and become a beast summoner/shaman sorcerer?), or go morbid and dig out and build a Gothic necropolis. The possibilities are endless with mood-stricken miners!

534
@Wolfius: I stand by that quote. And funny enough, you failed to quote my above post where I said this "artefact" debate is mostly a terminological one. Well, if you're dead set on misunderstanding me you've told me something about yourself, and I've got more stimulating people to debate with.

quote:
Originally posted by Neonivek:
<STRONG>As for Non-artifact moods: I don't think that Miners should be able to go into moods and find veins no matter how rare it is... since it is kinda like "Ohh you found a ton of Ruby? Alright Ill put it next to all this Adamantium I got normally yet didn't require moods to obtain". Unless the material could not be obtained any other way I have to disagree with mining moods replacing Artifact moods for miners. Making it Adamantium also in a way takes away from the whole adamantium finding aspect of the game as well.</STRONG>

A miner "discovering" a boatload of diamonds wouidl be a fugly fake fey mood, aye. However, a miner going into a fey moiod and carving out a huge, wonderful domed chapel making all dwarfs happy (happier?), making a Mining Pick of Dowsing or one of Turn Ore Into Ingots, or something would be right on.


535
quote:
Originally posted by Wolfius:
<STRONG>Oh, I know players can and do weight things to try and get specific artifacts, but it's still mostly luck(a dwarf may never go fey, or not produce the specific item you want, or make it out of low quality material, etc), and for the most part, a given dwarf can only ever make the one artifact.

Whereas what you propose would allow total control; you wouldn't know when your designer artifacts would come out, but you can control what you get.


Now, I'm not against magic items, or objects of power, or whatever. I'm just saying that artifacts as they currently are stand apart and above mainly because of how they come about, and because of that should retain their position of dramatically superior quality. I don't have a problem with 'lesser artifacts', so long as they are indeed markedly lesser.</STRONG>


I assume this was directed at me? I have no idea whatsoever how on earth you're able to construe my posts as promoting "total control" over "artefact production".

For your benefit, a summary of my position: Dwarves go fey whenever. They make artefacts. Legendary dwarves may make legendary stuff. Fay moods has a chance of resulting in spectacular items. All dwarf specialities can birth fey moods.


536
Actually, I'm not very fond of the AD&D/d20 magic system... As for democracy. I am a programmer myself and I always have the final word on what I put in my stuff. Then again, the only thing we have to go on here on the forum is the discussions, and in them, there is a consensus, or at least at strong current. That does not mean that's what will necessarily end up in the code, but again, if we can't talk about that we know not of, then there wouldn't be much discussion about anything at all (or rather, the discussion would be very, very boring). Hmm, what is the name of this sub-forum, again? "Suggestions" or something?

537
[double post]

[ April 13, 2008: Message edited by: Mikademus ]


538
quote:
Originally posted by McDoomhammer:
<STRONG>You really do have a very big nose.</STRONG>

Lol, and you know what they say about dwarves with big noses...


 

quote:
Originally posted by Wolfius:
<STRONG>You just don't get it. ... Artifact isn't just a text badge - they're rare, valuable, sometimes powerful items whose creation is totally out of your control - emphasis on the first and last; they are outside and beyond what you can queue up for production. </STRONG>

Heh, I get where you're coming from al right. I think you're the one who don't get me, and is projecting on what I've written a lot of stuff I'm in fact not advocating. Read some more of my posts elsewhere and you'll find out that I'm actually one of those that are against micromanaging and "automated production". Artefacts should be rare, aye, but (1) there might be grades even to to grandeur; (2) with magic there will be more items that by any definition of the word could be called "artefacts"; (3) more situations, professions and skills could produce more and different artefacts; and (4) "artefact density", in lack of a better word, is an excellent candidate for a setting, since every player has a different sweet spot for game content and balance (obviously, you're not a fan of the d20 and AD&D magic item template, and that's cool, but you're absolutely not representative of all gamers, and neither are Diablo-fan dungeon crawlers); (5) and finally, if you read the forum, you'll notice that players are already setting up production-ish structures for producing the most valuable artefacts possible (a low-density output industry, for sure, but nonetheless).

Put it like this, when artificing is introduced, there is on reason for why it SHOULDN'T be baked into the current system - it would be strange and contrived to have two similar and conceptually overlapping systems.

[ April 13, 2008: Message edited by: Mikademus ]


539
No condescension intended, and blessed be the cheese makers (and all makers of dairy products in general). I would enjoy a richer use of the existing skills, and I also agree that dwarves are a materialistically hoarding and creative race. Thus, it would be natural and enjoyable that a fey hunter makes a Cape of Camouflage, Boots of the Deer, or similar and takes down mammoths, that a a fey animal trainer makes a Leach of Subjugated Bondage and rears spectacularly ferocious war hounds, and that legendary weaponsmiths creates mighty weapons, and every now and rare then, one of spectacular notability. Etc.

540
^ Atm, you're basically getting excited about an item having the text badge "artefact". I'm looking forward to an artefact being an item of power and magic. One currently favoured (speculative) flavour of dwarven magic is artificing, and that will have the consequence of many such. Then the current artefacts will probably simply be such of higher value or power. That is as it should be, imo.

McDoomhammer, "artefact" comes from the latin "arte" (which in turn comes from "ars", that is, "craft", "making"), thus "artIfact" would seem to be a later derivative spelling, perhaps from pronunciation drift, of the original (of course speaking about "correct spelling" in earlier English is somewhat silly, language standardisation is a late thing).


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