DF Suggestions / Re: Dwarves should treat valuable items with respect
« on: May 23, 2008, 11:28:00 am »What if the location is rather far away to the point where it could kill a dwarf?
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What if the location is rather far away to the point where it could kill a dwarf?
Other then that let me think of some names... Keeping in mind that Dwarves don't rule the world so it wouldn't be named Dwarfium.
-Skypeice
-Crescent metal
-Wishpeice
-Fallen Ore
-Demonbane
-Gaiabane
-Spearsteel
-Sparksteel
-Lamentsteel
-Crescentium
-Godtear
-Heaventear
-Skytear
-Celesterous
-Celestium
-Black Iron
-Noirium
-Noirerous
-Darkiron
Wow, I have nothing... ohh well... Watcha think?
[ May 25, 2008: Message edited by: Neonivek ]
It is also called by different terms such as Starmetal (which I prefer to the boringly mundane Meteoric Iron)
Anyhow I am not sure Dwarf Fortress universe even has a true space... So I don't know even if these comits/meteors/asteroids would be true Space Junk or even if they are possible
Though just because there is no Space I guess it doesn't mean there can't be Impact craters... it just means it is caused by something else... Heh, Like Heavenly Dwarves having Cave-ins in the sky.
Basically the game functions where: As long as nothing bad happens no one should get angry.
However when Nobility, sieges, random animal attacks, cave-ins, Economy, and any other aspect gets involved you will be thanking Armok that you built that Aluminum Door.
One tantrum Dwarf is hard enough to deal with... a mass tantrum can be enough to finish your fortress off.
I can't agree or disagree with you... mostly because it has been almost random with me... Ive had games where people got angry for seemingly no reason... and others where I think I just built the dwarf version of heaven.
[ May 22, 2008: Message edited by: Neonivek ]
Usually the reason why novices make things faster then masters is because they do not go through the proper steps in order to make a good product.
However when they do go through the proper steps, you will notice the speed difference to the point where the Novice looks like they are standing still compared to the masters. The Masters also produce better works.
Dwarves always go through the proper steps to create an object no matter their skill, hense why Legends are much faster then Dabblers.
quote:
I think that if this was put in, it should cause unhappy thoughts for the dwarves who are forced to work on things below their skill -- "He is unhappy at having to do work unworthy of his talents", say.
And a Legendary Dwarf should NEVER work below their skill. (In the same way that Champions can never be kicked out of the army).
Or at least without throwing a Tantrum instantly
I am kinda with him... You would think the greatest insult to a culture based around crafts, to the point where seeing a well made door could give them a euphoric effect, would treat even asking to try less a great insult.
There is?
Anyhow you can... Shift+P while having the workshop selected
You can set the maximum to "Dabbling"
Is probably because Toady has yet to put in intelligent sieging and a Multitile creature is basically harmless without it unless it has the ability to spawn creatures itself (that would be cool, a GIANT flying Hive that spawns killer bees) or stay at your front door forever.
It needs the ability to destroy walls to be more of a threat.
Though I guess with long creatures like a giant snake it could Contort through tunnels
Giant Oozes could do the same
But the Mechanics for the Ooze and Snake would be difficult to code right now so I guess it is being put off until later.
quote:
I hope nothing I wrote was misconstrued as being hostile
Nope none... in fact I was also worried I was comming off as hostile. (I probably was too without knowing)
"I wonder if this isn't something people could do as a third-party tool?"
I suspect it is fully possible... though I wouldn't really bother with it until much later seeing as so many things would dramatically change until that time. For example, once alcohol production (and very likely farming) requires water, Id highly suspect that deserts will turn from "I can't get many trees" into "I can't get enough water... and trees".
[ May 25, 2008: Message edited by: Neonivek ]
quote:
I wouldn't compare "Sim Ant" to "Halo 3" because they are vastly different games. Similarly, I think Fable is a poor choice to compare with DF
The context in which the comparison is made is important.
For example saying "Sim Ant is better then Halo" is stupid because the qualities for one to be better then the other is different.
If you said something like "As Sim Ant shows it is important to have some sort of graphic based interface so someone knows what is going on. Just like Halo does" I don't think they are stretching it.
In a similar way I used Fable as an example because it was a game... the type didn't matter and its differences didn't matter for the example. The Example didn't break appart because of genre differences.
Also on the other question...
Videogame RPGs have mountains of difference when compared to Pen and Paper RPGs.
They are two things refered to by the same name but are drastically different but stemmed from the same source.
Almost like the difference between the color orange and the fruit orange. A Less drastic example I guess would be by the term diet, where one refers to changing your eating habits to achieve an effect and the other refers to what you eat... The second example I think is better...
Basically it is equivocating to use RPG in the Pen and Paper sense and in the videogame sense in the same arguement as if they were the same. (Which he did... thus in a sense breaking down his own arguement... but I am still on the basis that he can understand what I am saying and I don't need to explain things in full)
[ May 24, 2008: Message edited by: Neonivek ]
Alright to unbreak people's brains
RPG 1: A Videogame Genre noted by having number based increase of stats
-Note: A videogame RPG does not require story, a set role, or combat
RPG 2: A freeform game often with a set of rules which people act out
Unlike the above... RPG 2 (which is what light was refering to) does require a story and roles. Or else it is called Monopoly
[ May 24, 2008: Message edited by: Neonivek ]
quote:
In role-playing you can make up the rules yourself and people who participate in role-playing games generally have fun.
This is much more removed from the game then Fable in so many ways. but judging by the fact that you most likely actually played a roleplaying game (BTW: RPG and Role-playing game are different). This most likely either refers to Makebelieve or Pen and Paper RPGs... I am going to assume you mean Pen and Paper RPGs.
quote:
It's not about crippling how well you play. It's about defining the game.
Alright... now... here is the thing...
In a roleplaying game you define the characters, the rules, the story, the events, the future events, and usually the end result of said events. In Dwarf Fortress none of these are under your control. Meaning this becomes a "One-shot" since you are given your role. However it has no ending... meaning it is an endless oneshot unless you die.
Are you saying Dwarf Fortress is a bad game? No
All you did was sidestep the issue by saying that the people's feelings weren't valid. That Dwarf Fortress is a game defined by flexability.
Dwarf Fortress can be as flexable as it needs to be but at the end of the day it is still a videogame and it cannot expand outside this area. It is not a Pen and Paper RPG where at the end of the day it is a glorious tale you woven with your GM/DM/ST/Weaver/Referee/SM.
Even that being said Dwarf Fortress when being compared to a roleplaying game has NO flexability whatsoever and cannot adjust itself to the wants and needs of the player on its own... in fact no game really can to any effect that matches a roleplaying game.
Even Roleplaying games have endings. They are just so planned far in ahead that players almost never reach them. Even the one I am running has a ending.
quote:
You don't win DF
I am going to tell you a secret no one wants you to know: "Yes you can". The fact of the matter is that the Win Scenario becomes defined by the user. What other games are like this? Simcity, The Sims, Creatures (a non-maxis game), and many others. In all those games, just like Dwarf Fortress, you can play to infinity (adventure mode not so much) and there is no "Win" screen at any point of those games.
There is however a point where you are satisfied over what you have done enough to stop playing... and maybe return to your save (which you cannot do in this...). No game except that which can disconnect itself with the user and his input or that has no true advancement can truely ever say it has no Win Scenario. Something Dwarf Fortress cannot boast.
For these people obviously their Win Scenario is to have a established mountainhome but they are finding it too easy unless they play in their mind dumber.
If this was a Roleplaying game. a Good GM would make the game more difficult for the player and would not require the player to play badly. Though I will admit this often presents the mood of "GM Vs. Player" in a lot of games because it is the GMs specific job to challenge the players who wish to be challenged, but to do so they must trump the player's best efforts.
Woosh, No idea what I just wrote... lets hope it makes sense.
Large coincidence that today is the day I run a game of Exalted.
Note: Modding a game doesn't count as "Under your control"
[ May 23, 2008: Message edited by: Neonivek ]
quote:
"If you want to make things difficult or easy for yourself, isn't that playing smartly?"
To my knowledge is has to do with the fact that for some people you always have to try your best.
Think of it this way... If you made your house on the side of a hill that had mudslides... would you think you were so smart? Also lets say you chose never to use stone or metal for this house... Sure when you go to the bar with your buddies they may say "Ohh, you da (Wo)man. I can't believe you did that!" but there is probably the person in the corner only saying "I can't believe you did that..." as they sigh in your immaturity.
Lets take Fable... This was a very easy game... and pathetically so having one of the easiest last bosses is gaming history... It has no difficulty settings. Yes you could make it harder by never leveling up, using the wooden sword, and/or using stat enhancement potions, making the game quite difficult. Yet the game is still considered easy despite of all this. When someone says Fable is too easy you cannot say "Well why don't you play worse?" because that is silly.
In the same way the people this topic applies to feel like they have to play "Worse" just to get some iota of challenge out of this.
This whole topic is just people brainstorming and comming up with ideas and suggestions for specifically the above.
The goal is to suggest and tweek those suggestions to create the best possible system so that a person feels like he is just increasing the difficulty rather then feeling like (s)he is intentionally making mistakes.
The best quote I can think of is: "It's not a bug, it's a feature"