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Re: Death of the Amunet 01/09/2014 09:20 PM CST
>On a completely tangential subject, it has always amazes me how much apparent bureaucracy there is behind the scenes of Gemstone given the size of the game (community and supporting staff). I get that you want some level of approval and oversight but it often appears that this has been taken to a ridiculous level in Gemstone.

Don't think of GS system change approvals as "get six different signatures from six different managers in six different departments," as might appear in a Dilbert strip. It is more akin to "get consensus from the other staff members and/or teams that have an interest in this area."

Like any other group, we (the game staff) often have differing opinions on proposed changes. Speaking personally, if I'm uncertain as to whether a change will be a net positive or negative compared to the status quo, I'm reluctant to support it. (This is a general statement, which doesn't necessarily apply to this particular issue about the amunet). Player debate/discussion on the forums can certainly sway staff opinion on various subjects, which is a reason to encourage forum participation.
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Re: Death of the Amunet 01/09/2014 09:54 PM CST
Thanks Finros. I appreciate the response and the clarification as to the nature of approvals!

-- Robert
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Re: Death of the Amunet 01/10/2014 08:27 PM CST
>Before I really go on, I'm just the SGM of 3P and the Platinum Guru. I don't really have much pull on ESP. I just have an opinion based on experience and factual data.

See...now if this disclaimer had come first...I likely wouldn't have been quite so pointed in my response. I understand not every GM has impact in every aspect of the game...

That said;

>Not entirely. It shows me on a smaller scale what is being used. I'm confident there would be more people using it in Prime. But I don't think it would be as wide spread as you would think.

Still not so wise to assume to know my thoughts...especially since you still haven't addressed what caused me to start this thread. Global net was raised by someone else. I simply suggested that the durations on amulet rubs is pathetic and not in line with other magical items. Global, IMO would be nifty...but isn't my core concern in this thread...I've pointed this out not less than twice.

>There isn't harm, but it does take some allure from CHEs in Prime.

I'll buy that, and as I pointed out...I'd take "it does take some effort and therefore isn't high on the priority list." However, the level of effort is debatable...but I'll go into that a bit later

>I think an unlimited amulet would take away from our special amulets that exist. But I'm one of the people that wouldn't mind seeing the duration being longer per RUB. I think the duration being low for the society powers is fine. But actual crystal amulets should be longer in my opinion.

Again...I wasn't the one that suggested unlimited...I suggested changing the duration to something greater than 15 minutes or bringing it in line with current standards with MIU as a factor, so it seems we are agreed here. Granted, that still leaves the square volintes out in the cold...so maybe I should just join the camp that is suggesting symbol of thought should have an option like the other societies...but since they don't have their own 'channel' I can see how that would also be a take away.

>It's definitely not that easy. ESP would essentially need to be redone to handle any changes for a new channel. It would also need a lot of approvals.

Sorry...either PEREGRINEFALCON is 100% correct, SGL is a horribly limited language, or I know a lot less about code than I should given how much I've written. All the suggested code exists and would need very minor tweaks to be pushed to either crystal amulets or the ESP system. ESP HAS been essentially redone...that's why this particular Topic even exists on the boards, and what caused me to start this thread. Adding a channel or changing activation duration isn't/shouldn't be hard...can't be...and you can't convince me it is without saying that the language or the coding is horribly flawed. Not that long ago the GMs put effort into redoing ESP. Was that a last ditch effort or is there genuine support for the future of the ESP net? I understand that perceptions and priorities change, but there was a big undertaking to 'fix' the net only a couple of years ago...now it's lost and ignored. If it's been abandoned and deemed unfixable...then say so. I've been pretty up front from the start...I'd like simu to do one of three things...1) Fix it, 2) step up and say it's gone the way of ICE aged metals, 3) say it needs to be fixed (in some manner...whether that be what the players have suggested or otherwise,) but there are higher priorities in customer satisfaction. I'd prefer it was the arm of Simu that actually controls this area...but at this point I'd take about any NIR owning the solution or lack there of. What I won't accept is that it's hard...because that's nonsense without one of the previous reasons being owned up to.

> Speaking personally, if I'm uncertain as to whether a change will be a net positive or negative compared to the status quo, I'm reluctant to support it. (This is a general statement, which doesn't necessarily apply to this particular issue about the amunet).

...ok, being tentative about change in the general sense is understandable...but since we're on a topic...specifically the amunet topic...how about a comment that's relevant? Sorry...but your statement (admittedly taken out of context) is a hand's breadth from 'change scary...change nothing...never...because...well...who knows?...something (bad) could maybe...happen...or something.' And I know that isn't your stance, so apologies for the bit of sarcasm.

I just have a bit of frustration that no one wants to own this. If the amunet is dead...Fine...OWN IT...if it's in need of attention but no one has time...Fine...OWN IT...but pretending it's fine as is? yeah...NO...pretending it's hard to change? yeah...NO.

--Jurp
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Re: Death of the Amunet 01/10/2014 11:19 PM CST
>...ok, being tentative about change in the general sense is understandable...but since we're on a topic...specifically the amunet topic...how about a comment that's relevant? Sorry...but your statement (admittedly taken out of context) is a hand's breadth from 'change scary...change nothing...never...because...well...who knows?...something (bad) could maybe...happen...or something.' And I know that isn't your stance, so apologies for the bit of sarcasm.

Truth be told, I don't really have much of a "comment that's relevant" on this matter. My personal opinion is that a global amunet channel and/or an extended ESP duration would be a net benefit, but I can also understand certain arguments against it. There are cascading design issues that need to be considered (Wyrom mentioned a couple of them), and this isn't a matter that tops my personal priority list to spend time working out -- which isn't to say that it hasn't/isn't/won't been/being/be brought up by one of my colleagues.

I should also repeat my observation that player discussion on the forums can sway staff consideration of any matter. I wasn't thinking about ESP issues at all a week ago; the surge in conversation in this topic changed that.
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Re: Death of the Amunet 01/11/2014 02:13 AM CST
I would like to see crystal amulets tweaked, if nothing else. I would increase the duration and tie it to MIU, like most other rub-activated magic items, and decrease the total number of charges per amulet. This way, one could get a full four hours of activation much easier, and not have to stand around rubbing and rubbing and rubbing just to get rid of the ugly amulet. With this change, it would be good to see ESP listed in Spell Active, as well.

I would probably choose to leave the CHE pins as they are, however, for a couple reasons. One, they cost silver (at least they do in Sylvanfair). And two, you don't want those crumbling quickly since they also have the once/month teleport ability. The reason this is fresh in my mind is because I recently traveled to the other side of the world, thinking I could use my pin to come home...only to have it crumble before I had a chance. C'est la vie.

~ Heathyr and friends
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Re: Death of the Amunet 01/11/2014 12:50 PM CST
>>Sorry...either PEREGRINEFALCON is 100% correct, SGL is a horribly limited language, or I know a lot less about code than I should given how much I've written. All the suggested code exists and would need very minor tweaks to be pushed to either crystal amulets or the ESP system. ESP HAS been essentially redone...that's why this particular Topic even exists on the boards, and what caused me to start this thread. Adding a channel or changing activation duration isn't/shouldn't be hard...can't be...and you can't convince me it is without saying that the language or the coding is horribly flawed. Not that long ago the GMs put effort into redoing ESP. Was that a last ditch effort or is there genuine support for the future of the ESP net? I understand that perceptions and priorities change, but there was a big undertaking to 'fix' the net only a couple of years ago...now it's lost and ignored. If it's been abandoned and deemed unfixable...then say so. I've been pretty up front from the start...I'd like simu to do one of three things...1) Fix it, 2) step up and say it's gone the way of ICE aged metals, 3) say it needs to be fixed (in some manner...whether that be what the players have suggested or otherwise,) but there are higher priorities in customer satisfaction. I'd prefer it was the arm of Simu that actually controls this area...but at this point I'd take about any NIR owning the solution or lack there of. What I won't accept is that it's hard...because that's nonsense without one of the previous reasons being owned up to.

It's convoluted really. It's decades of code that has been tweaked and changed by numerous amounts of hands. You have to look at the number of systems that ESP touches and make sure everything will jive. You could start from the ground up, but see Premium Homes. It becomes a death project. Occasionally we have a GM who doesn't mind these projects, but they can burn you out fast. I personally like updating old things to modern standards. But it's time consuming and taxing to my other duties.



~Wyrom, SGM
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Re: Death of the Amunet 01/24/2014 09:28 PM CST

Just ran across this thread.

I'd like to see the crystal amulet duration increased as at least a temporary solution. A rub lasts something like 20 minutes with something like 20 rubs before an amulet crumbles and has to be replaced, giving something a bit shy of seven hours each amulet. Alter the rub duration number itself to 200 minutes each rub and give us ten times the duration per amulet.

With a less hassle longer duration I'd keep it active full time and be on call for healing calls to TSC, which would let me spend time at the Empath Guild working on Alchemy. Using scripts I could easily run from Guild to TSC and back as needed. If I was out foraging or hunting, I could announce where I was at and do field healing out in the wilds. Could even get the Transference and Spirit Guide Spells back and be on call for healing runs as many do when recovering bodies.

Would simply changing the one number in the code be that difficult? Or the two numbers if both the duration and number of rubs needed to be maxed to significantly increase the amulets lifetime.

This could also make getting hunting groups together much easier since more might monitor the amunet.





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