We need a shout command

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Isolrem
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We need a shout command

Post by Isolrem » Mon Aug 13, 2007 4:23 am

A yell carries over the area
A shout carries for 5 rooms in each direction

Very convenient
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Post by Raona » Mon Aug 13, 2007 5:44 pm

Hmm, I like this! But does YELL really cover an entire area (all of Waterdeep, for example?)
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Post by Oghma » Mon Aug 13, 2007 5:46 pm

No, yell will only cover the area it is in. For example if you are in a separate area within Waterdeep, you will not hear a yell from another area.
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Post by Isolrem » Mon Aug 13, 2007 10:45 pm

Then how come at market square you hear yells about departure of boats from Dock District?
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Post by Lerytha » Mon Aug 13, 2007 10:55 pm

Because you haven't entered another AREA at that point. Another AREA would mean (I think, someone correct me if I am wrong) one of the temples not built at the same time as the rest of Waterdeep. :) I think. If not, then I await someone more knowledgeable than I to explain.
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Post by Cret » Tue Aug 14, 2007 12:49 am

I know that yelling from the "Waterdeep temple to the gods" cannot be heard. However, Someone yelling at the South gate can be heard at the other 3 entrances...

So perhaps we are getting our "area" vs "AREA" mixed up. Being WD is split into different wards.. Dock, north..etc. They might be different in case but not in point...
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Post by Oghma » Tue Aug 14, 2007 12:55 am

Areas within Waterdeep, ie. a sperate area with separate vnums will not hear the yells of another area with different vnums.
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Post by Dalvyn » Tue Aug 14, 2007 1:39 am

Cret wrote:I know that yelling from the "Waterdeep temple to the gods" cannot be heard. However, Someone yelling at the South gate can be heard at the other 3 entrances...

So perhaps we are getting our "area" vs "AREA" mixed up. Being WD is split into different wards.. Dock, north..etc. They might be different in case but not in point...
Actually, the "temple to the gods" is part of an area called "temples of the god" and that include all the supplicate objects and the temple of Oghma in Silverymoon.

If you go there and yell, you'll be heard in the temple in Silverymoon, but not on the Market Square.
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Post by Cret » Tue Aug 14, 2007 2:53 am

I know this :D I was helping some people to diferentiate... stupid long words... between a coded area and what they might consider an area.
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Post by Isolrem » Thu Aug 16, 2007 12:00 am

we are getting a bit off-topic here
anyways shout carries for 5 rooms, i guess it would be coders' discretion whether this is 5 rooms at all times or 5 rooms constrained within an area (and maybe only 2/3 rooms in wilderness)
i don't know how the code works in the game, but at least you can make a tag, have it recursively flag any room reachable in 5 movements, and then echo the shout in each flagged room. I'd suspect that there are much better methods, though.
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Post by Tortus » Thu Aug 16, 2007 9:18 am

Actually, instead of making a new command why not just make yell less potent? Does it really make sense to be able to yell across an entire area?
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Post by Isolrem » Thu Aug 16, 2007 9:28 pm

I dunno, areawide yell seems too integrated into the game, a lot of quests use it, for instance, and some effects that you WOULD expect to carry across an entire area uses yell
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Post by Kelemvor » Fri Aug 17, 2007 11:40 am

The problem inherent with the current Yell command is that it becomes less realistic the larger an area is.

Someone yelling within a temple or small building and being heard by all in that temple or building is perfectly feasible.

Someone yelling at the South gate of Waterdeep being heard by the entire city is probably not.

Further complications come when a coded area is split across more than one geographical location and a Yell made in a room in Shadowdale is heard in Skullport.

Adding a new command which worked on the basis of range to the shouter would I think not avoid these problems.

Shouting 5 squares in the wilderness is equivalent to 150 miles, whilst only being heard within 5 squares of a room in a small building would not make sense.

Trying to splice IC realism and OOC code is sometimes a lost cause and this is perhaps one instance.
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Post by Mariela » Fri Aug 17, 2007 4:10 pm

Besides the games of annoying "Yell Tag" that happen now and again....

Why does it matter how far the yells carry?

The only time I can think of that it -might- matter is when your character is getting rolled by another character and you yell to try to get help. If you are in a wilderness section and do that, you still are as above... could be miles and miles away from whomever heard you. And in that case, before you go charging in to IC save the day....

there is this nice little command called otell. And you can otell each character and see if they would feasibly allow you to be closer to join the RP.

Otherwise..... I really don't see what the big deal is that you can hear the dock masters yelling from one side of waterdeep to the other.
Confusion heard his voice, and wild uproar Stood ruled, stood vast infinitude confined;
Till at his second bidding darkness fled, Light shone, and order from disorder sprung.
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Post by Isolrem » Fri Aug 17, 2007 11:41 pm

I'd suggested reducing the yell radius for wilderness, but in total realism it would probably be hard to even carry one square. Even indoors room difference in different areas can mean different things. There is a point where conformity to realism must bend around reason.

Anyways I've played this MUD which has cry, yell, and shout commands carrying respectively 5, 10, and 20 rooms, and causing varying amounts of stamina (Movement) and thirst. Shouting once may turn you from bloated to fairly thirsty.
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Post by Oghma » Sat Aug 18, 2007 3:23 am

Isolrem wrote:Shouting once may turn you from bloated to fairly thirsty.
Coming from experience in real life, how would shouting cause thirst? Though I would admit, if it is alcohol, shouting may be thirsty work. :D
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Post by Isolrem » Sun Aug 19, 2007 12:27 am

I've shouted until my throat became parched before... although that is not ncessarily the same as thirst.
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