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Doors!

Posted: Mon Mar 12, 2012 4:51 am
by Melusine
Lately I've seen quite the influx of doors appearing where there didn't used to be any. It's kind of alarming to walk into an area and find it completely overhauled, and doors are everywhere. I don't want this to be about criticizing work that adds on or is designed to improve the game, but rather to get my point of view out there and maybe have it help the game we all know and love. I personally like the idea of doors being used sparingly, and only really when necessary. You can always put a door in the description, rather than a coded door between rooms. My instinct is to assume that there are doors where there logically should be, anyway. Therefore, I am requesting that there not be doors to every building or new room, that they only be used when practical, such as with inn rooms, or locked doors, hidden rooms, or bedrooms.

My reasoning for this is that it demands a lot more typing, and seems that much more exhausting on the fingers. When you're trying to go 'east', type 'e', then having to type 'open e' before you can move in that direction just seems like a lot of work just to get to the next room. It causes me to feel a lot of frustration, especially if it is in an older area that didn't used to have doors. Frustration and impatience, as I expect to already be in the next room by the time I get the response that a door interrupts. Secondly, they seem to trap mobs in areas that are a bit odd for them. On the up side though, Cyricist and Maskarran priest attendance to worship in Ilmater's temple is increasing. Maybe there's hope for them yet?

So in closing, this is mostly a request to get my thoughts out there about the format of the game, and about how I personally most enjoy it. I know it may be a silly thing, or some of you would think, 'Stop being so lazy, just open the door!', this is just one of those things that really bugs me and I wanted it off my chest, so to speak. Thanks for reading anyway!

Re: Doors!

Posted: Mon Mar 12, 2012 5:26 am
by Gwain
Easiest solution I can think of is that if its an inn or a shop with a door, have the mobile shopkeeper or innkeeper open it during hours of operation and close it when they are closed for the day.

Re: Doors!

Posted: Mon Mar 12, 2012 3:09 pm
by Bellayana
I like that idea Gwain a lot.

Re: Doors!

Posted: Tue Mar 13, 2012 12:49 am
by Harroghty
Your objection is noted. For the record, however; the Plinth is not an Ilmateri temple, but a worship area open to all faiths (hence the ecumenical representation).

Re: Doors!

Posted: Tue Mar 13, 2012 4:55 am
by Melusine
Huh, I didn't know that. I suppose just seeing an Ilmater priest there makes it certainly seem so, especially across from Jaenoic's orphanage and all. And here I thought it was funny to see Maskarrans and Cyricists hanging out in another god's temple. Alas, it was a joke doomed from birth.

Re: Doors!

Posted: Sat Mar 17, 2012 4:54 pm
by Harroghty
I tried something new with Brian the Swordmaster's Smithy: a curtain. You can just walk through the curtain; it opens before you and closes behind you. I also used Gwain's idea on Riautar's Weaponry (the door is open by day and shut by night).

I do believe that you are being a little bit oversensitive about the doors, but I will add some other solutions in there anyway.