Realistic Drunk Echos

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Rictinta
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Realistic Drunk Echos

Post by Rictinta » Wed Sep 01, 2010 2:13 pm

So I think we've all realized that after taking one drink of alcohol in the game, we are suddenly dealing with the annoyances of forced echos for being drunk (ie, drooling, burping, puking... puking on people's shoes) which is great... for when a character actually drinks enough to get drunk. I think considering even that alcohol was a great deal more stronger back then, we also have to consider that the people in that time, were also more accustomed to such strength in alcohol quantity. So, I purpose, that the echos kind of dull down a bit... such as...

one drink- You feel a slight warmth from the spirits
two drinks- (PC) is speaking a bit louder than before
three drinks- (PC) is taking a great deal louder than before (start slurring here)
four drinks- (PC) is wobbling slightly/burps loudly
five drinks- (pc) is drooling... (etc from this point forward...)

I just think alcohol is the social drink around... so with trying to get around the echos and barely having a sip of beer, it's distracting, and not quite true... so just a suggestion. The echo's of couse can be different, I was just trying to give an idea of the progression.
Last edited by Rictinta on Wed Sep 01, 2010 2:25 pm, edited 1 time in total.
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Re: Realistic Drunk Echos

Post by Brar » Wed Sep 01, 2010 2:18 pm

I think each drink have a "drunkness" value associated, so it all depends on what you drink.
I would rather tied this to Constitution rather than a fixed thing for everyone however.
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Re: Realistic Drunk Echos

Post by Rictinta » Wed Sep 01, 2010 2:35 pm

I agree... since everyone is a little different when it comes to alcohol... and that way as one gets older and such and trains more stats, with experience you have the ability to become more accoustomed to alcohol.
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Re: Realistic Drunk Echos

Post by Selveem » Wed Sep 01, 2010 5:17 pm

I think not only should there be a fortitude check, but also vs poison.

Dwarves are notorious drinkers, but honestly my Dwarves on FK rarely drink because it makes me want to smack the monitor when they get drunk off a single swig of beer. :P
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Re: Realistic Drunk Echos

Post by Maybel » Wed Sep 01, 2010 6:04 pm

I always figured it was already did a fortitude check.
I agree with everyone else, it could use a bit of tweaking
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Re: Realistic Drunk Echos

Post by Selveem » Wed Sep 01, 2010 6:17 pm

Maybe a Wisdom check for something like: "You feel you may get sick if you drink anymore."
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Re: Realistic Drunk Echos

Post by Nysan » Wed Sep 01, 2010 6:51 pm

Selveem wrote:I think not only should there be a fortitude check, but also vs poison.

Dwarves are notorious drinkers, but honestly my Dwarves on FK rarely drink because it makes me want to smack the monitor when they get drunk off a single swig of beer. :P
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Re: Realistic Drunk Echos

Post by Lysha » Wed Sep 01, 2010 7:22 pm

It gets a little embarrassing when Eyja, who is known for her love of the drink, is suddenly drunk off of one pull of firewine one day, but later on she can take three before she starts to drool. You'd think she'd start to build up a tolerance eventually, yeah?

Also, the wisdom check? I'd like that.

And the new echos, I like those also. :D
Five drinks down, and suddenly that guy on the other side of the bar starts to look a little more attractive than he did a few minutes ago. ;) Am I right?
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Re: Realistic Drunk Echos

Post by Rictinta » Wed Sep 01, 2010 9:43 pm

Omg Lysha I love that one! (PC) looks at (random PC in rooM) and winks, man they look just a little more attractive right now...
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Re: Realistic Drunk Echos

Post by Lysha » Wed Sep 01, 2010 10:37 pm

Or, You believe you could out-dance anyone in the realms!

(Drunken dancing = hilarity)
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Re: Realistic Drunk Echos

Post by Bellayana » Thu Sep 02, 2010 12:07 pm

I alsways wanted to see an echo like

Your eyes begin to get a little heavy, and the world is spinning.

Command force: Sleep

Maybe this could be a failed con check or something, but it would be hilarious. Maybe have them sleep for a min or two before they can wake up. Good for thieves to stay around the taverns to pick pocket drunk people.

That way when you are watching drunk people they just collapse into a drunken sleep, could be funny.
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Re: Realistic Drunk Echos

Post by Rictinta » Thu Sep 02, 2010 2:30 pm

I like that Bella! Like there could be a 50/50 chance after the room starts spinning that you either puke all over someone's shoes (like the current model) or have a forced pass out for a few minutes, before waking up suddenly and throwing up.
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Re: Realistic Drunk Echos

Post by Kallias » Fri Sep 03, 2010 11:31 am

I've found smoting my reaction and drinking of alcoholic beverages to be the best route. I don't think it's an issue that really needs "fixed" since it's so easily worked around. I can't imagine anyone would jump down your throat for not actually "drink"ing the alcohol when you're low level, since it seems to be based on your HP.
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Re: Realistic Drunk Echos

Post by Selveem » Fri Sep 03, 2010 5:37 pm

Kallias wrote:I've found smoting my reaction and drinking of alcoholic beverages to be the best route. I don't think it's an issue that really needs "fixed" since it's so easily worked around. I can't imagine anyone would jump down your throat for not actually "drink"ing the alcohol when you're low level, since it seems to be based on your HP.
I dunno. Just like smoting the kill after a stun instead of actually using the game to 'finish the kill' garnered the response: "the code is there, use it." How would that be any different? :)
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Re: Realistic Drunk Echos

Post by Kallias » Mon Sep 06, 2010 10:05 pm

Just like there are verb commands, you'd get awfully vanilla if you refused to s/emote just because there is already code for it. My point is that it doesn't matter. If you want to "eat" something and roleplay getting food poisoning...it doesn't matter - it doesn't affect anyone else.

Likely the reason the alcohol code hasn't been changed for all these years is precisely for that reason, it's such a small aspect of the game with such an incredibly easy work around - why even bother taking the time to change the code?

Nobody drinks one beer and throws up all over the place. It's clearly faulty code, just work around it.

I don't need drunken bar puking represented in my rpg. That is what real life is for.
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