Author Topic: Turning off the 'Search' button  (Read 3891 times)

Offline nologgie

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Re: Turning off the 'Search' button
« Reply #15 on: January 19, 2010, 09:38:38 PM »
*Takes two steps backwards*
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Offline Ben J

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Re: Turning off the 'Search' button
« Reply #16 on: January 21, 2010, 03:34:18 AM »
I think that nologgies method for replacing the search button with a second "encamp"-button is the most effective method we have so far.

I'm not certain if it's really a good idea to apply it to my game, though, even if it would be cool. I've looked through everything once again, and it world require another major overhaul of the already-finished maps, because so many events just aren't set up to fit the method, and most maps are already full, and there aren't enough "visual clues" in the wallsets..

However, I'll certainly use this method in the future. Just yesterday I found out that if I set the "clue"-event to "happens if party is not searching", it will prevent the "clue text" from coming up a second time when the player presses "look".


Here's another idea what option should be turned off: The option to drop an NPC at any time. This really should go (but the option to drop PCs should stay, of course, which makes this a little more complicated).

« Last Edit: January 21, 2010, 04:03:13 AM by Ben J »
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Offline nologgie

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Re: Turning off the 'Search' button
« Reply #17 on: January 21, 2010, 04:43:42 AM »
I think that nologgies method for replacing the search button with a second "encamp"-button is the most effective method we have so far.

I consider it Robert Foster's method. All I did was dig it out of the archives. Unless, of course, you dislike it, in which case you can blame me.  ;D

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However, I'll certainly use this method in the future. Just yesterday I found out that if I set the "clue"-event to "happens if party is not searching", it will prevent the "clue text" from coming up a second time when the player presses "look".

Unless it's set to Do-Only-Once, won't it pop back up if they re-enter the square?

Quote
Here's another idea what option should be turned off: The option to drop an NPC at any time. This really should go (but the option to drop PCs should stay, of course, which makes this a little more complicated).

Oh, come on! I'd never add an NPC without asking, but many designers do. I usually dump them immediately, because they're usually just in the way, and often are much too talkative.

I prefer more creative methods. I don't remember the design, but I had to restart because the NPC I dropped was supposed to give the password (via NPC Says) just prior to reaching an otherwise impassable gate. (I found this using the editor, but replayed it as intended rather than cheating the password event. What ethics I do possess still surface occasionally.)

Some days it just doesn't pay to gnaw through the straps.

Offline Ben J

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Re: Turning off the 'Search' button
« Reply #18 on: January 21, 2010, 05:00:38 AM »
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Unless it's set to Do-Only-Once, won't it pop back up if they re-enter the square?

Yes, but if you search a "pile of corpses", for example (which is always a pleasure), the pile will still be there after you searched it.


Quote
Oh, come on! I'd never add an NPC without asking, but many designers do. I usually dump them immediately, because they're usually just in the way, and often are much too talkative.

I prefer more creative methods. I don't remember the design, but I had to restart because the NPC I dropped was supposed to give the password (via NPC Says) just prior to reaching an otherwise impassable gate.

That's one reason why you shouldn't immediately drop NPCs. ;D

The exact thing (with the password) happened with the NPC "Turik the Thief" in my game. That was before Turik was axed, of course.
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Offline nologgie

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Re: Turning off the 'Search' button
« Reply #19 on: January 21, 2010, 05:17:32 AM »
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Unless it's set to Do-Only-Once, won't it pop back up if they re-enter the square?

Yes, but if you search a "pile of corpses", for example (which is always a pleasure), the pile will still be there after you searched it.

Ah, yes, I love that about corpses! Very dependable, in that regard.  :D

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Quote
Oh, come on! I'd never add an NPC without asking, but many designers do. I usually dump them immediately, because they're usually just in the way, and often are much too talkative.

I prefer more creative methods. I don't remember the design, but I had to restart because the NPC I dropped was supposed to give the password (via NPC Says) just prior to reaching an otherwise impassable gate.

That's one reason why you shouldn't immediately drop NPCs. ;D

The exact thing (with the password) happened with the NPC "Turik the Thief" in my game. That was before Turik was axed, of course.

If you don't allow us to make mistakes, how do you expect us to learn from them? (Not me, specifically, I'm referring to those with that capability.)  ;)
Some days it just doesn't pay to gnaw through the straps.

Offline Ben J

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Re: Turning off the 'Search' button
« Reply #20 on: January 21, 2010, 06:02:38 AM »
If there was a more dependable check if a character is with the party or not, there would be no need to turn off the "drop" option.

But as it is now, a simple plot like "escort this guy from A to B" causes problems if you just drop the NPC along the way (I speak from experience here).
« Last Edit: January 21, 2010, 06:04:53 AM by Ben J »
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The Sect

Offline Ben J

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Re: Turning off the 'Search' button
« Reply #21 on: January 21, 2010, 06:09:30 AM »
I don't remember how they did this in "Death Knights of Krynn", where taking along (and later losing) Sir Durfey was a somewhat important part of the plot (if I remember correctly).

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Offline nologgie

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Re: Turning off the 'Search' button
« Reply #22 on: January 21, 2010, 06:47:05 AM »
I dumped Sir Doofus as soon as he uttered that, "Can never withstand or Solamnic might!" BS. I don't associate with drama queens in real life, either. When he next appeared, I was allowed to kill him, which was pretty cool.

I wish they'd done something similar with Tasselhof Burrfoot (or whatever his name was) in DQK!
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Offline Ben J

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Re: Turning off the 'Search' button
« Reply #23 on: January 21, 2010, 08:32:57 AM »
Well, that answers my question.  ;D
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Offline Ishad Nha

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Re: Turning off the 'Search' button
« Reply #24 on: January 21, 2010, 06:23:48 PM »
Tasslehoff provided genuine Kender atmosphere, not what you actually want...
Sir Durfey escorts some strange refugee type woman home, it is actually Kitiara in disguise. He was a useful combatant until that happened.
As for what happened in the Gold Box games, this site would have all the cluebooks, but it is currently down:
http://www.replacementdocs.com/
Then there is Icestorm 9999:
http://www.icestorm9999.com/1.html

Offline hans

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Re: Turning off the 'Search' button
« Reply #25 on: January 21, 2010, 07:20:43 PM »
I liked Sir Durfey a lot better than Tasselhof.  The Kender NPCs were never handled particularly well, in the DragonLance Goldboxes, for some reason.  They didn't complement the mood of the setting, or reinforce any of the central themes.

DKK was the best of the series.  In fact, I'd say it was the best written of all the Goldboxes.  The blend of horror, suspense, irony, and tragedy was masterfully done.  Durfey's occassional slips into campiness could be forgiven as he generally maintained the doomed air fitting a Solamnic Knight.

Offline Ishad Nha

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Re: Turning off the 'Search' button
« Reply #26 on: January 21, 2010, 11:06:49 PM »
Sir Durfey would want to be seen as a heroic Solamnic Knight, he would be attempting to lead if he was a Rose Knight. There would be an element of him deliberately acting.
I think Kender in the Krynn trilogy were an irritating disruption, which is what they are in the Krynn campaign itself.

Offline Ben J

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Re: Turning off the 'Search' button
« Reply #27 on: January 22, 2010, 03:42:52 AM »
DKK was the best of the series.  In fact, I'd say it was the best written of all the Goldboxes. 

I agree.
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Offline nologgie

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Re: Turning off the 'Search' button
« Reply #28 on: January 22, 2010, 03:44:29 AM »
Okay, Douglas McArthur and Jar Jar Binks aside, I still usually dislike having NPCs in the party due to FRUA's combat characteristics. In a standard hallway, six characters form a 3x3 configuration which allows a little room to maneuver. A 4x3 or 4x4 doesn't. Since my combat style relies heavily upon maneuver, this bugs me. The fact that NPCs tend to be slow doesn't help. If you upgrade their gear, and they leave and return (like Douggie), you're back where you started.

I prefer using a 'ghost' NPC, such as Ben S's Navarre. Mine may occasionally join in combat as a page-4 friendly, but I make it a point to set the range of these to nearby or far away.

On a related subject, I usually consider gaggles of friendlies in combat events more hindrance than help, particularly if set to close range. This presses the rear-rank mages and archers directly against front rank fighters or monsters. I prefer providing players with opportunities to do stupid things on their own rather than forcing them into tactically untenable situations.

Note: If the story calls for charging to aid an embattled group, placing the enemy up close in the opposite direction will engage the opponents and allies, with the party to the rear as if they had just arrived. If needed, use a stairs/teleport/transfer to face a particular direction (west with foes to the east). Everyone on your side will initially be facing the wrong direction, but the configuration will be more plausible.

Of course, your opinion on all this may (and probably will) vary.  ;D
Some days it just doesn't pay to gnaw through the straps.

 

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