General about building names
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- SCUBA
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General about building names
Building names can be unnamed (amnesia). All buildings has to be given a name by all characters who see it. Until that it is "unnamed building"
The name can also be preset by the builder of the building. All characters will see that name. This is how it works today.
Unnamed buildings could have the possibility to set a general name to them. Lets call this setable names. The name for the building is "unnamed building" until someone gives it a name by a naming project. Maybe needs some resources, tools and time. (put up a sign on the house)
Preset and setable name could be changeable. Making it possible to put a new general name on the building that everyone will see.
All names could be dynamic. Making it possibel for individual characters to have an own name on the building. This is also how it works today.
The name can also be preset by the builder of the building. All characters will see that name. This is how it works today.
Unnamed buildings could have the possibility to set a general name to them. Lets call this setable names. The name for the building is "unnamed building" until someone gives it a name by a naming project. Maybe needs some resources, tools and time. (put up a sign on the house)
Preset and setable name could be changeable. Making it possible to put a new general name on the building that everyone will see.
All names could be dynamic. Making it possibel for individual characters to have an own name on the building. This is also how it works today.
/SCUBA
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<Nick> I have enjoyed some of your forum posts which is rare.
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<Nick> I have enjoyed some of your forum posts which is rare.
- Chris Johnson
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The first option is not the "(amnesia as proposed)" - We have always said that visible signage will be available when vehicle and building amnesia is implemented - You have also made the same mistake in the vehicle naming poll
Option 5 in this case is the closest to current proposals but fails to cover the automatic naming we are planning for project initiators and participants in the relevant building project.
The development of signage is the only reason why building and vehicle amnesia have not yet been implemented.
Option 5 in this case is the closest to current proposals but fails to cover the automatic naming we are planning for project initiators and participants in the relevant building project.
The development of signage is the only reason why building and vehicle amnesia have not yet been implemented.
- SCUBA
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Could you explain a bit more about signage? How it is thought to work during and after amnesia. I thougt the amnesia would be the same as the location amnesia.
How will characters recognise buildings they once saw before the amnesia? Or will they not?
And what do you mean with automatic naming. Is it some kind of mix of the things I call preset and setable? Done by the person that end the project or???
How will characters recognise buildings they once saw before the amnesia? Or will they not?
And what do you mean with automatic naming. Is it some kind of mix of the things I call preset and setable? Done by the person that end the project or???
Last edited by SCUBA on Sun Jun 18, 2006 10:13 am, edited 1 time in total.
/SCUBA
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<Nick> I have enjoyed some of your forum posts which is rare.
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<Nick> I have enjoyed some of your forum posts which is rare.
- the_antisocial_hermit
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- Mykey
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- Chris Johnson
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SCUBA wrote:Could you explain a bit more about signage? How it is thought to work during and after amnesia
The current proposal for signage is that
- Every building can have a number of signs associated with it.
Signs will be of different types (painted, carved, neon).
If signs exists for a building a show sign icon appears next to it
The show sign page displays the type and text of all signs associated with that building
Text of signs can be made the dynamic name for that building by clicking one button
Signs can be added to a building by setting up a sign project.
Signs can be removed using a sign removal project
Signs can be changed using a sign changing project
Different types of sign and project will require different tools and possibly resources.
Sign Projects will not be able to be set up without the proper tools
All sign projects (making,changing & removal) will take some time and initiation of them will generate a visible event inside and outside the building
SCUBA wrote:How will characters recognise buildings they once saw before the amnesia? Ow will they not?
As when location amnesia was introduced - Characters will remember the names of any buildings they have dynamically named - It doesn't have to be a different name from the current one but it does have to be stored
And what do you mean with automatic naming. Is it some kind of mix of the things I call preset and setable? Done by the person that end the project or???
Building projects will be set up the same , adding a name which will be visible on the projects page. On completion of the project all current project participants will automatically have that name added to their dynamic names. Also the project initiator will have the dynamic name added.
All of the above answers apply equally to vehicles with one exception, in that it's likely that the project initiator of a vehicle building project will only have the automatic dynamic name on added on project compeletion if they are in the same location when the project finished
- Mykey
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- SCUBA
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Chris Johnson wrote:Text of signs can be made the dynamic name for that building by clicking one button
If it is as simple as that I would like this to be implemented on road exits also. This way at least an active town could go and put up signs in all the surrounding places.
Maybe some lazy character even could make a T-shirt that has the text "My name is..." and by klicking one button let other characters make that the dynamic name for the character. I hate to introduce myself. ;-)
Chris Johnson wrote:As when location amnesia was introduced - Characters will remember the names of any buildings they have dynamically named - It doesn't have to be a different name from the current one but it does have to be stored
Some of my characters are sad they didn't know this before they left many places with buildings and waved away boats not dynamicly naming them. But as the poll goes now. Most people seems to prefere not have to name all buildings, locations etc etc. But they like it to be changable and dynamic still.
/SCUBA
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<Nick> I have enjoyed some of your forum posts which is rare.
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<Nick> I have enjoyed some of your forum posts which is rare.
- Chris Johnson
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SCUBA wrote:Chris Johnson wrote:Text of signs can be made the dynamic name for that building by clicking one button
If it is as simple as that I would like this to be implemented on road exits also. This way at least an active town could go and put up signs in all the surrounding places.
I never said it was simple ...if it was then we''d probably be 6 months into building amnesia by now
SCUBA wrote:Some of my characters are sad they didn't know this before they left many places with buildings and waved away boats not dynamicly naming them.
A shame, they have had 7 or 8 months warning that this is coming , if its any consolation neither have many of my chars . We are probably at least 2 to 4 weeks before implementation of signs at the earliest so you probably have about 2 to 3 months minimum to start naming buildings before amnesia
- SCUBA
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Cris Johnson wrote:I never said it was simple ...if it was then we''d probably be 6 months into building amnesia by now . We can look at it for roads (or more to the point road destinations) but actually they pose much bigger problems than buildings and vehicles
With simple I ment simple to play, to change the dynamic name of something to the text of the sign. In general I'm against amnesia, but as I now understand it, it isn't that bad as I thought. With signage I'm thinking of changing my mind to at least be neutral to amnesia.
But what i more would like than signage is a way to change the default name but still keep the dynamic. But the way now seems to be not to have any general naming at all. When will we have unnamed machines and tools? ;-)
/SCUBA
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<Nick> I have enjoyed some of your forum posts which is rare.
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<Nick> I have enjoyed some of your forum posts which is rare.
- Solfius
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Chris Johnson wrote:SCUBA wrote:Chris Johnson wrote:Text of signs can be made the dynamic name for that building by clicking one button
If it is as simple as that I would like this to be implemented on road exits also. This way at least an active town could go and put up signs in all the surrounding places.
I never said it was simple ...if it was then we''d probably be 6 months into building amnesia by now. We can look at it for roads (or more to the point road destinations) but actually they pose much bigger problems than buildings and vehicles
SCUBA wrote:Some of my characters are sad they didn't know this before they left many places with buildings and waved away boats not dynamicly naming them.
A shame, they have had 7 or 8 months warning that this is coming , if its any consolation neither have many of my chars . We are probably at least 2 to 4 weeks before implementation of signs at the earliest so you probably have about 2 to 3 months minimum to start naming buildings before amnesia
Why not remember the names of the buildings for the location you are in? As was done when dynamic names were introduced.
- SCUBA
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Solfius wrote:Why not remember the names of the buildings for the location you are in? As was done when dynamic names were introduced.
Yes! When and if amnesia is implemented for buildings an vheicles. Lets get alot of 'free' dynamic names. I would in that case aslo like to have ways also to 'force' dynamic names on other characters. If a player whants to have full control of the dynamic names that should be an option. But when you are in a place and a building gets done all in that place should get the name from the project as the dynamic name for that building/vheicle.
/SCUBA
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<Nick> I have enjoyed some of your forum posts which is rare.
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<Nick> I have enjoyed some of your forum posts which is rare.
- Oasis
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Chris Johnson wrote:SCUBA wrote:Some of my characters are sad they didn't know this before they left many places with buildings and waved away boats not dynamicly naming them.
A shame, they have had 7 or 8 months warning that this is coming , if its any consolation neither have many of my chars . We are probably at least 2 to 4 weeks before implementation of signs at the earliest so you probably have about 2 to 3 months minimum to start naming buildings before amnesia
This I don't understand completely, though I assume it means somehow manually renaming the building/room/vehicle what it is already named.
This is ludicrous, IMHO. Take Siom........all the buildings, all the intererior rooms, all the rooms in rooms of how many buildings? Not to mention all the vehicles, some that come and go, and then return. And my char isn't even there right now! And if my char doesn't travel to all the places they've been before, they'll never remember any building in any of those places? Unless someone has the technology and wisdom to build a sign for it, which might not be the original. So which one is our Outpost? Try all buildings to see which key fits, get locked up for entering all buildings, die.
Another point.........message comes over the radio that a ship named Pirate Ship has just massacred a certain town. Be on the lookout, and apprehend.
PLEASE leave current names in place, that can be changed for all to see with a sign. I agree with signage, but NOT with amnesia.
- Oasis
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And yet another point.........stolen vehicles. Good luck being able to recognize them to get them back. Unless you've dynamically renamed it before it was stolen, you will never see it again, nor will anyone else, so forget putting out a "please let me know if you see........" note.
I find it very interesting to see the different vehicles that have made their way across islands, to end up in the possession of others the original owner may have been warrring with, sometimes numerous thefts that have occurred for it to end up where it is, etc. All that history of vehicle transfer will be lost forever. The Alenz Hills van will now just be another van, not the infamous vehicle it now is. (It was in that van that Piers Anthony originally carried out his massacre of Cantr City, in case some didn't know)
I find it very interesting to see the different vehicles that have made their way across islands, to end up in the possession of others the original owner may have been warrring with, sometimes numerous thefts that have occurred for it to end up where it is, etc. All that history of vehicle transfer will be lost forever. The Alenz Hills van will now just be another van, not the infamous vehicle it now is. (It was in that van that Piers Anthony originally carried out his massacre of Cantr City, in case some didn't know)
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west
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Chris, I like the idea for signs. But you STILL haven't given one good reason for building and vehicle amnesia.
If building amnesia is implemented:
Every person must dynamically name every building in every town they go to, if they want to be able to navigate at all. Building owners and workers must waste IC time dynamically naming their buildings, rooms, and vehicles their current names for OOC reasons (which is ridiculous)
More ridiculous is this is forcing people to have signs. What if we don't want a sign? Well, you'll say, then I guess you'll have to get used to people pointing at your building and asking what it is. Because everyone's going to forget unless you waste a few real-life hours now making sure your character "knows" the names of the buildings and rooms and vehicles in their city.
Building amnesia will just add one more to a set of useless clickings that players must do anytime they want to do ANYTHING.
Character spawns/arrives in a town.
Character has to name the perhaps dozens of unknown characters in town. This involves extensive introductions all round.
Character has to name the town, and the towns the roads from that town lead to. This involves looking at maps or notes (if there are any), asking people (if there are any) or making stuff up (if there aren't any)
Character has to name the buildings and vehicles in the town. This involves asking people (if there are any), looking at a building list (if there is one) and looking at the signs (if there are any).
All that, just so you can know where you are and what's around you. Notice you haven't actually done any RPing, probably; all you've done is waste minutes because the PD decided to fix something that wasn't broken.
Ridiculous.
If building amnesia is implemented:
Every person must dynamically name every building in every town they go to, if they want to be able to navigate at all. Building owners and workers must waste IC time dynamically naming their buildings, rooms, and vehicles their current names for OOC reasons (which is ridiculous)
More ridiculous is this is forcing people to have signs. What if we don't want a sign? Well, you'll say, then I guess you'll have to get used to people pointing at your building and asking what it is. Because everyone's going to forget unless you waste a few real-life hours now making sure your character "knows" the names of the buildings and rooms and vehicles in their city.
Building amnesia will just add one more to a set of useless clickings that players must do anytime they want to do ANYTHING.
Character spawns/arrives in a town.
Character has to name the perhaps dozens of unknown characters in town. This involves extensive introductions all round.
Character has to name the town, and the towns the roads from that town lead to. This involves looking at maps or notes (if there are any), asking people (if there are any) or making stuff up (if there aren't any)
Character has to name the buildings and vehicles in the town. This involves asking people (if there are any), looking at a building list (if there is one) and looking at the signs (if there are any).
All that, just so you can know where you are and what's around you. Notice you haven't actually done any RPing, probably; all you've done is waste minutes because the PD decided to fix something that wasn't broken.
Ridiculous.
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