Campfires

Everything about Illarion that fits nowhere else. / Alles über Illarion was inhaltlich in kein anderes Board passt.

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martin
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Post by martin »

Thorin Solfgar wrote:I saw, what I saw!
You must have seen something else, because this is simply not true.
It can't be true. I have written that script.

Martin
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Post by Fooser »

I've lit quite a few campfires for either a) helping cure sickness or b) sibanac leaves ( :wink: ) and haven't seen anything get out of hand. If you are smart with placement it isnt a huge deal is it?
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AlexRose
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Post by AlexRose »

Frederick D'Aubigne wrote:
AlexRose wrote:I'm not particularly bothered by them, as I have RA TAH, but I sympathize will you all :P
Do you do that on purpose?
Do what? RA TAH extinguishes flames.
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Estralis Seborian
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Post by Estralis Seborian »

Erm, when I burned the GM-castle, flames spread on empty tiles, too. Maybe only items are supposed to burn. The tiles are, of course, not destroyed afterwards.

And... flames spread from level 1 to level 0, that was why the castle burned down, I was not aware of this fact.
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Richard Cypher
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Post by Richard Cypher »

Estralis Seborian wrote:Erm, when I burned the GM-castle, flames spread on empty tiles, too. Maybe only items are supposed to burn. The tiles are, of course, not destroyed afterwards.

And... flames spread from level 1 to level 0, that was why the castle burned down, I was not aware of this fact.
Send me a screeny estralis! And flames do not spread on tiles but items are consumed in seconds and the flames remain, that may have been what you fellows saw.
martin
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Post by martin »

Richard Cypher wrote:And flames do not spread on tiles but items are consumed in seconds and the flames remain, that may have been what you fellows saw.
Exactly.

Whatever anyone claims, also Estralis, about burning tiles, it is IMPOSSIBLE. There is NO whatever way for this to happen, it is technically not possible. Never.
Believe me.

Martin
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Estralis Seborian
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Post by Estralis Seborian »

Then, what did the client show us? Fires on other levels perhaps?

Anyway, I still think that the bad effect on the game atmosphere outstands any benefits of the fires. Wildfires disturb mah roleplay!!11 :-P
martin
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Post by martin »

Estralis Seborian wrote:Wildfires disturb mah roleplay!!11 :-P
So do monsters, distances between characters, objects between characters, different languages and anything else not identical to any standard-chat.

I suggest to disable all these things then. Everyone gets 1000000 gold coins, no more languages, no more objects, no more distances between characters. No more monsters.

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Beldir
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Post by Beldir »

No more monsters would be an idea to think about.. or maby no more monsters who arent able to RP.
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Senrin der Ältere
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Post by Senrin der Ältere »

No.
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Scott Macleod
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Post by Scott Macleod »

For what it's worth Martin, I think the 'fire' aspect of campfires is still a good idea. It finally created some risk when starting a fire. I believe what the players need to do is to create 'fire-breaks' IG, campsites that have been cleared of trees and brush. The builder could easily do this. That's why Governments claim 'territory' isn't it? The governments could arrange to have a few sites prepared. Cooks and glassblowers are well aware of the danger, and often will create fires far away from towns and forests, as they should.

The time of the 'campfire' in town is over, get over it. It never made sense anyways if you consider the greatest dangers to medeival towns were plague and fire. London was nearly wiped out by both.

I like the risk.
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Pellandria
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Post by Pellandria »

Well if the Gm's would give every town, not only trolls bane, one static fire like the one near the workshop, would this clear out every problem?
Then everyone can gather there for rp and for glassblower, sorry but around every Town (maybe except vanima) there are big areas of no trees or something burnable and even if it burns it won't ignit a huge wildfire.
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Achae Eanstray
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Post by Achae Eanstray »

I can see that some consider this good for the RL atmosphere of the game and some don't care to have RL atmosphere and would just like to RP a campfire. I would prefer not to have to look at every weed and tree (and count tiles) to figure out if a campfire can be started or not. Once at the Grey, in snow, a wildfire was started, I assume there was a weed there but other then that, nothing. The one tree there never caught fire (which, if you want to make it RL, IMO some trees should look burned after a fire).

Also, housing is already expensive enough without having to add insurance cost related to these fires. One of my chars spent a good 10 minute filling a bucket (only had one) and helping to put out a fire in Trolls Bane. This was more work then any fun RPing and a very boring time ig also. I was tempted to just quit and let the fire go however it would have been against my char's background.

I can do without the campfires, the nice RP involved with all around the fire, some cooking (being able to get food directly from a depot to cook while RPing etc.), but the main irritation, is the fear of the spreading fire, and the "bucket brigade" it involves. If something could be introduced to stop this, it would be very nice.
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Llama
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Post by Llama »

In this discussion, there are 3 trains of thought

1) People who want the whole camp/wild-fire thing removed
2) People who do not care about it, because it doesn't effect them
3) People who like the system (probably because its beautifully coded and takes a lot of tyme)

People who are 2) Shouldn't really even be here. The decision will not effect you at all, so you can just go do something else.
-

I beleive that the whole script was a good idea, but the trigger (from the campfire) isn't. I'd LOVE to be able to talk to a GM, RP throwing a torch into a building, and watch the building catch fire and burn down in an automated way. I'd also love to see quests where people do something like this.
So yes, the script is beautiful and should be used.

However, the fact that a whole building can be burnt down (yes, 1% chance, I appriciate that), by ONE campfire (if not turned off), is something I don't like.

Lets say you spend ages collecting resources to buy a building, or a house. Suddenly it burns down (because you can't be THERE 24 hours a day to make sure nobody sets up campfires next to it). That makes the game not fun for you, and fact is, you need to pay money to repair it.

Think about a small town, think about Zzyathis for example, do you think if a building burns down, we have enough money to instantly repair it? Its no fun at all.

If the whole burning building thing is another money drain.. its a horribly cruel one.

Now, I invite anyone who lykes the whole "Campfire can start wildfire" thing, to give reasons for it.

(note I'm not attackign the wildfire system, i LIKE how that works...)
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Lennier
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Post by Lennier »

Estralis Seborian wrote:Then, what did the client show us? Fires on other levels perhaps?
Exactly. A well known bug inside the performance/client/map/whatever. And it is not new.

Example: Go in a second floor of a building and place any item. All people in the first floor below of you will "see" this item" until the server/client load/refresh this area again.
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Vern Kron
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Post by Vern Kron »

Thats a risk you take with houses, yes it sucks, but there will always be some pyromaniac that hates you enough to burn down your house. On the other hand, who in their right mind would start a fire, and stand and watch it spread, while still in the building? Maybe there could be a ...common ground in the two parties?
1) No fire can be started within 2 scares of a building, though it may be started inside a building. (this is to protect player made houses, but to still have a rp of a town building be caught on fire, with perhaps people inside?)
2) Allow fires to spread, if there is items on the ground.
3) Wild fires can be put out with one bucket per tile. (I have had to dump 3 buckets of water on one tile of fire.)

Thats my two cents, and it seems to cover all the bases of the problems...
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Lrmy
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Post by Lrmy »

1) No fire can be started within 2 scares of a building, though it may be started inside a building. (this is to protect player made houses, but to still have a rp of a town building be caught on fire, with perhaps people inside?)
Good idea
2) Allow fires to spread, if there is items on the ground.
They do.
3) Wild fires can be put out with one bucket per tile. (I have had to dump 3 buckets of water on one tile of fire.)
They can. Fires stack on each other. I think it would take some work to change this.
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