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Author Topic: Tone down the gossip, A.K.A. Town Criers  (Read 458 times)

thehman03

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Tone down the gossip, A.K.A. Town Criers
« on: July 12, 2014, 05:57:20 am »

Currently in 40.02 if you walk by a building with quite a few people in it, you will be interrupted by pages of text where the occupants talk about the times and whatnot, this is extremely annoying and slows the game way down in terms of getting from point A to B. I suggest that around a central location in a hamlet or town a building, like a well, would be generated, along with an NPC that is almost guaranteed to spawn there, like a lord inside of a castle. This town crier would be an easy way to pick up news and would make it easier to get around town without being assaulted by waves of gossip.

If you have any ideas on how this could be expanded please post them.
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Adrian

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Re: Tone down the gossip, A.K.A. Town Criers
« Reply #1 on: July 12, 2014, 06:59:03 am »

I think NPCs need to stop gossiping when you (being the socially awkward adventurer you are) stand right next to them, listening in to their conversation.
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Drunken

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Re: Tone down the gossip, A.K.A. Town Criers
« Reply #2 on: July 12, 2014, 08:21:18 am »

I came here to post something similar. When the door is closed and you can't actually see the villagers they still gossip. You get blue exclamation mark symbols. This slows the game down hugely, no text spam but a single movement step through such a village can take several seconds.

Generally I think having 30 people all packed into one cottage is an issue in itself, maybe if people weren't packed so close together the gossip wouldn't be such a problem.
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heydude6

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Re: Tone down the gossip, A.K.A. Town Criers
« Reply #3 on: July 12, 2014, 01:44:16 pm »

Generally I think having 30 people all packed into one cottage is an issue in itself, maybe if people weren't packed so close together the gossip wouldn't be such a problem.

True, that's actually a very good point, especially since in real life at the time, what would usually happen is this; A house would usually have about 4-5 children, and the father and maybe mother (if she survives childbirth). Most of the time, people wouldn't actually be hanging at at home but they would actually be doing farm chores. So as you can see, the main problem here is that at the current moment, Toady hasn't implemented what i will call "dynamic towns", people don't actually do any work (unless you want to count shop keepers). So this leaves them to stand idly at home doing nothing. But Toady did implement the conversation system so because of this, they sit idly at home talking to each other, and annoying the player.

so the main solution i see is, make it a maximum of 3 people per house(minimizing talking), until someone programs a script that makes houses generate with fields, and a script to make npcs "comb" the fields to simulate farming. Then you can remove the people per house limit.
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therahedwig

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Re: Tone down the gossip, A.K.A. Town Criers
« Reply #4 on: July 12, 2014, 02:07:59 pm »

Generally I think having 30 people all packed into one cottage is an issue in itself, maybe if people weren't packed so close together the gossip wouldn't be such a problem.

True, that's actually a very good point, especially since in real life at the time, what would usually happen is this; A house would usually have about 4-5 children, and the father and maybe mother (if she survives childbirth). Most of the time, people wouldn't actually be hanging at at home but they would actually be doing farm chores. So as you can see, the main problem here is that at the current moment, Toady hasn't implemented what i will call "dynamic towns", people don't actually do any work (unless you want to count shop keepers). So this leaves them to stand idly at home doing nothing. But Toady did implement the conversation system so because of this, they sit idly at home talking to each other, and annoying the player.

so the main solution i see is, make it a maximum of 3 people per house(minimizing talking), until someone programs a script that makes houses generate with fields, and a script to make npcs "comb" the fields to simulate farming. Then you can remove the people per house limit.
The houses already generate with gardens and fields. It now only requires NPCs to get of their butt and do things... which probably gives lag in it's own way, but at the least less conversations?

Toady has done a lot of groundwork in the past few years, so I'm curious when he's going to do the filling out, so that your adventurer is able to gather food and seeds in vanilla and sell them to far off civilisations, and knowledge spread, and, of course, NPCs getting off their butt and doing work.
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