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Poll

New channeling vs. old channeling - how do you feel?

The new channeling is covered in awesome sauce, the old channeling smelled real bad.
- 113 (19.3%)
The old channeling was the best, we don't need two ways to make ramps it is just silly.
- 245 (41.8%)
Old channeling was the best, new channeling is also the best.  Can't we all just get along?
- 132 (22.5%)
You people need to get on with your lives, it's not a big deal either way.
- 96 (16.4%)

Total Members Voted: 583


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Author Topic: POLL: New Channeling: Super Awesome or Super Dumb?  (Read 51798 times)

Sean Mirrsen

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Re: POLL: New Channeling: Super Awesome or Super Dumb?
« Reply #360 on: May 07, 2010, 10:26:37 am »

That's based entirely off of skill and material strength. I'm not sure if there's any notion of one mining task taking longer than another task, given the same materials and circumstances.

The "non-issue" was an early argument here. There's usually plenty of time to construct something, so it's not a meaningful change. But better than no change, I suppose.
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Andir

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Re: POLL: New Channeling: Super Awesome or Super Dumb?
« Reply #361 on: May 07, 2010, 10:30:26 am »

There's usually plenty of time to construct something

Then why does it matter if I can build a ramp-less channel in 3 seconds vs  building a ramped channel then removing it in 6 seconds?

Also, why do you have no problem with ramps auto-vanishing when no path can be made?
« Last Edit: May 07, 2010, 10:32:02 am by Andir »
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Sean Mirrsen

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Re: POLL: New Channeling: Super Awesome or Super Dumb?
« Reply #362 on: May 07, 2010, 10:52:45 am »

Because a ramp that doesn't connect to a higher z-level isn't a ramp. It's a bump. Ramps are a feature of walls, not floor. They can't exist on open floor, since they have no effect there. So they are removed.

As to the other, it matters because time isn't the only factor (There I go again. *sigh*. Really, go read the entire thread again. It's all explained there.). There are other things you do that make one task more difficult than another. Designations, the keys you press, the stuff you have to design. To get engraved floors, you first smooth them, then engrave them. To get a smooth tunnel, you first hew a rough tunnel, and then smooth it. We don't need a designation to mine a smooth tunnel, even if it takes more time to do, because we have a whole separate profession to smooth and engrave things. We don't need the engrave designation to work on rough stone because engraved floors are always better, and there'd no longer be a use for the "smooth" designation. See my point? If we went the "SimStuff" way and simplified things, we'd get a useless designation and everyone going straight for mining already-smooth tunnels everywhere, unless it was an emergency. It works for the sheer construction effort, but this here is a roguelike as much as it's a life sim, and it needs the diversity and detail. That it has to be simple and easy to use is important of course, but that's no call for making things too simple to do. I'm not saying we should make the game harder everywhere. But if we have an opportunity to introduce diversity and detail, why not?
« Last Edit: May 07, 2010, 10:59:54 am by Sean Mirrsen »
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Andir

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Re: POLL: New Channeling: Super Awesome or Super Dumb?
« Reply #363 on: May 07, 2010, 11:08:32 am »

Because a ramp that doesn't connect to a higher z-level isn't a ramp. It's a bump. Ramps are a feature of walls, not floor. They can't exist on open floor, since they have no effect there. So they are removed.
But according to your argument earlier, there is a matter of material.  If you remove a tile in the middle of 8 ramps, it takes no longer than removing the dirt from a single tile with no ramps.  So in effect, you are arguing that this makes sense, where digging out a single tile with a channel designation that also removes the ramp is somehow more difficult than removing a tile and all of the ramps attached to that.

As far as your argument earlier about the rope requirement.  I can dig a hole that is as deep as me and still climb out without a ladder, rope, etc.  I think that dwarfs could be resourceful enough to do the same.

As to the other, it matters because time isn't the only factor (There I go again. *sigh*. Really, go read the entire thread again. It's all explained there.). There are other things you do that make one task more difficult than another. Designations, the keys you press, the stuff you have to design. To get engraved floors, you first smooth them, then engrave them. To get a smooth tunnel, you first hew a rough tunnel, and then smooth it. We don't need a designation to mine a smooth tunnel, even if it takes more time to do, because we have a whole separate profession to smooth and engrave things. We don't need the engrave designation to work on rough stone because engraved floors are always better, and there'd no longer be a use for the "smooth" designation. See my point? If we went the "SimStuff" way and simplified things, we'd get a useless designation and everyone going straight for mining already-smooth tunnels everywhere, unless it was an emergency. It works for the sheer construction effort, but this here is a roguelike as much as it's a life sim, and it needs the diversity and detail. That it has to be simple and easy to use is important of course, but that's no call for making things too simple to do. I'm not saying we should make the game harder everywhere. But if we have an opportunity to introduce diversity and detail, why not?
I'm not arguing about adding a "dig smooth tunnel" option.  I'm arguing that digging a ramp-less channel is no different than building an up/down stair and no different than auto-vanishing ramps.  It's actually quite a bit easier than both of those examples.
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"Having faith" that the bridge will not fall, implies that the bridge itself isn't that trustworthy. It's not that different from "I pray that the bridge will hold my weight."

Sean Mirrsen

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Re: POLL: New Channeling: Super Awesome or Super Dumb?
« Reply #364 on: May 07, 2010, 11:21:48 am »

Ramps aren't any more auto-vanishing than rock matter is auto-vanishing and somehow getting compacted into a single chunk. You dig away the tile, leaving a bump where a ramp connected to it. Since the game doesn't work with within-level terrain variations, the bump is not displayed. It's still there, but since it's not going to affect anything anymore, even if something is built next to it, the game can hide it to keep the screen clear (or better yet, remove it completely to save RAM).

Again, read the thread. The channels are currently impassable and insurmountable. That you can climb out of a hole you've dug yourself without a rope - congratulations, you're fit for service in the Army. I can't. Imagine that you're me - you've dug a hole and can't get out of it.* The dwarves and all non-flying creatures in DF are currently the same way. Implying "Cutscene Power To The Max", that miners may use their picks to climb out, also implies they should be able to climb when not mining, which they can't. To them, digging such a pit or channel should be an engineering task, not a matter of personal physique.

Digging a down stair, as well, requires engineering prowess, but that doesn't change the fact that the stairs provide the means of traversing them. Even without engineering knowledge, you can take a pickaxe and make a small stairway in rock, with some physical effort (okay, a lot of physical effort), since there's nothing stopping you from standing on the stairs you make until you emerge on top of wherever you're digging to.
« Last Edit: May 07, 2010, 11:25:06 am by Sean Mirrsen »
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Andir

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Re: POLL: New Channeling: Super Awesome or Super Dumb?
« Reply #365 on: May 07, 2010, 12:17:40 pm »

Ramps aren't any more auto-vanishing than rock matter is auto-vanishing and somehow getting compacted into a single chunk. You dig away the tile, leaving a bump where a ramp connected to it. Since the game doesn't work with within-level terrain variations, the bump is not displayed. It's still there, but since it's not going to affect anything anymore, even if something is built next to it, the game can hide it to keep the screen clear (or better yet, remove it completely to save RAM).

Again, read the thread. The channels are currently impassable and insurmountable. That you can climb out of a hole you've dug yourself without a rope - congratulations, you're fit for service in the Army. I can't. Imagine that you're me - you've dug a hole and can't get out of it.* The dwarves and all non-flying creatures in DF are currently the same way. Implying "Cutscene Power To The Max", that miners may use their picks to climb out, also implies they should be able to climb when not mining, which they can't. To them, digging such a pit or channel should be an engineering task, not a matter of personal physique.
Fine then, by using your definition as to why ramps "vanish" I will apply that same though process do digging a channel with out a ramp.  I dig a square hole allowing myself exit access and just before I leave the hole, I cut away the ramp that led to the top leaving only a pile of rubble that the game engine doesn't render.  Heck, I think I could even do that while removing some of that soil without having to get back in the hole.  This rubble contains no more or no less dirt than your normal vanished ramp tile.
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"Having faith" that the bridge will not fall, implies that the bridge itself isn't that trustworthy. It's not that different from "I pray that the bridge will hold my weight."

Sean Mirrsen

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Re: POLL: New Channeling: Super Awesome or Super Dumb?
« Reply #366 on: May 07, 2010, 12:36:54 pm »

That's a perfectly workable explanation, I'll give you that. Still doesn't deny the fact that the different channels have different usefulness though. And still implies a two-step process of carving the ramp and collapsing it - which we've covered in the thread, and which can be abstracted away or deliberately made distinct. Ultimately, I'll say again, realism isn't a factor here. We've established so far that people want to have back: 1) Safe breaching of flows and aquifers, and 2) An ability make clean channels. This can be achieved perfectly by either having just the proper implementation of new channels with the ability to easily remove ramps from above, or a pair of designations for the old and the new channels, optionally tuned to represent the engineering and usefulness differences between the two constructions. This is all still present in my list.
« Last Edit: May 07, 2010, 12:38:37 pm by Sean Mirrsen »
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zagibu

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Re: POLL: New Channeling: Super Awesome or Super Dumb?
« Reply #367 on: May 07, 2010, 03:25:42 pm »

I think the solution for this problem would be to reintroduce the old channeling, but let land creatures climb down and up a z-level without ramps. Like this, you'd have to dig 2-z-level deep moats to keep invaders out, yet you could still penetrate layers from above without sacrificing a dwarf.
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Sean Mirrsen

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Re: POLL: New Channeling: Super Awesome or Super Dumb?
« Reply #368 on: May 07, 2010, 03:48:39 pm »

I believe that's a large part of the future siege AI fix. The other parts involve more straightforward bridging and swimming. It just won't work short-term. With this in place, you will also no longer even need ramped channels, so the old system can be restored and there won't be any problem at all.
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Andir

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Re: POLL: New Channeling: Super Awesome or Super Dumb?
« Reply #369 on: May 07, 2010, 03:49:45 pm »

I believe that's a large part of the future siege AI fix. The other parts involve more straightforward bridging and swimming. It just won't work short-term.
Why does the short term bother you so much then?
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"Having faith" that the bridge will not fall, implies that the bridge itself isn't that trustworthy. It's not that different from "I pray that the bridge will hold my weight."

Sean Mirrsen

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Re: POLL: New Channeling: Super Awesome or Super Dumb?
« Reply #370 on: May 07, 2010, 03:53:57 pm »

Because short term is what bothers everyone here. Nobody wants a good solution to a - as this thread and the ones similar to it show - major inconvenience, that takes half a year or longer to implement. We need a solution that can conceivably be introduced within the month or two, to bridge the gap until the real fixes come when the main development push begins.
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Andir

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Re: POLL: New Channeling: Super Awesome or Super Dumb?
« Reply #371 on: May 07, 2010, 03:57:30 pm »

And I say there's nothing wrong with putting in the old channeling and leaving it at that... because it's easy, it's simple, and sometime in the future it will not be as "exploitable" (according to you.)
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"Having faith" that the bridge will not fall, implies that the bridge itself isn't that trustworthy. It's not that different from "I pray that the bridge will hold my weight."

Sean Mirrsen

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Re: POLL: New Channeling: Super Awesome or Super Dumb?
« Reply #372 on: May 07, 2010, 03:59:03 pm »

It's a valid option. It's number 2 in the list.
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Andir

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Re: POLL: New Channeling: Super Awesome or Super Dumb?
« Reply #373 on: May 07, 2010, 04:07:47 pm »

It's a valid option. It's number 2 in the list.
To which you attached subclauses (earmarks) which would imply an interim solution whereby this system would be replaced later "because it's overpowered"

Edit:  In your own words:
Quote
Return the old channelling as an additional designation - Requiring an unknown amount of additional time and effort, this is the "workaround to the workaround" solution, that would likely keep most of the people pleased, but would worsen the game's "patchwork" state as the core of the problem - the bugs - would be, if temporarily, overlooked. This option barely fits into "short-term" as it's uncertain how much would need to be changed to add a new designation.

You make it sound as though it's a disease.
« Last Edit: May 07, 2010, 04:11:28 pm by Andir »
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Lord Darkstar

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Re: POLL: New Channeling: Super Awesome or Super Dumb?
« Reply #374 on: May 07, 2010, 05:40:30 pm »

Realism be damned, this is a game. A game that should at least try to make sense. Right now the dwarves can twist the hardest substance in the universe into a sock with their bare hands, yet they need a pick to remove some soil? Some of us would indeed like to have shovels and rubble you'd have to remove, and hoes too. Not so much the diapers maybe. ;)

Have you paid attention to any of the "Give us pooh!" threads?

And if you have any more questions, look at the list I posted - the "balance" is a sub-option. It's not "required" in any shape or form. But it's something that could be nice to have.

More importantly balance should _never_ be achieved by making the user interface more complicated. The correct way to balance would be to have some in game effect such as making sheer channels just take longer to mine per square.

post++

That's good game design.

Which is why I also pointed out in the list that we couldn't yet devise an appropriate ingame "cost" for this balancing. Play time seems to be a non-issue (not to mention potentially hard to achieve), some kind of designation limit won't work, merging into a double-designation won't work for breaching flows, making it a construction is too intrusive, material cost is right out. The only meaningful balance change seems to be requiring an additional reusable item, like a rope, but that might not fit into the short term as there's no precedent so far for a task that would require two tools at once.
(edit: late idea, though also not short-term. Make an architect "prepare" tiles to be channeled, so that a miner can just cut them out. Handled game-side, of course, without extra designations.)

The up/down stair designations serve a different purpose. Unlike ramps, they do not require horizontal movement to cross, and you can have a single "access shaft" by digging a vertical series of up/down stairs. They are entirely different from normal digging routines, and could justifiably be changed to require an architect skill to carve, but that's superfluous for the immediate future. As they are, the only change they really need is prohibiting them from being made in soil. I know it can be compacted to form a usable stair, but stairs carved into sand...

Final balance will come in the last arc before 1.0. So there's no point to "balancing" digging a channel. Just revert it, so the players can have the same functionality as before.

However, having an architect prepare the channel is fine by me. Right now, architects do very, very little. At some point in the future that should change, but will it be before MP dueling of fortresses?

Actually, right now, STAIRS do not serve a different purpose from ramps. Ramps let your dwarves change z levels. Stairs let your dwarves change z level. It's the same functionality. We can do very much more with stairs than ramps. That is an unfair thing, at least to ramps. Just don't have ramps auto-collaspe when their is a ramp underneath, and now you can have a simple ramp "chute", allowing z level passage. No stairs ever needed, game interface becomes cleaner. Indeed, right now, you should construct a RAMP, then cut it into STAIRS, according to the logic of "Channel creates a ramp, then players use 'remove up ramps' on the z level below". Remember--- we don't care about balance at this stage, because everything is going to change before 1.0 comes up, so there isn't a reason to care at this time, regardless of how overpowerful a particular feature might currently be.

Be careful about not letting dwarves dig down. How would they get down to rock if it is covered in several levels of sand and squishy clays? With no local wood for use in "constructions", this could make the task of making proper fortress impossible, instead of merely dwarvenly.

Remember Sean: the most important time in the game is how long a player has and how much fun he has in the game in that timespan. Making a player spend tedious time rather than rewarding time is what kills the fun of a game. At a certain point, a developer has to set aside realism and tedious, repeative commands that the player must put in, or no one will find the game fun, just tedious, and that is the end of any commercial potentional for the game. Remember, right now, Toady is a professional game developer--- he makes his living on supporting and further enhancing and developing DF. He has to keep an eye out on his player base and their satisfaction, as well as keeping an eye out for his own satisfaction for the success of his chosen employment and project.

Because a ramp that doesn't connect to a higher z-level isn't a ramp. It's a bump. Ramps are a feature of walls, not floor. They can't exist on open floor, since they have no effect there. So they are removed.

As to the other, it matters because time isn't the only factor (There I go again. *sigh*. Really, go read the entire thread again. It's all explained there.). There are other things you do that make one task more difficult than another. Designations, the keys you press, the stuff you have to design. To get engraved floors, you first smooth them, then engrave them. To get a smooth tunnel, you first hew a rough tunnel, and then smooth it. We don't need a designation to mine a smooth tunnel, even if it takes more time to do, because we have a whole separate profession to smooth and engrave things. We don't need the engrave designation to work on rough stone because engraved floors are always better, and there'd no longer be a use for the "smooth" designation. See my point? If we went the "SimStuff" way and simplified things, we'd get a useless designation and everyone going straight for mining already-smooth tunnels everywhere, unless it was an emergency. It works for the sheer construction effort, but this here is a roguelike as much as it's a life sim, and it needs the diversity and detail. That it has to be simple and easy to use is important of course, but that's no call for making things too simple to do. I'm not saying we should make the game harder everywhere. But if we have an opportunity to introduce diversity and detail, why not?

Actually, being able to designate a rough wall or floor with engrave is useful to the player, and should be supported in-game. As it is the same labor task that performs both smoothing and engraving, engraving a rough surface should smooth it, then engrave it (allowing the engraver to be called away at the completed "smooth" step). But there would still be a use for the "smooth" designation, as you might not want to engrave everything (I don't--- I don't like engraved floors, so I only engrave the walls, and then only in important places, not everywhere in my fortress. And "fortification" should work on rough stone as well (although there is more logic for "fortification" to be done by miners, with all the material cut out of a smooth wall), as that is also performed by the same labor task. It too should automatically cause the wall to first be smoothed, then to be fortified. DF already supports these sorts of auto-chaining of functionality natively, so expanding it would be another good feature and improve player experience.

People wouldn't always use "Dig Smooth Tunnel" command. Just like people wouldn't use "Engrave all dug tiles". It doesn't make sense in all conditions.

Ramps aren't any more auto-vanishing than rock matter is auto-vanishing and somehow getting compacted into a single chunk. You dig away the tile, leaving a bump where a ramp connected to it. Since the game doesn't work with within-level terrain variations, the bump is not displayed. It's still there, but since it's not going to affect anything anymore, even if something is built next to it, the game can hide it to keep the screen clear (or better yet, remove it completely to save RAM).

Again, read the thread. The channels are currently impassable and insurmountable. That you can climb out of a hole you've dug yourself without a rope - congratulations, you're fit for service in the Army. I can't. Imagine that you're me - you've dug a hole and can't get out of it.* The dwarves and all non-flying creatures in DF are currently the same way. Implying "Cutscene Power To The Max", that miners may use their picks to climb out, also implies they should be able to climb when not mining, which they can't. To them, digging such a pit or channel should be an engineering task, not a matter of personal physique.

Digging a down stair, as well, requires engineering prowess, but that doesn't change the fact that the stairs provide the means of traversing them. Even without engineering knowledge, you can take a pickaxe and make a small stairway in rock, with some physical effort (okay, a lot of physical effort), since there's nothing stopping you from standing on the stairs you make until you emerge on top of wherever you're digging to.

WHY WOULD THEIR BE A BUMP IN A CHANNEL? THAT IS THE EXACT OPPOSITE OF WHAT A CHANNEL IS! You need a concave floor, not a convex floor in a channel.

Jumping carp! You've really lost the ore vien in this discussion, Sean.

Also, since DWARVES do not enter the tile when digging in any other circumstances, it is obvious that they have post diggers, drills, and augers, and they are using those. They pop out of magic dwarve space, where the dwarves currently keep their chisels, hammers, jeweler's loop, cheese presses, hoes, planes, squares, plumb lines, gaskets, sealants, matches, flint, steel, oil, tinder, sharpening stones, pliers, and everything else that isn't an axe, pick, bucket, bin or barrel! THEY ARE NOT ENTERING THE OLD STYLE CHANNEL! The game shows you where they are. They don't enter the square. They have dwarven magic tools that pop in and out, so they can do whatever they need to.

REMEMBER! Dwarves don't enter the tile they dig. Until Toady changes WHERE THE DWARVES END THEIR DIG (ie, the move into the flashing dig tile target), they aren't slowly stepping into it, or down into it, or climbing up into it. They are using their abstracted tools (baskets, chisels, augers, drills, sledge hammers, etc) to get the job done. Heck, for all we know, their pick is enchanted, floats on it its own, and dwarven miners merely concentrate on what they want done and the pick flies around, doing it. We just don't know this because magic isn't in the game yet.

Until it is time for another wall of text, have fun in DF!
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