View Full Version : Command Cancel
Avarice
August 17th, 2006, 03:58 AM
Why isn't there a command to cancel previous commands? I can think of a thousand good reasons to put this in and no good reason not to have it. Could we possibly put something like this in? So rather than saccing that artifact ammy in a corpse you can type -- (or whatever) and cancel that hasty sac command... if you mistype something or even THINK u mistyped something u can cancel it before it goes thru, etc...
Miressa
August 17th, 2006, 07:05 AM
If I had a nickel for everytime I typed something dumb...but, undoing a "word of recall" spell that went wrong, or a "teleport" spell that landed you in a nasty area could be tricky. Or, "give simple avarice", then undo that command after you hand me some gold...
Katrana
August 17th, 2006, 07:37 AM
A real time game with multiple users on it...It's not like a game you can hit save to and when you die you can revert to your saved game, or if you make a mistake you can hit undo on. Due to the nature of TFC, I simply can't vision how a cancel command would actually make sense.
The only way would be for an x amount of lag on each command. So the real time aspect would then disappear. Talk about an interesting twist!
pitt
August 17th, 2006, 09:14 AM
I can see how this could make sense.. If you attack a mob, starting with a backstab and immediately type the commands to follow it up with a blynd and disarm, the commands must be buffered somewhere. If something happens right after the backstab, like a pker appearing, you could 'command cancel' or whatever to remove the blyind and disarm from the buffer before they happen, so you can flee and recall quicker.
But then, it's been such a survival staple that you never bs, blynd and disarm all together, and don't type 'kick' 50 times when you start a fight that I'm sure nobody does this anymore, right? ;)
I'm sure unexpected situations could still come up, but if this would be any trouble to code, I'd much rather see something more interesting! You can fix it yourself just by not being so hasty, after all.
Tynian
August 17th, 2006, 09:33 AM
This simply is not going to happen.
From a coding perspective, it's not just a matter of keeping track of previous commands, but also keeping track of previous states. If made universal, it would take a ton of work.
But even that doesn't matter. I am philosophically opposed. TFC is a game of action and consequence. We've all made mistakes that we'd like to take back, be it saccing that precious item, inadvertantly area spelling a mob that's way too big for you, accidently mob-killing your groupie or following the wrong guy who portals you somewhere nasty.
The commands are instant. And so are the consequences. Be more careful! ::cool::
Gwyrdain
August 17th, 2006, 02:13 PM
I am philosophically opposed. TFC is a game of action and consequence.
Do these same arguments apply to Pitt's idea of commands that are in the buffer but not executed?
Tynian
August 17th, 2006, 04:24 PM
Do these same arguments apply to Pitt's idea of commands that are in the buffer but not executed?
I missed his idea the first time.
Upon reflection, yes, his idea is more technically feasible. On the other hand, this is something an experienced player should not do, and a newer player will learn not to do.
In short, it's far easier for me to code nothing and people not just make that mistake than attempt to code safeties for everything someone can do wrong.
pitt
August 17th, 2006, 06:38 PM
Did I hijack the thread again? Oops! I just thought that's what Avarice meant :)
Avarice
August 17th, 2006, 10:53 PM
I'm not talking about undoing actions that have been executed. As I think Pitt already explained I'm talking about commands that have not gone through yet. Its a pretty common command on other games and its not like you can "undo" once the command you messed up went through...
By the way let me say thanks to Pitt for clarifying my idea.
As usual, this is something I've seen elsewhere that makes gameplay smoother so I'm not really speaking from a theoretical perspective. It works. I've seen it work very effectively for years. I've used it myself in hundreds of situations, it makes a world of difference in terms of actual gameplay. It actually speeds the game up.
Tynian
August 17th, 2006, 11:17 PM
As usual, this is something I've seen elsewhere that makes gameplay smoother so I'm not really speaking from a theoretical perspective. It works. I've seen it work very effectively for years. I've used it myself in hundreds of situations, it makes a world of difference in terms of actual gameplay. It actually speeds the game up.
Not interested.
Perhaps because I lack your extensive experience with the feature you are talking about, but regardless of the reason, I'm not sold on it.
Thanks for clarifying, though. I did misunderstand your original post.
Anonymous Mammal
August 17th, 2006, 11:20 PM
Not interested.
Perhaps because I lack your extensive experience with the feature you are talking about, but regardless of the reason, I'm not sold on it.
Thanks for clarifying, though. I did misunderstand your original post.I liked your first answer better. ::whistle::
Pol
August 19th, 2006, 04:56 AM
Was this feature implemented on other MUD's, Ava, or on a different game? Just curious because as far as I recall, there's no real command "stack" implemented on any of the base code for the common MUD platforms I've ever seen.
Something like NWN, however, does use a command buffer which can be overriden/cancelled (if you can click fast enough ;) ). Even then, however, the stack is maintained on the client and executed serially on the server.
Depending on your client, you may be able to code/script this yourself - e.g., if you issue multiple commands, the client doesn't send the next command until the MUD returns the results of the previous command. If you mis-typed something, there's probably a way to remove the command from your client's buffer before it's sent if you can introduce some delay.
Pol O'Song
Anonymous Mammal
August 19th, 2006, 08:34 PM
Depending on your client, you may be able to code/script this yourself - e.g., if you issue multiple commands, the client doesn't send the next command until the MUD returns the results of the previous command. If you mis-typed something, there's probably a way to remove the command from your client's buffer before it's sent if you can introduce some delay.I had a system that did just this using available in-game options. The key is the status prompt option. Enabling this option displays an ok or stn in your prompt. The stn means you (your character) are waiting for the "lag" of a command to expire so that you can execute another command. When the "lag" of the command expires the stn turns into ok. This is handy in fights. If you create a command queue in your client it is possible to stack commands and be able to cancel them if the need arises. The only issue with this is that if nothing is happening and you haven't any more commands in your queue then your prompt doesn't update when the "lag" has expired.
This is much eaiser to handle on the client end than it would be for Tynian to hardcode such a command.
vBulletin® v3.7.4, Copyright ©2000-2009, Jelsoft Enterprises Ltd.