"It's hard to know how to help the world. So, it's more common to help the parts of it you like."
Don't know where I said this. Checked two weblogs and a bunch of text files.
I was afraid to open these text files, but this is kind of funny: a file named 'remember!' without the quotes (there is another file named "'Strength'", where the single quotes are part of the filename), the content of which was a reminder of my passwords, or apparently, modifications to my passwords:
ym: + .
gm: _41
tw: + _
wd: + *
mj: # 1
Sort of like how when I chose a password for this computer, in 2009, I chose one that would be hard for someone to memorize by watching me type it, by using the Shift keys on both sides of the keyboard: En2>#Li'GH.te0nm!EN7t. All this does is make me frequently fail in typing it in, with no more security than if it was "password".
I never look at my old files. Almost all of the ones I searched through with 'grep', about 300 files, were last accessed on 18 Apr 2020, when I copied them to an external drive. File 'discipline', last modified 20 Dec 2008, which really isn't important; I include it because of "(Kuwait)" and "This will not be sent.", so it was what I wanted to say to Mei:
4 Oct 2008
1. cinematic mode for starting game client. Camera controls or more freedom; lighting controls!
2. lower variance on damage for low vs high, in the 'no absolute power scaling' system. Reduced damage, and animation, is better than 'parry'/'resist' and animation.
3. keep downleveling for instances.
4. art is so important! Flashy graphics while casting a spell are distracting. Animations should convey useful information, but also keep focus on what is important. Very difficult~
5. Mass PvP is not interesting because it does not easily correlate player actions with outcome, and it is too hard to keep track of what other players are doing. Note art, things like AE and FN in WoW causing graphics at target locations. WoW had good artists. :(
6. Any way to tell whom people are targetting without the UI..?
7. Cinematic mode turns off names?! Then usable without having to restart. But, how does this fit with targetting display? >.< What about BGs?? Zooming out.
8. Filters > lighting..? >_< Unifies spell effects too.
9. DO NOT TOLERATE MEDIOCRITY
10. cinematic thingy: a way to save current lighting, then load an 'acting'/greenscreen environment, with optional stationary camera controls, to record movie clips. Arrows pointing at light sources.
11. Lighting and motion are how we judge things. BRIGHT EFFECTS WITHOUT LIGHT SHADING ON OTHER OBJECTS IS RETARDED!! zomg ._.
12. Need more abilities that increase uncertainty AFTER use. Blink, vanish, what are more examples? Change your options forcing them to change their decision, or that change or reduce their options.. 'release of tension, misdirection of tension'! Causing them to think a bit in the future, and anticipate actions that turn out to be wrong. Hard to create discontinuities which do this. Another example: knockback, then slow fall in the middle of knockback. Changes landing position, more room, more options. Look for splits, or divergences, where expectations go one way (as a result of a choice by either opponent) and action goes another way...
- the example that doesn't exist: spellsteal as a spell that 'steals' the next spell cast at you and stores it as a charge... o.0 (less overpowered version of the fire/flame/shadow reflectors in WoW)
19 Oct (Kuwait)
Japanese production, quality of art. Realism dependent on cameras, other things. (Self-expression, presentation of gameworld, rules encourage believable behavior by players, no zerging of quest zones etc.) Mythological setting.
New design? Scaling is 'fake'. Every player has 100% life; no number given. Lower-level players see low numbers. High-level players see high numbers. It is illusion, but a believable one.
This will not be sent.
22 Oct (Kuwait)
'illusion' damage scaling seems.. bad.. static power should work. Hiding health bars on enemies already puts focus off numbers; no need to '100%' it. Progress from customization ('talents'), gear, hobbies, and PvP TITLES (or equiv) should be sufficient. Weapons increase probabilities of success or etc, not damage directly! Armor is just ~opposite. New zones and content take focus off of leveling, so that when level cap increases it is an opportunity to see new zones, not a job of grinding more levels to increase power.
Probably more but I forget. Might be in mayor's cell, with highest possible or yet seen GT score, /sigh. Mei~
28 Oct (Kuwait)
went un-crazy two days ago, but I don't know if it's lasted lol. If I say that I don't know if I want to not be crazy.. I should delete that but I won't. Just don't read it. Or think about it. <= this is why I'm not talking to anyone
So it would work. It separates first viewing of someone, from the clear identification of hostile or friendly affiliation. Injecting uncertainty forces paying attention to unit details, and caution when approaching or being approached. It also allows greater tactical elements! Being this: name would not display immediately, but would sort of flash into being once you were sure whether they were friendly or hostile. For those you are grouped with their name would display as soon as they reached line-of-sight (viewing distance); for others, it would depend on multiple factors and not just distance. Selecting someone at range would flash their name and affiliation, but it would fade over a few seconds after deselecting them. Mouseover would give you tooltip, but wouldn't flash their name (was wondering if it should tho). Hostile or friendly actions against you would flash name at completion; against party members, or those you are fighting, is uncertain tho. Maybe it would, but only within another distance radius..? This way you could still encounter a conflict at range and be uncertain to its immediate situation, what the odds are, even if one of your 'raid' or group is involved in the fight.
Character facing may or may not influence 'name detection' range. Occlusion behind objects should definitely influence it :p. Camera facing and viewing area should influence it. Staying 'in combat' with someone should also influence it. Environment should also influence it.... desert/plains vs jungle?? Or otherwise when greater uncertainty is wanted to enhance tension at a location (as long as it makes sense).
However, this does not mean you should have the FFA-toggle to force players to try to distinguish players who look friendly (saving disguises ofc.)! Fun is outweighed by betrayal and lack of trust in faction and detraction from dramatic expection that comes from a pure, simply-presented two faction system. But in special areas only it could be FFA against other players, aka 'yellow-name' flagged and clearly presented. Reward or not, I don't know.. it would make players feel less betrayed if they are killed by same faction since the game fairly presents the competitive motive, but it could (as always~) also lead to 'farming' or anti-productive/disruptive behavior.
But guards could have more complex interactions. Faction-based, and even individual guard -based evaluations of players based on previous actions, current behavior, and even styles of clothing and dress. This would mean more complex clothing-changing rules maybe, which could be good. But it might be better instead to base it on a title-based system or other achievements.. with a way to change your name or title, it could seem like a more realistic way to 'disguise' yourself when you want to avoid attracting attention in a city. Penniless scamp, or grand evil bandit-lord knight in decorated black plate armor..? Sort of like more complex 'aggro' rules, with recognition based on if you try to mimick a certain archtype or have flaws in disguise etc (and distance from guard, lighting, etc), as well as party/grouping so someone with a good reputation could accompany someone with a bad one. But, would this mean aggressive behavior that is not attacking? Arresting someone usually requires communication...
Numbers do not have to depend on gear. They can also come from specialization, and numbers show the power of that specialization path, not of gear advancement. Faction-based contribution and how it relates to PvP, and PvP showing, is more important. Why should you respect someone's (solo) PvP actions, besides their skill?
(why no general same-faction FFA option: necessary to discourage certain PvP actions via presentation. But, FFA discouragement, even selective, interferes with ganking discouragement of opposite faction. Conclusion, it is better to be able to make friends with opposite faction than it is to make enemies with same faction. Example: two enemies. One is 'Most Wanted' from frequent ganking. Kill her, then bow to the other enemy and leave because they are on the same side of a second, artificially-created moral division called 'do not gank!'. Or: 'Only engage in honorable PvP combat with fair odds'... etc..!)
29 Oct (Kuwait)
PvP and PvE achievements & progress complement world PvP situation. It provides an opportunity and an excuse for playing, when social progress is both necessary and insufficient to continue in a game. The most obvious thing isn't always true.~
PvE: no grand reward one-time for killing a boss, because it would devalue later attempts. No required farming either, because it would restrict choice in a game. Main reason to go again is social (helping friends) and for completion of 'optional progress'; aka ability upgrades. Excuse to go is non-necessary goals outside the instance, like crafting mats only obtainable in that instance..
(Progress to advance self over others corrodes achievements that would otherwise be seen as acceptable. Gear farming may sound acceptable until you actually contemplate doing it. Thus importance of disadvantages... transforms from power advancement, to progression in complexity of options)
Focus of attention: what makes PvP movies interesting beyond just numbers?
- crits are deceptive in a way, they provide metric of 'high damage' even for someone without experience in a game but aren't actually indicative of skill
- status symbols. PvP mount, or gladiator title
- movement, how react to and predict events. Goes beyond numbers
- complexity metric: even if you don't understand what things are done, if enough things are done and at the right frequency, with observable effects on other players, it provides its own sense of control
- ofc, number of players against. But must be perceived same by 'experts' in the game as by those with no knowledge, can't exploit power differences and fight many weak enemies unless game mechanics clearly present the power differences and even then it must be a difficult fight
(from unlimited warfare)
Warfare of imposing losses is different from warfare of withholding gains. Offensive destruction vs 'trade sanctions'. How does this apply to hostilities justification in an MMO.~ (what are things for faction-state to lose? Loss of life...)
30 Oct (Kuwait)
"Life, liberty, and the pursuit of happiness" either of yourself or of friends, distributing wrongful hurt. Kuwait invasion justification by the US in Desert Storm. So, deprivation of happiness, deprivation of freedom.. sensitive issue. Many different kinds of freedom, naval blockades etc.
Historical differences can provide atmosphere of unease, even within present tense peace; historical great actions can provide inspiration for further attempts at contributions to the 'common good'. This becomes more meaningful the more detailed it is explored with full knowledge by participants, see Warcraft RTS series. Game accompaniments provide interactive knowledge of this in particular? Not just as 'another way to experience the world'...
you harness the imagination with social incentives. Creativity.
are any of those stories worth telling...
No. They cannot form social bonds with no gain or loss, and telling of a story has low worth when it also does not benefit anyone from the telling. You can't learn to work better with people when there is no one else involved in production. Dead end thought, stop thinking out loud =p
but people will believe silly things if it's for a good cause
20 Dec
'HUD' except around every person. Only friendly units, and transparent depending on screen population. Indicates damage and healing. Vertical orientation, and scaling in the distance, gives more intuitive display for large numbers of people compared to horizontal 'bar over your head'. Lack of shadows indicates it isn't 'real' in the gameworld, so it doesn't become intrusive. Transparency in general might be underused in communicating game information without being intrusive :P
Enemies wouldn't, but any damaging attacks should have both audio and visual indications of severity, or lack thereof. Normalization between levels makes this easier, but 'special' damage events like crits need to be visually indicated somehow (note: in the old game, physical crits were indicated but by sound). More information can be conveyed about an unfriendly unit that is either selected or moused-over.
What about a 'defensive energy' mechanic. Parrying a certain number of attacks before you become tired. Allows for more decisive 'single hits' when defenses are defeated, and maybe helps to avoid low-intensity fights that neither can win..? If both physical and magical defense resource.. ?
'Leveling an item when you repair it' should have already been covered. Importance of a backstory behind a race or other differentiation, to provide an alternate standard other than 'sexiness'. Deepness of stories.. still don't know the best way to provide content, in what situations you can expand laterally. Maybe if new branches always preclude old ones, but even then previous journeys had less choice which is bad because it invalidates old decisions.. unless maybe you can generate artificial 'legacy' mechanics with old > better? For those who want to, anyway. Not many examples of stories in the old game, maybe the dragon but replacing content isn't very efficient.. maybe PvP stories are examples.
Maybe if certain PvE stories relate to each other, like the pirates! Exploring a new zone would mean abandoning almost all of the old ones, because the old stories 'fit together' in a group. Fully exploring one zone is better than taking random pieces from multiple ones, unless they connect of course. Storytelling can be hard :p
Still difficult to find game-like complexity that doesn't involve combat.. >_< What about the explorer's dimension.
'Environment can only be incidentally affected by player's actions, you cannot directly attack a tree with a fireball'. Footsteps on hills and cliffs. Tracking vs persistence to the point of boredom. What about the small dimension, of unforced camera manipulation..? As well as 'cinematic camera' which should have been mentioned before. >_>
The other file that I opened was the file 'tiger', last modified 11 Sep 2008. It's a poem:
Each form changed anew
A bright path ahead shining
Bloodless wound now aches
I think I quoted this poem in 2013. Sherine made a 'reply' post, "Keep stabbing me until your hand gets tired". It wasn't clear if she was implying that she was getting stabbed, or that I was getting stabbed.
So anyway, I could not find where I said the quote at the start of this post. I know I quoted it to Susan Wilson in 2011, maybe after I didn't respond to her request to know more about the person she was talking to (which I intended as an excuse for her to stop talking to me), so clearly I wrote it at some point before that. It might have been in an email, which I won't search for.
I'm expanding on this quote. "The parts of the world you like" is sometimes easy to describe, and quite literal: the town or country that someone is from. But here is another case: smart people wanting to help other smart people.
What are the consequences of a smart person wanting to help other smart people, vs them being indifferent? One consequence: a smart person who conceives the goal of helping other smart people is more likely to notice if other people have the same goal and act the same way. This can result in someone trying not to let other people know that they have failed in their goal of trying to be helpful. This is like the questions about whether one is happy, which are posted on a site which is intended to help smart people. It's like when someone says "thank you" for a gift of food, but then just throws it away: they don't want to offend the giver, and so they act in a way that makes the world worse than if the gift had been refused.
This could be for one explanation for when a community that seems to have a lot of smart people acts in a dumb way, by not sharing this idea. The 'gift' from other smart people in the community is, like, entertainment or information. People might even see it as "validation in ignoring problems by agreeing to focus on topics that seem less important". We can tie it back to the blue and red buttons dilemma: what people perceive is that a community's current behavior is like everyone pressing the blue button, and if a threshold of people were to say that what the community is talking about is the wrong topic, half the community would die.
A similar explanation might apply to other communities: when war approaches a city, but people don't want to flee because it would upset other people in the community who have not yet fled. So they act in a risky way, in the hope that sticking together will result in a better outcome.