One of the big remaining reasons people use Mudlet and its mapper is that it can be used to chase people after using location abilities.
That's a pretty essential thing for a lot of combat and is one of the few areas where there's still a pretty massive advantage to using Mudlet over Nexus.
We already have a personal landmark system - could we get a personal landmark tied to location abilities that autosets to the room your last room-revealing location ability revealed?
So if someone does ETHER SEEK TAEL and it works and shows the room name, that overwrites a magic personal landmark called TARGET to the room that ETHER SEEK revealed and you can then WALKTO TARGET to try to walk to that room.
If you then do ETHER SEEK TAEL again, it just updates the landmark to whatever room that use reveals and you can WALKTO TARGET to get to that room.
If you do FARSEE TAEL and you're in the area so it reveals the room, it updates the landmark to whatever room it revealed and you can WALKTO TARGET to get to that room. If it reveals an area, it can either set the personal waypoint to that area (I know you can WALKTO <area name>, but I'm not sure if it's possible to set an area as a waypoint) or it should just leave the TARGET landmark alone (i.e., failed uses of location abilities shouldn't overwrite or blank out the TARGET landmark).
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If this feature targeted the correct room every time, it would be significantly better than the mapper is for this reason, and also remove the tactical advantage of hiding in similarly named rooms.
Yea, that one!
And it's not like people on Mudlet wouldn't have access to this too - and their mapper would still be able to use fast-movement abilities and calculate unlimited distances and use special exits in ways that the built-in mapper can't. Hell, it'd be pretty easy to adapt the Mudlet mapper to just try the serverside WALKTO any time there are multiple possibilities and use the built-in whenever there aren't. It'd still be an advantage, just an advantage rather than its current status as what amounts to a necessity.
Make the landmark guess just like mudlet mapper has to.
Taking advantage of that is pretty compelling, honestly, in terms of hiding from being chased or using the uncertainty to your advantage.
That love soon might end You are unbreaking
And be known in its aching Though quaking
Shown in this shaking Though crazy
Lately of my wasteland, baby That's just wasteland, baby
I also sort of assume there's a reason why certain locating abilities only tell you the room name and not the area name of people for this sort of case.
If that were the case, you'd expect those to all have the same descriptions, which the vast majority don't. A significant majority of the rooms with the same names have clearly distinct descriptions and there are even many places that have totally incidentally similar names that can't possibly be there to represent confusion.
Most of the rooms with similar names are clearly just coincidences (in the case of distant rooms sharing names), builder laziness, or to make it easier to get around (every room name showing what road you're on for instance). I really can't see any builder sitting down to design an area and purposefully naming all the rooms along a street the same to represent some kind of "confusion" or so that people wouldn't be able to as effectively scry people standing on that street. In more esoteric areas sure, but it seems like an incredible stretch to suppose that the vast majority of shared room names involve some sort of intent like that.
So you think that the designers intend to represent characters being confused about the location of rooms that are in totally different areas? Like when a Mhaldorian cloister with a completely different description and on the opposite side of the continent from a Targossan cloister share the same name, that's to represent that someone could be confused as to which was which?
I'm not convinced, but I can at least kinda sorta see the idea that nearby rooms with the same names might be named that way to represent some uniformity and thus maybe confusion (though again the descriptions usually make clear that they're not ambiguous), but that stretches to the breaking point when you're proposing that the reason some location abilities give the area is because rooms with the same name on opposite sides of the world, built at totally different times, with totally different descriptions are supposed to be ICly ambiguous and the abilities in question are supposed to be the only way of disambiguating them.
Okay but how?
Which room should the landmark get set to in that case?
You have three options that I can see:
- Have scrying give room numbers and then allow people to WALKTO room numbers. Except this can't happen because walking to room numbers has already been repeatedly denied and because it would entail searching the entire room database on every scry to find all the rooms with the same name.
- Design some system that lets you choose between the rooms somehow for scrying. This would entail the same massive database search and would also involve building an overcomplicated system that appears to ask you to choose between identical alternatives ("It showed they were at Ereptor Street. Would you like to walkto Ereptor Street or to Ereptor Street?") since admin still don't want general players interacting with room numbers. And of course having to build that system makes what is otherwise a relatively simple idea less likely to be implemented.
- Choose one of the rooms at random, which again requires the database search and would result in completely unintuitive behavior.
The proposal was intentionally a simple one: just set a landmark to the scry location and let the existing landmark system take care of the rest.And, as Sena points out, that already inherently exempts places like mazes and secret areas (in a way that's even stronger than having to guess which room number they are too). There can still be places where it's possible to hide - it's just silly when those places include two rooms along the same street that are both called "Ereptor Street." or two rooms that both happen to be called "Inside a small hut.".
The idea that there's a strong IC justification or a compelling mechanical reason for people to be slightly harder to walk to because they're standing in rooms that incidentally have the same name seems like an awfully hard sell, particularly compared to how much this relatively simple addition would benefit people who don't play using Mudlet (i.e., making IRE's game more playable for players who are using IRE's own client, which seems like a reasonable goal).
But walking to room numbers has already been denied, there's no obvious way to implement it without making players interact with room numbers (which several things have been denied for already), it would entail a significantly more complex addition to the game, and it would involve searching a list of all the room names in the game every time someone scries.
Even if you don't think this idea is perfect, it's a damn sight better than the current situation where you're just screwed if you want to chase anyone because you have to remember all the room names in the game.
And that's the current situation. The current situation isn't the one where everyone is using Mudlet and has access to its mapper. That's not the appropriate point of comparison. Mudlet isn't the only client or even the official one and the game shouldn't be balanced around assuming you're using its mapper, just like the game moved away from assuming people had third-party curing systems.
Results of disembowel testing | Knight limb counter | GMCP AB files
Your guardian angel reports that Jhui has moved to Terrace of the Dawn.
Your guardian angel reports that Jhui has moved to Terrace of the Dawn.
Your guardian angel reports that Jhui has moved to Terrace of the Dawn.
Your guardian angel reports that Jhui has moved to Terrace of the Dawn.
Your guardian angel reports that Jhui has moved to Terrace of the Dawn.
(Party): Sothantos says, "Where are they."
Your guardian angel reports that Jhui has moved to Northern Terrace of the Dawn.
Your guardian angel reports that Jhui has moved to Northern Terrace of the Dawn.
Your guardian angel reports that Jhui has moved to Terrace of the Dawn.
Your guardian angel reports that Jhui has moved to Terrace of the Dawn.
Your guardian angel reports that Jhui has moved to Terrace of the Faithful.
Your guardian angel reports that Jhui has moved to Terrace of the Faithful.
Your guardian angel reports that Jhui has moved to Terrace of the Faithful.
Your guardian angel reports that Jhui has moved to Terrace of the Faithful.
Your guardian angel reports that Jhui has moved to Terrace of the Faithful.
Your guardian angel reports that Jhui has moved to Terrace of the Faithful.
And it was the most unhelpful thing ever until they got changed
We still have to deal with 'Approaching Targossas' which ppl love to exploit to this day.
gdi, can we just shallam the lower city and put the harbor at the base of the cliffs please and thank you
That love soon might end You are unbreaking
And be known in its aching Though quaking
Shown in this shaking Though crazy
Lately of my wasteland, baby That's just wasteland, baby
Results of disembowel testing | Knight limb counter | GMCP AB files
Let's blame Eleusis.
The question is not whether it's possible to chase people like that, it's whether you're using Mudlet. And it isn't like it's some rare, occasional Mudlet script, it's the basic mapper script.