Two Separate Emote Slash Commands
How about '/ec' for 'Emote Command' that'll only execute the animated emotes (like angry and the others), and will spit out an error instead if the paramater given isn't for a known emote- while leaving /e, ;, and friends unchanged? That way, currently existing binds will remain working while having an option that won't accidentally make you look silly if you screw up the spelling of alakazamreact or some such special emote that lots of people still are surprised about?
Originally Posted by ShadowNate
;_; ?!?! What the heck is wrong with you, my god, I have never been so confused in my life!
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I approve of this. I'd also like to see semi-colon brought back, as it's a natural for emotes.
Semi-colon still works... it just seems that the default bind got changed for it for some reason.
Originally Posted by ShadowNate
;_; ?!?! What the heck is wrong with you, my god, I have never been so confused in my life!
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That sounds great, KitsuneKnight. Best of both worlds.
When I was first told of this idea, it took me about 10 minutes before I could process what it actually meant. Then I slapped my forehead so hard it made a sonic boom, because it's so obvious I'm now wondering why it wasn't instituted like this to begin with. Or why it never occurred to me.
I will say one thing - there has never, EVER been an instance when I've wanted to do an animated emote where emoting text was an acceptable second best. In fact, it's a spectre that haunts me every time I try to use an emote in a public place, as I go back and make sure I typed it correctly so I don't emote something silly. Which makes using emotes I'm not sure of the spelling of, such as "was it sitchair or chairsit?" because I WILL get it wrong at least once.
I guess I can kind of see acting out SOME of your text emotes the same way as, say, only SOME characters had voice overs in Fallout or Baldur's Gate. I can't say this is a good enough reason to mix text and animated emotes in the same place, though, especially since the only way to animate is to write a specific emote code alone in its own string anyway and there isn't any way for the game to guess what your complicated full-sentence emote actually means and have you emote something based on its meaning.
So, yes - separate slash commands for text and animated emotes, please. It makes sense.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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Can't tell you guys how many times I've been hidden, hanging out in a populated area, trying to test an emote...and mistyped it, revealing to everyone in the area that there's an invisible redname.
So, I like this suggestion...and I'm going to pass this suggestion along to programming...but I can't say how difficult it might be to actually implement, whether they have time to do so, or if they even think it's a good idea as well.
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Can't tell you guys how many times I've been hidden, hanging out in a populated area, trying to test an emote...and mistyped it, revealing to everyone in the area that there's an invisible redname.
[/ QUOTE ]
Gwahahaha! I would've loved to see one of those moments. Glad to see you like the suggestion, though. Let's hope somehting comes of it.
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I vote for ";" as the emote command and remove thought balloons from it and keep "/e" as the thought bubble command that can also do emotes.
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Thanks, BABs! You just saved me the trouble of trying to figure out the best way to catch your attention with a PM I figured you'd want to be in on an emote-boosting movement!
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Like this idea too. Also think that a new slash command that *only* does the action emotes would be the solution, not replacing functionality for one of the existing emotes. Maybe "/do <emote>", if that's not a slash command already?
; can obviously be rebound to whatever we want, I don't think the default should be changed.
I'd love to see captions as an option as well as our current speech bubbles and thought bubbles.
They'd be used for things that should be actions rather than speech but aren't covered by animated emotes. Appearance would be square boxes floating over the character's head, but with no tails.
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I could go for this as well, a small quality of life improvement.
/e or /em or /emote would: attempt to trigger an animation (never displaying text)
while
/es or /emotesay would: trigger NO animation / display a thought bubble / display text in emote filter on chat.
<QR>
/emote jumps for joy
/e jumps for joy
/em jumps for joy
/act ledgesit
/a ledgesit
/ac ledgesit
This would be swell.
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I dunno; I play with the same people and ribbing each other for these mistakes has been the source of much amusement and merriment. :-)
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[ QUOTE ]
If it's more then a few hours work to write and do programmer testing you need new programmers.
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Originally Posted by ShadowNate
;_; ?!?! What the heck is wrong with you, my god, I have never been so confused in my life!
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There are 4 things at stake here:
- Performing an animation. ;yatayata
- Describing an animation since there is no actual animation for it, such as <<I roll my eyes.>>
- A thought balloon which reveals a toon's thought. **What am I getting into?**
- Actual 'spoken' dialogue said aloud. "Your offer sounds too good to be true."
The first is an actual animation. It should have it's own command, which, if it doesn't point to an actual animation (i.e., wrong argument given) then it should do nothing except tell you in the error chat that a wrong argument was given.
For numbers 2-4, we have two different speech ballons: One where the balloon points to the character, and the other where there is a little bubble trail going from the character to the speech balloon.
I suppose that #2 & #3 can share the bubbled balloon, and #4 uses the pointing balloon.
So, ideally, all the emote commands (/emote, /em, /e, ; ) should be just for an animation. And if the argument given isn't correct, it should do nothing. The regular chat balloon (#4) should be left alone.
This means we need a way to access the bubbled balloon. So, we could have:
/bubble
/bub
/bubble_balloon
/bb
And use the colon, : , as the shortcut.
In the meantime, we're waiting on two related bugs:
- The semicolon key no longer pulls up the chat window with a semicolon in order to type in an emote. It pulls up the chat window with the slash key (which is what the slash key already does). We have to rebind it to make it work correctly.
- Commands with angle bracket tags, such as those to color the speech balloown work when typed in by hand, but don't work when put into a bind or macro.
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This is a great way to catch up with all the old text-based MUDs, MOOs and Talkers. They've had socials and emotes that work like this for...decades.
Would it be possible to keep it one command/key for both animated emotes and texted emote bubbles (As it is now)...
And adding something like a double slash to prevent an improperly typed emote from appearing in a chat bubble?
e.g.
"/emote grins" and "/emote sitchair2" would both work as they do on live now.
"//emote sitchair2" would result in the character performing the sitchair2 animation.
"//emote chairsit" would just result in no bubble appearing (As it is an improper emote command)
The additional slash works as a sort of safety tool to prevent you from making an embarrassing emote blunder
Perhaps a double slash is asking too much.
The only thing I'd request is for the chat emotes and action emotes to not be forced apart.
I would prefer to rely upon just the one key for all my emoting.
Yes, I occasionally blunder (We all do), but I'm confident enough in my ability to type to enjoy only requiring one key for my emoting.
Haha... Not a big deal... Just my immediate thought upon seeing this cool suggestion.
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That's why I suggested /e and aliases stay the same (100% of all current binds will continue to work), and why I suggested a new command be made for animation-only style. That way we can have our cake and eat it too
Splitting them would cause problems due to messing with already existing binds/macros as well as requiring people to relearn what they already knew (and if /e was made to be text only, I'd have at least 7 or 8 binds I had to change just on my newest character!)
Originally Posted by ShadowNate
;_; ?!?! What the heck is wrong with you, my god, I have never been so confused in my life!
|
[ QUOTE ]
Thanks, BABs! You just saved me the trouble of trying to figure out the best way to catch your attention with a PM I figured you'd want to be in on an emote-boosting movement!
[/ QUOTE ]
Wow, Z, good show! Give Aenigma a pat on the back for complaining at the right time
As for actual implementation, I have to agree with people wanting to keep the old ways working as well. I'd say that /e, /em and /emote should retain their current functionality, and new slash commands should be added to handle both text-only and animation-only emotes. I wouldn't want to guesstimate as to their actual names, but going by /cc vs. /cce, I'd say /et and /ea, for "emote text" and "emote animation," respectively, with probably /emt and /ema as aliases.
Also, why doesn't all the cool stuff never happen in my presence? I'd really like to be the recipient of an invisible BABs mistyped emote some time
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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Oooooh! i love this idea! i have no idea how many times i've typoed what should have been an animation and ruined the moment with a thought balloon instead. i always get irritated at myself when it happens, and it happens waaaaaaay too often!
As far as what the actual command should be, less typing is better. Ashlocke's is my favorite.
/a
with "/action" or "/act" also working.
Or perhaps
/z
... short for "/zombra's great idea"
One for animated emotes such as /e angry and /e fancybow, and another for "thought balloon" text emotes such as /e thinks that $target is acting foolishly.
I get so sick of seeing Captain Sadness formalbow or Megalithic Man ledegsit. Especially when it's me.