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[05:28:37] <Induane> hola amiga
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[10:32:12] <CyaNox> Induane: /msg chanserv access #peragro-settings add cyanox 59
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[20:05:25] <Induane> carp
[20:05:26] <Induane> sec
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[20:13:43] <Induane> thar ya go
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[20:17:13] <Induane> hola lafibra
[20:17:25] <Induane> err sueastside
[20:17:43] <Induane> er whatever
[20:48:31] Jekkar has joined #peragro-settings
[20:48:36] <Jekkar> it worked
[20:51:48] <Induane> hey
[20:51:50] <Induane> since you are here
[20:51:56] <Induane> and in the interests of being on topic
[20:52:06] <Induane> I'm stumped with a conundrum
[20:53:10] <Induane> To what end would having a stream of people from the present to the past proclaiming that the world they come from is terrible and horrific?
[20:53:27] <Induane> To what end would that effect have on the people of the past?
[20:55:27] <Induane> tell me dear sir!
[20:55:41] <Induane> I call upon the wisdom of those engaged in this channel
[20:56:51] <sueastside> interesting, cinquero had the same question a while back...
[20:58:04] <sueastside> either the future people are ignored (they're just described as crazy, just like we do with people that said the world will end in 2000)
[20:58:30] <Jekkar> They try to avoid destruction and make the world a better place?
[20:59:12] <sueastside> it creates mass panic, which could be the actual event that caused the destruction, the whole vicious circle ironic thing....
[20:59:45] <Jekkar> yup
[20:59:49] <sueastside> everyone that mentions the future is burned on a stake...
[20:59:53] <Jekkar> so whatever they do it results in destruction anyway
[21:00:46] <sueastside> and like Jekkar said, prepare and avoid the disaster
[21:00:56] <Jekkar> yeah but who says that will work?
[21:01:37] <Jekkar> like you said, vicious circle thing
[21:01:56] <sueastside> "will it work" wasnt the question, its how the npcs would behave...
[21:03:00] <Jekkar> well, that's a fat problem you have there :P
[21:03:27] <sueastside> could be that the past never actuially reaches the period in time where the destruction happens (from a game perspective)
[21:03:45] <Induane> Well my thinking was that it is the cause of the cycle in that they decide they need to defend themselves
[21:04:11] <Induane> by unleading the power of the most powerful thing known in the kingdom, thus explaining the portal expirements motive
[21:04:22] <Induane> intention of harnessing the power for a weapon
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[21:07:33] <Jekky> what about
[21:07:36] <Jekky> no nvm
[21:07:52] <Jekky> what about an alternate universe instead of a past
[21:08:06] <Jekky> would fuck up all the current settings though
[21:08:50] <Jekky> one universe: no destruction
[21:09:01] <Jekky> other: alternate version of current one, destroyed
[21:09:22] <Jekky> portals can get you to the other one
[21:10:23] <Induane> What would be interesting would be if they were parallel universes but they think because they live in the ruins of the cities through the portals that its actually the past.
[21:11:43] <Jekky> that would be kickass
[21:12:15] <Jekky> what if they found out they dont live in the past
[21:12:34] <Jekky> and who brought up the issue of them living in the past in the first place?
[21:12:50] <Jekky> maybe they shouldnt even know of any alternate universes
[21:13:05] <Induane> well I'm thinking we write teh settings as if its two times
[21:13:12] <Induane> because that was what people assumed
[21:13:41] <Jekky> yeah but you're gonna get issues with past and present
[21:13:46] <Induane> but the reality behind the scenes could be that they are actually parallel universes,
[21:13:49] <Jekky> npc behavior especially
[21:14:06] <Jekky> dont need to add an extra layer if you can make past-present work
[21:14:19] <Induane> thats true
[21:14:19] <Jekky> too much for people to think about
[21:14:22] <Induane> hehehe
[21:14:36] <Jekky> I think we're striving for realism, but not too much of it
[21:14:53] <Jekky> we dont want the players to be able to build rockets after playing PT
[21:14:59] <Induane> true, parallel universes is even more sci-fi
[21:15:13] <Induane> and then "Peragro Tempus" sort of dosn't make sense
[21:15:17] <Jekky> yah
[21:15:37] <Jekky> conspiracy between houses we should keep though
[21:15:47] <Jekky> that will actually be fun to find out
[21:16:02] <Jekky> and we can think that up while we're going along
[21:16:02] <Induane> I agree
[21:16:11] <Induane> yep - that could be ad libed abit
[21:20:09] <Jekky> soooo
[21:20:13] <Jekky> NPC behavior in the past
[21:20:18] <Jekky> or present
[21:20:22] <Jekky> present right?
[21:26:40] <Induane> well
[21:26:48] <Induane> probably fewer npc's in the present
[21:26:50] <Induane> at least starting out
[21:27:10] <Induane> in the past npc behavior should be doen in a way that makes sense
[21:30:43] <Jekky> well
[21:30:50] <Jekky> you've got a major conflict anyway
[21:30:50] <Jekky> cause
[21:31:27] <Jekky> NPC behavior needs to be written, and if people from the present go back to the past and interact with the NPC's they're gonna get shitty reactions since the NPC's are written for that present and not for the future people
[21:31:58] <Jekky> and there's no way to solve that problem
[21:32:24] <Jekky> unless the chat adapts itself to the future player
[21:32:57] <Jekky> or you want to restrict when people can go to the past
[21:33:02] genjix has joined #peragro-settings
[21:33:07] <genjix> hi!
[21:33:10] <Jekky> welcome
[21:33:15] <genjix> hows it going
[21:33:19] <genjix> freaks
[21:33:24] <genjix> :)
[21:33:47] <Jekky> or, you can make an alternate world alltogether for people going to the past
[21:34:06] <Jekky> but you would need to have players stay in one timezone
[21:34:10] * sueastside bitchslaps genjix
[21:34:20] <genjix> last punch
[21:35:12] <Jekky> right?
[21:35:31] <Jekky> I think past and present can't be done at all, or would be very hard to do
[21:38:58] <genjix> cya!
[21:39:01] <Jekky> bye
[21:39:17] <sueastside> gtg
[21:39:22] <Jekky> -_-
[21:39:25] <Jekky> bye
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[21:48:58] <Induane> npc behavior could be programmed to differentiate based on content
[21:49:12] <Induane> so if you speak like you are from the present (their future) they would react accordingly
[21:50:01] <Jekky> isnt anything you try to give an npc in text and shti static?
[21:50:07] <Jekky> like in PS
[21:50:57] <Jekky> if you can make up a system that's more advanced then NPC behavior in PS then I congratulate you
[21:51:03] <Jekky> but I doubt you can pull that off
[21:51:46] <Induane> I'll work on one in C# just as a text based demo
[21:51:54] <Induane> and let you interact with it and see if it sucks or not
[21:52:05] <Induane> I had an idea about it but its probably bad and won't work
[23:20:35] <Jekky> I should close this screen
[23:20:40] <Jekky> its not doing anything
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