SoulPriestess wrote:Zippy, if you're upset that I "misinterpreted" what you said as "impossible" not "implausible", I am sorry.
I'm not upset. I'm actually giggling a little bit, because disagreement and discourse on various topics is a thing I find very enjoyable and engaging. Reading this is kind of fun too because I'm seeing things kind of how DoomRater had originally laid out: you seem to be establishing a defense against an offense I never even mounted.
All I've been doing can be boiled down to a few things: establishing that the factions discussion has taken place before, establishing that the developers no'd it for reasons that the current system isn't particularly suitable for it, providing some technical details on the current system, and correcting some points where you were either in error or were with incomplete information (e.g. friendly monsters activating upon seeing an enemy monster, which is not the case). There hasn't been a part in there where I've tried to lay traps. There hasn't been a part where I've tried to say, "No, don't do it!! Factions in Doom were not meant to be seen by human eyes!" And there hasn't been a part where I've twiddled a handlebar mustache while cackling a little Mwhahahahahaha (though this gives me a great avatar idea). The thing that's irking DoomRater is that you've shorta-kinda-maybe suggested that I have doing some or all of these things. I'm not really bothered because it just makes me think I haven't representing my position clearly in some way... which is kind of why I keep repeating in different ways to try and clarify.
The "interpretation" and "minor details" are actually very important. That's the whole idea behind the "strawman" argument DoomRater mentioned. "Attacking a strawman" is when you frame an argument that
looks similar to the other side's but
actually isn't the same thing (e.g. "The current system isn't really suited to support factions" vs. "It is impossible for the current system to support factions"), and then proceed to attack that new argument. The end result typically doesn't serve the discourse in any meaningful fashion.
If you intend to go in and do some work with the code, then by all means dig in a do a little R&D. Test some builds and collect some numbers to see how much the data aligns with what the developers predicted. That's certainly a good place to start, and it's probably not being done by the core developers because of time and priority issues.
We certainly can take the argument further, which I think I would enjoy because I think there are still things to hash out. E.g.
SoulPriestess wrote:Maybe... the map won't be able to support more than 100 monsters! So, what then? The mappers will have to do some ACS then, and either deactivate monsters for later reactivation, or spawn them in.
This leads into questions like "Is 100 monsters good enough? Is that putting too much responsibility on the mapper (or more conversely, putting too weak a feature in the engine?)", etc. etc. etc. If you don't want to argue further, you just have to carry through with what you've said: Don't post a response arguing back. This is internet discourse. It's very unlikely anybody's going to change their minds in the end. And there are no prizes to win. You ceasing to post counter-arguments is
not me winning, nor would I take it as such. I would take it as you losing interest in the argument, or there being nothing left to discuss.
[quote="SoulPriestess"]Zippy, if you're upset that I "misinterpreted" what you said as "impossible" not "implausible", I am sorry.[/quote]I'm not upset. I'm actually giggling a little bit, because disagreement and discourse on various topics is a thing I find very enjoyable and engaging. Reading this is kind of fun too because I'm seeing things kind of how DoomRater had originally laid out: you seem to be establishing a defense against an offense I never even mounted.
All I've been doing can be boiled down to a few things: establishing that the factions discussion has taken place before, establishing that the developers no'd it for reasons that the current system isn't particularly suitable for it, providing some technical details on the current system, and correcting some points where you were either in error or were with incomplete information (e.g. friendly monsters activating upon seeing an enemy monster, which is not the case). There hasn't been a part in there where I've tried to lay traps. There hasn't been a part where I've tried to say, "No, don't do it!! Factions in Doom were not meant to be seen by human eyes!" And there hasn't been a part where I've twiddled a handlebar mustache while cackling a little Mwhahahahahaha (though this gives me a great avatar idea). The thing that's irking DoomRater is that you've shorta-kinda-maybe suggested that I have doing some or all of these things. I'm not really bothered because it just makes me think I haven't representing my position clearly in some way... which is kind of why I keep repeating in different ways to try and clarify.
The "interpretation" and "minor details" are actually very important. That's the whole idea behind the "strawman" argument DoomRater mentioned. "Attacking a strawman" is when you frame an argument that [b]looks similar[/b] to the other side's but [b]actually isn't the same thing[/b] (e.g. "The current system isn't really suited to support factions" vs. "It is impossible for the current system to support factions"), and then proceed to attack that new argument. The end result typically doesn't serve the discourse in any meaningful fashion.
If you intend to go in and do some work with the code, then by all means dig in a do a little R&D. Test some builds and collect some numbers to see how much the data aligns with what the developers predicted. That's certainly a good place to start, and it's probably not being done by the core developers because of time and priority issues.
We certainly can take the argument further, which I think I would enjoy because I think there are still things to hash out. E.g.[quote="SoulPriestess"]Maybe... the map won't be able to support more than 100 monsters! So, what then? The mappers will have to do some ACS then, and either deactivate monsters for later reactivation, or spawn them in.[/quote]This leads into questions like "Is 100 monsters good enough? Is that putting too much responsibility on the mapper (or more conversely, putting too weak a feature in the engine?)", etc. etc. etc. If you don't want to argue further, you just have to carry through with what you've said: Don't post a response arguing back. This is internet discourse. It's very unlikely anybody's going to change their minds in the end. And there are no prizes to win. You ceasing to post counter-arguments is [b]not[/b] me winning, nor would I take it as such. I would take it as you losing interest in the argument, or there being nothing left to discuss.