Armageddon MUD General Discussion Board

General => Player Collaboration => Topic started by: nauta on December 09, 2015, 12:04:13 PM

Title: Let's improve the HELP FILES (newbie friendly)
Post by: nauta on December 09, 2015, 12:04:13 PM
(Update: I removed entries that were implemented.  The following are outstanding.)

A while ago (I can't find the post) there was some discussion on getting a player collaboration going on improving the HELP FILES (or the echoes) with the intent of helping newbies along so they don't have to break immersion to figure out how to use a coded skill.  Here's a stab at starting.  I'll try to collect suggestions up here in OP (this post) and if staff finds them helpful and implements them, I'll update the OP (this post) to reflect that too.

MAIN WEBSITE:

o Delete the second 'where':
Quote
It is a world where sorcerer-kings and their ruthless servants, the Templarate, govern the two main cities, Allanak and Tuluk. Any magick not granted by the Kings is feared and hated, and where the punishment of such a curse might be death. In this harsh realm, life is a constant struggle, and death may occur over a drink of precious water.

o Elementalists are still listed under 'Guilds' on the main pulldown of the main website.

HELP FILES:

BACKSTAB:

o Add: "Hence, practicing backstab during a sparring session is something that would require a good deal of roleplay to justify.  See BACKSTAB ROLEPLAY for more information."

o Add a help file 'BACKSTAB ROLEPLAY' with examples of backstab situations, similar to the PHYSICIAN ROLEPLAY help file.

o See this discussion: http://gdb.armageddon.org/index.php/topic,50925.msg937245.html#msg937245

BANDAGE:

o You can either use bandages (see BANDAGEMAKING) or a scrap of cloth (see SALVAGE).

o Examples of bandaging RP?  E.g. (more controversial):
  (i) Even if you get the echo telling you that you can't bandage someone, it is good form to emote out the process first, then give the bandage to the patient or junk it.
  (ii) You might have to RP around the code with some injuries.  While there are some RP props like splints, slings, and so on, it's fine to add appropriate virtual items to the bandage RP, within reason. 
  (iii) Remember: Zalanthans are far more robust than Earthlings, so there's no need to make things overly complicated. 
  (iv) For examples of bandaging RP, see HELP PHYSICIAN ROLEPLAY.

o See also: scar, tdesc.

CAMPFIRE:

o Note: Only some kinds of dung objects can be crafted (see CRAFT) into dried dung.

o The recipe for a dung campfire is: craft X Y Z into campfire.

CLIMB:

o Add: "If you fail your climb check, you can still type 'up' (or the direction) and attempt to stop your fall, scrambling for purchase.  Note that this will sometimes incur damage as a result."

COLOR (NEW):

o Add: "Sometimes, players use Zalanthan words or plants to describe a color.  Some discussion is available on the general discussion board.  See http://gdb.armageddon.org/index.php/topic,38103.0.html."

DISARM:

o Add under syntax (just like BASH): "While in combat: disarm (No argument needed)"

DISCUSS:

o Change the wording: 
Quote from: Before
To determine whether or not an npc has information to give you, try 'discuss <npc> hi' or 'discuss <npc> topics'.
Quote from: After
To determine whether or not an npc has information to give you, try 'discuss <npc> topics' (or sometimes 'discuss <npc> hi').

o In my experience, this line is not true: "When the NPC replies, you will be the only person in the room who can hear what they say." (Vennant, for instance, will broadcast his replies to the whole bar.)

DUJAT (NEW):

No help file.

FAQ 12

Still states that there are sixteen main guilds and that full elementalists exist.

FLIP (NEW):

With certain exotic weapons, you may flip them around.  (You may also use the 'use' command to flip them.)  [NB: I seem to recall there being some important difference between 'flip' and 'use' but I can't remember it now.]

FLORISTRY:

o Add: "Skilled florists are also excellent noses, and can make perfumes and fragrant oils, as well as boquets.  They are also skilled in the preservation of herbs, leaves, and plants."

o Add: An example perfume recipe (for an ointment and for a perfume, maybe a boquet but that's obvious).

o Add a help file 'PERFUME' to point to floristry.

FOOD:

o Spruce up the help file with additional information on food spoilage.

FORAGE:

o Clarify the difference between:
Quote
You look around, but don't find any X.
And:
Quote
It seems that 'artifacts' cannot be found here.
(Or clean up the output.)

o See also: salvage.

FROWN:

o Example should include a target (frown <target>)

LOAD:

o Add "For sheaths and knife belts..."

MELEE COMBAT:

o Delete this (as it is no longer true): "Bear in mind that fighting while mounted can be extremely risky, since characters are much easier to hit, and generally sustain worse wounds, due to mounts being less maneuverable than a character on foot."

PARRY:

o Note: A successful parry on the part of the defender is considered to be a failed hit on the side of the attacker.

o (Staff can sort out the precise language here, but roughly) Note: Owing to a complication with the code, when you reach the maximum proficiency with the two_handed skill for your given Guild [perhaps add a chart here: Pickpocket at X, Ranger at Y, Warrior at Z, etc.], you may request (via the request tool) the parry skill.  This is a quirk in the code -- parry will branch as normal from other skills.


PILOT:

o Add Note: Even if you do not have the 'pilot' skill, you can still learn to pilot eventually.  Just keep at it and the skill will show up on your skill list eventually.

PLANT:

o Note: While steal (see STEAL) and plant allow you to pick up or drop objects in the room, palm and slip (see SLEIGHT OF HAND) only allow you to pick up or drop objects in a container (including a bar or table).

o Note: The 'plant' command is governed by the STEAL skill.

o Perhaps have a link to 'Plant Life' to disambiguate.

PLANT LIFE (NEW):

The old website has a very helpful guide to interacting with plants via code under 'plant syntax':
Quote
Plant Syntax

 There are a wide array of plants that your character might come across while venturing into the wilds of Zalanthas, and the proper syntax used to make use of these plants is likely to vary as well.

The most common kind of plant your character will come across is basically a container. Thus, typing something akin to: "look in plant" will allow you to see if there is anything that your character might be able to harvest. If there is, then something like "get root plant" will work for taking that item.

Other plants are objects themselves, and your character can pick up and take the entire plant by typing "get plant".

Other plants have 'pickable' resources, and in order to harvest these, you must type "pick flower plant" or the like to allow your character to make use of the flora. As a general rule, if a plant is 'pickable' it will tell you so at the bottom of the plant's description.

Still more plants might need to be broken in order to get at the fruits or blossoms they hide within. "break plant" is, in this case the proper syntax to use.

If none of the above work, there is also the possibility that the plant was not meant to be interactive, and does not yield any resources your character could make use of.

Hopefully this clears up some of the mystery surrounding syntax usage on plants in the wild. So go out and have fun!

The follow are not on the new system but still available on the old website:
Agastakee
Artotis
Asfadalar/Heartsolace
Ashkiss
Bhluang
Blood Mushroom
Cavern Lace
Chuci
Crone/Poxed Crone
Drovberry
Earummage
Emerald Fungus
Eynana
Fafad
Felaz
Glypah
Gohn
Heinspike
Japak
Japuaar
Jimpka
Kaya
Khee
Kumiss Saucer
Kutai
Kzul
Lady's Mantle
Lavender
Magnisa
Moon Rose
Mossbush
Murfa
Nemik
Oetir
Opsala
Panthis
Pelzaik
Petoch
Pickleberry
Precos
Quirritail
Saltbush
Severed Ear
Sicorra
Stalp
Templar's Heart
Tenichi
Ternak
Thilareyn
Thugi
Thumbberry
Tiktak
Virsha
Wylrith

PSIONICISTS:

o Change: "eight karma" to "three karma".

READY:

o Remove 'sheath' from the Examples.  (You can't actually stow/ready from a sheath.)

RIDE:

o Add Note: Even if you do not have the 'ride' skill, you can still learn to ride eventually.  Just keep at it and the skill will show up on your skill list eventually.

o Add note: Rangers experienced with handling animals can tame certain types to be used as mounts using the 'mount' command (see MOUNT).  This ability is governed by the 'ride' skill.

SADDLE (NEW):

"Saddle objects can be placed on mounts using the pack command. See also: pack."

SIT:

o Add Note: "If you are seated at a table, any custom ldesc you have set will be overridden."

o Add Note: "You can use 'sit on' to sit on certain objects that are large enough, such as a bar.

SLEIGHT OF HAND:

o Add information from HELP STOW and HELP READY into HELP SLEIGHT OF HAND.  (That is, make it clear that 'stow' and 'ready', like 'unlatch', 'latch', 'slip', 'palm', are commands governed by the sleight of hand skill and not independent skills.)

o Note: While steal (see STEAL) and plant (see PLANT) allow you to pick up or drop objects in the room, palm and slip only allow you to pick up or drop objects in a container (including a bar or table).

o Note: If SOH commands do trigger the crimcode, it might be good to include the language from HELP STEAL on the topic.  If SOH commands do not trigger the crimcode, it might be good to include that information in the Notes section.

o Add Note: "SOH also determines if 'change hands' is silent or noisy."
SNEAK:

o Remove (since not true): "It functions for a certain time after a successful use."

o Add Note: "If you character fails to sneak, you will not receive any notification at all."

o Add Note: "You can check whether or not you are sneaking only in the prompt variable (see PROMPT)."

o Add Note: "You can add command emotes to directions, e.g., north (sneaking along sneaky like), and these will only show up to people who can detect you."

o See also: semote, hemote

SPECIAL APPLICATIONS

o Add a link to 'Skill Bumps' help file (not Skill Increases).

o Add a sentence saying "After your special application is approved, make your character as a new character the normal way in the character creation menu" or something similar

SKILL INCREASES (REMOVE)

o It appears this is no longer an option.

STEAL:

o Add Note: "The STEAL skill also allows you to plant items (see PLANT)."

o Add Note: "While steal and plant (see PLANT) allow you to pick up or drop objects in the room, palm and slip (see SLEIGHT OF HAND) only allow you to pick up or drop objects in a container (including a bar or table)."

STOP:

o Add Note: Some commands like steal, plant, sap, backstab, pick, do not stop when you type stop.  To stop these, type 'stand'.

STOW

o Remove 'sheath' from the Examples.  (You can't actually stow/ready from a sheath.)

TABLELANDS DETAILS:

o Remove incorrect information about Benjari/Jul Taven (these are not open for play).

o  Also the line: "If you are an elf, you have a variety of possibilities, since elvish tribes come and go swiftly" is a bit misleading, as you can't role up an unclanned or virtually clanned desert elf.  Perhaps make it clear that while there are many elvish tribes that come and go, PCs must be in one of the clanned tribes.

o Akei Ta Var are not a tablelands tribe.  Rather they are Gol Krathu.

WEBSITE (REMOVE):

o Almost all the links/urls are old.  Probably just remove this HELP FILE.  Who wouldn't know the website?

WHO:

o Add Note: "If you have the clan job 'whoc' (see STAT), you may type 'who c clanname' to see who is on-line in your clan.  Note: You can still hide yourself from this list, if you use barrier."

YOMPAR (NEW):

Helpfile is missing.


Bonus Edition: Let's Improve The Output
BACKSTAB: Perhaps change the default echoes to be something more 'generic' and less concrete; add command emote option.
CLIMB:  Adjust the 'echo' to distinguish between places that are impossible to climb vs. places where you fail your climb check.
PEEK: Change the echo if you don't have the skill: "You aren't really into peeking."  (The current echo is confusing.)
RIDE: Change the echo when you do not have the ride skill at all from 'You have no idea how to ride' to something like: 'You have no idea how to ride, but keep at it."

Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: Jihelu on December 09, 2015, 05:02:12 PM
Oh god I did not know about the salvage command and stones.
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: 555 on December 09, 2015, 05:40:21 PM
Oh god I did not know about the salvage command and stones.

Some [redacted] can work too, although I'd think that possibly bad RP.
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: roobee on December 10, 2015, 10:51:24 AM
discuss help file says use discuss hi or discuss topics when you don't know if npc talks back to you. In my experience, topics works a lot but hi very little. Might wanna remove hi from the help file.

sap help file. Add that if you don't have the skill that it will take you a very long time for your sap action to complete. or just don't let people without the skill do it. Very frustrating when I used it and it said I prepared to sap...and then I waited...and waited...and got bored cause I didn't know why nothing was happening.

peek help file. Add that you can't use it if you don't have the skill. Current echo is something like "You do not see anything abnormal.", which implies that you can use the skill but that the target has an empty inventory.
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: nauta on December 10, 2015, 11:10:41 AM
Quote
peek help file. Add that you can't use it if you don't have the skill. Current echo is something like "You do not see anything abnormal.", which implies that you can use the skill but that the target has an empty inventory.

Can you clarify?  Is the problem that the echo that you get from using peek without the skill is the same as the echo you get when a target has an empty inventory?  That doesn't seem right.
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: nauta on December 10, 2015, 11:32:26 AM
sap help file. Add that if you don't have the skill that it will take you a very long time for your sap action to complete. or just don't let people without the skill do it. Very frustrating when I used it and it said I prepared to sap...and then I waited...and waited...and got bored cause I didn't know why nothing was happening.

Yeah, I agree this was confusing: 'pick' is the same way.  I wonder if the solution is just to make the echo on skill use when you don't have the skill a blanket: "While you can emote this process out, you don't have the skill to do that."  (Or something similar.)  Is that harder or easier code-wise than changing the individual echoes on a case-by-case basis?

I can think of exceptions: skin, for instance, allows you to hack shit to pieces (very appropriate) without the skill.  Basic combat skills.  Others?
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: roobee on December 10, 2015, 11:36:41 AM
Quote
peek help file. Add that you can't use it if you don't have the skill. Current echo is something like "You do not see anything abnormal.", which implies that you can use the skill but that the target has an empty inventory.

Can you clarify?  Is the problem that the echo that you get from using peek without the skill is the same as the echo you get when a target has an empty inventory?  That doesn't seem right.
I dunno what the echo for an empty inventory is. I'm just saying that "You do not see anything abnormal." would seem like an echo for an empty inventory for a new player
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: nauta on December 10, 2015, 11:53:17 AM
Quote
peek help file. Add that you can't use it if you don't have the skill. Current echo is something like "You do not see anything abnormal.", which implies that you can use the skill but that the target has an empty inventory.

Can you clarify?  Is the problem that the echo that you get from using peek without the skill is the same as the echo you get when a target has an empty inventory?  That doesn't seem right.
I dunno what the echo for an empty inventory is. I'm just saying that "You do not see anything abnormal." would seem like an echo for an empty inventory for a new player

Yeah, sap, peek, pick, and others all seem to be the same problem -- which I agree was confusing for a newbie: the echo suggests you are doing something, but in point of fact you aren't, since you don't have the skill.

I'm not sure if the solution is to add to the help file for all such skills (all skills?) the line 'If you don't have the skill, you can't use it', since that should be obvious even to idiot newbs like me.  ;D

The solution (ideally) should be to fix the echo, e.g., "You really aren't that skilled at peeking, but you don't notice much."  I'll let it simmer to see if other people have an idea on a fix, or to figure out how wide the problem is -- how many other skills are like this -- then add something in the OP about it.

ETA: (1) Two factors to think about: with sap and pick, you have to also know the 'stop' command to stop.  (2) The only way to tell if a command is associated with a skill or just a command (see PICK vs. PICK in fact) is to look at the help files.  I guess our target audience here is a newbie who has done the requisite legwork: they should learn how to do what they want to do to play a realistic character in the mud and to use the code from the help files alone.  (And funnily enough, I had the sap thing happen to me as a newb, and I had to wish up to figure out how to stop it.)



And Jihelu: I know, right?!  My third PC (my first Ranger) actually went around trying to buy friggin' sling stones off of people, because I didn't know about forage OR salvage.  I got totally elfed on a bag of stones.  The other player must have been thinking: dude, this chick knows how to play a complete and utter imbecile.  Gonna kudos that shit.  (Point of fact: I did get kudos on playing a very realistic imbecile on a character -- not that one though.)
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: CodeMaster on December 10, 2015, 06:25:11 PM
ETA: (1) Two factors to think about: with sap and pick, you have to also know the 'stop' command to stop.  (2) The only way to tell if a command is associated with a skill or just a command (see PICK vs. PICK in fact) is to look at the help files.  I guess our target audience here is a newbie who has done the requisite legwork: they should learn how to do what they want to do to play a realistic character in the mud and to use the code from the help files alone.  (And funnily enough, I had the sap thing happen to me as a newb, and I had to wish up to figure out how to stop it.)

I don't know if stop is actually a concentration-breaking command.  I don't think it is, so you have to do something else (like stand) to break your concentration and stop attempting the sap/pick.
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: nauta on December 10, 2015, 06:36:01 PM
ETA: (1) Two factors to think about: with sap and pick, you have to also know the 'stop' command to stop.  (2) The only way to tell if a command is associated with a skill or just a command (see PICK vs. PICK in fact) is to look at the help files.  I guess our target audience here is a newbie who has done the requisite legwork: they should learn how to do what they want to do to play a realistic character in the mud and to use the code from the help files alone.  (And funnily enough, I had the sap thing happen to me as a newb, and I had to wish up to figure out how to stop it.)

I don't know if stop is actually a concentration-breaking command.  I don't think it is, so you have to do something else (like stand) to break your concentration and stop attempting the sap/pick.

You're right!  Oops.
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: Delirium on December 10, 2015, 10:55:07 PM
Yeah... I wanted to help fix the documentation. Then real life hits. I imagine the same is true for whenever staff has gotten a bug about it.

The documentation on the site IS a total mess, though. It's often confusing and occasionally contradictory.
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: Akariel on December 11, 2015, 01:44:51 AM
ETA: (1) Two factors to think about: with sap and pick, you have to also know the 'stop' command to stop.  (2) The only way to tell if a command is associated with a skill or just a command (see PICK vs. PICK in fact) is to look at the help files.  I guess our target audience here is a newbie who has done the requisite legwork: they should learn how to do what they want to do to play a realistic character in the mud and to use the code from the help files alone.  (And funnily enough, I had the sap thing happen to me as a newb, and I had to wish up to figure out how to stop it.)

I don't know if stop is actually a concentration-breaking command.  I don't think it is, so you have to do something else (like stand) to break your concentration and stop attempting the sap/pick.

STOP does not interrupt your concentration. Confirmed.
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: nauta on December 11, 2015, 09:40:18 AM
Yeah... I wanted to help fix the documentation. Then real life hits. I imagine the same is true for whenever staff has gotten a bug about it.

The documentation on the site IS a total mess, though. It's often confusing and occasionally contradictory.

Yep, that's the conversation I was thinking of.  There are 1539 topics listed in the index (some duplicates, some animals, some plants).  Still. Overwhelming.  But there's hope in Linus' Law: many eyes make all bugs shallow. A systematic approach leads to despair.  So, here's what I've been doing (and would encourage others to do as well):

Every time I use a command in the game, I pop open the help file and ask myself: would a newbie be able to do what I just did based just on the information in the help file, or would they have to resort to an IG mentor (crappy for off-peakers, often immersion breaking) or the helper chat (immersion breaking)?

It's not just about newbies either -- my memory is for shit when it comes to code.

Another area that I haven't touched on yet (but which, as a newbie, I found overwhelming and mysterious) is the area of meta-gaming structures (CGP, the report tool, karma, and so on).  Are these well documented in the help file (especially some of the processes that have changed recently) or do you have to go to a thread in the gdb to figure it out?  Hopefully we can hit those up too.

(Obviously, no sekritz or magickz.)
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: nauta on December 12, 2015, 10:08:02 AM
Re: Brew.

As far as I can tell, brew never fails.  This might be confusing to a newbie who wants to 'train' up brew based on the information here:
Quote
When you fail in an attempt to use a skill or spell, there is a chance it will improve.
(From FAQ 9 (http://www.armageddon.org/help/view/FAQ_9).)
In fact, I received OOC guidance from my clan on an alternative way to train up brew using the craft command to make a certain kind of item.

So, questions:

1. Is this alternative method (craft a certain sort of thing) too secret to put in the HELP BREW?  (Maybe it isn't even true!)

2. Is there actually a way to skill up brew USING the brew command (since, um, it never fails)?

Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: 555 on December 12, 2015, 10:13:43 AM
Re: Brew.

As far as I can tell, brew never fails.  This might be confusing to a newbie who wants to 'train' up brew based on the information here:
Quote
When you fail in an attempt to use a skill or spell, there is a chance it will improve.
(From FAQ 9 (http://www.armageddon.org/help/view/FAQ_9).)
In fact, I received OOC guidance from my clan on an alternative way to train up brew using the craft command to make a certain kind of item.

So, questions:

1. Is this alternative method (craft a certain sort of thing) too secret to put in the HELP BREW?  (Maybe it isn't even true!)

2. Is there actually a way to skill up brew USING the brew command (since, um, it never fails)?



Tablets and the like never seem to fail. There ARE, however, brew crafts that can fail (and therefor result in skill gains). I'm not sure if I'm allowed to say outright, so I'll simply say, think Fight Club.
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: nauta on December 12, 2015, 10:21:31 AM
Ok, this probably says a LOT about me, but all I can think of is fisting with a rubber glove.  We can brew that?!?!

(http://wp.media4.hollywood.com/wp-content/uploads/2015-06-25-Fight-Club-Brad-Pitt-20th-Century-Fox-638x425.jpg)

More seriously:

HELP BREW only gives three types: tablets, vials, and alcohol.  

If I understand the gdb discussions, alcohol is actually just a tantalizing suggestion, since that code is broken (except for certain stills hidden away in the game, which don't use a skill at all).

I'm not too sure on this, but I think there are things that you can CRAFT that are governed by the BREW skill rather than (say) COOKING.  If that's the case, I think it'd be fair to put a list of such items (at least some of the more common ones) in the help file for BREW, but I'll see what others think.
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: nauta on December 12, 2015, 03:26:42 PM
Added some stuff on sneak and (contentious) hide.

SNEAK:

o Remove (since not true[?]): "It functions for a certain time after a successful use."

o Add: If you character fails to sneak, you will not receive any notification at all.

o Notes: You can check whether or not you are sneaking only in the prompt variable (see PROMPT).

o Notes: You can add command emotes to directions, e.g., north (sneaking along sneaky like), and these will only show up to people who can detect you.

o See also: semote, hemote

HIDE:

o To become visible, type 'visibile'.

o Note: Unfortunately, there's no way to tell if you are still trying to hide.  Hide does wear off after some time [is that true?].

o Examples of RP with semote, hemote, and emote while hidden.

? Note: Most actions that break hide are obvious.  A few, however, are not: arrange (see ARRANGE), (others?).

o See also: semote, hemote
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: Riev on December 12, 2015, 04:37:45 PM
[Contentious] Hide will not wear off with time, but with movement. If you're hiding in an apartment, watching people mudsex for hours, it won't break hide per se. However, if you move to a different room or start doing gross-motor activities (get, standing/sitting, moving) then it will break.
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: solera on December 12, 2015, 05:07:15 PM
A successful sneak does not break hide....?
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: nauta on December 12, 2015, 05:19:02 PM
[Contentious] Hide will not wear off with time, but with movement. If you're hiding in an apartment, watching people mudsex for hours, it won't break hide per se. However, if you move to a different room or start doing gross-motor activities (get, standing/sitting, moving) then it will break.

Hmm.  I guess we'll leave it open, since testing it in-game seems kind of daunting.  I'll toss up two options, and let staff decide which one fits the code -- assuming the 'contentious' qualification meant 'I'm not sure about this' -- if you are sure then we can go with option one (with my sneaks, I never left it to chance, since I had read in the SNEAK help file that sneak wears off -- which, ha!, isn't true, but I inferred from that hide wore off too, so I'd just re-hide every ten minutes or so):

o [If hide is perpetual] Hide will never wear off; however, certain actions will break hide (see above).

o [If hide is not perpetual] Hide will wear off after a while; certain actions will also break hide (see above).

Solera: The help file for both HIDE and SNEAK already tell us that hide and sneak are used in conjunction.  Should it be more explicit?
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: nauta on December 12, 2015, 06:14:38 PM
Added something to ARCHERY in OP:

o Some clarification on the 'strength' of bows.  Here's the current language:
Quote
All bows, crossbows, and slings have a 'maximum range' and are designed for a particular strength (i.e., the strength required to pull the string back).
Perhaps it could be:
Quote
All bows, crossbows, and slings have a 'maximum range'.  Bows are designed for a particular strength, or pull.  Use 'assess' (see ASSESS) on the bow to assess its strength, or pull.  You may still pull a bow that says it is too strong for you, but pulling such bows will wear you out more readily.  Likewise, you may also pull a weaker bow, but such bows will do less damage. [NB: I'm not 100% sure if the last sentence is true.]
(I used to think if a bow was too strong for you, you simply couldn't use it, which is what the current language suggests.)
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: whitt on December 12, 2015, 06:55:40 PM
Use 'assess' (see ASSESS) on the bow to assess its strength, or pull.

or View if the bow is for sale at a merchant.
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: Patuk on December 12, 2015, 07:20:36 PM
I have no comments about the help files really, but this is an excerpt from our front page..

Quote
It is a world where sorcerer-kings and their ruthless servants, the Templarate, govern the two main cities, Allanak and Tuluk. Any magick not granted by the Kings is feared and hated, and where the punishment of such a curse might be death. In this harsh realm, life is a constant struggle, and death may occur over a drink of precious water.

Is my grammar sense way off, or is there a word too many in that sentence?
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: nauta on December 12, 2015, 07:24:28 PM
I have no comments about the help files really, but this is an excerpt from our front page..

Quote
It is a world where sorcerer-kings and their ruthless servants, the Templarate, govern the two main cities, Allanak and Tuluk. Any magick not granted by the Kings is feared and hated, and where the punishment of such a curse might be death. In this harsh realm, life is a constant struggle, and death may occur over a drink of precious water.

Is my grammar sense way off, or is there a word too many in that sentence?

GET OUTTA MA THREAD!   >:(

Actually, yes, the grammar is terrible there -- delete the second 'where' and you are golden.

Yeah, main website stuff is fair game too!  I went ahead and put it up in OP for posterity.

whitt: Thanks! Updated.



Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: Akariel on December 13, 2015, 04:14:12 AM
Brew has nothing to do with actually using stills/teapots, surprisingly. Tablet making uses a -really old-fashioned system that's a hassel to work with (and never fails.) Brew can also make use of the CRAFT system for things such as soap.
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: nauta on December 13, 2015, 07:10:44 AM
Brew has nothing to do with actually using stills/teapots, surprisingly. Tablet making uses a -really old-fashioned system that's a hassel to work with (and never fails.) Brew can also make use of the CRAFT system for things such as soap.

Brilliant!  Updated the OP.
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: Akariel on December 13, 2015, 07:35:28 AM
Despite the skill not having to do with stills/teapots, it would still ICly be considered brewing... I'd be torn on removing it from the helpfile. That said, if you want to submit a request titled "ATTN: Akariel" with edited helpfiles I'll look them over and submit them.

Clan the request to House Oash or Fale.
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: nauta on December 13, 2015, 10:07:09 PM
Akariel: Cool, I can probably do that in a batch or something down the road.

Everyone: Noticed this line in HELP MELEE COMBAT:
Quote
Bear in mind that fighting while mounted can be extremely risky, since characters are much easier to hit, and generally sustain worse wounds, due to mounts being less maneuverable than a character on foot.
This strikes me (my experience is limited) as not at all true -- the opposite seems to be the case.  The only risk that comes from fighting while mounted is the risk of falling off and landing on your ass.  So is this little blurb somehow true?  How can it be improved?

Also: HELP RANGED COMBAT is pretty hilarious.

I also thought the website had a tutorial-guide walk-through of various combat situations, but I can't seem to find it.  Anyone know where that is?
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: Delirium on December 13, 2015, 10:13:51 PM
Akariel: Cool, I can probably do that in a batch or something down the road.

Everyone: Noticed this line in HELP MELEE COMBAT:
Quote
Bear in mind that fighting while mounted can be extremely risky, since characters are much easier to hit, and generally sustain worse wounds, due to mounts being less maneuverable than a character on foot.
This strikes me (my experience is limited) as not at all true -- the opposite seems to be the case.  The only risk that comes from fighting while mounted is the risk of falling off and landing on your ass.  So is this little blurb somehow true?  How can it be improved?

Also: HELP RANGED COMBAT is pretty hilarious.

I also thought the website had a tutorial-guide walk-through of various combat situations, but I can't seem to find it.  Anyone know where that is?


The mounted combat bit used to be true until mounted combat was updated several years ago.

I remember the days when dismounting was a signal that shit was about to go down.
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: nauta on December 13, 2015, 10:23:22 PM
Coolness.  That explains it.  Updated the OP to just recommend nuking that line.
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: nauta on December 14, 2015, 06:05:32 PM
Added some FLORISTRY suggestions to the OP (vis-a-vis perfumes).
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: whitt on December 15, 2015, 12:49:53 PM
HELP Colors

http://gdb.armageddon.org/index.php/topic,38103.0.html

There's also a joke in there with keeping kalans and ginkas straight, but I couldn't do it.
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: nauta on December 15, 2015, 01:05:00 PM
HELP Colors

http://gdb.armageddon.org/index.php/topic,38103.0.html

There's also a joke in there with keeping kalans and ginkas straight, but I couldn't do it.

Got it.  Was thinking the same thing.  It would be awesome to turn some of that gdb thread into an official web page on the main web site.  Updated OP.
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: Merdin on January 21, 2016, 03:22:16 AM
Speaking as a noob, This thread is f***ing awesome in helping to explain some things, and I truly hope that all or most of these suggestions are implemented in the help files. Wish I had read some of them a week ago. I might not have to be on my eighth character in seven days. (I Really Really liked some of those characters.)
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: nauta on January 21, 2016, 11:28:10 AM
Thanks.  Eventually I'll get to submitting modified help files to Akariel too!  Promise.  I've been silently updating it, and just now updated with some notes on parry in light of Nergal's comment elsewhere, and a the 'weapons skill' help file to make it clear that 'stabbing' is a subset of 'piercing' -- that was confusing to me as a newbie. -- Nevermind on that last -- it was already there.

(In general, I think it makes a lot of sense to include some hint at what gives you that 'fail' with a skill when it isn't patently obvious or provided to you via an echo -- as is the case with a lot of non-combat skills.)

I also haven't really touched the combat help files, since I'm still learning that.

If you have more suggestions -- gaps between the help file and reality, areas where the help file could be improved to help newbies along -- please do contribute.
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: JackGibbons on January 21, 2016, 11:38:43 AM
Thanks for this, Nauta. Perhaps for parrying, you might give people the skill rank they have to achieve in Two Handed before requests for adding the parry skill will be honored.

Second, what IS 'who c' ?
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: Asmoth on January 21, 2016, 12:01:36 PM
Thanks for this, Nauta. Perhaps for parrying, you might give people the skill rank they have to achieve in Two Handed before requests for adding the parry skill will be honored.

Second, what IS 'who c' ?
Certain clan positions (which I don't know) have the ability to who clan clanname and it shows who is online
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: Beethoven on January 21, 2016, 12:01:50 PM
Brew has nothing to do with actually using stills/teapots, surprisingly. Tablet making uses a -really old-fashioned system that's a hassel to work with (and never fails.) Brew can also make use of the CRAFT system for things such as soap.

Brilliant!  Updated the OP.

Aha! Because Tyler Durden is a soap maker by trade! It all makes sense now!
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: JackGibbons on January 21, 2016, 12:08:31 PM
Brew has nothing to do with actually using stills/teapots, surprisingly. Tablet making uses a -really old-fashioned system that's a hassel to work with (and never fails.) Brew can also make use of the CRAFT system for things such as soap.

Brilliant!  Updated the OP.

Aha! Because Tyler Durden is a soap maker by trade! It all makes sense now!

True. But the simpler answer is the words FIGHT CLUB appear on soap as part of the marketing for the film. For the same reason, naturally.
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: nauta on January 21, 2016, 12:22:43 PM
Thanks for this, Nauta. Perhaps for parrying, you might give people the skill rank they have to achieve in Two Handed before requests for adding the parry skill will be honored.

Second, what IS 'who c' ?

#1. Done -- I don't know the answer, so I just said [advanced?|master?, i don't know] in the verbiage.

#2. Suggested language explaining it added.
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: Delirium on January 21, 2016, 12:45:18 PM
When you reach master two handed, you can request a parry branch.
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: roobee on January 30, 2016, 01:07:21 PM
So apparently, you can play an escaped slave. http://gdb.armageddon.org/index.php/topic,50273.0.html (http://gdb.armageddon.org/index.php/topic,50273.0.html)
There should definitely be a help file that explains how to do this.
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: nauta on January 30, 2016, 01:14:53 PM
Cool, added 'SLAVE' to the main post, although there is 'HELP SLAVERY'.  It doesn't include language about playing an 'escaped slave', which is what I suggested to be added.

roobee (or whoever, but re: your post in the retention thread): if one of the help files about a given animal does not give a clear enough indication of its danger level -- I'm personally against some sort of quantitative chart -- then go ahead and post it here.  For instance, 'help scrab' tells you that they have an "aggressive hunter's instinct" and 'help jozhal' tells you "while not usually dangerous because of their small size, they are scavengers by nature, occasionally taking smaller live animals" and 'help mekillot' says "extremely dangerous, being known to take out entire squadrons of ill prepared travellers in the salt flats"  So you know that scrab are aggro and jozhal are not and mekillots are lolstomp.

Personally, I think anything more precise than that would detract from one of the few areas where 'find out IC' actually has traction: you should have to find out through experience or through training with hunters / clanmates the precise tactic in dealing with mobs, and their danger level.

I do agree that some animal help files might not be fleshed out, but I think, as with all the help files and improvements, we'll have to take it case by case.

Finally, once more: Why aren't the tablelands animals in the help files any more (turaal, durrit, kalich, etc.)?  They are on the old.armeggon.org site, however.
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: roobee on January 30, 2016, 01:38:35 PM
I do agree that some animal help files might not be fleshed out, but I think, as with all the help files and improvements, we'll have to take it case by case.
Yep, that sounds like a better idea than a table.

Also, http://www.armageddon.org/help/view/House%20Kohmar (http://www.armageddon.org/help/view/House%20Kohmar).
What the heck is this?
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: Akariel on January 30, 2016, 01:45:46 PM
Can't stop

Won't stop

ᕦ(Ú_ůˇ)ᕤ

House Kohmar
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: Kol on January 30, 2016, 02:02:36 PM
That is....amusing.

FIREEEEEEEE KANNKKKKKSSSSSS!
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: JackGibbons on January 30, 2016, 06:15:43 PM
I do agree that some animal help files might not be fleshed out, but I think, as with all the help files and improvements, we'll have to take it case by case.
Yep, that sounds like a better idea than a table.

Also, http://www.armageddon.org/help/view/House%20Kohmar (http://www.armageddon.org/help/view/House%20Kohmar).
What the heck is this?

See this announcement:  http://gdb.armageddon.org/index.php/topic,49119.0.html

Then please note the date of that post.
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: JackGibbons on February 05, 2016, 02:10:37 AM
Another possible helpfile:

help climb:

Nothing is mentioned of the 'scrambles for purchase' possibility of saving yourself once you're falling. I'm not entirely clear of what is acquired to achieve this state.

e.g. some people just keep falling, while you see an echo sometimes of 'So and so scrambles for purchase.' This is apparently the result of taking a certain active action rather than just resigning yourself to falling a new room every few seconds until you hit bottom. I believe I'm allowed to say that that action appears to be trying to use one of the listed room exits (other than, I suppose, down). There may be many people who have died without realizing that this option was possible.
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: Synthesis on February 05, 2016, 03:32:31 PM
When you reach master two handed, you can request a parry branch.

Not necessarily true.  Pickpockets will branch parry around journeyman, maybe even as low as high-end apprentice.

Edited to add:
For all other classes, the helpfile should read:  "while the staff maintain this as a technical possibility, branching parry from skill two_handed is a practical impossibility given the current state of the combat code."
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: nauta on February 06, 2016, 11:38:25 AM
Another possible helpfile:

help climb:

Nothing is mentioned of the 'scrambles for purchase' possibility of saving yourself once you're falling. I'm not entirely clear of what is acquired to achieve this state.

e.g. some people just keep falling, while you see an echo sometimes of 'So and so scrambles for purchase.' This is apparently the result of taking a certain active action rather than just resigning yourself to falling a new room every few seconds until you hit bottom. I believe I'm allowed to say that that action appears to be trying to use one of the listed room exits (other than, I suppose, down). There may be many people who have died without realizing that this option was possible.

I like it.  I added the suggestion to the main post, as well as a suggestion for one thing that annoys me: How there's no difference in the echo you receive from a place that COULD be climbed, but you can't because you failed, vs. a place that CAN'T be climbed.

I also added a little thing on 'sit'.
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: nauta on February 06, 2016, 11:45:37 AM
When you reach master two handed, you can request a parry branch.

Not necessarily true.  Pickpockets will branch parry around journeyman, maybe even as low as high-end apprentice.

Edited to add:
For all other classes, the helpfile should read:  "while the staff maintain this as a technical possibility, branching parry from skill two_handed is a practical impossibility given the current state of the combat code."

Sorry.  I'm not grokking.  Clarification question:

Is it only the case of Ranger that you can request 'parry' after you reach master in two_handed?
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: nauta on February 06, 2016, 11:52:02 AM
HELP ARMOR question:

I noticed this line:

"You will notice that an item is considered armor if its condition (used, worn out, etc.) is shown with the item's name (e.g., a used pair of studded sleeves)."

This is not true.  At least with a helm I have in my possession in-game right now, there is no 'used, worn out, new' added to its sdesc.  Likewise with some bracers that I have on my possession.

Should such items be bugged?  Or should we change the help file?

Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: Akariel on February 06, 2016, 11:54:34 AM
When it takes any amount of damage it will put one of those on it - brand spanking new armor does not have that appended to it.
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: nauta on February 06, 2016, 11:59:43 AM
Thanks!  I added a suggestion to the help file to clarify this.  (Although I swear I've seen 'new' on items before, but perhaps that was before the armor-degradation code went in.)
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: Synthesis on February 06, 2016, 12:16:36 PM
When you reach master two handed, you can request a parry branch.

Not necessarily true.  Pickpockets will branch parry around journeyman, maybe even as low as high-end apprentice.

Edited to add:
For all other classes, the helpfile should read:  "while the staff maintain this as a technical possibility, branching parry from skill two_handed is a practical impossibility given the current state of the combat code."

Sorry.  I'm not grokking.  Clarification question:

Is it only the case of Ranger that you can request 'parry' after you reach master in two_handed?

The way branching works is that you branch the new skill when you're within a certain number of points of your guild's maximum level for the root skill.

The way the novice/apprentice/journeyman/advanced/master word system works is that you get that descriptor at a certain percentage of the global (humanoid?) maximum level for that skill (i.e. the highest any PC class can get).

Pickpockets have a low class cap for the dual wield skill, which  means they branch from it at a lower proficiency level (low journeyman or high apprentice...I can't really remember).  Rangers and assassins probably also have different dual wield caps, but I -think- the branch point for both is at or near (master).

So...if you're doing a helpfile for that, you shouldn't mention the level of proficiency you need to branch, because it varies by class.  Technically, you could guildmax two-handed with pickpockets, rangers, or assassins, and then request that parry be branched from it.  On the other hand, it would probably be pointless to consider it, because I'm pretty sure that more PCs have learned sorcery in-character than have actually mastered the two-handed skill.
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: JackGibbons on February 06, 2016, 12:17:26 PM
Thanks!  I added a suggestion to the help file to clarify this.  (Although I swear I've seen 'new' on items before, but perhaps that was before the armor-degradation code went in.)

It's a little confusing, because 'new' is the second highest repair state. The best state of repair is not to have any special word added at all.
In my experience, it goes like this:

1) No extra word: minimal or no damage to the equipment
2) New: minimal damage
3) Used: medium damage
4) Cracked: heavy damage
5) Worn out: severe damage

But I'm not 100% sure on the order of the last ones.

It's worth noting that the 'used' carru boots that Luirs folk start with can actually be repaired to just 'carru boots'.
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: nauta on February 06, 2016, 12:18:35 PM
When you reach master two handed, you can request a parry branch.

Not necessarily true.  Pickpockets will branch parry around journeyman, maybe even as low as high-end apprentice.

Edited to add:
For all other classes, the helpfile should read:  "while the staff maintain this as a technical possibility, branching parry from skill two_handed is a practical impossibility given the current state of the combat code."

Sorry.  I'm not grokking.  Clarification question:

Is it only the case of Ranger that you can request 'parry' after you reach master in two_handed?

The way branching works is that you branch the new skill when you're within a certain number of points of your guild's maximum level for the root skill.

The way the novice/apprentice/journeyman/advanced/master word system works is that you get that descriptor at a certain percentage of the global (humanoid?) maximum level for that skill (i.e. the highest any PC class can get).

Pickpockets have a low class cap for the dual wield skill, which  means they branch from it at a lower proficiency level ([redacted by Nauta]...I can't really remember).  Rangers and assassins probably also have different dual wield caps, but I -think- the branch point for both is at or near [redacted by Nauta].

So...if you're doing a helpfile for that, you shouldn't mention the level of proficiency you need to branch, because it varies by class.  Technically, you could guildmax two-handed with pickpockets, rangers, or assassins, and then request that parry be branched from it.  On the other hand, it would probably be pointless to consider it, because I'm pretty sure that more PCs have learned sorcery in-character than have actually mastered the two-handed skill.

Gotcha.  In that case, I'm just going to add a little blurb in the main post and let staff sort out the language.
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: JackGibbons on February 06, 2016, 12:19:00 PM
When you reach master two handed, you can request a parry branch.

Not necessarily true.  Pickpockets will branch parry around journeyman, maybe even as low as high-end apprentice.

Edited to add:
For all other classes, the helpfile should read:  "while the staff maintain this as a technical possibility, branching parry from skill two_handed is a practical impossibility given the current state of the combat code."

Sorry.  I'm not grokking.  Clarification question:

Is it only the case of Ranger that you can request 'parry' after you reach master in two_handed?

The way branching works is that you branch the new skill when you're within a certain number of points of your guild's maximum level for the root skill.

The way the novice/apprentice/journeyman/advanced/master word system works is that you get that descriptor at a certain percentage of the global (humanoid?) maximum level for that skill (i.e. the highest any PC class can get).

Pickpockets have a low class cap for the dual wield skill, which  means they branch from it at a lower proficiency level (low journeyman or high apprentice...I can't really remember).  Rangers and assassins probably also have different dual wield caps, but I -think- the branch point for both is at or near (master).

So...if you're doing a helpfile for that, you shouldn't mention the level of proficiency you need to branch, because it varies by class.  Technically, you could guildmax two-handed with pickpockets, rangers, or assassins, and then request that parry be branched from it.  On the other hand, it would probably be pointless to consider it, because I'm pretty sure that more PCs have learned sorcery in-character than have actually mastered the two-handed skill.

If I'm allowed to say, [I am not allowed to say].

Ideally, staff would make a chart. If you are guild X, you may ask for parry from Two-Handed at skill level word Y.
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: nauta on February 06, 2016, 12:22:38 PM
If I'm allowed to say, I can confirm that parry branches at [redacted by Nauta] for Rangers based on experience in the past several months. [redacted by Nauta].

Ideally, staff would make a chart. If you are guild X, you may ask for parry from Two-Handed at skill level word Y.

Unfortunately, until staff releases the new charts / decides on the policy, we can't state such information on the gdb.  I redacted it in the quote, but perhaps you can redact it in your original post too.

Unless I'm wrong, just a reminder that stating what skills branch from what is still against the rules on the gdb.  (It's tricky in this case, since staff have stated on the gdb that you can request parry when you max out two_handed skill -- so that one is the only exception to the rule.)
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: Akariel on February 06, 2016, 12:28:19 PM
I know this is really hugging the line, guys, but please don't post when something branches what. Saying parry branches from weapon skills and you might have to send in a request to get it if you're not using dual wield is fine - saying parry branches at X for Y is not.
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: JackGibbons on February 06, 2016, 01:00:28 PM
I know this is really hugging the line, guys, but please don't post when something branches what. Saying parry branches from weapon skills and you might have to send in a request to get it if you're not using dual wield is fine - saying parry branches at X for Y is not.

Okay, thank you. Sorry about that. I guess it will leave some people uncertain when they can put in the request, especially if they're told 'at master' but they might be in a guild where mastering is impossible. Perhaps it's best if they just request tool after the skill seems be pretty high but 'stuck' and can be told individually if they qualify for it.
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: Akariel on February 06, 2016, 01:46:12 PM
That would likely be a good option. It is different per guild, but if you have any questions whatsoever, please send in a request about that sort of thing. I'm pretty sure we've had at least three such requests since I've been on staff.
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: manipura on February 10, 2016, 08:38:20 PM
The help files explaining the roles of the staff could use some looking at and updating. 

Producers should have Adhira, Nessalin and Rathustra listed. 
Currently Morgenes is listed here too, as focusing on coding and server issues etc, though his avatar/profile says he is a Board Administrator.

Merchant House Team should be Nergal (Admin), Ath, Cayuga, and Senga.  It was noted in Staff Announcements that Taijan stepped down from this team to a Builder role.

In a few different Staff Announcements, there are staff and their roles noted, but there are no help files for them.  Maybe they should be included, since they are staff?
Coding Storyteller: Zeche
Code Administrators: Nathvaan and Tiernan
Project Administrator: Welda
Builder: Taijan


Indie/Tribal Team and Southern Team are accurate, as far as I can tell. 
I think the above changes/additions would bring the help files regarding the current staff positions up to date, unless I've missed a Staff Announcement post somewhere.

Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: JackGibbons on February 11, 2016, 08:10:06 PM
This is a minor point, but 'Tablelands Details' mentions that if you are human you could be of the Benjari, but the Benjari help file lists them as extinct.
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: nauta on February 11, 2016, 08:37:50 PM
Also of interest in that help file:
Quote
In the center of the Tablelands lies the gith mesa. The gith like to
deal with outsiders by slaying and consuming intruders. They do deal on
occasion with the Red Fangs elven tribe. Gith technology is crude at best,
and the quality of their wares is poor.

RIP Fangs.  I've updated the main post with both suggestions.
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: nauta on February 12, 2016, 10:02:36 AM
I went through the Neat little things (http://gdb.armageddon.org/index.php/topic,33156.msg846343.html#msg846343) thread
and, surprisingly, almost all of them were already in the help files.  In fact, the only one that wasn't in the help files (from what I could tell) was sit on which I added in the main post above.
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: Asmoth on February 16, 2016, 01:44:41 AM
http://www.armageddon.org/intro/chargen.php (http://www.armageddon.org/intro/chargen.php)

Needs to be changed to account for the change in subguilds.
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: roobee on March 14, 2016, 03:10:03 PM
I do agree that some animal help files might not be fleshed out, but I think, as with all the help files and improvements, we'll have to take it case by case.
Here's a case. Add a yompar help file?
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: nauta on March 14, 2016, 03:18:28 PM
Lordie!  I idea'd a yompar help file when I first started playing.  Total nostalgia there.  I updated the main post with the suggestion.  Good catch -- staff did just import a huge load of help files, so yompar got missed out, it seems.
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: Vositus on April 10, 2016, 04:25:42 PM
House Kohmar.

I feel like this helpfile is some epic inside joke I have no clue about.
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: Barsook on April 10, 2016, 04:58:07 PM
House Kohmar.

I feel like this helpfile is some epic inside joke I have no clue about.
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: Jihelu on April 10, 2016, 09:42:45 PM
They should really exaggerate the idea that "The grey will murder you and your family"
There are ways around the murder.
But it will.
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: Vositus on April 12, 2016, 07:32:03 AM
http://gdb.armageddon.org/index.php/topic,49119.0.html

Damn, they went all out for this last year.

Only mention I could find is in House Delann's (http://armageddon.org/help/view/House%20delann) helpfile. Old Merchant house?
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: BadSkeelz on April 12, 2016, 03:19:03 PM
It was an April Fools joke, nothing more.
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: Vositus on April 12, 2016, 05:40:22 PM
It was an April Fools joke, nothing more.

Yeah, I got that, now.

But it was also last year. Can we get it changed back to the original blurb, or is it a perma joke that will always be in the help files to confuse noobs?
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: nauta on April 12, 2016, 05:43:22 PM
Yeah, I never got the joke either, unless it's one of those surreal jihelu-style jokes.  Any vet want to explain it, or is the joke that it's not a joke?

Interesting it's an actual house, though.  I just assumed it was a joke!
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: Jihelu on April 12, 2016, 07:13:32 PM
Yeah, I never got the joke either, unless it's one of those surreal jihelu-style jokes.  Any vet want to explain it, or is the joke that it's not a joke?

Interesting it's an actual house, though.  I just assumed it was a joke!
It's a Jihelu joke probably.
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: manipura on April 19, 2016, 11:31:16 PM
Help file FAQ 12 (http://www.armageddon.org/help/view/FAQ%2012) still states that there are sixteen main guilds and that full elementalists exist.
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: nauta on April 21, 2016, 07:04:35 PM
Updated the main post with that!

Also noticed no 'dujat' help file, so added that.
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: Vositus on May 12, 2016, 08:49:02 PM
Help frown.

Code: [Select]
The frown command will issue an standard (canned) emote or set emotes indicating the action has taken place. Using the emote command to make more detailed emotes about how your character is performing the action is always preferable.


Syntax:
   frown

Example:
   >frown
 You frown at her.

See also:
   Socials, emote

Example should include a target, methinks. Not a huge deal, but I'm bored.
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: roobee on May 14, 2016, 02:00:45 AM
I don't think frown works actually. I usually get something like "What's bothering you?"
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: Vositus on May 14, 2016, 09:16:02 PM
I don't think frown works actually. I usually get something like "What's bothering you?"

I think that's just a cute little echo for the person emoting.
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: roobee on May 14, 2016, 11:52:52 PM
I don't think frown works actually. I usually get something like "What's bothering you?"

I think that's just a cute little echo for the person emoting.
If true, then I suggest the helpful include that. I've been avoiding it cuz I thought it doesn't work.
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: roobee on May 14, 2016, 11:53:24 PM
helpfile, not helpful
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: Akariel on May 16, 2016, 11:43:34 AM
House Kohmar is a House that existed IC. Other than that, if you would like to learn more, your local Faithful Lord and Lady might be able to tell you something about them.

Also: Nauta, for my ease, keep the original post updated with all the new stuff you want helpfiles for. I'll take a look into them when other projects get on my nerves.
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: nauta on May 16, 2016, 12:03:25 PM
Also: Nauta, for my ease, keep the original post updated with all the new stuff you want helpfiles for. I'll take a look into them when other projects get on my nerves.

Yeah!  Main post should be up-to-date.  Just added frown.  Lemme know if you implement any so I can cross it off the list (or, you know, use your powers of moderation to lop them off the list).
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: Akariel on May 16, 2016, 12:07:39 PM
I'll add a '-+-' before the ones I've looked into.
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: Delirium on May 16, 2016, 12:23:47 PM
TABLELANDS DETAILS:

o Remove old information on the Red Fangs.

o Remove incorrect information about Benjari/Jul Taven (these are not open for play).

Also, the Akei Ta Var are incorrectly listed as a Tablelands tribe. They are not, they are a Gol Krathu tribe.
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: nauta on May 16, 2016, 01:28:53 PM
TABLELANDS DETAILS:

o Remove old information on the Red Fangs.

o Remove incorrect information about Benjari/Jul Taven (these are not open for play).

Also, the Akei Ta Var are incorrectly listed as a Tablelands tribe. They are not, they are a Gol Krathu tribe.

Updated.

Also the line: "If you are an elf, you have a variety of possibilities, since elvish tribes come and go swiftly" is a bit misleading, as you can't roll up an unclanned or virtually clanned desert elf.
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: Delirium on May 16, 2016, 01:35:12 PM
Good catch. I'm pretty certain that's a holdover from when you could create your own desert elf tribes.
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: nauta on May 17, 2016, 10:58:32 AM
For 'help ride' and 'help pilot':

o Add Note: Even if you do not have the 'ride|pilot' skill, you can still learn to ride|pilot eventually.  Just keep at it and the skill will show up on your skill list eventually.

For 'help ride':

o Add note: Rangers experienced with handling animals can tame certain types to be used as mounts using the 'mount' command (see MOUNT).  This ability is governed by the 'ride' skill (and even elves can do it!)

Updated the main post.


 
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: nauta on May 17, 2016, 12:25:00 PM
Noticed that 'red fangs' no longer show up if you do a search on the main website (a fortiori they've been purged from the TABLELANDS_DETAILS help file).  I've crossed them off the list in the main post.

(That was a bit brutal although at least they show up in the 'Chronology' page.)
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: Zeche on May 24, 2016, 01:26:09 AM
In a few different Staff Announcements, there are staff and their roles noted, but there are no help files for them.  Maybe they should be included, since they are staff?
Coding Storyteller: Zeche
Code Administrators: Nathvaan and Tiernan
Project Administrator: Welda
Builder: Taijan


The Code structure is easy to understand. We have the same structure as the Storytellers are you used to interacting with: Storyteller, Administrator and then Producer. It's just a totally separate branch of staff. Being that the players really never interact with us, I'm not sure how important a help file about us really is. I'm fine with explaining the structure, though. Most likely part of the reason this lacks a documented structure is there have just now become enough coders to really mandate a more organized hierarchy, and it's not yet known what all duties each will perform, etc.

Builders are what they sound like, and we have a fair few now.
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: roobee on May 26, 2016, 11:03:19 AM
In the Special Applications help file, perhaps add a sentence saying "After your special application is approved, make your character as a new character the normal way in the character creation menu" or something similar.
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: nauta on June 20, 2016, 10:34:11 PM
Also in Special Applications, there should be a link to 'Skill Bumps' not 'Skill Increases'.

Updated the main post with both suggestions.
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: whitt on June 20, 2016, 11:33:48 PM
help saddle would be much appreciated and help flip.
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: nauta on June 21, 2016, 06:18:40 PM
help saddle would be much appreciated and help flip.

Updated.  I'm curious: What would 'help saddle' include?  I've always just assumed saddles were (bulky but sexy) flavor props.  I didn't know they had coded stuff to them.
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: whitt on June 21, 2016, 06:29:36 PM
I've always just assumed saddles were (bulky but sexy) flavor props.  I didn't know they had coded stuff to them.

Maybe they are?  Who knows.  Some seem to imply in their descriptions they're made with an archer in mind, I think one notes an (to the best of my knowledge) unaccessible quiver as part of the design while another seems to suggest it would help in staying in the saddle during mounted combat.

If it's just a nifty pack, that would be nice to know too, but how could you guess?
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: nauta on June 22, 2016, 05:35:27 PM
I'll add a '-+-' before the ones I've looked into.

Heyyyyy Akariel.  I noticed you or someone updated at least the backstab help file.  (Which is awesome.)  I thought you were going to do the whole -+- thing on the top post to note that it's off the list.  (Just an organizational thing.)

eta: was bored, went through the help files and did the -+- thing.  kudos incoming from the documentation nerd!
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: gotdamnmiracle on August 07, 2016, 03:57:38 AM
So for the files on the forage skill (both in game and on the website) it gives examples of the guilds and sub guilds able to find food through forage. I'm not sure if it's a typo or omission, but Outdoorsman is not included among them.

What you may be able to find differs according to both your character's skill level and guild. For example, only a select few guilds/subguilds can forage for food (rangers, grebbers, and outlaws).

It could be that Outlaw in this context is supposed to be Outdoorsman, but it seems appropriate for both.
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: nauta on August 07, 2016, 08:14:16 AM
So for the files on the forage skill (both in game and on the website) it gives examples of the guilds and sub guilds able to find food through forage. I'm not sure if it's a typo or omission, but Outdoorsman is not included among them.

What you may be able to find differs according to both your character's skill level and guild. For example, only a select few guilds/subguilds can forage for food (rangers, grebbers, and outlaws).

It could be that Outlaw in this context is supposed to be Outdoorsman, but it seems appropriate for both.

Outdoorsmen do not actually get 'forage', at least according to 'help outdoorsman'.  (I know, I was surprised too!)  Then again, Outlaws don't either.  I'll kick up the suggestion as:

"Omit: and outlaws."

Unless I'm wrong...
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: gotdamnmiracle on August 07, 2016, 08:25:46 AM
I mean specifically in the case of foraging for food.
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: Reiloth on September 02, 2016, 12:18:00 PM
I feel like the 'Approval Message' for new characters is a little out of date:

Quote
Extensive documentation about the world is available on the web at
'http://www.armageddon.org'.  You and those with whom you will play
will have much more fun if you are familiar with the basics of
the game's documentation.  Please note, if you haven't already, that
Armageddon provides a strictly enforced roleplaying atmosphere.  If you
are more interested in killing stuff and maxing out your character than
in character development, then please play at one of the great many
combat MUDs running on the Internet.

As a new player, if your character dies in the first hour of play, your
character will come back into the game.  But whatever killed you will
probably kill you as soon as you come back, so we suggest waiting a while
before coming back into the game (a day is usually sufficient).  In such
circumstances, the character should be treated as a new character.

If you are having major problems feel free to mail mud@armageddon.org
for assistance.  You can also reach a player helper in a chat at:
http://www.armageddon.org/intro/helpers.php  The game discussion boards
are located at http://gdb.armageddon.org.  Thanks, and we hope you enjoy
our world.

It could probably include helpful links, like to 'What you Know' about Zalanthas and Allanak, and maybe the walkthrough guide.

It's also maybe a little weird to treat your repop as a 'new character'. Sort of a H&S feel to that bit. Perhaps they were mortally wounded but not killed?

And maybe a mention for the request tool rather than mailing the mud account.
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: BadSkeelz on September 02, 2016, 06:05:57 PM
I think the encumbrance helpfile could use expanding. At the least it should spell out the levels of encumbrance and their order.

http://www.armageddon.org/help/view/Encumbrance
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: Reiloth on September 02, 2016, 06:11:01 PM
I think the encumbrance helpfile could use expanding. At the least it should spell out the levels of encumbrance and their order.

http://www.armageddon.org/help/view/Encumbrance


It's a bit nebulous as to what 'half of my capacity' might be. It seems better to say 'When you are at VERY heavy, you will begin to notice...etc.'
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: nauta on September 23, 2016, 11:40:36 AM
Updated the op on encumbrance and the intro e-mail -- also notice that I've been trying to mark entries that have actually been updated in the top-level post as well.

I also noted that old.armageddon.org has oodles of plants not in the new armageddon site, as well as a really nice 'Plant Syntax' entry.  I've opted to just list the plants not available in the current help files here and in op under Plant Syntax.

Agastakee
Artotis
Asfadalar/Heartsolace
Ashkiss
Bhluang
Blood Mushroom
Cavern Lace
Chuci
Crone/Poxed Crone
Drovberry
Earummage
Emerald Fungus
Eynana
Fafad
Felaz
Glypah
Gohn
Heinspike
Japak
Japuaar
Jimpka
Kaya
Khee
Kumiss Saucer
Kutai
Kzul
Lady's Mantle
Lavender
Magnisa
Moon Rose
Mossbush
Murfa
Nemik
Oetir
Opsala
Panthis
Pelzaik
Petoch
Pickleberry
Precos
Quirritail
Saltbush
Severed Ear
Sicorra
Stalp
Templar's Heart
Tenichi
Ternak
Thilareyn
Thugi
Thumbberry
Tiktak
Virsha
Wylrith

Phew!  May this also inspire a plethora of character and baby names!

Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: Reiloth on September 23, 2016, 11:42:21 AM
I dub thee Pickleberry.
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: whitt on July 08, 2017, 08:26:51 PM
I'll just leave this here:  ;)

Kruth: Merchant's Haul
Merchant's Haul is a variant of Suits, most common in Allanak. It is reputed to have been derived as the result of a Falish noble's quest for new card games. It is best played with an independent dealer or at least a dealer that can be trusted to deal straight onto the table and features "common" cards that are used by all of the players.

Objective:
The object is to get the highest run of matching suits in your hand.
Card Points:
Kings - 5
Fate - 4
Life - 3
Truth - 2
Deceit - 1
Death - 0

Play:
Each player pays an ante into the pot then each player is dealt two cards, called their Stash. These two cards are the start of their five card hand and must be used.  Based on the strength of their Stash, players may choose to bet, check, call, raise, etc... starting with a player dubbed First. 
Once the first betting round is complete, the dealer gathers up the pot and deals out the first three (of five) common cards onto the playing surface.  These three cards are called "the Market".  Another round of betting proceeds, starting with the same player as before.
After the second betting round is complete, the dealer gathers up the pot and deals out the fourth (of five) common cards, called the "the Street".  Another round of betting proceeds, starting with the same player as before.
Again, after betting, the dealer gathers up the pot, and deals the last common card, "the Gate".  After the Gate card is revealed, there is a final round of betting and players reveal their stash to determine who can make the highest scoring hand out of the their two-card Stash, plus three of the common cards.  Each player may only use three of the common cards from the table.

Scoring:
Point totals only count for the highest points of the matching suit in hand.
For example:
If the common cards revealed: the Wind of Kings, Wind of Fate,  Stone of Fate, Water of Life and Water of Truth. The table would have (9) points in Wind, (0) points in Sun, (4) points in Stone, and (5) points in Water.
If a player has a stash consisting of Wind of Deceit and the Stone of Life, they would have (1) point in Wind and (3) points in Stone in their stash, meaning they would want to play Wind as their suit: (1) from their Stash plus (9) from the table, giving them a final score of (10).

If there is a tie in points the tied players split the pot.
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: Cind on July 14, 2017, 02:10:30 AM
I idea'd for a helpfile about food rot. Being as we deal with 'longer' stretches of time than in real life, and because most pcs at least come from places where all food is precious, we should probably know that food would rot in so-and-so time, will rot faster outdoors and in bad weather, etc. We're ignorant but we wouldn't be ignorant about that.
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: gotdamnmiracle on April 16, 2018, 03:46:52 PM
So I just noticed you can specifically Styrax while loggong, but there are no mention of Styrax (either what it is, location, worth, etc) in the help files. No mention at all. Kind of problematic if itís one of the main tree types.
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: mansa on July 29, 2018, 02:42:40 PM
There's no "help coins"?
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: PriestlySiren on August 07, 2018, 08:02:18 PM
There's no "help coins"?
Would be good to know that it's crosses or chests when you flip it!
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: Alesan on September 03, 2018, 02:39:57 PM
This exerpt from HELP ANALYZE should probably be updated to reflect the current way analyze works:
Quote
   Analyze will yield one of the five following results:
      An uncraftable item
      (You get no echo at all)
      An item you don't have the coded skill to make.
      (You cannot tell how that is made)
      An item you have the skill to craft.
      (A list of the products you need to craft it)
      Items you can make, but your skill is not yet high enough.
      (You're unsure how that's made)
      Items you can't make, because they are clan specific.
      (You do not recognize its craftsmanship)

Uncraftable items now produce the (You cannot tell how that is made.) response as opposed to no echo, I've recently found out, which makes the help file confusing for someone unaware of that.
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: Cind on September 04, 2018, 05:16:19 AM
http://armageddon.org/help/view/Stealth (http://armageddon.org/help/view/Stealth)

This webpage does not have the latch and unlatch commands on it.
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: mansa on October 07, 2018, 01:09:33 PM
Here's my take on refreshing the craft / crafting helpfile:

>help craft

Craft                                                              (Crafting)

   This command allows your character to create various objects, if he or
she has the appropriate raw materials.  Often a tool may prove useful, or
even helpful in this effort.

   To see what you can craft from an item or items, type >craft (itemname).

   Once you know what items can be made, you can craft them.  You can
use either the name of the recipe or its number on the list.  When
using the number the # symbol must appear before the number.

   If nothing can be made, or you lack the skill, you will receive the
message, "You don't think you could craft that into anything."

   Once you know what items can be made, you can craft them.  You can
use either the name of the recipe or its number on the list.  When
using the number the # symbol must appear before the number.

   Using the Analyze command on finished items will show you what raw
materials were used to create the item, depending upon your proficiency
in that crafting skill.


Syntax:
   To see what items you can make:

   Single item recipes:
   >craft (itemname)

   Multi-item recipes:
   >craft (itemname1) (itemname2) ... (itemname5)


   To start crafting:

   Single item recipes:
   >craft (itemname) into #4
      -or-
   >craft (itemname) into (result)

   Multi-item recipes:
   >craft (itemname) (itemname2) ... (itemname5) into #3
      -or-
   >craft (itemname) (itemname2) ... (itemname5) into (result)


Example:

   >craft grass
You could make...
   1) a simple basket from that. [basketweaving, effortless]
   2) a sturdy basket from that. [basketweaving, effortless]
   3) a well-fashioned basket from that. [baseketweaving, manageable.]

   >craft grass into #1
      -or-
   >craft grass into simple basket


   >craft bone auger
You could make...
   1) a polished bone flute from that. [instrument making, easy]

   >craft bone auger into polished bone flute
      -or-
   >craft bone auger into #1



Notes:
   Up to five items can be combined into a new item.

   You can refer to items in your inventory, equipment, the room, or on a
furniture item in the room.  Use the keyword command to find #. syntax for
each item.

   When crafting poison cure items like mashes, tablets and vials you must
use the 'craft <item> <2.item> into #<number>' syntax.  Using keywords
from the list will not work.

See also:
   Custom crafting, Analyze
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: Synthesis on October 07, 2018, 03:53:13 PM
When you click on the Tailor link from the Subguilds help file on the website, it sends you to "help tailoring" instead of "help subguild tailor."

Not a huge problem, but it's mildly annoying.
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: only_plays_tribals on October 08, 2018, 03:41:14 PM
The "what you know" newbie section for Luir's needs a re-write. It's still referring to the place as a Kurac stronghold.

I'd take a stab at it if someone wanted me to give it a go.
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: Marauder Moe on October 11, 2018, 04:31:22 AM
It's actually kind of hard to get to the elementalist subguild pages.  It's even harder to get to the "touched" page.

On here:
https://www.armageddon.org/help/view/Subclasses
The "See Also" section should probably list:
https://www.armageddon.org/help/view/Krathis
https://www.armageddon.org/help/view/Rukkians
https://www.armageddon.org/help/view/Vivaduans
https://www.armageddon.org/help/view/Whirans
https://www.armageddon.org/help/view/Touched

Likewise, references to magickal subguilds seem notably absent from:
https://www.armageddon.org/help/view/Magick
https://www.armageddon.org/help/view/elementalist%20magick
https://www.armageddon.org/help/view/Creating%20a%20Magicker
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: gotdamnmiracle on October 29, 2018, 04:14:57 PM
After reading the grabber helpfile it doesn't seem to indicate the can forage for food out in the wilds any longer.
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: Cind on November 03, 2018, 02:31:45 AM
Fix language learning! Accent learning is fine, I think.
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: Heade on November 03, 2018, 10:13:39 AM
Fix language learning! Accent learning is fine, I think.

What's wrong with language learning?
Title: Re: Let's improve the HELP FILES (newbie friendly)
Post by: Cind on November 03, 2018, 01:30:03 PM
Branching a language and then getting it to journeyman or higher seems to be based entirely on luck, unless you have the bard subclass or are a half-elf or elf with amazing wisdom. At least, from my experiences and what I've heard from others, especially those who have 'taken classes.'

However, my humans with extremely good wisdom or wisdom close to that who spend most of their rp time in the Gaj tended to learn every common accent in the game by the end of two RL weeks. This is playing most days for a couple of hours or more.

EDIT: Whoops, sorry, this is the wrong thread. I meant to post in the quality of life improvements.