Armageddon MUD General Discussion Board

General => Code Discussion => Topic started by: nessalin on July 25, 2018, 01:18:34 PM

Title: Developer Request: Quality of Life improvements to the game
Post by: nessalin on July 25, 2018, 01:18:34 PM
Open request for quality of life improvements to the game.

Primarily looking for suggestions in the following areas:
1. Syntax improvements.
2. Feedback from success/failure messages on commands that would be more informative or provide more context to the reason for the success/failure.  Such as changing, "You cannot lift that.", to, "You cannot life the dead body of the read-haired plumber."
3. Added arguments to existing commands to better specify player intent on how they are trying to use the command.
4. Reduction in typing, such as how some commands will auto-remove your gear before moving on to the next step, rather than giving an error of, "You must remove that first."

Please keep the thread on top and be civil with one another.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Aesuna on July 25, 2018, 01:29:46 PM
If would be great if typing stop (or halt, or stop fighting) with no queued commands while in combat prompted you to use the disengage command instead.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: valeria on July 25, 2018, 02:17:16 PM
Display improvement: Have the Arena emote display before the associated shouted message.

Syntax improvement: look [item] on [table/rack] working as well as whatever the order is now that I'm constantly forgetting

QOL Improvement: Instead of just "You are too tired to sleep!" including how many minutes it will be until you can quit. Something like "You are too tired to sleep! Please try again in [X] minutes." So that I don't have to spam the quit command post-combat when I really have to get offline.

QOL: Ability to display hungry, thirsty, and drunk levels in your prompt.

I'm sure I'll have more!
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: only_plays_tribals on July 25, 2018, 02:18:18 PM
I dont know how possible it is but I've always felt like it'd be nice to have something like this..


Code: [Select]
>inv
You are carrying:
a small bag
a worn, carru-hide pack
a greasy lump of mottled soap (held)
a long branch of agafari wood (wielded)

>inv
You are carrying:
a small bag
a worn, carru-hide pack
a bone-handed hide scraper (both hands)

It'd just be so much easier rather then having to skim 27 locdescs
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: deskoft on July 25, 2018, 03:15:07 PM
I actually like that only_plays_tribals, I feel it would help me. I also enjoy stop = disengage.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Delirium on July 25, 2018, 03:42:49 PM
"You can't do that here." Do what? What was I trying to do?

I would prefer syntax/typo problems return something along the lines of "I don't recognize that command." So that it's clear it's a code thing.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Brokkr on July 25, 2018, 03:45:19 PM
After 25+ years of using "exa corpse", it would be nice if "exa corpse" continued to give output of the objects inside of the corpse object, rather than having to use "look in corpse".
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Scrumpkin on July 25, 2018, 06:02:35 PM
Added arguments to existing commands to better specify player intent on how they are trying to use the command of Score or Stat so the player can see in detail the scars and tattoos that they have.

Code: [Select]
Syntax example:
>stat scars
or
>score scars

Output:
You have the following scars:
<on left wrist> a jagged, red scar

Syntax example:
>stat tattoos
or
>score tattoos

Output:
You have the following tattoos:
<on head> a pink tattoo of a flower
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: WithSprinkles on July 25, 2018, 06:32:13 PM
Thanks for that suggestion, only_plays_tribals. If nothing else, it gave me the thought to highlight the words '<primary hand>' and <secondary hand>' in my client so that they stand out to me. It helps at a glance so that I can see real fast if I have a forgotten weapon in my hand. Or.. you know, if someone else does. My suggestions:

Item prioritization - I think most of us have done an involuntary striptease when trying to remove an item we were showing off to someone. Perhaps there could be a priority for INVENTORY, HELD, WIELDED, WORN, and finally SHEATHED. Sheathed last because you have to wield and sheathe a weapon to stow it properly again for its next use.

Big weapons- Bows and large weapons are not actually worn ACROSS BACK, but SLUNG ACROSS BACK. It is mentioned in the DRAW help file, but not in the WEAR LOCATIONS file. I had to learn and ask about it IG. Technically BACK has two slots if you are using a weapon in the second slot. You can wear them over a pack. So in THAT, all weapons with that line are misleading. It would be WONDERFUL if a larger weapon, instead of telling you that you have no space on your belt, directed you to your SLUNG ACROSS THE BACK slot. People might think you need to type all that out, but no. Just the word BACK works.

Legacy Verbs - When I type 'smile' or 'chuckle', I do those things. When I FROWN, I get a strange message about something bothering me. Did I frown or not? Just let me plain frown, please. With SHAKE, I would PERSONALLY prefer not to shake people's hands with shake <person>. I always forget and try to shake my head at them. I would emote this action out anyway, but not a head shake usually. Aaaand now I'm awkwardly trying to play that off.

Being able to survey a room to know its capacity! In general, how large a space I am working with and even an approximation of how much crap it has inside of it before one pelt is a pelt too many and now I have to dig myself or others out with a shovel. I think I just TWITCHED with the desire for this one. I'm not trying to enable people to stuff away more, I want to know when it's time to come in and begin chucking stuff OUT!
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: only_plays_tribals on July 25, 2018, 07:30:28 PM
put all.worn <container>

Starting from topmost locdesc
- Removes and places ALL worn items into the targeted container, stopping if the container fills.

put all.worn.keyword <container>

Starting from topmost locdesc
- Removes and places any worn items matching KEYWORD into the targeted container, stopping if the container fills.


Title: Re: Developer Request: Quality of Life improvements to the game
Post by: sleepyhead on July 25, 2018, 07:46:11 PM
Not exactly the kind of change you specifically mentioned, but I'd like to see "Choose thy fate" from the opening screen changed to "Choose your fate" or something else entirely. We don't want to give new players the impression that this game has a high fantasy King James English sort of feel.

We could also remove the 'documentation menu' option, which seems superfluous since all it does is direct you to the website. Something like that could just be a note when you log in rather than a misleading menu option.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Brytta Léofa on July 25, 2018, 08:10:14 PM
Dealing with large inventories and limited space has got to be a big hassle for crafters. My most recent run-in with one facet of it:

Overstuffed rooms behave weirdly. I picked up a cistern from a room, left the room, filled it, returned, and couldn't set it back down.

I'd like for chests, footlockers, cisterns, etc. to occupy the same amount of room space (to wit, their max capacity) whether empty or full. The most general solution really needs to distinguish between rigid containers (chests, kegs) and flexible containers (bags, waterskins)...we're trying to turn weight into volume here and it's obnoxious.

On the more general issue (dealing with lots of stuff in rooms), we've called out hoarding in the past as the root of the problem. But I think it's a more systemic issue than that and I have no clue what would make things really pleasing for users.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Nao on July 26, 2018, 02:25:14 AM
Dealing with large inventories and limited space has got to be a big hassle for crafters. My most recent run-in with one facet of it:

Overstuffed rooms behave weirdly. I picked up a cistern from a room, left the room, filled it, returned, and couldn't set it back down.

I'd like for chests, footlockers, cisterns, etc. to occupy the same amount of room space (to wit, their max capacity) whether empty or full. The most general solution really needs to distinguish between rigid containers (chests, kegs) and flexible containers (bags, waterskins)...we're trying to turn weight into volume here and it's obnoxious.

On the more general issue (dealing with lots of stuff in rooms), we've called out hoarding in the past as the root of the problem. But I think it's a more systemic issue than that and I have no clue what would make things really pleasing for users.

There is more oddness to room limits than that. A number of times, I have picked up a bag, then could not put it back into the room. The contents of those bags had not changed. This is especially fun on burglars.  ::)

I'm not sure what is causing this behavior, so I'm not sure how to fix it, either.   
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Rumor on July 26, 2018, 09:48:48 AM
I would like to see a self echo (not an echo sent to the room) for when you perform an action that removes you from hiding. I'm not referring to when you fail and are visible to players, but believe you are hidden. I mean performing an action that removes you from hiding such as what is listed in the helpfile and the others that are present in the game. Over the years of playing and experimenting with characters with these capabilities, I'm pretty confident about the list, but someone new shouldn't need to experiment with this. One would know if they're trying to hide or not trying to hide by doing something and it could be presented to the player that they've opted into changing this state.

Something along the lines of, "You step out of hiding..." or "You stop trying to conceal yourself." Those messages would be very clear about whether or not you performed something that requires you to attempt to hide again or if you can continue attempting to be stealthy.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: WithSprinkles on July 26, 2018, 02:02:23 PM
Can the 'Sheathe it where??' message also be changed to be more informative to include which container failed to be used as a sheath, please?

Aside, some scabbards and other items of the sort in game should BE sheaths, but appear to not be? This may be more of a thing to bug, but there may be many and I think mentioning it here can get a general note in about it?

Title: Re: Developer Request: Quality of Life improvements to the game
Post by: mansa on July 26, 2018, 05:06:34 PM
* merge assess and assess -v commands
* make assess an 'hemote' echo, similar to the change to look.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Delirium on July 26, 2018, 05:36:33 PM
* make assess an 'hemote' echo, similar to the change to look.

It already is!
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: WithSprinkles on July 26, 2018, 06:07:52 PM
BUG/TYPO/IDEA

It may just be me, but I'd appreciate a confirmation message when submitting these. As in, you THOUGHT that you were submitting a bug about one item, but joke's on you! -- there was another item with its keyword lurking in the room. Now you have to sheepishly redo the bug report.

I also don't see a <room> option on any of these. I don't know if where we are standing is noted when we put these in, but sometimes I'm referring to something in a room I can't target and I need to call attention to my location. An indication that this is noted or an option would be nice, please.

Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Marauder Moe on July 26, 2018, 07:29:58 PM
I've always wanted like an expanded prompt command.  Same user-defined format as prompt, but you actually have to type a command for it to appear, like "info" or ">" or maybe even just ENTER by itself.

This way you can quickly access all sorts of neat info that could potentially be in your prompt, but without it clogging up your screen every time you receive a line.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Scrumpkin on July 26, 2018, 09:23:38 PM
How many times ave you accidentally grabbed that last Gith shit tainted arrow from your quiver?  Not anymore! 

On the 'pull quiver' command make it so you can target the arrow in your quiver if desired. 

Code: [Select]
>look in quiver
In your quiver:
a white arrow
a black arrow
a barbed, razor-sharp arrow

>pull quiver
You reach into your quiver and pull out a white arrow readying it.

>pull quiver barbed
You reach into your quiver and pull out a barbed, razor-sharp arrow and ready it.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: sleepyhead on July 26, 2018, 09:39:05 PM
How many times ave you accidentally grabbed that last Gith shit tainted arrow from your quiver?  Not anymore! 

On the 'pull quiver' command make it so you can target the arrow in your quiver if desired. 

Code: [Select]
>look in quiver
In your quiver:
a white arrow
a black arrow
a barbed, razor-sharp arrow

>pull quiver
You reach into your quiver and pull out a white arrow readying it.

>pull quiver barbed
You reach into your quiver and pull out a barbed, razor-sharp arrow and ready it.

I thought that worked already!
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Brokkr on July 26, 2018, 10:01:24 PM
From help pull:

Quote
Syntax:
pull <quiver>
pull <quiver> <arrow>
Example(s):
>pull quiver
You reach into your quiver and slide out a glass-headed sheaf arrow.
You brandish the arrow.

>pull quiver stone
You reach into your quiver and slide out a stone-tipped bone arrow.
You brandish the arrow.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Tekky on July 26, 2018, 10:16:39 PM
sheath greatsword
you can't sheath this on your belt!

Just make stuff big stuff auto-sheath at your back.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Vex on July 26, 2018, 11:45:46 PM
Please, make it so when I use HUNT, it says "You" instead of my current sdesc.

So I stop scaring myself...
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Nao on July 27, 2018, 02:01:34 AM
More of a quality of life thing for newbies, since I've seen two players who posted videos of playing their first character on youtube struggle with this:

Quote
>wake up
You can't wake people up if you are asleep yourself!

>wake me
You can't wake people up if you are asleep yourself!
Either make these wake you if you're asleep, or add a bit to the error message saying "If you want to wake up, just type 'wake' by itself."
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: MatisseOrOtherwise on July 27, 2018, 02:32:33 AM
Stuff you craft should be sizeable to an average of a predefined race, or to someone you can see. This will avoid a LOT of crafter frustration. Like... A /lot/.

Syntax idea:

craft [ingredients] into [item] SIZETO HGIANT

craft [ingredients] into [item] SIZETO HELF

craft [ingredients] into [item] SIZETO amos.dark.man

craft [ingredients] into [item] SIZETO me
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: MarshallDFX on July 27, 2018, 03:34:46 AM
I think I made a thread a decade ago about trying to see who a character was tagetting.  "Look" gives too much spam.

Assess bahamet

A bahamet is in excellent condition
A bahamet does not look tired
A bahamet is fighting the friendly faced, cheerful looking Malik!
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Cind on July 27, 2018, 04:35:47 AM
I'm not sure the 'latch' and 'unlatch' commands are linked to in the steal, peek and sleight of hand helpfiles, leading to them not really being known well, from my experience. About four or five days after the latch and unlatch commands were released, I was given no excuse for the fact that someone had opened my pack, stolen a dragon statuette and closed my pack up again.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Nao on July 27, 2018, 06:29:07 AM
Another thing to make life easier for newbies who don’t know what to expect and don’t type out a new character in an editor beforehand: Increase the timeout during chargen before you get disconnected, to an hour or so.

Having to start over because you went to read some docs to decide on some detail is extremely frustrating, and I am willing to bet that some people just give up when that happens and don’t come back. The current timeout seems like a leftover from the 90s when ginka could only take a small number of connections at the same time. If this is. I longer necessary, increase the timeout.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: MatisseOrOtherwise on July 27, 2018, 06:41:18 AM
Speaking of timeouts, AN OPTIONAL TIMEOUT FOR INACTIVITY WOULD BE GREAT! I'm somewhat narcoleptic, and I've lost a few characters by unexpected sleep that a 'set timeout 30' / 'set timeout 240' / whatever would have fixed.

Also. Activating "change arena" would be good.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: only_plays_tribals on July 27, 2018, 09:00:46 AM
Please, make it so when I use HUNT, it says "You" instead of my current sdesc.

So I stop scaring myself...

I'm glad I'm not the only one who has spooked herself lol
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Scrumpkin on July 27, 2018, 10:18:06 AM
Wow, you fixed that quick Brokkr!
I swear I tried this not to long ago, my bad.

From help pull:

Quote
Syntax:
pull <quiver>
pull <quiver> <arrow>
Example(s):
>pull quiver
You reach into your quiver and slide out a glass-headed sheaf arrow.
You brandish the arrow.

>pull quiver stone
You reach into your quiver and slide out a stone-tipped bone arrow.
You brandish the arrow.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: WithSprinkles on July 27, 2018, 11:03:10 AM
Stuff you craft should be sizeable to an average of a predefined race, or to someone you can see. This will avoid a LOT of crafter frustration. Like... A /lot/.

Syntax idea:

craft [ingredients] into [item] SIZETO HGIANT

craft [ingredients] into [item] SIZETO HELF

craft [ingredients] into [item] SIZETO amos.dark.man

craft [ingredients] into [item] SIZETO me

I want to second this. I had wanted to add earlier suggestions about it, but was trying to stick to syntax stuff, but.. maybe if we can't get the above suggestion, change the goalposts:

PC Tailoring/fitting from Kadians for clothing.
PC Tailoring/fitting from Salarr and Kurac for Armor.
Also if I'm wishing, can we have a use for crafted BUTTONS and get the ability to add a flaps/latches/buttons to containers, please? Since we're talking about LATCH/UNLATCH? I'd love for some of my favorite containers to be able to be closed.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Synthesis on July 27, 2018, 11:59:43 AM
When you use certain skills (hunt, for example), you see yourself executing the action in the third person.

E.g. if your sdesc is "the tall, lanky ranger" and you use hunt, you see:

> hunt
The tall, lanky ranger crouches and whatever the text is looking for tracks.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Brytta Léofa on July 27, 2018, 01:00:07 PM
Bow making: it's hard for GMH employees and staff to get these orders right because nobody can quantify bow strength. At best, a customer can tell the merchant "model X works for me". Then the merchant can tell staff, who can (hopefully) go look up the numbers on model X and find a bow in the GMH catalog with the same strength. It's annoying for customer, merchant, and staff.

Give bowyers abilities to measure and adjust bow strength. Accuracy/success on all of these would be mediated by your skill level in bow_making:

(1) Measure the strength of a bow:
> assess bow
It has a pull of about 5 ten-stone.


(2) Adjust an individual bow's pull by a small amount:
> adjust bow stronger
You can't make a bow stronger brah.
> adjust bow weaker
You carefully shave a bit of material from the limbs.
> adjust bow weaker
You can't make a long agafari bow any weaker.


(3) Bonus: add a gauge of a person's strength via assess -v:
> assess -v amos
Blah, blah.
The tall, muscular man is in excellent condition.
He could probably draw a bow with a pull of 4-6 ten-stone.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: WithSprinkles on July 27, 2018, 01:26:39 PM
Bow making: it's hard for GMH employees and staff to get these orders right because nobody can quantify bow strength. At best, a customer can tell the merchant "model X works for me". Then the merchant can tell staff, who can (hopefully) go look up the numbers on model X and find a bow in the GMH catalog with the same strength. It's annoying for customer, merchant, and staff.

Give bowyers abilities to measure and adjust bow strength. Accuracy/success on all of these would be mediated by your skill level in bow_making:

(1) Measure the strength of a bow:
> assess bow
It has a pull of about 5 ten-stone.


(2) Adjust an individual bow's pull by a small amount:
> adjust bow stronger
You can't make a bow stronger brah.
> adjust bow weaker
You carefully shave a bit of material from the limbs.
> adjust bow weaker
You can't make a long agafari bow any weaker.


(3) Bonus: add a gauge of a person's strength via assess -v:
> assess -v amos
Blah, blah.
The tall, muscular man is in excellent condition.
He could probably draw a bow with a pull of 4-6 ten-stone.


I think this is already a thing. Is this what you are looking for? It's a tool that some clans apparent have. I am not finding the exact post on a skim, but I found this explaining it:

https://gdb.armageddon.org/index.php/topic,51454.msg953423.html#msg953423 (https://gdb.armageddon.org/index.php/topic,51454.msg953423.html#msg953423)

All that would be needed was a better way to measure strength better for fitting, yeah?
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: hyzhenhok on July 27, 2018, 01:34:14 PM
Make prompt keyed to account rather than to character. Or add a "prompt export" command that spits out the string needed to input your current prompt.

Make Change Color settings be keyed to account rather than to character.

Get rid of the"don't bother, they're asleep" message when you >tell to a sleeping or unconscious character. Or have it automatically change to >say (to/at ~sleeping person).

Change the default alias "dis" from disarm to disengage.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: teacup on July 27, 2018, 02:17:03 PM
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Nao on July 27, 2018, 04:21:35 PM
Make prompt keyed to account rather than to character. Or add a "prompt export" command that spits out the string needed to input your current prompt.

Try typing 'prompt'!
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: John on July 27, 2018, 05:37:19 PM
QOL Improvement: Instead of just "You are too tired to sleep!" including how many minutes it will be until you can quit. Something like "You are too tired to sleep! Please try again in [X] minutes." So that I don't have to spam the quit command post-combat when I really have to get offline.
Quit OOC overrides the quit timer for those times you REALLY DO need to log out (obviously don't abuse it).
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: mansa on July 27, 2018, 06:14:30 PM
a) Brief Novice should be turned on by default for new players.

b) Part of 'brief novice' should be something similar to "tdesc", where it adds a small paragraph after looking at people.  Only visible when brief novice is turned on.   Maybe we could call it 'helpdesc'.

This should include simple syntax help when looking at certain npcs, like merchants, clan cooks, and other 'weird' npcs that have usable scripts to them that I can't recall.

>l smith
(You look at the grizzled, tough-looking weaponsmith.)
   This tall, lean old man is dark-haired and swarthy, his arms and torso
marked with numerous scars of varied length, all of them ancient and
long healed.  His face is clean shaven, and his dark hair is kept tied back
with a small strand of carelessly knotted leather.  His black eyes narrow
in thought as he keeps a watchful eye on his shop.
[Hint - type 'list' to view what this NPC is selling.  See more information in this help files:
help buy, help barter, help list, help offer, help sell]

The grizzled, tough-looking weaponsmith is in excellent condition.


I'm not sold on the 'hint', but it could be 'OOC' or 'Help'
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: teacup on July 27, 2018, 06:38:13 PM
1. Helpfiles on how to use clan NPC cooks for food and refill water barrels/tuns. There wasn't any way for me to know how except to bug other Players with OOC.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: CodeMaster on July 27, 2018, 10:37:56 PM
Be able to change your accent and language with one command...

Make the command for wearing stuff in specific locations a little easier/more forgiving -- is it "wear sash around waist"?  Why can't "wear sash waist" work?  Does "wear sash shoulder" work or do you have to "wear sash on left shoulder" or something?  "wear cuff left ankle"?  I know a few of these are sticky, or give unusual messages.

The water merchant syntax is pretty difficult too.  Fill 2.man waterskin water?  A lot of the old merchants were just "fill waterskin", although this limited the number of beverages they could serve.  Other water sellers do something charming like have you lower a bucket and then raise it again, which I find kind of immersive.  Maybe more like these?

The apartment code is great, btw.  I just want to kudos that, because they work seamlessly with the game world.

Should we be holding large bags and filling them with stuff, even if that brings them past the weight at which we're able to use the hold command?  Maybe container items should be able to be held no matter how much junk is in them.

Title: Re: Developer Request: Quality of Life improvements to the game
Post by: MatisseOrOtherwise on July 27, 2018, 10:53:08 PM
Ooh. A one-command language command...

SPEAK [ACCENT] [LANGUAGE]

SPEAK TRIBAL SIRIHISH

SPEAK NORTHERN MIRUKKIM

SPEAK SOUTHERN BENDUNE
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: WithSprinkles on July 27, 2018, 11:07:59 PM
Speaking of heavy stuff.. Coins.
Can we make it so that transactions can be made at a bank with both parties present to consent and confirm between accounts, please? Most especially between nobles, major, and minor houses? The fees could still apply for taking the money out/deposits and all, AND they can throw in a convenience fee for the service. It would be good to have the option.

Also,
The DUMP command. I know its probably really old and reflexive for vets to use, but would anyone else think that a more intuitive word like BOOT be better? In the heat of the moment, my first thought is to use something like 'kick' and that is.. ahem. Not the best first word to have come to mind in a potentially heated moment, but.. I dunno. To me, RECRUIT and BOOT seem to go well together. Or EJECT, maybe?
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: mansa on July 27, 2018, 11:11:08 PM
Ooh. A one-command language command...

SPEAK [ACCENT] [LANGUAGE]

SPEAK TRIBAL SIRIHISH

SPEAK NORTHERN MIRUKKIM

SPEAK SOUTHERN BENDUNE

I always alias 'speak' to change language  :)
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Nao on July 28, 2018, 01:45:02 AM
I can craft things while seated, but I can't poison anything. Let me poison things while I'm sitting.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: MatisseOrOtherwise on July 28, 2018, 03:09:47 AM
Speaking of heavy stuff.. Coins.
Can we make it so that transactions can be made at a bank with both parties present to consent and confirm between accounts, please? Most especially between nobles, major, and minor houses? The fees could still apply for taking the money out/deposits and all, AND they can throw in a convenience fee for the service. It would be good to have the option.


TRANSFER x COINS TEMPLAR

god that'd be so fucking useful god yes please
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: CodeMaster on July 28, 2018, 09:37:19 PM
People use "server time" to coordinate in-game meetings but you have to go to the website to see server time.  Worth putting in the who list?

Digging up some old ideas, I posted a few ideas along these lines here a long time ago https://gdb.armageddon.org/index.php/topic,48015.0.html

And I posted an idea for a revised 'score' listing here: https://gdb.armageddon.org/index.php/topic,47565.0.html
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Rumor on July 29, 2018, 02:47:12 PM
Currently you cannot retrieve a specific amount of coins from a container or object/room. Using something like "get coins backpack" should retrieve all coins, but having the option to "get 100 coins backpack" would be nice for not having to room spam or deal with the time it takes to do so. Also, there are specific instances I can think of that have required IMM interaction in order to split up amounts of coin on an object because they couldn't be retrieved.

Right now, there is a lag for using the "empty" command when transferring items from a container to something else (room/object/container). This same lag could be applied when specifying the amount of coins you retrieve to simulate counting the coins out, since you cannot blindly reach in and retrieve a specific amount with any consistency. Lag could scale on the amount of coins as it seems to scale with the amount of items being transferred using empty.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: sleepyhead on July 29, 2018, 08:36:58 PM
Not a syntax issue, but being able to junk coins would be great for RPing with VNPCs.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: sleepyhead on July 29, 2018, 09:03:23 PM
The workaround you suggested wouldn't have worked in most of the scenarios when I wished I'd had the option to junk coins.

Anyway, I am sure the code could be written up so that it's difficult to accidentally junk your life's savings. And even if they didn't make any special protections against junking coins, you'd probably still be 10x more likely to go into a shop and buy the wrong thing, thus costing you 6000 sid for something you don't want rather than the 50 you meant to spend, than you would be to junk all of your coins with a typo.

In those cases, staff has been pretty good about reimbursing me when I bother to pursue that. I'm sure it'd be no different with coinjunking.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Brytta Léofa on July 29, 2018, 11:01:37 PM
junk undo
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Brytta Léofa on July 29, 2018, 11:02:33 PM
buy undo
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: sleepyhead on July 29, 2018, 11:07:31 PM
Those would be fantastic.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: WithSprinkles on July 29, 2018, 11:11:02 PM
Well.. What if to get rid of coins the command wasn't JUNK? What if it were something like SQUANDER? Or just plain SPEND? I mean, yeah.. it's extra code, but it could get rid of unwanted coins in a snap with no fuss.

>spend 1000 coins
You spend 1000 obsidian coins.

>third person
The tall, muscular man spends a large amount of obsidian coins.

<<with an argument attached>>
The tall muscular man spends a large amount of obsidian coins, giving them to a random passerby.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: nessalin on July 30, 2018, 01:46:53 PM
Good thread, thanks for the feedback and ideas.  Some of these have been coded up but I missed the weekend release window.

Please don't stray too far into new feature territory.

Please, also, do not harsh on other people's ideas.  That is largely my job and I do not like the competition.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: MeTekillot on July 30, 2018, 01:53:40 PM
Be able to change your accent and language with one command...

Make the command for wearing stuff in specific locations a little easier/more forgiving -- is it "wear sash around waist"?  Why can't "wear sash waist" work?  Does "wear sash shoulder" work or do you have to "wear sash on left shoulder" or something?

For shoulders, there's on the shoulder and over the shoulder. Over the shoulder covers anything worn ON the shoulder.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Delirium on July 30, 2018, 02:02:49 PM
Fix the weird spacing/formatting/typo stuff that echos when you use oil objects with a strigil.

Also, all perfumes should have at least 3 uses, IMO. No one uses an entire vial/bottle of lotion/perfume.

When you drive a wagon or pilot a skimmer, the echo should be more clear when you fail. Right now it is, "You don't seem to be able to move <the skimmer/wagon>" which could be confusing for newer players. Perhaps something like "You fail to move <skimmer/wagon>", or, when it goes in the wrong direction, "You fail to move <skimmer/wagon> in the right direction."

"Alas, you can't go that direction" - if it hasn't already, remove the 'Alas', we're not an old timey fantasy mud.

Any echo with "That's crazy!" or "That's silly!" - fix those to return error messages as appropriate.

"But it's already locked!" - which door? Which direction?
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: sleepyhead on July 30, 2018, 02:20:27 PM
Whenever I accidentally type 'wo' instead of 'who' I get an echo that is something like 'That action is not supported.' I don't know what it thinks I'm trying to do but it could probably just be turned into the basic 'What?' message.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Delirium on July 30, 2018, 02:33:30 PM
Or '<whatever you typed> is not a recognized command" so that it's a little clearer.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: WithSprinkles on July 30, 2018, 02:51:55 PM
Plantlife

PLEASE don't make us play "Guess the Verb" in the middle of the wilderness anymore. Can we:
1) Standardize all plants so that they PICK the same way
2) Put some documentation up on the website so that we all know how to approach and work the different plant types
3) Put some verbiage on the plants themselves so that when we 'fail' to use them right, they don't just say "There is nothing like that available" or worse "You'll need some lock picks".

Admittedly, the way it works now is FAR better than the way it used to be when we used to outright start picking a non-existent lock. THANK YOU from everyone who no longer awkwardly starts picking locks in the middle of a conversation for no apparent reason.


Also.. Since someone mentioned sitting down and poisoning.. Can we sit down and bandage too? It's a little weird sometimes for both patient and healer to be upright, especially if everyone's roleplaying the injury out.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: ShaLeah on July 31, 2018, 12:50:41 AM
1)   Ability to set one's ldesc always, wherever, in whatever position you're in.
2)   Ability to search for specific items in a room and all of its containers by target: search silk You begin searching for silk... There is a silk (whatever) in a bahamet carved chest, There is a pair of silk whatevers in a large bag.
3)   This please! (http://gdb.armageddon.org/index.php/topic,53809.0.html)
4)   This please two! (http://gdb.armageddon.org/index.php/topic,53654.0.html)
5)   This please three! (http://gdb.armageddon.org/index.php/topic,53946.0.html)
6)   Don't automatically disconnect me when I'm idle please!
7)   Give GMH sponsored rolls access to all their inventory database.
8)   Clothing that's long sleeved should render arms, shoulders and body covered. Change the 'worn on body' to simply 'worn'.
9)   Similarly pants should be work on hips and cover legs.
10) Similarly to that skirts should be worn on hips and NOT cover legs, freeing you to put things on your legs under that skirt that would be hidden.
11) Hold/wield [item] should auto remove whatever you're holding if you're holding something.
12) Items in room descriptions should be coded into the room.
13) A remove all and wear all command that doesn't spam to the viewer and is just seen as a sdesc gets dressed/undressed.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: JohnMichaelHenry on July 31, 2018, 08:55:07 AM
Plantlife

PLEASE don't make us play "Guess the Verb" in the middle of the wilderness anymore. Can we:
1) Standardize all plants so that they PICK the same way
2) Put some documentation up on the website so that we all know how to approach and work the different plant types
3) Put some verbiage on the plants themselves so that when we 'fail' to use them right, they don't just say "There is nothing like that available" or worse "You'll need some lock picks".

Admittedly, the way it works now is FAR better than the way it used to be when we used to outright start picking a non-existent lock. THANK YOU from everyone who no longer awkwardly starts picking locks in the middle of a conversation for no apparent reason.


Also.. Since someone mentioned sitting down and poisoning.. Can we sit down and bandage too? It's a little weird sometimes for both patient and healer to be upright, especially if everyone's roleplaying the injury out.

+1 to both of these
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: ShaLeah on July 31, 2018, 10:19:27 AM
I can craft things while seated, but I can't poison anything. Let me poison things while I'm sitting.

Along these lines:
14) Ability to do things while resting; like pour, watch, open packs.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Brytta Léofa on July 31, 2018, 02:17:11 PM
13) A remove all and wear all command that doesn't spam to the viewer and is just seen as a sdesc gets dressed/undressed.

> remove all 1.bag
You undress, stowing everything in a large bag.

> wear all 2.bag
You wear the items in a large bag.

So useful if you want to have more than one outfit (armor vs. street clothes, say--almost everyone should do this!).
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Seeker on July 31, 2018, 02:48:53 PM
To utilize a suede pouch of coarse, fragrant salt to clean something, you must type "use soap."  There is a (small) QL opportunity fix.

Title: Re: Developer Request: Quality of Life improvements to the game
Post by: roughneck on July 31, 2018, 03:25:03 PM
If there was a better way to coordinate play times OOC in the MUD, it would:
- save player's time waiting to connect with people
- reduce OOC coordination on discord, email, etc, because the player has a legitimate way of doing it
- give visibility to staff on who's coordinating and when

I don't know, message sending, or something.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: ShaLeah on July 31, 2018, 04:39:39 PM
13) A remove all and wear all command that doesn't spam to the viewer and is just seen as a sdesc gets dressed/undressed.

> remove all 1.bag
You undress, stowing everything in a large bag.

> wear all 2.bag
You wear the items in a large bag.

So useful if you want to have more than one outfit (armor vs. street clothes, say--almost everyone should do this!).
Would rem [location+location+location+location] be possible? 10 finger rings,  10 toe rings,  nipples,  eyebrows. Earrings,  lips,  nose alone make remove/wear all psycho spammy.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: sleepyhead on July 31, 2018, 05:12:43 PM
10 finger rings,  10 toe rings,  nipples,  eyebrows. Earrings,  lips,  nose alone make remove/wear all psycho spammy.

(https://i.imgur.com/oRMvpUr.jpg)
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Wday on July 31, 2018, 07:28:18 PM
subdue and be able to mount and ride.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: MatisseOrOtherwise on August 01, 2018, 12:02:17 AM
If you give an item to someone who is crafting, and it has one sdesc item the same as the item they're working on, it will disrupt their work by causing them to attempt to use this new item for crafting after the timer fulfills. For instance:

Quote
a kalan fruit
craft fruit into sliced
You begin working on some food.
The amos-faced amos gives you a belshun fruit.
(kalan fruit timer later)
You slice your belshun fruit.

This can be confusing, disruptive, and annoying - especially if you're working on an incredibly long or tough craft, or end up wasting the new item. If the new item can't be made into the old item's attempted craft, it will still run THE WHOLE ENTIRE TIMER, and then say the craft error message of "You don't think you could craft that into anything." It's also nonsensical.

My idea to fix this: A change in give messages to reflect no longer being able to give something to someone who is crafting.
Quote
a kalan fruit
craft fruit into sliced
You begin working on some food.
The amos-faced amos attempts to give you something, but stops as they see you're working.
(Amos sees: "But that would disrupt their work!")
You slice your kalan fruit.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: MatisseOrOtherwise on August 01, 2018, 05:06:04 AM
Allow a "pose" command that works like "change ldesc", so people change their ldescs easier and more often.

POSE is leaning against a wall, here.

POSE Picking at her wrists, @ lingers here.

POSE ambles through the crowds.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Harmless on August 01, 2018, 10:36:16 AM
Allow a "pose" command that works like "change ldesc", so people change their ldescs easier and more often.

POSE is leaning against a wall, here.

POSE Picking at her wrists, @ lingers here.

POSE ambles through the crowds.

I use an alias for that (in game command):

Alias pose change ldesc

I also have seen it discussed earlier, the reason we can't move our sdesc to the middle of the ldesc with a @ symbol is for readability and to avoid confusion with NPCs (or so it was said)
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: MeTekillot on August 01, 2018, 11:13:31 AM
Mercy status in prompt?
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: only_plays_tribals on August 01, 2018, 11:17:35 AM
Mercy status in prompt?
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Scrumpkin on August 01, 2018, 11:23:07 AM
Mercy status in prompt?
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: nessalin on August 01, 2018, 12:41:25 PM
Another reminder to to keep things positive and not make judgement calls on other people's suggestions or put them in a position where they have to defend their ideas.  I've moderated some posts in this thread and would prefer not to have to do so again.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Veselka on August 01, 2018, 12:56:34 PM
'change opponent' might be changed to 'fight <person>' while in combat. It's sometimes difficult especially with adrenaline pumping to properly type out 'change opponent <person>'. Or if simply 'kill <person', and they were fighting you, changed your opponent, instead of yielding 'You are fighting for your life!!'

It might be cool if 'change opponent' by itself switches you to fight another person who was fighting you. So if you have 4 gith fighting you at once, it randomly chooses another gith (perhaps even the one you were fighting) to fight instead. Might enhance the confusion of mass combat.

It might also be cool to consider how many people can fight one NPC/PC at once -- Limiting it to 2-3 people per PC/NPC might make the insta-gib of giants less prevalent, and require people to rescue/cycle out of a fight.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Cabooze on August 01, 2018, 02:08:07 PM
Widen the use of 'jump' code. Include it on some rooftops that are ICly close to one another, that are separated by a single climb room. IIRC it's currently only being used in a wilderness room that has not been visited for IRL years (probably closer to a decade).

Add a second function to rope, to 'tie <object> <mount>' in order to tie something to your mount that is normally far too heavy for you to lift, using your rope, perhaps at cost of durability when removing said things after strapping it to your mount.


1, Fix all the naked NPCs.

I really like the idea of fixing all the naked NPCs.  What is the best way to solve this problem?

give NPCs some sort of priority when they are given clothing, to automatically wear said clothing and then 'save' themselves to provide some sort of persistent solution to this issue
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Riev on August 01, 2018, 03:03:48 PM
Widen the use of 'jump' code. Include it on some rooftops that are ICly close to one another, that are separated by a single climb room. IIRC it's currently only being used in a wilderness room that has not been visited for IRL years (probably closer to a decade).


I may be incorrect, but in that instance it isn't really "jump code" as much as it is an rprog assigned to that room specifically.

I would not mind seeing an ability to "jump s" and attempt to jump over a gap. It may end up being unrealistic to jump over tablelands gaps, but if people following you just walked, while you jumped... I'd laugh.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: whitt on August 02, 2018, 11:32:46 PM
I would love it if you could target hemotes so that they worked like emotes to the anyone that was targeted and hemotes for anyone else.

so
hemote winks at ~Amos.

Would be more likely to be noticed by Amos then Talia, even if neither of them were watching the actor.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: daughterofauset on August 03, 2018, 03:09:50 AM
I would love it if you could target hemotes so that they worked like emotes to the anyone that was targeted and hemotes for anyone else.

so
hemote winks at ~Amos.

Would be more likely to be noticed by Amos then Talia, even if neither of them were watching the actor.

+1
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: MatisseOrOtherwise on August 03, 2018, 03:49:00 AM
Targeted emotes either need their own emote 'genre', or for silent emotes to be utterly exempt. Otherwise sneaky players are encouraged to never emote.

I support this idea otherwise.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: daughterofauset on August 03, 2018, 04:20:24 AM
Disagree. Hemote is for subtle actions, semote is for silent actions. It sounds like sneakies should be using Semote instead of hemote, in which case, this would not negatively impact them.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: azuriolinist on August 04, 2018, 02:31:00 AM
I'm for targeted emotes being in a separate command, altogether. themote/tsemote <keyword> <emote>, or something similar, so that hemotes/semotes can still include a target within the emote itself, even if they wouldn't necessarily be seen by said target.

Also, I gave another MUD a whirl a little while back and a feature I really appreciated in its codebase was the 'history' command, which showed recent emotes.

Speaking as someone whose net fluctuates pretty frequently, I would loooove a 'history' command that shows recent echoes the PC should have been able to see. A way to target a type of echo would be great, too. Something along the lines of 'history communication' (for psis/says/talks/tells), 'history combat', 'history emote', etc.

I'm not sure how possible that is, with regards to the codebase, but I would FOREVER be grateful for such a command.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: MeTekillot on August 05, 2018, 08:30:11 AM
NPCs being subject to the same delay with use of their skills as players a la immediately attacking after failing subdue attempts, immediately drawing one or two weapons and immediately attacking, the curious case of the triple-threat carru bash in less than ten seconds, etc.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Nao on August 05, 2018, 11:43:25 AM
The degree of exhaustion shown in a mount's long description doesn't match what assess -v shows. The ldesc tends to make their state look better than it actually is. It shows 'tired' when assess -v shows the mount is 'very tired', exhausted when ass -v shows it is 'completely exhausted' and so on. Maybe those could be changed to match.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Synthesis on August 05, 2018, 12:31:08 PM
Two related things:

1) If you try to hide in a room that's flagged no-hide, the game should give you a return that you can't find a place to hide.  There are locations where the no-hide flag isn't obvious.

2) If you shadow someone into a no-hide room, the game should tell you, as well.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: MatisseOrOtherwise on August 05, 2018, 12:33:52 PM
Two related things:

1) If you try to hide in a room that's flagged no-hide, the game should give you a return that you can't find a place to hide.  There are locations where the no-hide flag isn't obvious.

2) If you shadow someone into a no-hide room, the game should tell you, as well.

This! This this this 10000% this!

I wouldn't even mind the overall weakening of hide across the board if this was given.

Heck, I'd say at either master sneak or master hide, if you're hiding and shadowing someone and they enter a nohide, there should be a "nosave shadow" option so that you won't just bumble directly into the headlights of fuckery.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: JohnMichaelHenry on August 05, 2018, 12:44:50 PM
I think for crafty types, especially artisan, the ability to make small rocks out of big rocks should be stonecrafting, not forage.

Or something, cuz it makes no sense why I ruin my large chunk of obsidian to make some small chunks but I can craft a fragile spider masterfully.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: MatisseOrOtherwise on August 05, 2018, 12:48:19 PM
I think for crafty types, especially artisan, the ability to make small rocks out of big rocks should be stonecrafting, not forage.

Or something, cuz it makes no sense why I ruin my large chunk of obsidian to make some small chunks but I can craft a fragile spider masterfully.

There are recipes both in forage and in stonecrafting that do this. There are also recipes in leatherworking that make armour, and armourmaking that make containers. Some recipes are just janky like that. The best thing to do in this situation is take the raw material or finished product, and submit an Idea regarding your thoughts. Such as, "idea <item> Regarding this raw material's Forage craft to break down further, I believe Stonecrafting would be more suitable."

On the other hand, you could take a mastercraft slot and put your idea forward hard, if you want it almost guaranteed to be set as a secondary recipe (thus having one in forage and one in stonecrafting - a few items do this).
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: deskoft on August 05, 2018, 05:22:21 PM
bio search <keyword> returning you any biographies with said keyword would be so cool.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: nessalin on August 05, 2018, 06:10:16 PM
Some suggestions from this thread have been included in this week's release (http://gdb.armageddon.org/index.php/topic,49825.msg1017146.html#msg1017146)
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Cabooze on August 06, 2018, 01:08:07 AM
Falling unconscious from getting too drunk, instead of making you fall off of whatever you're sitting/resting on, it should instead just apply the drunken sleep in your current position.

IE, getting overdrunk on a couch, you should pass out on the couch instead of falling on the ground.

Getting overdrunk in a chair/stool? Maybe roll 1d4 to determine if someone remains sitting while passed out. Fail the roll and you hit the ground.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Brytta Léofa on August 06, 2018, 01:52:59 AM
Could we move hunger/thirst levels from "score" to "stat"? I think that's the main reason I usually check the former.

It'd be nice to have everything you check regularly in "stat" and everything you check infrequently in "score."
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Heade on August 06, 2018, 01:30:55 PM
Wilderness quit on wilderness classes/subclasses. It's never made sense that it was so rare when "the ability to make a reasonable camp" is so intrinsic to the livelihood of so many character archetypes. It seems more like an OOC/Gamey penalty not to have it on wilderness-based PCs.

It's particularly frustrating when I'm playing a wilderness-based class without it and I hear other people say they make steady use of the OOC Quit command due to work, kids, etc and I've never once used the OOC Quit command in 20 years of playing. The docs say it's not to be commonly used, so I try to follow the rules and just end up massively inconvenienced OOC.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: flurry on August 06, 2018, 01:47:30 PM
I have two suggestions.

1. Let the code be more forgiving of syntax variations. Specifically, if someone throws in an unnecessary preposition, accept the command anyway.

Currently

put ruby pouch

would be correct but

put ruby in pouch

would return an error message.

Basically, I'd like alternative syntax such as put <object> in <container>, get <object> from <container>, take <object> from <container>, give <object> to <character>, and other stuff like that to work.

2. Perhaps this is a weird idea but I always thought it would be cool if you could customize knocking. Like either with command emotes or maybe a variety of knocks to choose from. I just think it would help make the world come alive if you could hear a soft rapping at the door, or a series of powerful thuds, or whatever creative ways people would personalize this.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Medena on August 06, 2018, 02:29:07 PM

2. Perhaps this is a weird idea but I always thought it would be cool if you could customize knocking. Like either with command emotes or maybe a variety of knocks to choose from. I just think it would help make the world come alive if you could hear a soft rapping at the door, or a series of powerful thuds, or whatever creative ways people would personalize this.

Wow!!  I love this idea so much!  I second it.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Seeker on August 06, 2018, 03:13:41 PM
include a post emote possibility to the Shout command?

Shout (cupping ^me hand to the side of ^me face) Rawrgrlrlg! [in a poor attempt to sound like a ravenous gortok]

In the room, the mangy red and black maned woman shouts, in allundean, cupping her hand to the side of her face, in a poor attempt to sound like a ravenous gortok:
"Rawgrlrlg!"

In nearby rooms
A female voice shouts in an unknown language, in a poor attempt to sound like a ravenous gortok:
"Rawrgrlrlg!"
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: valeria on August 06, 2018, 05:01:09 PM
QOL: Requiring a manual confirmation to junk or sell a container item that has other items inside.

Less typing: Having "who" also show your "who c" info if you have it.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: deskoft on August 06, 2018, 05:09:34 PM
include a post emote possibility to the Shout command?

Shout (cupping ^me hand to the side of ^me face) Rawrgrlrlg! [in a poor attempt to sound like a ravenous gortok]

In the room, the mangy red and black maned woman shouts, in allundean, cupping her hand to the side of her face, in a poor attempt to sound like a ravenous gortok:
"Rawgrlrlg!"

In nearby rooms
A female voice shouts in an unknown language, in a poor attempt to sound like a ravenous gortok:
"Rawrgrlrlg!"

It WOULD be really cool if more commands like SAY and TELL had the possibility of a post-emote.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: valeria on August 06, 2018, 05:15:33 PM
Syntax: Having "list" in a room with two or more shops ask you to specify which shop you want to list, instead of automatically showing the first shop. Or at least indicating that a second shop is also present.

Syntax: No longer have the tattooist prevent you from accessing any other shops in a room.

Syntax: Making purchase of items by sdesc or number consistent among types of shops. (Instead of mount sellers and apartments functioning differently.)

Syntax/confusion: Having "buy water" tell you the syntax for buying water, if this hasn't been changed already.

Syntax: Have the clan cook tell you what you asked for and possibly also what they CAN make when they tell you "I can't make that."
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: valeria on August 06, 2018, 05:24:52 PM
Syntax: Allow [wear canteen over shoulder (slinging it)] to either function, or to give a more intelligent error message. Right now you're required to [wear canteen (slinging it) over shoulder] which never feels natural to me.

Syntax: Allow [fill container] to have pre and post emotes.

QOL: If you try to fill from an empty container, display what the container you tried to fill from was instead of just "It is empty."

QOL/Syntax: Either allow you to target people during movement related emotes, or have the command fail, instead of the current way it displays your ~amos plain text
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Cabooze on August 07, 2018, 12:39:37 AM
Syntax: Allow [fill container] to have pre and post emotes.

QOL: If you try to fill from an empty container, display what the container you tried to fill from was instead of just "It is empty."

Perhaps also, when you fill something from any container, instead of just giving you an 'Ok.' message, it tells you what exactly you're filling your container from.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: mansa on August 07, 2018, 12:45:47 AM
I feel like some of the prone / stunned / ko'd timers are too long.

Is there a way to reduce is to be a maximum of 15 minutes real life?
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Hauwke on August 07, 2018, 01:48:10 AM
Overuse of the way or getting punched upside the head only takes 10 mins to recover from.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: MatisseOrOtherwise on August 07, 2018, 01:52:04 AM
There's only one timer I can think of that has a timer of one hour and honestly if you're hit with THAT timer, you're dead anyway without help or a miracle.

That being said, it'd be nice if /that timer/ was reduced to 30 minutes as 1 hour is still a long ass time.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: valeria on August 07, 2018, 11:38:28 AM
As per this:
5 pages of discussion in this thread, and I still don't see a request for it in the Developer Request that deals with syntax.

Or maybe I am missing it.  It is the morning and mornings suck.

QOL/Syntax: To facilitate characters who look neither male nor female, add "other" as an option for character creation to the existing M/F option, add they/them/their as display options to the chart shown on this (http://armageddon.org/help/view/Emoting) page.

Remove gender from voice or make voice sounds customizable.

Remove gendered display of people in form-concealing garb such as cloaks.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: MatisseOrOtherwise on August 07, 2018, 12:06:19 PM
As per that same topic:

1)

When a person is fully and utterly cloaked to the point of their everything being indiscernible, gender should be a part of that cloaking. I shouldn't be able to tell a hooded male mantis from a hooded female mantis if I can't even tell they're a /mantis/.

The syntax change would be as follows:

a) 'She is carrying...' / 'He is carrying...' / 'It is carrying...' etc to change to 'They are carrying...' if the character is fully hooded and concealed as to become 'Figure'. Thus, 'Figure' flagging would be tied to this change.
b) At this time, emotes pointed at them should reflect this change thusly:

Char.|Target Sees|Others See
----------------------------
  ~  |you        |<sdesc>
  %  |your       |<sdesc>'s
  !  |you        |him/her/them
  ^  |your       |his/her/their
  #  |you        |he/she/they
  &  |yourself   |himself/herself/themself
  =  |yours      |<sdesc>'s
  +  |yours      |his/hers/theirs
----------------------------
  @  | <your sdesc>

c) Their voice would, however, remain the same. To colour this better:

2)
The option to set a 'shouting voice' at chargen.

Example:
Quote
"What would you like your shouting voice to be? Please keep your character in mind for this and be reasonable. Pick one or two words at most - for example, 'falsetto' would return 'A falsetto voice shouts from the $dir, in $lang'.

input >shrill, feminine"

This should not be changeable on the fly, but rather only changeable as part of a request to change one's description.

Ideally would also replace one's voice in a storm.

3) As per Valeria's post (though not as important on my front), an 'other' option in chargen that aligns someone permanently with the neutral singular they pronouns present in point 1's emoting. Either this, or the option for special-apped nondescript persons to be aligned to these pronouns, rather than 'it'.

#1 and #2 being both in place would render #3 a kindness rather than a necessity, but #1 and #2 would align the lore to the game in a roundabout but somewhat easier to implement way than #3, and allow folk some extra expression in turn.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: JohnMichaelHenry on August 07, 2018, 12:28:49 PM
I've moderated this post.

This thread is for suggestions, not comments on other folks suggestions.  Keep to that guideline strictly.

-Brokkr
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: MatisseOrOtherwise on August 08, 2018, 02:58:56 AM
When lumberjacking:

1) "use axe <specific tree type>" should return, on fail,

Quote
There are no <type> trees suitable for lumber here.

2) "use axe" should return, on fail,

Quote
You don't see any trees suitable for lumber here.

3) "use axe" should return, indoors or in a city,

Quote
You can't chop groves while you're indoors.

4) "use axe <specific tree type>" while keeping a seasoning in your inventory has a seasoning-based failure. Similarly, using a worn or held instrument ("use whistle" around throat, for example) while you have something useable (like an axe) in your inventory gives another failed message. If there is a way to better direct stuff toward stuff, could that be implemented?
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Cind on August 08, 2018, 04:37:42 AM
Fixing the descriptions the landlord npc for the Gaj upstairs gives you for their rooms--- they describe the wrong rooms, at least some of which are irrelevant to their apartment number. For example, if #3 is described as a grass-matted room, it actually has wooden floors and a balcony, and the room being described is actually #5.

Modify the apartment descriptions for other landlord listings, so that you can get a second-floor room if you chose, for example, or one nearer the building exit. Right now most apartment listings are pretty bland I think? They are usually all described with the same line of detail.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: MatisseOrOtherwise on August 08, 2018, 09:32:49 AM
Along the same veins of the other specifications on error messages, I'd like to suggest the following:

Quote
                                                           
You are carrying:
a [redacted] band

offer ring
You may only offer obsidian coins or an item.

If you offer something that you don't have, rather than just saying "offer coins or an item", it should say "You don't have ['a/an item' or 'that many coins'] to offer. Try offering something else." - with "a/an item" being replaced, such as "You don't have a band to offer. Try offering something else."

Thus specifying where you went wrong.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Cabooze on August 09, 2018, 02:13:37 AM
'toss' command, for when you want to throw something into the next room when you don't have a particular target in mind.

IE: 'Toss torch east', in order to light up a dark room without risking your life in order to get a look at what's lurking in the beyond.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Heade on August 09, 2018, 12:23:01 PM
'toss' command, for when you want to throw something into the next room when you don't have a particular target in mind.

IE: 'Toss torch east', in order to light up a dark room without risking your life in order to get a look at what's lurking in the beyond.

+1 to this!

I've always thought it was wierd you couldn't make any effort to light up an area before just diving in.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: MatisseOrOtherwise on August 09, 2018, 01:11:45 PM
Idea: I wonder if there would be a way to fire a lit arrow without a target like this...

Fire arrow near east
Fire arrow far down
Fire arrow very far north

Lit arrows probably don't last long before extinguishing, but this would also solve the issue of needing to have a brand new torch for every room you want to check.

Higher your archery / crossbow use / etc is, higher your chance to shoot the 'right' distance is...

Pros of lit arrows room lighting: cheaper and faster over time to light each new room, thus cheaper and quicker exploration
Cons of lit arrows room lighting: needs skill, many individual arrows, arrows only last X seconds before burning up?
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Wday on August 09, 2018, 03:13:30 PM
Make it so mounts rest when logged off! Like how we get sober they rest and can RP as rested up camping?

OOC means you log on for a good hour of play and not resting a mount for icly days?
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: MatisseOrOtherwise on August 09, 2018, 03:31:04 PM
Make it so mounts rest when logged off! Like how we get sober they rest and can RP as rested up camping?

OOC means you log on for a good hour of play and not resting a mount for icly days?

I support this. It should be at a much lower rate than IG resting (which is itself IIRC much lower rate than stable resting) but if I've ""made camp"" for 18 IRL hours, my mount that was tied to me should come back rested too.

Would make wilderness characters FAR more delightful to play cus I don't have to sit there doing absolutely nothing at all whatsoever for 1.5 hours once I'm done playing just to make sure I can come back rested.

Maybe to keep it less OP, it could take a full IC week for full rest (from 'completely exhausted' to 'completely rested'), thereby if you're only logged off for a bit you get a bit of rest back but would probably still be best finding somewhere shady IG.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Akariel on August 09, 2018, 05:49:35 PM
Idea: I wonder if there would be a way to fire a lit arrow without a target like this...

Fire arrow near east
Fire arrow far down
Fire arrow very far north

Lit arrows probably don't last long before extinguishing, but this would also solve the issue of needing to have a brand new torch for every room you want to check.

Higher your archery / crossbow use / etc is, higher your chance to shoot the 'right' distance is...

Pros of lit arrows room lighting: cheaper and faster over time to light each new room, thus cheaper and quicker exploration
Cons of lit arrows room lighting: needs skill, many individual arrows, arrows only last X seconds before burning up?

http://www.armageddon.org/help/view/Skill%20Archery

Quote
shoot <distance> <direction>

> es bow
> get arrow backpack
> ep arrow
> shoot far north

Also, while I think we may have forgot to add it to a helpfile, you can LIGHT ARROW FIRE to set an arrow on fire before you shoot it.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: MatisseOrOtherwise on August 09, 2018, 05:53:00 PM
Idea: I wonder if there would be a way to fire a lit arrow without a target like this...

Fire arrow near east
Fire arrow far down
Fire arrow very far north

Lit arrows probably don't last long before extinguishing, but this would also solve the issue of needing to have a brand new torch for every room you want to check.

Higher your archery / crossbow use / etc is, higher your chance to shoot the 'right' distance is...

Pros of lit arrows room lighting: cheaper and faster over time to light each new room, thus cheaper and quicker exploration
Cons of lit arrows room lighting: needs skill, many individual arrows, arrows only last X seconds before burning up?

http://www.armageddon.org/help/view/Skill%20Archery

Quote
shoot <distance> <direction>

> es bow
> get arrow backpack
> ep arrow
> shoot far north

Also, while I think we may have forgot to add it to a helpfile, you can LIGHT ARROW FIRE to set an arrow on fire before you shoot it.

Huh. That exists? NEAT! So... Lit arrows stay lit and can fire even if not targetted, then?
Do lit arrows light up a room?

If yes to both, then I am gleeful.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Cabooze on August 09, 2018, 08:11:39 PM
Useful information

I fucking love you. I never knew this was a thing, nor have I even attempted it prior to this knowledge. This literally rectifies the issue behind my suggestion of being able to 'toss' something and also cuts down on the amount of needless character deaths, venturing into a shady dark room only to get two-hit by a redacted or accidentally stumble into an instant-death room.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Sakra on August 10, 2018, 12:01:58 AM
Make the stop command stop spells that you have started casting, but not completed.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Insigne on August 10, 2018, 07:52:47 AM
Add the option to 'change directional emote', with a limit of maybe 15-20 characters and a reset similar to 'change mood' after quitting the game to encourage situational usage like...

Code: [Select]
The grizzled woman walks east, with a limp.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: only_plays_tribals on August 10, 2018, 09:08:37 AM
has the argument "about body" been mentioned yet?

...can be worn around the neck.
...can be worn about one's body.
...can be worn about one's throat.

>wear thing body
You can't wear that on your body.

>wear thing about body
about body is an unknown body location.

>wear thing on body
on body is an unknown body location.

Can we make a singular argument for about body? Like 'around body' maybe?

Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Nao on August 11, 2018, 04:19:49 AM
It seems you can't hear arena bells while you're on the arena floor. If the entire city can hear them, whoever is being executed should also be able to hear them, and see spectators arrive. You would know when you can stop begging for your life  ;)
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Seeker on August 11, 2018, 11:05:53 AM
In a dark room, wearing a quiver which contains some blowdarts and some arrows:

"count blowdart quiver"
The quiver does not contain 'blowdart'  (Lies! You might not be able to see them, though)

"get arrow quiver"
The quiver does not contain 'arrow' (More lies! You might not be able to see them, though)

Can we adjust the games responses to something more like:
It is too dark to interact with the quiver?
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Insigne on August 11, 2018, 12:26:20 PM
Oh, that reminds me! I think it should be possible to pick things up in the dark, maybe with a short delay and echoes like:

Code: [Select]
Fumbling blindly in the dark, you get [item] from [container].
Code: [Select]
Searching blindly in the dark, you pick up [item].
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Refugee on August 12, 2018, 08:18:43 AM
It's been awhile since I've played outside the city so if this has changed, forgive me.

If you keep hold of your mount's reins while you're inside a tent, someone can just walk off with it.  That's an expensive lesson to learn that makes no sense. 

So either you should not be able to keep hold of reins while inside a tent, or it should not be freely accessible as if it were not hitched.

Also I think you should be able to keep an eye outside your tent while resting, or at least get some kind of feedback if something comes in the same room.  You're not sleeping, and they're small tents.  If something's tromping around your camp you'd know it.  Maybe not sneaks, but most things.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: MatisseOrOtherwise on August 12, 2018, 08:30:30 AM
It's been awhile since I've played outside the city so if this has changed, forgive me.

If you keep hold of your mount's reins while you're inside a tent, someone can just walk off with it.  That's an expensive lesson to learn that makes no sense. 

So either you should not be able to keep hold of reins while inside a tent, or it should not be freely accessible as if it were not hitched.

Also I think you should be able to keep an eye outside your tent while resting, or at least get some kind of feedback if something comes in the same room.  You're not sleeping, and they're small tents.  If something's tromping around your camp you'd know it.  Maybe not sneaks, but most things.

This is something that bothered me for a while. For clarification, it's any "in" room. If your mount is 'l out', it will say it's hitched to you on look, and you can unhitch it as though you still had the reins, but anyone could saunter over and hit 'hitch <mount>' and it'd take the reins without notifying the previous owner of it even becoming un'hitched'.

A way to fix this would be to treat in and out rooms as though they were any other direction. If you go up, down, north, east, west, south while holding reins without bringing your mount along, it will break hitching and notify you. In and out should be treated in the same manner, in my opinion, to prevent this.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: ShaLeah on August 12, 2018, 10:16:59 AM
In a dark room, wearing a quiver which contains some blowdarts and some arrows:

"count blowdart quiver"
The quiver does not contain 'blowdart'  (Lies! You might not be able to see them, though)

"get arrow quiver"
The quiver does not contain 'arrow' (More lies! You might not be able to see them, though)

Can we adjust the games responses to something more like:
It is too dark to interact with the quiver?

Pet peeve. Why on earth, or Zalanthas, *couldn't* we put our hands in there and manually grab anything in there? Even count it we should be able to. Ever navigate a woman's purse? There is absolutely NO reason we shouldn't be able to grab anything out of the containers we know like the back of our hands.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: only_plays_tribals on August 12, 2018, 10:32:42 AM
Ever navigate a woman's purse?

If my house keys were on a long, feather tipped post it would shave at least ten seconds from my one-handed 3am drunken search.

Title: Re: Developer Request: Quality of Life improvements to the game
Post by: sleepyhead on August 12, 2018, 11:37:22 AM
There are some places you can sit that only work with 'sit on' or maybe 'sit at' and not just 'sit.' And sometimes the message you get if you try the wrong one is really misleading, like "There is no more room at a ring of cushions around a firepit" even if there actually is room--you just guessed the wrong syntax.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: sleepyhead on August 12, 2018, 11:42:19 AM
Oh, and it would be really nice if people seated "on" a table could see dice roll results on that table, rather than exclusively people seated "at" a table.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Akariel on August 12, 2018, 05:03:16 PM
There are some places you can sit that only work with 'sit on' or maybe 'sit at' and not just 'sit.' And sometimes the message you get if you try the wrong one is really misleading, like "There is no more room at a ring of cushions around a firepit" even if there actually is room--you just guessed the wrong syntax.

These are two different functions. SIT TABLE will have you try to sit at a seat at the table like a normal human being. SIT ON TABLE will have you plunking your rear down on the table itself (more useful when you want to sit on other furniture like chests or whatnot).

Not that the dice thing isn still annoying.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Refugee on August 12, 2018, 05:16:35 PM
I think, if there is a space at the table but no chair, you will sit on the table with "sit table".
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: sleepyhead on August 12, 2018, 05:18:14 PM
For some objects like pillow-ringed firepits (where both "on" and "at" would both seemingly make intuitive sense), it's not really immediately clear to everyone which one to use, and they end up thinking the problem is that there is no room when really they're just using the wrong syntax, because the failure message says there's no space.

I love 'toss,' by the way! But it reminded me of how wonky the 'flip' command is with coins. Maybe there could be some updates there?

Title: Re: Developer Request: Quality of Life improvements to the game
Post by: MatisseOrOtherwise on August 12, 2018, 05:52:58 PM
Any chance for more optional from's being included in the next update batch for fluidity? Such as 'draw x from y', 'take x from y', 'palm x from y', pretty much anything that'd mean "object/substance leaving/entering something"?
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Dar on August 12, 2018, 07:01:57 PM
This is a rather complicated matter to discuss. I'll try to be as accurate in it's description as possible and hope that coders are understanding what I speak of.

So. The game's coded delays are measured in ticks. Those ticks are somehow fractured, so if one's delay begins close to the end of a tick, their delay will end a lot quicker, then if they incurred the delay in the beginning of a tick.  I may be way off on this, but in then end, evidence of something similar 'is' within the game.

We have situations when a 1 hit kill, slow NPC walks into a room and initiates a fight a good 5-15 seconds later. We also have situations where the same NPC walks into the room and attacks you so fast, you didnt have the time to even read the entrance text.

We have situations when you backstab someone while dual wielding and you get this

Succesful Backstab message with primary hand
hit message with off-hand
<pause>
hit message with main hand
hit message with off hand.

But sometimes. We have this.

Succesful backstab message with primary hand.
hit message with off-hand
hit message with main hand
hit message with off-hand.

No delay. Just 4 stabs in a matter of a single second. 

This doesnt happen often. I dont know if anyone got so code savvy as to be able to predict the tick change over and be able to master the art of intense timing. But it 'does' happen and sometimes it causes pretty annoyingly weird and out of whack, unreasonable in my opinion, events to happen.

I dont know if it's ment to be that way, or if there's some ancient bug hidden there somewhere.

Is anyone understanding what I mean?

I imagine this affects the crime code as well. When HG soldiers can walk in and insta subdue you. No walking delay what so ever.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Cind on August 13, 2018, 03:33:58 AM
With wild animals, this was cited as a bug and fixed, so there is now a delay between the time animals enter the room and when they try to first hit you. I guess it wasn't fixed for soldiers?
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: MeTekillot on August 13, 2018, 01:46:25 PM
For a fact I know that soldiers suffer none of the lag that players suffer from drawing, sheathing, subduing, and releasing, and possibly sometimes, the immediate delay after one moves rooms. Or if they do suffer it, it's like, 1/4 of what players get.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Nao on August 13, 2018, 02:01:15 PM
>l on inix
>You can only look on furniture, an inix doesn't qualify.

Looking onto a mount should be treated like typing 'pack'.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: MatisseOrOtherwise on August 14, 2018, 03:19:44 PM
Idea:

HFILL <container> from <source>

To only fill a container a maximum of halfway - if you're trying to ration out water, tea, etc.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Brytta Léofa on August 14, 2018, 06:10:33 PM
split <food>
Splits a food object (whole or partially eaten) into two halves if possible.
You split your half-eaten loaf of crusty bread into two half-eaten loaves of crusty bread.
You split your half-eaten loaf of crusty bread into two small portions of a loaf of crusty bread.
You cannot make your small portion of a loaf of crusty bread any smaller.

split <container1> with <container2>
Equalizes contents of container1 and container2, such that they both contain the same amount. Not required that either be empty as long as both contain the same kind of fluid.
You share the cleaning fluid between a waterskin and a raptor-bladder waterskin.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Delirium on August 14, 2018, 07:29:30 PM
"You neither see nor have that item to put into."

This is the message you get when you mess up a keyword when putting something somewhere.

This could be clarified greatly.

>put dish rack
You do not have a rack to put a dish in.

>put dish rack
You do not have a dish to put into a rack.

>put dish rack
You do not have a dish and you do not see a rack.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Insigne on August 15, 2018, 06:37:09 AM
An option to set/edit the date of a character biography. There are so many times I've missed the chance to write up a biography until a few days after the fact and the inaccurate date always rubs me the wrong way. I think it also opens up the possibility of biographies set before entering the game, further fleshing out the character's backstory.

Edit:
... I just realized my suggestions so far don't line up with nessalin's needs for this thread. To offer something more in-line with the topic, I think there are several commands that could do with default aliases/shortcuts:
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: sleepyhead on August 15, 2018, 11:09:17 AM
It'd be nice if when you don't have room in your inventory for a removed item, it defaulted to attempting to drop it on the floor instead.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: only_plays_tribals on August 15, 2018, 11:49:37 AM
It'd be nice if when someone tries to hand you a thing and your hands are full it tells you "someone tries to pass you a thing but your hands are too full"

I'm questioning if I am mistaken and it already does this, but i think I'm thinking of another mud
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Caerus on August 15, 2018, 02:46:25 PM
wear <object> across one's back/across back
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Heade on August 15, 2018, 03:34:29 PM
Have mounts keep their names when you stable them/logout. <3
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Delirium on August 15, 2018, 04:32:33 PM
Allow us to append to illustrations and writing if there is room left on the page.

I've often wished I could append to drawings to give them more of a "doodling all over the page" look.

This could also be a way for two separate PCs to codedly collaborate on the same drawing.

I could also see this being useful for those who can write. Like adding to diaries or signing contracts.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Inky on August 15, 2018, 06:55:11 PM
Let bows and crossbows be able to be assessed for their range.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Akariel on August 15, 2018, 08:25:30 PM
Let bows and crossbows be able to be assessed for their range.
Feel free to bug anything that isn't two rooms. I think there may be a few one-room bows/crossbows (all blowguns and I think most slings are one room, and that's by intent) that are set that way due to insanely poor craftsmanship quality, but most should be two. None should be three.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: yousuff on August 15, 2018, 08:29:52 PM
What about that wrist mounted baobab crossbow? Near certain it's only usable in the room youre in, and near useless as a result.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Heade on August 15, 2018, 08:31:59 PM
Have stat roll/reroll occur before you write your description.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: MatisseOrOtherwise on August 15, 2018, 10:50:39 PM
Idea: At near-peak Peek, ability to see someone's sdesc beneath their cloaking. Maybe beginning at advanced, with more clarity/accuracy as it nears the top of Master?

>peek tall.dark.cloaked

You figure that beneath the cloak, they'd look like the broad-shouldered man.

>peek tall.dark.cloaked

You figure that beneath the cloak, they'd look like the broad man - but you aren't sure.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Heade on August 16, 2018, 01:50:54 AM
Could we add a feature to "Scan" that allowed you to see if a non-hidden creature was within 2 rooms of you? This would solve the unrealistic problem of not being able to see diagonally, NE, NW, etc.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: teacup on August 16, 2018, 03:11:46 AM
Have stable tickets say which location they're for.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: only_plays_tribals on August 16, 2018, 10:35:14 AM
Have stable tickets with a picture of the type of mount they're for painted onto them

even if it's only visible with "look ticket"

A leather ticket with a purple-hued war beetle painted on it.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Riev on August 16, 2018, 11:22:23 AM
Have stable tickets with a picture of the type of mount they're for painted onto them

even if it's only visible with "look ticket"

A leather ticket with a purple-hued war beetle painted on it.

Seconded
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Refugee on August 16, 2018, 05:50:39 PM
I'd like to be able to see all echoes my actions produce.  In some cases you can't, such as when moving in a direction.  There are others but that's the only one I can think of right now.  This would be helpful so you can tell when something you're typing doesn't work, such as putting targets into a command.  As it is, someone has to tell you or you'll never know.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: mansa on August 16, 2018, 10:20:34 PM
"change objective none" should clear the objective
"change objective" should also clear the objective.


THANKS FOR THE SUGGESTION FROM DISCORD,
BetrayTheWorld  -  Today at 10:05 PM
Yeah, already tried both of those too. My objective is now active, and says "clear". Haha.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: MeTekillot on August 18, 2018, 06:49:13 PM
Failed flee attempts should echo to others in the room.

Soandso panics and attempts to flee, but can't get away!
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: MatisseOrOtherwise on August 18, 2018, 07:14:22 PM
Failed flee attempts should echo to others in the room.

Soandso panics and attempts to flee, but can't get away!

+100 this. Failed flees already echo if, say, someone tries to flee in a direction that isn't there, or if it's a monster that's trying to flee, so other flees should echo too.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: mansa on August 19, 2018, 07:06:03 PM
I would like a helpfile that would display all the commands that are possible in the game, available to mortals.

help index is great, but I'd like one that would display input commands.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: KittenLicks on August 20, 2018, 01:58:13 AM
Failed flee attempts should echo to others in the room.

Soandso panics and attempts to flee, but can't get away!
Similar to this, failed rescue attempts should echo to the person that you're trying to rescue. Currently if you try and fail to rescue someone, they aren't notified at all, but everyone else in the room is.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: MatisseOrOtherwise on August 20, 2018, 01:58:44 AM
A person targeted by rescue should still see room echoes of failed rescue attempts directed at them, please. Currently they don't and it leads to a lot of awkward "uh actually, I WAS trying to pull you out there"
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Wday on August 20, 2018, 09:26:11 AM
Flaming arrows should break hiding! OMG please please?
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: mansa on August 20, 2018, 07:37:39 PM
Change the message boards in game to make it seem less 'message board' and more 'local gossip' or something similar.

It's sorta jarring when it says "A message board is propped up against a wall."

Maybe it should say - A group of elves gossip here. [In-Character Message Board. Type 'look board']
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Insigne on August 20, 2018, 09:05:17 PM
Change the echo of a whisper with an incorrect or no target. The current output is:
Code: [Select]
No-one by that name here..
Maybe something like...
Code: [Select]
There is no one by that name here.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Cabooze on August 20, 2018, 09:16:06 PM
Change the message boards in game to make it seem less 'message board' and more 'local gossip' or something similar.

It's sorta jarring when it says "A message board is propped up against a wall."

Maybe it should say - A group of elves gossip here. [In-Character Message Board. Type 'look board']

Or maybe even, "A murmur of patrons discussing gossip and rumors mix into the general background noise" With that "[In-Character Message Board. Type 'look board']" At the end. Something similar. I think this is a great idea because (despite not being very often) there's that innocent newbie that thinks they can read because they are reading a rumor board.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Insigne on August 20, 2018, 09:19:19 PM
Change the message boards in game to make it seem less 'message board' and more 'local gossip' or something similar.

It's sorta jarring when it says "A message board is propped up against a wall."

Maybe it should say - A group of elves gossip here. [In-Character Message Board. Type 'look board']

Or maybe even, "A murmur of patrons discussing gossip and rumors mix into the general background noise" With that "[In-Character Message Board. Type 'look board']" At the end. Something similar. I think this is a great idea because (despite not being very often) there's that innocent newbie that thinks they can read because they are reading a rumor board.
+1
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: CodeMaster on August 20, 2018, 11:44:55 PM
"watch me" and "follow none" and "guard none" should all work.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: MatisseOrOtherwise on August 20, 2018, 11:50:18 PM
Adding onto the above, "watch off", "follow off", "guard off" too maybe?

In addition: Currently when you draw or sheath a weapon (but not when you equip or unequip) it does not show your weapon's 'conditions' in the echo. (Dusty, bloodied, [FOIC], dyes, etc). So instead of "You draw a dusty red bone hawkblade", it just shows "You draw a bone hawkblade". And the same for sheathing - "You sheath a bloodied blue bone club" becomes "You sheath a bone club".

I would like it if weapon conditions were included in sheath and draw echoes, because /some/ weapon conditions should be VERY VERY obvious on drawing.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Insigne on August 21, 2018, 05:05:51 AM
When using any speech command (say, tell, talk, whisper), automatically end the sentence with a period if no punctuation mark is used.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Cind on August 21, 2018, 05:49:28 AM

The bull-necked, muscled dwarf says, in sirihish:
          "My style"

The dull-eyed, muscly dwarf says, in sirihish:
          "don't worry my friend we'll get it back"
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Delirium on August 21, 2018, 12:19:32 PM
If a line (emote/hemote/semote, say, talk, whisper, shout) is too long and will be truncated, prevent it from going through.

Return "you are over the character limit by x characters, please edit and try again."
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: only_plays_tribals on August 21, 2018, 12:55:07 PM
If a line (emote/hemote/semote, say, talk, whisper, shout) is too long and will be truncated, prevent it from going through.

Return "you are over the character limit by x characters, please edit and try again."

+1
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: MatisseOrOtherwise on August 22, 2018, 01:56:36 AM
If a line (emote/hemote/semote, say, talk, whisper, shout) is too long and will be truncated, prevent it from going through.

Return "you are over the character limit by x characters, please edit and try again."

+1

+2.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Heade on August 22, 2018, 07:30:29 PM
If a line (emote/hemote/semote, say, talk, whisper, shout) is too long and will be truncated, prevent it from going through.

Return "you are over the character limit by x characters, please edit and try again."

-1. I don't mind completing my sentence in a second breath.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Cabooze on August 22, 2018, 09:29:54 PM
If a line (emote/hemote/semote, say, talk, whisper, shout) is too long and will be truncated, prevent it from going through.

Return "you are over the character limit by x characters, please edit and try again."

+1

+2.

+3 if and only if it tells you the exact point in which your line would be truncated so you can make proper edits.

Too often I make an emote, or say something, that either goes past the text limit by like 3 characters and it cuts off in an awkward spot, or it fully truncates and if I don't finish what my character is trying to say or do, it either is completely out of place and may be jarring to other players or I say something that can be taken extremely out of context- and thus can turn into an very uncomfortable situation

Alternatively for people that would rather their truncated messages go through, make a new toggle of 'truncate on' or 'truncate off'. On being for people that dont care if their message goes through cut off, and off being for people that would like to edit their input.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: wizturbo on August 23, 2018, 01:15:15 PM
A way to tell if clan members other than yourself are online.  Not identify which clan members are online, merely if at least one is.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Strongheart on August 23, 2018, 01:17:18 PM
If a line (emote/hemote/semote, say, talk, whisper, shout) is too long and will be truncated, prevent it from going through.

Return "you are over the character limit by x characters, please edit and try again."

+1

+2.

+3 if and only if it tells you the exact point in which your line would be truncated so you can make proper edits.

Too often I make an emote, or say something, that either goes past the text limit by like 3 characters and it cuts off in an awkward spot, or it fully truncates and if I don't finish what my character is trying to say or do, it either is completely out of place and may be jarring to other players or I say something that can be taken extremely out of context- and thus can turn into an very uncomfortable situation

Alternatively for people that would rather their truncated messages go through, make a new toggle of 'truncate on' or 'truncate off'. On being for people that dont care if their message goes through cut off, and off being for people that would like to edit their input.

+4
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: mansa on August 23, 2018, 01:20:14 PM
When you type "score", have a line that says "see stat for more options"
When you type "stat", have a line that says "see nosave for more options"
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: WithSprinkles on August 23, 2018, 03:28:09 PM

The tall, muscular man says in sirihish, rolling his eyes0 I obviously meant to say all this below but messed up my parenthesis and ended up with a long, weird emote, so can we fix this feature so that emoted SAYS and TELLS with no actual words get kicked back to the user?:
    ""

The tall, muscular man says, beseechingly, in sirihish:
  "...Please?"
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Strongheart on August 23, 2018, 04:09:42 PM

The tall, muscular man says in sirihish, rolling his eyes0 I obviously meant to say all this below but messed up my parenthesis and ended up with a long, weird emote, so can we fix this feature so that emoted SAYS and TELLS with no actual words get kicked back to the user?:
    ""

The tall, muscular man says, beseechingly, in sirihish:
  "...Please?"

LOL

Yes, this is perfect. ;D
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: KittenLicks on August 23, 2018, 10:52:10 PM

The tall, muscular man says in sirihish, rolling his eyes0 I obviously meant to say all this below but messed up my parenthesis and ended up with a long, weird emote, so can we fix this feature so that emoted SAYS and TELLS with no actual words get kicked back to the user?:
    ""

The tall, muscular man says, beseechingly, in sirihish:
  "...Please?"
Another nice thing, that would also fix this, would be to simply not allow messages with a starting parenthesis and no closing parenthesis, instead of blindly making it part of the emote until it reaches the end.

>say (nodding0 Yes we definitely should kill that guy.

Code: [Select]
No closing bracket found. Did you typo?
Both this and not allowing a blank say would be good.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: only_plays_tribals on August 24, 2018, 12:15:57 AM
Allow me to RP passing out at tables without standing first and laying on the floor..
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Cabooze on August 24, 2018, 03:55:13 AM
Allow me to RP passing out at tables without standing first and laying on the floor..

Falling unconscious from getting too drunk, instead of making you fall off of whatever you're sitting/resting on, it should instead just apply the drunken sleep in your current position.

IE, getting overdrunk on a couch, you should pass out on the couch instead of falling on the ground.

Getting overdrunk in a chair/stool? Maybe roll 1d4 to determine if someone remains sitting while passed out. Fail the roll and you hit the ground.


I agree that it should be an aspect of gameplay, even if you type sleep rather than passing out from alcohol.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: MeTekillot on August 24, 2018, 03:57:51 PM
If you reverse a disarm attempt you shouldn't drop your weapon like a dope anyway.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Vex on August 24, 2018, 04:27:17 PM
If you reverse a disarm attempt you shouldn't drop your weapon like a dope anyway.

It's a part of the risk vs reward, of disarm. Disarm is a staggeringly powerful skill, when used properly. If there were no drawbacks or risks, it would be broken, beyond compare.

I'd like an option, however, like nosave, to disable AUTOMATIC disarm-countering. It's extremely annoying, to be in a pitched battle, and be forced to pass two or three consecutive disarm-counter checks on top of the initial disarm checks, because the npc disarm scripts all trigger at the same time. You shouldn't be forced into taking these kinds of risks unless you want to, with combat being as fast and hacky-slashy as it is.

In most situations, disarm is a follow up to other skills, or for use in a situation of advantage. Catching a kick, or leaning into a bash, are fine, imo, but disarm is a tactics kind of skill, and you should have more articulate control over if you're rolling dice on counters, or just being conservative until the time, is right.

Mind, this is for disarm countering only. I feel the rest of disarms aspects, are about perfect as it is.

It might be fun, as a twitch mechanic, where you need to type "counter" after an enemy fails to disarm you, too...
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: MeTekillot on August 26, 2018, 03:48:28 PM
Regenerate health, stamina, stun, and mana while logged out.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Nao on August 26, 2018, 04:17:32 PM
Add something to search all containers in the room for an item, instead of checking ever bag in the room for that length of silk that you put somewhere last week. Something like

key <keyword> containers

So

key silk containers

would work similarly to

key silk

but it would also output silk items in containers, and, if they are not on the floor, the sdesc of containers holding those items. I think it works that way for items that are ‘on’ tables and such already, but not for items that are ‘in’ other items.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Strongheart on August 26, 2018, 06:16:35 PM
Add something to search all containers in the room for an item, instead of checking ever bag in the room for that length of silk that you put somewhere last week. Something like

key <keyword> containers

So

key silk containers

would work similarly to

key silk

but it would also output silk items in containers, and, if they are not on the floor, the sdesc of containers holding those items. I think it works that way for items that are ‘on’ tables and such already, but not for items that are ‘in’ other items.

+1

This would be awesome!

(spot the sneaky player over here though, looting all the apartments they can)
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Wday on August 26, 2018, 07:06:22 PM
Make it so shooting something hidden breaks the hide.  I mean you shoot something in the head and it's still hidden seems little tough in RP
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Brytta Léofa on August 27, 2018, 02:07:30 AM
Most NPCs should have a behavior when shot (other than standing there and getting shot again).

Wimpy NPCs should "flee self" when shot.

Aggro NPCs should have a 25% chance of running in the direction the arrow came from.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: sleepyhead on August 27, 2018, 02:19:01 AM
You should be able to 'push' and 'pull' chairs to/from tables rather than just getting and putting.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Vex on August 27, 2018, 05:04:35 AM
I recently took a ride, as an elf. By accident, naturally.

Not thinking, I used 'mount' instead of 'st mount', and proceed off without realizing it. A few rooms later, I noticed my mount wasn't following, looked back and didn't see it... and realized my mistake. I knew they could mount and title mounts, but didn't realize you could codedly move, and without the ride skill at that.

It might be helpful for elf pcs, if attempting to ride, receive a clear warning.

"You're about to RIDE. Confirm?", or something, similar to that.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Dar on August 27, 2018, 05:30:49 AM
That's weird. There WAS code in place that prevented you from riding. Did it get removed?
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Cabooze on August 27, 2018, 05:59:25 AM
That's weird. There WAS code in place that prevented you from riding. Did it get removed?

I think it was removed, as a workaround to allow for elf PCs to be able to tame mounts in the wild (I THINK), as currently, the only way to tame is to mount. Obviously elves would roleplay doing another method of taming, but the code works that way and they simply haven't been given personalized echoes for taming via mounting.

I think it'd be nicer if youre an elf and you type mount x, you get a message of either, "that mount is already tamed", or if not tamed, "You're unsuccessful in attempting to tame X, causing it to lash out at you" rather than the command returning the default mounting code.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: teacup on August 27, 2018, 01:59:22 PM
1. Notification that the person you're Waying has lost connection.
2. Not be able to contact someone who is linkdead via the Way.
3. Have Templar PCs have the keyword Templar so you can Way-find one more easily.
4. When you're typoing or bugging something, have it so that the process clarifies what you are trying to target. If you just say ruby but you have like 4 ruby items on or in your inventory have it ask for clarification which object preventing having to repeat a typo or bug because it targeted something you are wearing and not something you have in your inventory.
5. Be able to analyze something in the room to see how its made without having to pick it up.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: puella on August 27, 2018, 02:27:17 PM
If someone change's their tdesc, it currently (if I remember right) tells you that 'Something is blocking their mind' or something if you try to send them a psi.  Very scary.  QOL improvement: Don't have it do that.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Delirium on August 27, 2018, 02:34:26 PM
That happens any time you are in [CREATING] mode.

So, biographies, board posts, tdescs, writing, and drawing.

I too would like to see that change, if it's possible.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: KittenLicks on August 28, 2018, 12:08:59 AM
QOL Improvement: Instead of just "You are too tired to sleep!" including how many minutes it will be until you can quit. Something like "You are too tired to sleep! Please try again in [X] minutes." So that I don't have to spam the quit command post-combat when I really have to get offline.
Quit OOC overrides the quit timer for those times you REALLY DO need to log out (obviously don't abuse it).
Bringing this back to second it.

Alternatively, an option for your prompt that says whether you can quit yet would be nice, just so I don't have to sit there typing >quit >quit >quit over and over.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: MeTekillot on August 28, 2018, 01:50:42 AM
Different Way messages for logging out and dying.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Wday on August 28, 2018, 02:20:34 AM
Know it has said a thousand times. But muliti arrow crafting! Maybe three or four worth supplies at once to turn three arrows. please?
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Cabooze on August 28, 2018, 03:24:56 AM
Different Way messages for logging out and dying.

+1 please for the fucking love of god. I'm tired of thinking people just died on me when in reality they just don't say anything before logging off (which they usually don't).

Change it from the default to:

"You reel as your mind is ripped from X"
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Tenacious on August 28, 2018, 03:45:26 AM
Different Way messages for logging out and dying.

+1 please for the fucking love of god. I'm tired of thinking people just died on me when in reality they just don't say anything before logging off (which they usually don't).

Change it from the default to:

"You reel as your mind is ripped from X"
I +1 this also. There's times when you also have to quit ooc for some reason, and it's pretty annoying when you come back a few hours later and the person in your mind tells everyone that your dead.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: mansa on August 28, 2018, 04:37:11 PM
"swap hands" command to mimic 'change hands' command.
"swap" command to mimic 'change hands' command.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: mansa on August 28, 2018, 04:55:14 PM
the 'change' command is quite difficult.  ( http://armageddon.org/help/view/Change )

In addition to it, could the commands presented also work without the change prefix?

ex:

>accent southern
>hands es ep
>hands swap
>change hands swap
>locdesc <text>
>mood <text>
>language sirihish
>speak sirihish
>focus opponent 3.gith
>tdesc <text>
>ldesc <text>
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Nao on August 28, 2018, 05:23:45 PM

> put coins cloak
How silly!


If you don't have the object you're trying to put somewhere, it should tell you that you don't have the object.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Delirium on August 28, 2018, 05:43:30 PM
Mortally wounded npcs either die or recover on the same timer as PCs.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: MatisseOrOtherwise on August 28, 2018, 06:49:19 PM
Mortally wounded npcs either die or recover on the same timer as PCs.

This, please. Masterfully bandaging a wounded NPC only for them to remain wounded even an IRL day later is confusing and perturbing, and ruins the feel of 'treating NPCs like they're still people'. Additionally, having someone "bleed out" for the equivalent of an IC week makes no sense.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Synthesis on August 28, 2018, 06:59:18 PM
Mortally wounded npcs either die or recover on the same timer as PCs.

This, please. Masterfully bandaging a wounded NPC only for them to remain wounded even an IRL day later is confusing and perturbing, and ruins the feel of 'treating NPCs like they're still people'. Additionally, having someone "bleed out" for the equivalent of an IC week makes no sense.

If you masterfully bandaged a wounded NPC and found them mortally wounded again an IRL day later, it's because someone or something mort-wounded them again.  NPCs regain hitpoints at an incredible pace, and they don't have any sleep-required cutoff point.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: MeTekillot on August 28, 2018, 07:46:21 PM
If you have mercy off you shouldn't stop whacking when you knock something into mortally wounded.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: daughterofauset on August 28, 2018, 07:59:25 PM
If you have mercy off you shouldn't stop whacking when you knock something into mortally wounded.

+1
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Dar on August 28, 2018, 09:11:45 PM
Mortally wounded npcs either die or recover on the same timer as PCs.

This, please. Masterfully bandaging a wounded NPC only for them to remain wounded even an IRL day later is confusing and perturbing, and ruins the feel of 'treating NPCs like they're still people'. Additionally, having someone "bleed out" for the equivalent of an IC week makes no sense.

If you masterfully bandaged a wounded NPC and found them mortally wounded again an IRL day later, it's because someone or something mort-wounded them again.  NPCs regain hitpoints at an incredible pace, and they don't have any sleep-required cutoff point.

Thats not true. Npcs at 0 or neg hp do not regen. Ever. Even if bandaged.  They used to in the old version of bandage which gave them a chunk of hp back to put them above 0. But now it only increases regen, so it doesnt work.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Brytta Léofa on August 29, 2018, 03:12:07 AM
> change hands ep es
You don't have anything in that hand.


I'd like all reasonable variations of this to just work (swap hand-contents) even if one hand is empty. When you get disarmed of your next-to-last weapon in combat, try to swap hands, and are suddenly confronted with a Syntax Dilemma...
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Delirium on August 29, 2018, 03:02:15 PM
- Make kagor non-aggro to humanoids. "Kagor murder road" is a thing and it gets real old real fast. At the rate they die to PCs, how they would even survive to repopulate is beyond me.

- Add hunger code to all aggro NPCs. One "kill" a day turns them non-aggro for the rest of the day. Or something along those lines to prevent certain aggro NPCs from patrolling a zone and spam-killing everything.

- This on top of having stunned/mortally wounded NPCs bleed out or recover after 20-30 minutes.

Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Brytta Léofa on August 29, 2018, 04:13:10 PM
When a non-humanoid aggro mob kills something and no humanoids are in the room, add "half-eaten" to the corpse description.

Increases pathos and forensics!
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: crymerci on August 29, 2018, 04:23:37 PM
When a non-humanoid aggro mob kills something and no humanoids are in the room, add "half-eaten" to the corpse description.

Increases pathos and forensics!

Or, to add even more granularity, do a check between mob size and victim size, so for example a mek might leave "a small portion of a ..." humanoid-size corpse, while a tembo would only leave "a partially-eaten" half-giant.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: nessalin on August 30, 2018, 10:00:33 AM
A reminder that this thread is for quality of life improvements.  While my original intent was for this to be restricted to syntax issues I've entertained new features.  That said I have moderated some posts that strayed too far off improvements and into the realm of gripes and complaints about theoretical situations.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Inky on August 31, 2018, 10:52:53 PM
Crossbows can't be fired in the primary hand if there is something in the secondary hand.

Kind of tough if you want to keep your shield out while your crossbowing.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: mansa on September 01, 2018, 10:28:44 AM
"ride" command to mimic the "mount" command.

>ride beetle
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: yousuff on September 01, 2018, 11:51:46 AM
Crossbows can't be fired in the primary hand if there is something in the secondary hand.

Kind of tough if you want to keep your shield out while your crossbowing.
+1
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Cind on September 02, 2018, 03:00:08 AM
Once time I wayed someone when drunk, and didn't realize that they weren't getting my ways, and I had apparently worried them to death while I was actually just in the Gaj drinking from a keg and eating breadbowl soup. They came in after three RL hours, and I said hi and handed them the bread soup and then went to quit out.

What I'm saying is that, for people to whom this isn't explained, drunk waying feels like it gets through to people.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: MatisseOrOtherwise on September 02, 2018, 05:21:46 AM
Once time I wayed someone when drunk, and didn't realize that they weren't getting my ways, and I had apparently worried them to death while I was actually just in the Gaj drinking from a keg and eating breadbowl soup. They came in after three RL hours, and I said hi and handed them the bread soup and then went to quit out.

What I'm saying is that, for people to whom this isn't explained, drunk waying feels like it gets through to people.

This confused me a lot as a newbie, too. Perhaps a feedback for drunk waying -

Code: [Select]
Your tipsy state is making Waying tougher than usual.
Whether on every "failed" send or just for 'drunk' and above Waying in general.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Marc on September 02, 2018, 09:29:58 AM
Direct incomplete help file queries to some help file.  Examples:

Currently:

>Help extended subguild
No help topic for ‘extended subguild’.

>help tulu
No help topic for ‘tulu’.

Proposed:

>help extended subguild

Extended Subguilds

     Extended subguilds have higher.....

>help tulu

Tuluk
     
     Please note that Tuluk is CLOSED to PC play.


Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Inks on September 02, 2018, 10:06:22 AM
Please allow piles (heaps, piles, few bones) of bones to be seperated by any PC for the fail results as "I can't seperate these bones for...." is ridonk.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: only_plays_tribals on September 02, 2018, 01:05:27 PM
can the echo for things you skin off bodies be changed to be less weird?

Like..

A pile of bone lengths is covered under blowing sand.

I swear the first time I saw stuff sink into the ground after coming back I had a heart attack thinking I was about to get gickered...
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Krath on September 02, 2018, 01:41:25 PM
Mortally wounded npcs either die or recover on the same timer as PCs.

This, please. Masterfully bandaging a wounded NPC only for them to remain wounded even an IRL day later is confusing and perturbing, and ruins the feel of 'treating NPCs like they're still people'. Additionally, having someone "bleed out" for the equivalent of an IC week makes no sense.

+200
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: KittenLicks on September 02, 2018, 02:30:11 PM
can the echo for things you skin off bodies be changed to be less weird?

Like..

A pile of bone lengths is covered under blowing sand.

I swear the first time I saw stuff sink into the ground after coming back I had a heart attack thinking I was about to get gickered...
This for sure. I'm just remembering this being my exact reaction back when I first started playing.

I'm not entirely sure what it should be changed to, given that it can happen anywhere (I think?), including places where there isn't sand (not that a rat body sinking into the ground in the middle of the road makes much more sense). Something vague would probably be best.

--

My own contribution:

I don't know if there's a reason for this not happening, but it would be fantastic if coins stacked with each other when they're in the same container. Everyone's pretty much used to going >take coins pack then >put coins pack every time they need to put money away at this point, but I've always felt that you should be able to just >put coins pack without creating two stacks of coins in there.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Synthesis on September 02, 2018, 05:50:05 PM
can the echo for things you skin off bodies be changed to be less weird?

Like..

A pile of bone lengths is covered under blowing sand.

I swear the first time I saw stuff sink into the ground after coming back I had a heart attack thinking I was about to get gickered...
This for sure. I'm just remembering this being my exact reaction back when I first started playing.

I'm not entirely sure what it should be changed to, given that it can happen anywhere (I think?), including places where there isn't sand (not that a rat body sinking into the ground in the middle of the road makes much more sense). Something vague would probably be best.

--

My own contribution:

I don't know if there's a reason for this not happening, but it would be fantastic if coins stacked with each other when they're in the same container. Everyone's pretty much used to going >take coins pack then >put coins pack every time they need to put money away at this point, but I've always felt that you should be able to just >put coins pack without creating two stacks of coins in there.

No.  Having separate stacks of coins is a useful feature.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: KittenLicks on September 02, 2018, 06:51:32 PM
My own contribution:

I don't know if there's a reason for this not happening, but it would be fantastic if coins stacked with each other when they're in the same container. Everyone's pretty much used to going >take coins pack then >put coins pack every time they need to put money away at this point, but I've always felt that you should be able to just >put coins pack without creating two stacks of coins in there.

No.  Having separate stacks of coins is a useful feature.
You could still have two stacks by just not keeping them in the same container. I'd think wanting to keep all your coins in one place is the most common scenario, and wanting multiple separate stacks of coins to be a niche one.

EDIT: Unless of course I'm missing some common situation where you'd really want your coins in separate piles.

I do think I can vaguely recall there being some coding reason that this isn't doable, though.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Delirium on September 02, 2018, 07:30:26 PM
Separate piles of coin in the same container is important when you want to keep "pouches" of coin split up, so you can grab 200 or 500 at a time instead of the whole thousand or whatever. It's also important when you keep money somewhere that's not a bank, so you can have a trunk piled with money. If you couldn't split it up into separate piles, the resulting pile of money would eventually become too heavy to lift out and split some of it off.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Heade on September 02, 2018, 09:43:40 PM
EDIT: Unless of course I'm missing some common situation where you'd really want your coins in separate piles.

I'd imagine it has to do with the way peek and steal works.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: solera on September 02, 2018, 09:48:32 PM
1.  http://gdb.armageddon.org/index.php/topic,43439.msg682122.html#msg682122

The internal dialogue command
Quote
ID the distinct sensation of burning emanates from your peehole.

The distinct sensation of burning emanates from your peehole.

ID You think "I really wish I could rustle up the coins for a thal-knot of tho."

You think "I really wish I could rustle up the coins for a thal-knot of tho."

ID As you look at ~man, you imagine him doing naughty things to you.

As you look at the buff, hard-bunned man, you imagine him doing naughty things to you.

ID Feeling the sensation of burning magma eating away at the flesh of your hand, you dream of boiling alive in a volcano.

Feeling the sensation of burning magma eating away at the flesh of your hand, you dream of boiling alive in a volcano.

2 Or....emotes, not feels,  to thinks
Quote
think (seeing a glimmer of colour touch the far wall) Should move myself...
You think (seeing a glimmer of colour touch the far wall) "Should move myself...

3. Arrange or change ldesc of hitched named mount.
Quote
chlm Muk is resting close to a freshly slaughtered scrab.
A long-mandibled iridescent beetle is resting close to a freshly slaughtered scrab.

Title: Re: Developer Request: Quality of Life improvements to the game
Post by: KittenLicks on September 03, 2018, 04:20:19 AM
Separate piles of coin in the same container is important when you want to keep "pouches" of coin split up, so you can grab 200 or 500 at a time instead of the whole thousand or whatever. It's also important when you keep money somewhere that's not a bank, so you can have a trunk piled with money. If you couldn't split it up into separate piles, the resulting pile of money would eventually become too heavy to lift out and split some of it off.

I think you might be misunderstanding what I was proposing, or I'm just misunderstanding you. All I'm suggesting is that when you have:

In a kitty-printed backpack:
A pile of 50 coins.

Inventory:
A pile of 20 coins.

And you >put coins pack

You should get a pile of 70 coins in the backpack, not two piles of 20 and 50.

If it worked like that, you could still grab 10 of those coins with >take 10 coins pack. Or if 1000 coins is the maximum weight for a chest, you could split up your 1500 coin fortune with >put 1000 coins chest and >put 500 coins 2.chest.

That being said, I posted that on the assumption that people just keeping their coins together was the most common case, it makes sense for things to be the way they are if lots of people are actually using the feature to keep separate piles in their bags.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: MeTekillot on September 03, 2018, 04:22:58 AM
You cannot retrieve specific coin amounts from containers. Perhaps it would be nice if we were able to do that.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: KittenLicks on September 03, 2018, 04:52:01 AM
You cannot retrieve specific coin amounts from containers. Perhaps it would be nice if we were able to do that.
Oh, right. That does make sense, I guess I just assumed you could, like you can with put. Seconded that that would be nice.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: sleepyhead on September 03, 2018, 08:00:48 AM
As was mentioned in another thread, to 'taste' a cure should cause you to 'analyze' it instead. A lot of people assume the command is 'taste' and think they can't discern the taste of the cures they're making. I've had to go OOC a couple of times to explain it. If it's not possible to do this, the 'taste' message of a cure should at least refer you to the analyze command rather than telling you that the cure has no discernible taste, which is really misleading.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: mansa on September 03, 2018, 01:46:04 PM
Quote from: nessalin
-analyze command messages updated
  -For characters without the skill the game no longer pretends the command does not exist.
  -Messages now include the name/sdesc of the item, as appropriate.
  -List of qualities about the item now indented.
  -Handles no argument better than it did before.
  -Includes argument in error messages
  -Error message for object not found now specify it is only looking in character's inventory
  -No longer returns an empty string in some instances

  -No longer returns an empty string in some instances

Is it possible to return '<sdesc> is currently not craftable' or something like that, so it is easier to know whether it can be made or not.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: only_plays_tribals on September 04, 2018, 10:40:40 AM
 If possible could 'taste cure-thing' and 'analyze cure-thing' return the same result?

Or could we add something to the help files that explains analyze is the command used to determine the make of cures?

It is so awkward to explain to someone like ..no no taste it but ..know like when you look at a pair of gloves that you want to see if you can make? Yeah that. But with your mouth.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: crymerci on September 04, 2018, 12:38:32 PM
Could the message for when it's dark outside be made more accurate?

Currently you can get something like this:
Code: [Select]
>leave
You can't see a thing; sand swirls about you!

>weather
The air is as silent as the sand.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Delirium on September 04, 2018, 04:26:47 PM
https://gdb.armageddon.org/index.php/topic,49825.msg1018611.html#new

Hell. Yes. These have all been great. This one is especially great.

Yay no more fields of half-dead whatevers and mortally wounded NPCs in alleys for a real-life week.

AND we can now change our TDESC without fear of someone flipping out when they try to Way you!
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Krath on September 04, 2018, 04:37:06 PM
I never thought I would ever say this.....


"Thanks, Nessalin."   
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Synthesis on September 08, 2018, 10:33:29 AM
You can't assess or assess -v things in your hands.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: crymerci on September 08, 2018, 11:09:54 AM
You can't assess or assess -v things in your hands.

+1

You can hold something and emote looking it over, but then you have to remove it to actually look it over. 'Value' also can't find held things.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: MatisseOrOtherwise on September 08, 2018, 12:57:54 PM
Code: [Select]
                                         
take meat from satchel
You neither see nor have the 'from'.

                                                           
put coins into satchel
You neither see nor have 'into' to put things into.

Please allow 'from'/'into'ing on take and put?

Maybe even just make the code automatically exclude the words 'from' and 'into' on take and put inputs, so it skips those, thereby "allowing" it to work?
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: MatisseOrOtherwise on September 08, 2018, 01:24:21 PM
I've had way too many situations like this:

Code: [Select]
26: [redacted] horn                                  16'sid    two
                                         
offer 10 horn
[Redacted] says to you:
     "Moons of Kruth, get out of here."

"Wait what? Why did that happen?"

Code: [Select]
7: [redacted] horn                                   286'sid    many
"Oh."

I suggest that if you put an offer up for something using only one keyword, or put up an offer for something with multiple results, it asks you to clarify with a list of applicable items (similar to the list command or the key command, perhaps).

Code: [Select]
offer 10 horn
There are multiple 'horn' items for sale. Please, clarify:

1.horn: A long something something horn, 200 sid
2.horn: A wiggly something something horn, 5000 sid
3.horn: A short something horn, 15 sid
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Delirium on September 08, 2018, 01:39:45 PM
On a past PC that drew a lot I came to really wish you could add a short description to drawing objects.

Maybe with the same sort of code and limitations as the scribble code currently has.

So instead of 'a piece of paper' you might have "a piece of paper painted with a forest scene".

Probably shouldn't be able to short-desc things that have more than one page (so, only paper and canvas).

I don't think that would make sense to short-desc books or scrolls with the way this is meant to be used.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Cind on September 09, 2018, 02:34:14 AM
Take all those mysterious unknown recipes and 1. write them down in books and scrolls, 2. offer classes to learn them at the Atrium, 3. give them to the merchant Houses, perhaps also in the form of books and scrolls for leaders to teach underlings, and 4. make them somehow available to everyone else as well, perhaps in the form of a new stall or stand in the bazaar. Like that one tent that sells random items which are all at least vaguely patriotic and really cool, but are things I hadn't ever seen before that tent showed up.

For example, I've made two fruitcake recipes, which can be made by unclanned people all using items that can be bought from stores rather than riskily killed, and I bet you I could count on both hands the number of people who know how to make one of them. I know a third, but I had to message the player for an OOC recipe trade, and could have never figured out the recipe on my own, even though I didn't have to go kill anything to make it.

I also made a Kadian food, but it appears that Kadius at least keeps track of their nibbles and are able to make them available--- either that or that dwarven woman had a damn good memory from the time period that I made it when we were both playing different characters. You never know with other players, honestly.

MAKE UNKNOWN RECIPES AVAILABLE PLEASE
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Cabooze on September 09, 2018, 03:52:36 AM
Take all those mysterious unknown recipes and 1. write them down in books and scrolls, 2. offer classes to learn them at the Atrium, 3. give them to the merchant Houses, perhaps also in the form of books and scrolls for leaders to teach underlings, and 4. make them somehow available to everyone else as well, perhaps in the form of a new stall or stand in the bazaar. Like that one tent that sells random items which are all at least vaguely patriotic and really cool, but are things I hadn't ever seen before that tent showed up.

For example, I've made two fruitcake recipes, which can be made by unclanned people all using items that can be bought from stores rather than riskily killed, and I bet you I could count on both hands the number of people who know how to make one of them. I know a third, but I had to message the player for an OOC recipe trade, and could have never figured out the recipe on my own, even though I didn't have to go kill anything to make it.

I also made a Kadian food, but it appears that Kadius at least keeps track of their nibbles and are able to make them available--- either that or that dwarven woman had a damn good memory from the time period that I made it when we were both playing different characters. You never know with other players, honestly.

MAKE UNKNOWN RECIPES AVAILABLE PLEASE

Maybe message players that made certain unclanned mastercrafts and be like: "Hey, we noticed that no one has used this before, or hasn't used it in IRL years. Mind if we toss this around in some shops?".. Would give some love to some mastercrafts that never saw the light of day.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: sleepyhead on September 09, 2018, 08:55:19 AM
Speaking of drawing, if it hasn't been fixed already, the bug that causes a drawing to adopt the skill level of the first person who "looks" at it rather than the person who draws it needs to be addressed.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: KankWhisperer on September 11, 2018, 11:32:05 PM
>forage rock until ruby
>forage food until sac

You just type it once and your moves slowly drop down with each hidden forage attempt.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Delirium on September 11, 2018, 11:37:48 PM
Just to make sure you're aware, you can type:

forage rock for ruby
forage food for sac


Yea you have to keep typing it, but I'm not convinced that automating forage is a good way to go.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: WithSprinkles on September 15, 2018, 10:46:34 PM
Could there possibly be a way to sort objects in room by number for the er.. obsessive organizer types among us?

Say, there are 10 items in a room, and you want them in a certain order, you can SORT ROOM #3 DOWN or something, until it is where you would like it?

There have been so MANY times I have picked items up one by one or used the CRAFT command to get a room just right, then sat in my nice room and gone to get something from my pack, like a length of leather, but either derped and didn't actually get it or the command didn't go through. Then I go to CRAFT LEATHER to check for recipes:

CRAFT LEATHER
> You can't make anything from that.

Eh?

Now my leather pillow is at the top of room order.  FFFFF----

(https://i.makeagif.com/media/5-14-2015/7qxErz.gif)

Now I either live with that pillow up there mocking me or I redo the process to move it back down.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Cabooze on September 16, 2018, 02:52:15 AM
Just to make sure you're aware, you can type:

forage rock for ruby
forage food for sac


Yea you have to keep typing it, but I'm not convinced that automating forage is a good way to go.

'Forage food for water'  should search for things which can be drank or things that can be crafted into that wad you drink from, if it doesnt already
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Dar on September 16, 2018, 03:06:43 AM
It would be really great if

forage rock for ruby would not give failure messages, but simply made you keep searching until success, periodically giving a 'you keep searching' echo.
Less mind numbing repetitive actions!
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Heade on September 16, 2018, 12:44:19 PM
is the "for" argument necessary in there? I had always thought it was just <forage rock ruby>
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: CodeMaster on September 16, 2018, 12:48:35 PM
Could there possibly be a way to sort objects in room by number for the er.. obsessive organizer types among us?

Say, there are 10 items in a room, and you want them in a certain order, you can SORT ROOM #3 DOWN or something, until it is where you would like it?

There have been so MANY times I have picked items up one by one or used the CRAFT command to get a room just right, then sat in my nice room and gone to get something from my pack, like a length of leather, but either derped and didn't actually get it or the command didn't go through. Then I go to CRAFT LEATHER to check for recipes:

CRAFT LEATHER
> You can't make anything from that.

Eh?

Now my leather pillow is at the top of room order.  FFFFF----

(https://i.makeagif.com/media/5-14-2015/7qxErz.gif)

Now I either live with that pillow up there mocking me or I redo the process to move it back down.

[Never mind.  I suggested craft without reading your whole post]
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: MatisseOrOtherwise on September 17, 2018, 08:39:34 PM
When server-side settings page-length limit in Ginka is reached, [MORE] is displayed, indicating that there is more to see. On this display, any input at all other than a straight return-button press results in the game flipping and forgetting anything was being listed whatsoever (resetting to a neutral state therein, as though you had just typed ; on mudlet outside of a list screen, etc).

I propose that typing "more" should also continue the list, as countless times I've typed in "more" to see more of a list / continue the pagelength, but then facepalmed.

In short: On a [MORE] display, allow "more" to work the same as a blank enter/return button press.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Cind on September 18, 2018, 06:07:51 AM
New players always have trouble with >fill templar waterskin water. If only there were a simpler way!
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: MeTekillot on September 18, 2018, 06:13:49 AM
I feel like whoever made waterseller code made it with the intent that there would eventually be other liquid sellers who might sell more than one liquid at once but it just never hapoened.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: number13 on September 18, 2018, 01:05:46 PM
New players always have trouble with >fill templar waterskin water. If only there were a simpler way!

It should just be something like "fill skin fountain". If you have coins in your inventory, the water-seller takes them for the liquid. If not, the water-seller gives an error message and price.

"Offer skin" gives the price without attempting to fill.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Veselka on September 18, 2018, 07:14:12 PM
Have starting 'ranged weapons' available in the starter shops, including crappy bows more likely to break and cheap arrows.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: mansa on September 18, 2018, 07:39:22 PM
Have starting 'ranged weapons' available in the starter shops, including crappy bows more likely to break and cheap arrows.

I know new players want to be the stereotypical 'ranger', so that might be useful.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Delirium on September 18, 2018, 08:42:53 PM
One of the first things I did as a newbie ranger in 2002 was blow all of my starting coin on a bow and arrows.

So I agree with the above two posts.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Inky on September 19, 2018, 01:38:17 AM
Allow more than five separate tracks to be discovered while using hunt?
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Veselka on September 19, 2018, 03:20:36 AM
Have starting 'ranged weapons' available in the starter shops, including crappy bows more likely to break and cheap arrows.

I know new players want to be the stereotypical 'ranger', so that might be useful.

More often than not, when I play a new PC that says they shoot arrows, people are incredulous because arrows are so expensive, and they just sling stones. Why don't I just sling stones?

I dunno, mate. Sometimes when I play a character that like, has archery as a skill, and wants to use a bow, it just makes sense?

On the converse, if someone walks into the bar with a bow and quiver, people are like...Oh shit, there's an endgame ass motherfuckin' raider motherfucker. But it's just a bow. And a quiver.

It'd just be nice if cheap, crappy options were available -- Yes, even bows that break more often, but are cheaply replaced -- So that this skill isn't the 'rich person's commodity' or endgame ranger, but just a dude/dudette who shoots things, albeit not great.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Boogerbear on September 29, 2018, 03:36:13 PM
If your "hunt" skill is high enough, you can tell where people have been logging, foraging, and maybe even crafting per material type left behind in shards.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: ShaLeah on September 30, 2018, 10:43:15 AM
I don't know if someone already suggested this but!!

Every day at 5:59am server have a system wide message that warns people of the upcoming system backup lag. People always panic.  This would be good for those who don't know or remember that it happens every day at the same time.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: CodeMaster on September 30, 2018, 12:12:08 PM
When you drop an item in your apartment and your apartment is > 90% full, you get a message saying: "There isn't too much room left" or similar.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: yousuff on October 01, 2018, 09:12:34 AM
Assist (player)
Instead of saying 'x is not fighting anybody' change it to 'you will now assist this person should they enter combat', so you can come to a player's aid without needing to wait for combat to begin. Also makes it easier in situations where there are two players wearing the exact same cloak, as you can assist your desired ally before combat begins.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: yousuff on October 01, 2018, 11:47:45 AM
Open e or open east not respond with 'there is no e' or 'there is no east', and instead open the EASTERN door/gate/curtain. Also specify in what direction it was opened for when you're in a hallway with multiple doors in multiple directions.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: gotdamnmiracle on October 02, 2018, 12:12:02 AM
Assist (player)
Instead of saying 'x is not fighting anybody' change it to 'you will now assist this person should they enter combat', so you can come to a player's aid without needing to wait for combat to begin. Also makes it easier in situations where there are two players wearing the exact same cloak, as you can assist your desired ally before combat begins.

I like this. It’s reverse threaten.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Heade on October 02, 2018, 02:36:47 AM
Assist (player)
Instead of saying 'x is not fighting anybody' change it to 'you will now assist this person should they enter combat', so you can come to a player's aid without needing to wait for combat to begin. Also makes it easier in situations where there are two players wearing the exact same cloak, as you can assist your desired ally before combat begins.

I like this. It’s reverse threaten.

I don't like it. It's perfect coordination in the initiation of combat without any effort. It means you could have 5 people all assist-chained, and all initiate combat instantly on anyone who attacks them, or who they attack. It will make player reaction irrelevant, and make escaping from those situations nigh impossible.

But I don't think staff wants us to discuss these ideas here. Just to give them.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: MatisseOrOtherwise on October 02, 2018, 06:14:59 AM
Everyone is always confused by the daily backup. My suggestion:

One minute prior to the daily backup, an automated message that OOCs "Hey. There's a daily backup in a minute. Things will freeze up for about three minutes. It's not broken, chill."
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Heade on October 03, 2018, 03:42:52 AM
Change the threaten code to require a player to "flee" in order to leave the room so that someone doesn't try to waylay you with a threaten, then auto-attack because you were speedwalking. Or, if not flee, then some additional command that lets you confirm that you're attempting to leave despite the threat.

I've accidentally had to flee from raiders I totally would have stopped to RP with because of this.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: ShaLeah on October 03, 2018, 07:56:46 AM
I don't know if someone already suggested this but!!

Every day at 5:59am server have a system wide message that warns people of the upcoming system backup lag. People always panic.  This would be good for those who don't know or remember that it happens every day at the same time.

Everyone is always confused by the daily backup. My suggestion:

One minute prior to the daily backup, an automated message that OOCs "Hey. There's a daily backup in a minute. Things will freeze up for about three minutes. It's not broken, chill."

GMTA!
makes me wonder how many other people suggested it lol
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Strongheart on October 03, 2018, 08:10:58 AM
I don't know if someone already suggested this but!!

Every day at 5:59am server have a system wide message that warns people of the upcoming system backup lag. People always panic.  This would be good for those who don't know or remember that it happens every day at the same time.

Everyone is always confused by the daily backup. My suggestion:

One minute prior to the daily backup, an automated message that OOCs "Hey. There's a daily backup in a minute. Things will freeze up for about three minutes. It's not broken, chill."

GMTA!
makes me wonder how many other people suggested it lol

I suggest this as well! Come on ;) only startling peeps need is from other peeps out to PK them.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Miradus on October 03, 2018, 05:07:46 PM
Assist (player)
Instead of saying 'x is not fighting anybody' change it to 'you will now assist this person should they enter combat', so you can come to a player's aid without needing to wait for combat to begin. Also makes it easier in situations where there are two players wearing the exact same cloak, as you can assist your desired ally before combat begins.

Solve this with a macro:

I have the alias zz ... shortcuts "assist $boss"

When I ride out with someone I decide who I want to assist I type "#var boss Dufusbear" and then if a fight starts which I want to get into, I type zz fast and hit return. Presto, I'm in the fight.

I could have triggered it so that if someone attacks Dufusbear it will then autoassist, but in that situation Dufusbear will walk into a mekillot and instaflee 1.3 seconds after I assist, leaving me to be gobbled up. I wanted direct control over what fights I get into because of Dufusbear.

Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Brytta Léofa on October 03, 2018, 07:23:26 PM
I'm having trouble with bio formatting in the web tool and the in-game editor:

(1) Bio entry on the web: There's no line-break formatting; one sees text as a normal paragraph in variable-width font that line-wraps whole words when it needs to. This results in bios that, in-game, get line-wrapped in the middle of words.

My ideal web tool solution would use a fixed-width font in a 72-80 character wide text box, with postprocessing to add the necessary line breaks at the text box wraps so it looks the same in game as in the tool.

(2) In-game editor: When I try to correct my bio formatting in game, I lose the line breaks I entered on the web (between paragraphs).

I'd like for the in-game editor to change how .f (format without indents) and .i (format with indents) work: continue to remove single line breaks, but retain double line breaks (paragraph boundaries). (More than two line breaks should become two line breaks; let's not get crazy with our vertical space.)

For absurd bonus points: I'd like .f/.i to be flexible on line length, such that they select the line-wrapping length in [72,78] that generates the least ragged right margin. This sounds ridiculous, but: at character creation, I almost always enter a single-line mdesc, let the autoformatter do its thing, and then edit it and enter my real mdesc before submitting. Because my hand-formatting is better than .f. :'(

@nessalin, if you give me a C function declaration I'm 100% willing to supply a tested, zero-dependency implementation for any of this.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: MeTekillot on October 05, 2018, 11:14:14 AM
Spice tubes and pipes should be wearable in the lips and smokable from there. Getting reeled could knock them out.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: daughterofauset on October 05, 2018, 11:23:51 AM
Spice tubes and pipes should be wearable in the lips and smokable from there. Getting reeled could knock them out.

This would kick ass.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Seeker on October 05, 2018, 11:46:39 AM
Spice tubes and pipes should be wearable in the lips and smokable from there. Getting reeled could knock them out.

This would kick ass.
This was the reason this thread was initiated.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: evilcabbage on October 05, 2018, 07:26:29 PM
Assist (player)
Instead of saying 'x is not fighting anybody' change it to 'you will now assist this person should they enter combat', so you can come to a player's aid without needing to wait for combat to begin. Also makes it easier in situations where there are two players wearing the exact same cloak, as you can assist your desired ally before combat begins.

Solve this with a macro:

I have the alias zz ... shortcuts "assist $boss"

When I ride out with someone I decide who I want to assist I type "#var boss Dufusbear" and then if a fight starts which I want to get into, I type zz fast and hit return. Presto, I'm in the fight.

I could have triggered it so that if someone attacks Dufusbear it will then autoassist, but in that situation Dufusbear will walk into a mekillot and instaflee 1.3 seconds after I assist, leaving me to be gobbled up. I wanted direct control over what fights I get into because of Dufusbear.


and having a trigger like that is disgusting and probably against the rules regarding triggers, so... good on you for not doing that.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Heade on October 05, 2018, 08:15:34 PM
Assist (player)
Instead of saying 'x is not fighting anybody' change it to 'you will now assist this person should they enter combat', so you can come to a player's aid without needing to wait for combat to begin. Also makes it easier in situations where there are two players wearing the exact same cloak, as you can assist your desired ally before combat begins.

Solve this with a macro:

I have the alias zz ... shortcuts "assist $boss"

When I ride out with someone I decide who I want to assist I type "#var boss Dufusbear" and then if a fight starts which I want to get into, I type zz fast and hit return. Presto, I'm in the fight.

I could have triggered it so that if someone attacks Dufusbear it will then autoassist, but in that situation Dufusbear will walk into a mekillot and instaflee 1.3 seconds after I assist, leaving me to be gobbled up. I wanted direct control over what fights I get into because of Dufusbear.


and having a trigger like that is disgusting and probably against the rules regarding triggers, so... good on you for not doing that.

Using alias's isn't against the rules. Only against the rules to fully automate activity, where you could walk away IRL and keep performing whatever activity it is IC, from what I understand. You're allowed to assign long commands to a shorter keystroke.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: evilcabbage on October 05, 2018, 08:56:19 PM
yes, but not to automate triggers, which is what you said you avoided doing.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Heade on October 06, 2018, 02:15:47 AM
yes, but not to automate triggers, which is what you said you avoided doing.

Nevermind, I see the section of what he said you were referring to. Not sure triggers are against the rules either as long as you're not AFK, but it's been awhile(like 10 years) since I looked, since triggers aren't really useful if you're not AFK.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: MeTekillot on October 06, 2018, 04:43:58 AM
Yes they are, I type insanely fast but instatriggers are still useful. But this discussion is off topic.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Synthesis on October 07, 2018, 05:39:04 AM
Remove the 'up' direction as a flee option unless the player is specifically requesting to flee by climbing.

It's pretty absurd to suppose I'd try riding my war beetle up a cliff, just because my flee skill sucks.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Lizzie on October 07, 2018, 02:12:05 PM
Remove the 'up' direction as a flee option unless the player is specifically requesting to flee by climbing.

It's pretty absurd to suppose I'd try riding my war beetle up a cliff, just because my flee skill sucks.

Basically  - make "flee up" still work as expected, and "flee self" and "flee (with no argument)" only come with NSEW and D. (does Flee OUT work? Does flee (no argument) include OUT as a possible outcome?)
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Synthesis on October 07, 2018, 03:42:42 PM
Remove the 'up' direction as a flee option unless the player is specifically requesting to flee by climbing.

It's pretty absurd to suppose I'd try riding my war beetle up a cliff, just because my flee skill sucks.

Basically  - make "flee up" still work as expected, and "flee self" and "flee (with no argument)" only come with NSEW and D. (does Flee OUT work? Does flee (no argument) include OUT as a possible outcome?)

If you flee and there's a 'leave' exit,  you will ALWAYS flee out, even if you have master flee and specify a direction.  Unless they've fixed that bug recently.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: PriestlySiren on October 12, 2018, 07:37:35 PM
Can we make it impossible for thieves to steal pants/shirts or what-have-you off of awake people? I'm pretty sure that even a master thief couldn't manage to get my clothes on.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Cabooze on October 12, 2018, 07:44:41 PM
Can we make it impossible for thieves to steal pants/shirts or what-have-you off of awake people? I'm pretty sure that even a master thief couldn't manage to get my clothes on.

100% yes for no stealing shirts

50% on no stealing pants... I like the idea of being able to run up and pantsing a noble, running off with their precious silks.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Synthesis on October 12, 2018, 08:42:39 PM
Can we make it impossible for thieves to steal pants/shirts or what-have-you off of awake people? I'm pretty sure that even a master thief couldn't manage to get my clothes on.

I'm pretty sure you already can't do that...although...maybe I've just never been stupid enough to try.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: seidhr on October 12, 2018, 09:51:46 PM
If you can steal pants or shirts off awake people, that is a bug.  (I don't think you can?)
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Hauwke on October 12, 2018, 11:10:53 PM
People may be getting confused with The Elder Scrolls armor stealing shenanigans. I have trouble even using the steal command on unconcious people let alone pantsing a newble and nicking his silky shorts.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Synthesis on October 13, 2018, 11:17:44 AM
Maybe it's an issue with the new-ish wear locations not being flagged properly?
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: MeTekillot on October 13, 2018, 11:27:38 AM
You sure you didn't forget to get dressed after mudsex?
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Brytta Léofa on October 13, 2018, 04:42:33 PM
I’ve seen some surprisingly naked NPCs recently. Like, shirt and hat but no pants kind of thing.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: PriestlySiren on October 13, 2018, 07:28:27 PM
You sure you didn't forget to get dressed after mudsex?
Pretty sure I’m talking npcs
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Delirium on October 13, 2018, 07:49:34 PM
You sure you didn't forget to get dressed after mudsex?
Pretty sure I’m talking npcs

Might have been knocked out and robbed and... can't afford new pants?
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Dar on October 15, 2018, 01:24:28 PM
I think some level of suspension of disbelief is warranted here.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Synthesis on October 15, 2018, 01:29:26 PM
Since there are several new classes that are reliant on crossbows:  make bolt-crafting the same as arrow-crafting.  I.e. every ordinary bolt tip should work with every ordinary bolt shaft and every ordinary feather.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Miradus on October 15, 2018, 05:29:40 PM
I’ve seen some surprisingly naked NPCs recently. Like, shirt and hat but no pants kind of thing.

That's the Pahoa standard out where I live.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Cabooze on October 16, 2018, 02:47:34 AM
Since there are several new classes that are reliant on crossbows:  make bolt-crafting the same as arrow-crafting.  I.e. every ordinary bolt tip should work with every ordinary bolt shaft and every ordinary feather.

I was under the impression bolts didn't use feathers? I think I need to start paying better attention.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: MeTekillot on October 16, 2018, 11:30:56 AM
If anything I think you should be able to steal necklaces, rings, stuff worn on the wrist.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Synthesis on October 16, 2018, 11:32:07 AM
You used to be able to steal rings.

It got out of hand.

*rimshot*
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Marauder Moe on October 17, 2018, 11:36:22 AM
I've always thought that we need a better combat status command.  Let's call it "sitrep" until someone can come up with a better name.

Code: [Select]
>sitrep
You are bleeding lightly.  You are fighting:
     a dusty red tarantula, it is bleeding heavily
The tall muscular man does not look well.  He is fighting:
     a sandy yellow tarantula, it is bleeding lightly
     a sandy yellow tarantula
     a dusty red tarantula, it is bleeding heavily
A sandy yellow tarantula is bleeding lightly.  It is fighting:
     the tall muscular man, he does not look well
A sandy yellow tarantula.  It is fighting:
     the tall muscular man, he does not look well
A dusty red tarantula is bleeding heavily.  It is fighting:
     the tall muscular man, he does not look well
     the marauding moe, he is bleeding lightly

Accepts targets for a narrower view:
Code: [Select]
>sitrep Amos
The tall muscular man does not look well.  He is fighting:
     a sandy yellow tarantula, it is bleeding lightly
     a sandy yellow tarantula
     a dusty red tarantula, it is bleeding heavily
Code: [Select]
>sitrep spider
A sandy yellow tarantula is bleeding lightly.  It is fighting:
     the tall muscular man, he does not look well
A sandy yellow tarantula.  It is fighting:
     the tall muscular man, he does not look well
A dusty red tarantula is bleeding heavily.  It is fighting:
     the tall muscular man, he does not look well
     the marauding moe, he is bleeding lightly
Code: [Select]
>sitrep me
You are bleeding lightly.  You are fighting:
     a dusty red tarantula, it is bleeding heavily

Other options:
* "Followers" argument that just shows people in your follow group.
* "-v" argument includes people not in combat and maybe corpses.
* First entity in the "fighting" list could always be the attack target, rather than keyword order.
* If this level of awareness is considered too powerful and there's worries of people spamming it for perfect situational awareness, it could have a combat delay.  Possibly less delay when targeted.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: flurry on October 21, 2018, 12:57:33 PM
JohnMichaelHenry raised this in the elf strength thread, but I wanted to bring it over here as a suggested improvement.

The help files for the new classes should indicate stat bonuses. Not in any specific way, but just enough so that a player will know that Enforcers come with a strength boost, Stalkers with an endurance boost, etc. I think this would fit with the general trend toward more transparency. I also would consider this information less sensitive than skill trees, which are already in the help files.

Title: Re: Developer Request: Quality of Life improvements to the game
Post by: MeTekillot on October 21, 2018, 02:19:38 PM
Make sleight of hand let you draw and sheath instantly like soldiers can do.

EDIT: Give AoD PCs the ability to do this if not for all sleight of hand people.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: boog on October 22, 2018, 09:49:42 AM
Something  that could get rid of excessive money, especially for indie crafters:

Have an NPC that, if you pay them, will give you the materials/tool list needed for a random (specific is more money?) non-clanned craft.

Erythil had suggested it in Discord. I think it's a good enough suggestion to plop here.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Feco on October 22, 2018, 11:02:52 AM
If anything I think you should be able to steal necklaces, rings, stuff worn on the wrist.

I expect that this would lead to every single noble loosing their ring.  Not interesting if it happens to everyone.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Tekky on October 22, 2018, 12:58:04 PM
Something  that could get rid of excessive money, especially for indie crafters:

Have an NPC that, if you pay them, will give you the materials/tool list needed for a random (specific is more money?) non-clanned craft.

Erythil had suggested it in Discord. I think it's a good enough suggestion to plop here.

Great suggestion.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: gotdamnmiracle on October 22, 2018, 01:28:08 PM
Something  that could get rid of excessive money, especially for indie crafters:

Have an NPC that, if you pay them, will give you the materials/tool list needed for a random (specific is more money?) non-clanned craft.

Erythil had suggested it in Discord. I think it's a good enough suggestion to plop here.

Great suggestion.

Love this.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: MeTekillot on October 22, 2018, 01:56:55 PM
If anything I think you should be able to steal necklaces, rings, stuff worn on the wrist.

I expect that this would lead to every single noble loosing their ring.  Not interesting if it happens to everyone.
Make signets not able to be stolen, make stealing from guarded people much much more difficult.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Kol on October 22, 2018, 03:38:45 PM
If anything I think you should be able to steal necklaces, rings, stuff worn on the wrist.

I expect that this would lead to every single noble loosing their ring.  Not interesting if it happens to everyone.
Make signets not able to be stolen, make stealing from guarded people much much more difficult.

Signets should still be able to be stolen, but honestly, they should be too hot to handle after the fact.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Marauder Moe on October 25, 2018, 01:33:51 PM
From Discord:

MORE ALIAS SLOTS PLZ.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Majikal on October 25, 2018, 04:19:05 PM
From Discord:

MORE ALIAS SLOTS PLZ.

Players actually use the ig alias code vs the ones on their clients?
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Marauder Moe on October 25, 2018, 05:14:00 PM
They're easier to set up and more convenient for people who play on multiple devices.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Brytta Léofa on October 25, 2018, 05:53:43 PM
Players actually use the ig alias code vs the ones on their clients?

I use ig aliases exclusively and always wish I could define more.

Any reason we can't set the limit to, like, 99?
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Brytta Léofa on October 26, 2018, 01:16:36 PM
In speech strings, force-capitalize the first letter, and add a period at the end if the ending character is not punctuation.

The nooby nub says, in sirhish,
  "is it time to spar"
But what everybody hears, in sirihish, is
  "Is it time to spar."

Not perfect! But better. Better in almost every case.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Alesan on October 26, 2018, 01:20:17 PM
In speech strings, force-capitalize the first letter, and add a period at the end if the ending character is not punctuation.

The nooby nub says, in sirhish,
  "is it time to spar"
But what everybody hears, in sirihish, is
  "Is it time to spar."

Not perfect! But better. Better in almost every case.

I hate that this seems necessary. But I think it might be.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: nessalin on October 26, 2018, 03:08:14 PM
From Discord:

MORE ALIAS SLOTS PLZ.

I started on this a while ago, but stopped because i was trying to add in the ability to do substitutions.

i.e.

> alias 1 shout I am going to kill %1, %2, and %3!!!
OK.  You have aliased '1' to 'shout I am going to kill %1, %2, and $3!!!'

> shout bob frank tom
You shout, "I am going to kill bob, frank, and tom!!!"




In the interest of not letting perfect be the enemy of good I'll split them up into separate projects and start by increasing the # of aliases.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Cabooze on October 30, 2018, 08:50:20 PM
Crimcode immunity for vigilantes (to an extent).

Going after an individual that just escaped crimcode or is currently being pursued by crimcode, should also not flag you with being a criminal unless you accidentally kill the perpetrator.

IE: 1. Chasing down a pickpocket that just got a partial failure on you, but still ran off with your precious.

2. Chasing down someone that just stabbed your best friend/threw something aggressively into a room/shot something at someone.

3. Being a noble and you order your guard to kill someone that is attacking you.



After going back over this it sort of seems to me like this already might be a thing, but you know... Just throwing it out here just in case.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Synthesis on October 30, 2018, 09:06:23 PM
Crimcode immunity for vigilantes (to an extent).

Going after an individual that just escaped crimcode or is currently being pursued by crimcode, should also not flag you with being a criminal unless you accidentally kill the perpetrator.

IE: 1. Chasing down a pickpocket that just got a partial failure on you, but still ran off with your precious.

2. Chasing down someone that just stabbed your best friend/threw something aggressively into a room/shot something at someone.

3. Being a noble and you order your guard to kill someone that is attacking you.



After going back over this it sort of seems to me like this already might be a thing, but you know... Just throwing it out here just in case.

As a pickpocket, you can't get a "partial failure" -and- steal the item at the same time.

If you feel a hand in your pockets, it means they didn't get anything.

The only way you'd feel a hand in your pockets and end up missing something is if they pickpocketed you multiple times, or if there was more than one pickpocket.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Delirium on October 30, 2018, 09:46:54 PM
Update the response from stock socials to be less cutesy and more informative.

For example,

>frown
You frown.

Rather than the current

>frown
What's bothering you?
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: daughterofauset on October 30, 2018, 10:50:31 PM
Update the response from stock socials to be less cutesy and more informative.

For example,

>frown
You frown.

Rather than the current

>frown
What's bothering you?

This would be nice, yeah. Also if "shake soandso" made you shake your head at them rather than shake their hand.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Lizzie on October 30, 2018, 11:35:52 PM
I think the fact that there are even still any socials left in the game is pretty amazing. Not amazing as in "terrific, so happy!" but amazing as in "who woulda thought THIS game would have any socials at all?"

I sometimes use the nod social. But mostly I just type out emotes. If we got rid of all the socials completely I really don't think anyone would miss it, except new players coming from games that have tons of them.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Cabooze on November 01, 2018, 09:28:14 PM
Create an 'over the neck' wear slot, where only specific attire can be worn, such as scarves- and thusly make it so scarves are then just about the only item that can be worn in that location. I'm sure people can get creative and figure out other things to toss in that spot as well.

Anything worn in that slot automatically covers anything worn 'about throat' or 'around neck'.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: roughneck on November 03, 2018, 09:55:53 AM
Crimcode immunity for vigilantes (to an extent).

Going after an individual that just escaped crimcode or is currently being pursued by crimcode, should also not flag you with being a criminal unless you accidentally kill the perpetrator.

IE: 1. Chasing down a pickpocket that just got a partial failure on you, but still ran off with your precious.

2. Chasing down someone that just stabbed your best friend/threw something aggressively into a room/shot something at someone.

3. Being a noble and you order your guard to kill someone that is attacking you.



After going back over this it sort of seems to me like this already might be a thing, but you know... Just throwing it out here just in case.

If you want to chase down criminals openly, play a PC in the Arm, or somehow openly affiliated with a Templar.

You can however, 'assist soldier' without consequence. Just don't type 'kill'.

If you want to be a true vigilante, you hunt dark streets and alleys like criminals do, for criminals.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Cind on November 05, 2018, 03:05:38 AM
I'm going to go ahead and repeat from my mispost elsewhere: fix language learning.

With my intelligent humans and normal and intelligents breeds and elves accent-learning is a bit fast or normal speed (seems to be a little random) but I've only ever branched a language once, with an incredibly smart half-elf who listened to a pair of muls talk to each other for literally like ninety minutes.

Just--- it just seems like no one can branch a language. Maybe people are, and just haven't been telling me.

I might also have had an elf branch tatlum once. That was badass.

That crimcode idea above me is kind of neat, but I think I'd be happy just if nobles being attacked could be saved even if you didn't have the rescue ability. You can be wanted for dumb things that don't warrant vigilante murder, but it seems stupid for ten people, five of whom are expert Tor warriors, to stand around and let a noble be killed because there are no soldiers around and they forgot to bring their guard.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: gotdamnmiracle on November 05, 2018, 03:10:57 AM
From Discord:

MORE ALIAS SLOTS PLZ.

-Snip-

Very, very on board with this! Even just doubling the number would butter my biscuits.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Cind on November 05, 2018, 03:52:49 AM
Candles don't last very long at all. Have you ever seen a person carry around a candle? In outdoor rooms they usually are snuffed out by the wind pretty quickly, and last about a forth? as long as torches do.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: only_plays_tribals on November 05, 2018, 11:59:53 AM
When you light a fire arrow it doesn't send a room echo that shows it to anyone but the person lighting the arrow. Can we add one?
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Bogre on November 05, 2018, 01:53:29 PM
Candles lasting a long time would be cool.  Creepy candlelit altars for everyone!!
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Vex on November 05, 2018, 02:14:29 PM
When failing at using trample, it gives the person using the skill their own third person sdesc.

Could we have it changed, to use "your" instead? It looks, a bit janky, atm.

It'd basically be the same superficial change, as was done to the HUNT skill.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Alesan on November 06, 2018, 01:08:38 PM
Add my.item prefix to keywording items like 1.item 2.item in order to target your own belongings/equipment before others.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Hauwke on November 06, 2018, 03:20:31 PM
Add my.item prefix to keywording items like 1.item 2.item in order to target your own belongings/equipment before others.

The game should already target your inventory first then your equipment anyway.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Alesan on November 06, 2018, 03:51:20 PM
Based on what I've seen in game, it doesn't.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Hauwke on November 06, 2018, 05:58:19 PM
It will target people/NPCs, inventory, equipment. In my experience, which is why if you try to tag your cloak you tag the shady elf instead.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Cabooze on November 06, 2018, 06:42:46 PM
It will target people/NPCs, inventory, equipment. In my experience, which is why if you try to tag your cloak you tag the shady elf instead.

You gotta be very specific with keywords, and hope that another person with the exact same cloak as you doesn't walk through with their hood up. Things get awkward.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Dar on November 06, 2018, 07:42:43 PM
Have anything you wear on your body/torso(whatever you use for cloaks) respond to keyword "mycloak".
This way you can manipulate your cloak without targetting self/others.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Cind on November 07, 2018, 05:27:48 AM
Candles lasting a long time would be cool.  Creepy candlelit altars for everyone!!

Tall candles should last forever. A tealight will last for about three to four hours.

I'd keep the fact that they snuff out in the wind because its a stormy world, even when it isn't storming, and candles help reflect this fact. It would reflect it better if we had more of a reason to use candles--- for example, creepy bloodstained altars to obscure and menacing gods.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: boog on November 07, 2018, 12:57:06 PM
Idea for master crafts: make an item generator that translates in game to a random onum like the crafting generator does, where a player will fill out the object variables and insert their craft. This way, players submit their crafts and items without having to bog staff down with requests and staff can edit and contact the player if there is an absolute need to do so.

This would resolve a ton of the repetitious work staffside and also help players by not making them wait thirty plus days for their objects to be reviewed, revised, discussed, or otherwise. It'd streamline the entire process. This would remove the most tedious step, and for item and crafting submission calls by staff, it could be accessed by all, with staff waiting to review queued up items in a more pleasant to read web format.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: gotdamnmiracle on November 07, 2018, 02:33:43 PM
Can we have stp, sto, and st default to stop rather than stow or just return the what response? I've, many times, fumbled frantic typing trying not to step into a hole or "kill yompar" before taking a chunk out of my buddy in the yompar-skin cloak. I think it'd see far more use that people trying to use shorthand stow.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Brokkr on November 07, 2018, 02:45:42 PM
3. Being a noble and you order your guard to kill someone that is attacking you.

Use assist, not kill.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: nessalin on November 08, 2018, 09:00:09 AM
I welcome feedback and suggestions, but please keep them on topic and free of snark/back-handed compliments/etc...
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Synthesis on November 08, 2018, 09:33:06 AM
Re-code liquid sellers to be able to fill partially-filled liquid containers, as long as the liquid types match, with proportional pricing.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Seeker on November 08, 2018, 11:22:15 AM
Re-code liquid sellers to be able to fill partially-filled liquid containers, as long as the liquid types match, with proportional pricing.
Excellent one.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: boog on November 08, 2018, 02:11:49 PM
Re-code liquid sellers to be able to fill partially-filled liquid containers, as long as the liquid types match, with proportional pricing.
Excellent one.


Agreed.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: MeTekillot on November 09, 2018, 01:00:50 PM
Change the echo to the thief about failing a steal (without being identified) to jostling clumsily against them but managing to escape without being identified instead of what it is now. The current echo is a little misleading for newbie thieves.

Code: [Select]
You cover your mistake before he discovers you.This one specifically.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: MeTekillot on November 09, 2018, 01:03:36 PM
And an additional request that if someone fails a steal on you in this manner or in the crit-fail manner (where the thief DOES get crimflagged and discovered) that you get flagged with something that makes you extremely hard to steal from for maybe 10-20 RL minutes?
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: mansa on November 09, 2018, 01:25:20 PM
And an additional request that if someone fails a steal on you in this manner or in the crit-fail manner (where the thief DOES get crimflagged and discovered) that you get flagged with something that makes you extremely hard to steal from for maybe 10-20 RL minutes?

Isn't that the watch skill?
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: MeTekillot on November 09, 2018, 01:28:08 PM
No.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Cind on November 10, 2018, 02:07:59 AM
Npcs have this awareness, I -think-, so wouldn't that mean pcs have it as well?
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: oggotale on November 10, 2018, 05:00:36 AM
And an additional request that if someone fails a steal on you in this manner or in the crit-fail manner (where the thief DOES get crimflagged and discovered) that you get flagged with something that makes you extremely hard to steal from for maybe 10-20 RL minutes?

This is only consistent, much like the way it's considered exploitative and wrong to steal from NPCs you critfailed on.

Really, why not add that function for NPCs too?
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: oggotale on November 10, 2018, 04:58:48 PM
tamote (table specific emotes)
wemote <sdesc> <sdesc> (emote for a specific person (persons?) that only they can see, maybe even make it for multiple people)

Would help with cutting down spam in taverns, I know of myself and some other players that try to cut down on emotes in crowded taverns out of courtesy, even though they and the person they're directly interacting with, would rather see the emotes. Also reduces spam in general.

wemote should only be reserved for things that people in a crowded tavern probably won't notice,
like subtle social actions which the person you're in conversation with would definitely notice, but others wouldn't, stuff like smiling, nodding, etc and NOT things like waving your fist angrily at someone over their head.
(can already be done with watch and hemotes, but watching someone when you're talking to them, as your character would be doing realistically, isn't natural for players to make their characters to do by typing watch)


Although the intention in my head is to help out non-competitive social RP, since this might make spying harder, it should be that even the most basic scanning skill picks these up when scan is active, if we want to maintain the current status quo
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Delirium on November 10, 2018, 07:06:07 PM
"A small pile of bones".. you can't sell these anywhere! You can sell most bone items at a raw goods or critter items vendor but not the small pile of bones.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Heade on November 10, 2018, 07:10:58 PM
tamote (table specific emotes)
wemote <sdesc> <sdesc> (emote for a specific person (persons?) that only they can see, maybe even make it for multiple people)

Would help with cutting down spam in taverns, I know of myself and some other players that try to cut down on emotes in crowded taverns out of courtesy, even though they and the person they're directly interacting with, would rather see the emotes. Also reduces spam in general.

wemote should only be reserved for things that people in a crowded tavern probably won't notice,
like subtle social actions which the person you're in conversation with would definitely notice, but others wouldn't, stuff like smiling, nodding, etc and NOT things like waving your fist angrily at someone over their head.
(can already be done with watch and hemotes, but watching someone when you're talking to them, as your character would be doing realistically, isn't natural for players to make their characters to do by typing watch)


Although the intention in my head is to help out non-competitive social RP, since this might make spying harder, it should be that even the most basic scanning skill picks these up when scan is active, if we want to maintain the current status quo

I think this is a good idea, with making wemote act like a hemote that one person automatically gets to see. Good for sneaking a wink, or playing footsy under a table, where one person would definitely notice, but others might not.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: only_plays_tribals on November 13, 2018, 11:47:49 AM
Please let me pass items to people in the stable without the stable hand mistakenly thinking I am trying to offer a ticket
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Cabooze on November 13, 2018, 05:44:58 PM
The silt-horror guy that buys shells for 100 coins and claims to then make the best armor in the known out of it.

Make his purchase offer more realistic, but adding another 0 onto that number and replacing the 1 with 4, 5, or 6. And then make him /actually/ stock some decent silt-horror armor (not salarr quality mind you), for a 2k or 3k markup depending on which piece he randomly generates in his shop.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Delirium on November 13, 2018, 05:48:12 PM
It's 75 coins. Just make it 300 coins and flip the markup to somewhere in the 2, 3k realm.

While I hate price creep, the reality of the game is that the economy is just not the same as it was when that script was implemented.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Cind on November 14, 2018, 04:59:44 AM
A grey sandcloth wrap can be worn about the pelvis, while the other colors of Red Storm wraps cannot.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: daughterofauset on November 14, 2018, 11:22:47 AM
Grey water seller in both outposts and red storm. Sure you can splurge on drinking water for drinking but what asshole would use that to rp cleaning offwithor dyeing things with. like... Come on, people.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: oggotale on November 14, 2018, 12:17:09 PM
Change the echo to the thief about failing a steal (without being identified) to jostling clumsily against them but managing to escape without being identified instead of what it is now. The current echo is a little misleading for newbie thieves.

Code: [Select]
You cover your mistake before he discovers you.This one specifically.

+1, first-timers will think that when you've partial failed, the other person doesn't have a clue.
Unless they fail on an NPC, but even then they might be a bit confused.

I was confused at first too.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Heade on November 14, 2018, 12:49:55 PM
Change the echo to the thief about failing a steal (without being identified) to jostling clumsily against them but managing to escape without being identified instead of what it is now. The current echo is a little misleading for newbie thieves.

Code: [Select]
You cover your mistake before he discovers you.This one specifically.

+1, first-timers will think that when you've partial failed, the other person doesn't have a clue.
Unless they fail on an NPC, but even then they might be a bit confused.

I was confused at first too.

Technically, in a bar or street full of NPCs/vNPCs, someone shouldn't automatically assume the hand they felt was the PC. But yeah, that's not how it works in practice.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Delirium on November 14, 2018, 12:55:53 PM
Solution: more (very periodic) room echos that perfectly mimic failed, coded theft attempts.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Marauder Moe on November 14, 2018, 01:54:34 PM
Any chance that ">craft ingredient into #1"  could be made to work without the "#"?  This has tripped up newbies and, err, returned veterans alike.   ::)
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Synthesis on November 15, 2018, 01:35:20 PM
Re-code liquid sellers to be able to fill partially-filled liquid containers, as long as the liquid types match, with proportional pricing.

Riffing on this...the ability to drink specific amounts.

Something like:

> drink half waterskin

Portions of half, third, quarter would be fine.  Proportions based on maximum capacity of container, not amount of liquid actually remaining (for simplicity's sake...otherwise you'd get into infinitely small portions of liquid).
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Vex on November 16, 2018, 01:25:19 PM
From a different thread.

Blue feather is nothing. Its more fun to mastercraft an item and then use that item as a component for other mastercrafts :).

Yeah, this is how the pros protect their recipes. Code-proof that shit.

If it doesn't already, change salvage to have a forage-based chance to recover components of crafted items, so as to invalidate, such petty bullshit.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Heade on November 16, 2018, 03:16:36 PM
From a different thread.

Blue feather is nothing. Its more fun to mastercraft an item and then use that item as a component for other mastercrafts :).

Yeah, this is how the pros protect their recipes. Code-proof that shit.

If it doesn't already, change salvage to have a forage-based chance to recover components of crafted items, so as to invalidate, such petty bullshit.

This would just encourage people who currently protect 2-3 item recipes with a keystone item to move that number to 5, so that it's unlikely you'll get the specific one you're after. And honestly, you probably shouldn't be able to. If someone has gone through that much effort to conceal the manner of construction, they probably did a good job of it. Bear in mind that it often takes 2 IC years just to design a keystone item and have it represented in the game, then another 2 years to design and complete an item that uses that in the recipe. You call bullshit on analyze not telling you what every sub-item is made of? I call bullshit on people analyzing 4 years of IC design work, despite 2 years of effort making it difficult, in 1 minute.  ;)
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Dar on November 16, 2018, 04:23:20 PM
No no. Nothing wrong with keeping trade secrets. Especially when you are trying to build a brand for your MMH.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Iiyola on November 16, 2018, 04:57:12 PM
NPC thieves in taverns.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: CodeMaster on November 16, 2018, 09:04:34 PM
Re-code liquid sellers to be able to fill partially-filled liquid containers, as long as the liquid types match, with proportional pricing.

Riffing on this...the ability to drink specific amounts.

Something like:

> drink half waterskin

Portions of half, third, quarter would be fine.  Proportions based on maximum capacity of container, not amount of liquid actually remaining (for simplicity's sake...otherwise you'd get into infinitely small portions of liquid).

I like this and it would be nice to be able to eat rations all if you want to avoid spamming your unit with eats.  I wouldn't even mind if it had an after-delay.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Delirium on November 16, 2018, 10:11:57 PM
I like this and it would be nice to be able to eat rations all if you want to avoid spamming your unit with eats.  I wouldn't even mind if it had an after-delay.

Yes please! >drink waterskin all and >eat gruel all would be amazing.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Vex on November 17, 2018, 12:11:58 AM
This would just encourage people who currently protect 2-3 item recipes with a keystone item to move that number to 5, so that it's unlikely you'll get the specific one you're after. And honestly, you probably shouldn't be able to. If someone has gone through that much effort to conceal the manner of construction, they probably did a good job of it. Bear in mind that it often takes 2 IC years just to design a keystone item and have it represented in the game, then another 2 years to design and complete an item that uses that in the recipe. You call bullshit on analyze not telling you what every sub-item is made of? I call bullshit on people analyzing 4 years of IC design work, despite 2 years of effort making it difficult, in 1 minute.  ;)

Why even go through the effort, if all you create, will become locked away and disappear, once you're gone? That so many complain about never being able to leave a lasting mark, only to lock away the few lasting contributions they CAN make, behind some gamey code bullshit, says a lot about the community.

I was wrong. The staff are absolutely right to impose rules, against people rediscovering their past pcs secret crafts. It's a very poetic response, to such small, petty behavior.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Heade on November 17, 2018, 12:21:10 AM
Why even go through the effort, if all you create, will become locked away and disappear, once you're gone?

Two things.

First, maybe people don't plan to be gone, and fully intend to keep their recipes alive through future PCs.

And Second, maybe that isn't the mark they're trying to leave on the gameworld. Maybe they're trying to start a lasting MMH that lasts beyond their PC, and protecting their custom recipes IG works towards that end. Don't discount the RP element of it. That's what we're all here for, isn't it?
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Bushranger on November 17, 2018, 03:49:26 AM
Quality of life improvement: Teapots and teacups to be sized appropriately.

It's super fucking annoying when you fill up a teapot, brew some tea, pour teapot 1.cup and then pour teapot 2.cup and you end up with 1 full teacup and 1 less that half full teacup. This is especially annoying when using a teapot and tea cups that have almost identical sdecs so that they are obviously designed to be in a set!

I think teacups are a decent size but I would love it if a staff member could search the database for "teacup" and standardise the amount of liquid they hold.

I would love it if the amount of liquid a teapot can hold could then be increased to a whole teacup amount - 2 teacups for a small teapot so whoever brews it can share it with a friend and not accidentally end up giving their guest less than half a teacup! For larger teapots it would be perfect to have them also fill a whole number of teacups, 3 or 4 or however many is appropriate for the size of the teapot.

Synthesis' idea about drinking half a waterskin made me remember the angst I have everytime I have a character that makes tea for more than just themself and comes across this problem.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: gotdamnmiracle on November 19, 2018, 05:47:59 PM
The ability to empty specific items from a container into another container.

Something like...

Code: [Select]
Empty sifter box viscous

You empty only the grains of viscous black spice into a battered grey bone spicebox from a dusty square bone sifter

I realize it isn't exactly realistic, but it'd definitely prevent a whole bunch of unnecessary screen roll and would be a huge quality of life improvement.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Marauder Moe on November 20, 2018, 03:48:32 PM
Any chance tdesc can also work as a 1-line command and bypass the editor?

>tdesc His hair looks extra spiffy today.

EDIT: Basically make it so it can work like change ldesc does, but with no argument still invokes the editor.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: JohnMichaelHenry on November 20, 2018, 09:49:13 PM
I realize most alcoholic drinks are typically roleplay tools, but I sure wouldn't mind having more than one drink (or two sips) in a mug of ale. Maybe just weaken the effect a bit, while keeping the strong stuff at the same potency level.

Title: Re: Developer Request: Quality of Life improvements to the game
Post by: gotdamnmiracle on November 21, 2018, 02:56:50 PM
I really wish that you could see possible adding branches of recipes when you had a similar or close recipe. It would prevent the perma forgotten recipes because they use gimpka rat skin or a very specific kind of moss.

Craft large:

You could make an obsidian longsword
You could make a antler-hafter obsidian axe with the addition of a large piece of antler.
You could make an obsidian shortsword
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Heade on November 21, 2018, 03:16:52 PM
I really wish that you could see possible adding branches of recipes when you had a similar or close recipe. It would prevent the perma forgotten recipes because they use gimpka rat skin or a very specific kind of moss.

Craft large:

You could make an obsidian longsword
You could make a antler-hafter obsidian axe with the addition of a large piece of antler.
You could make an obsidian shortsword

I wouldn't like this. I think it eliminates a lot of the discovery element of the crafting system. At that point, we may as well just release the item recipe database to the players, which I also don't think should be done.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: gotdamnmiracle on November 21, 2018, 03:31:17 PM
It's not like everything would be apparent. Clan and skill gated items would still not show up. I don't see what the issue is when indie recipes feel so limited anyway. Furthermore, I find it extremely frustrating when I can't use a pole, but must use a tool shaft, can't use one type of bone, but another is A okay.

The "mystery" of the crafting system is obtuse and frustrating.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Heade on November 21, 2018, 03:59:35 PM
It's not like everything would be apparent. Clan and skill gated items would still not show up. I don't see what the issue is when indie recipes feel so limited anyway. Furthermore, I find it extremely frustrating when I can't use a pole, but must use a tool shaft, can't use one type of bone, but another is A okay.

The "mystery" of the crafting system is obtuse and frustrating.

It requires experimentation and effort. Some of us like that. And, insofar as clan gating....I don't like that mechanic to begin with. I generally make all of my custom crafts craftable by anyone, for that reason. I'd far rather see some IC ways GMH's protect their monopolies by guarding access to specific, scarce resources, or things like that. Maybe salarr has a mine, or farm somewhere in the world that produces a particularly rare substance, and they tend to work that substance into all of their recipes. This is far more explainable IC, and leads to fun and interesting plots, whereas the simple clan-gating of recipes does not.

With the above suggestion, it could be made so that the only places to acquire this particular resource would be in one of that GMH's compounds, or by mining/foraging at the one or two world locations where it could be found, which are likely to be both a closely guarded secret, and a heavily guarded location.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: daughterofauset on November 21, 2018, 04:17:55 PM
I'd be 100% in favor of the idea of getting to see that (caveat) if there were the ability to turn it off (like the newbie ooc help hints) for the people who do enjoy said mystery. I am with the party who are IDGAF about the illusion of mystery because of the fact that a lot of recipes are not particularly intuitive for one but just in general, it is the mystery of other characters not the mystery of code, that I enjoy. I love crafting but am not someone who enjoys puzzles or riddles.

That said: I also agree about the idea of there being an ic ingredient rather than an ooc gating seems like a more fun and ic interesting way to do clan crafts, and think that resource wars and gHarding being an ic thing sounds like it would add to the fun.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: JohnMichaelHenry on November 21, 2018, 05:07:47 PM
Is it frowned upon to use your CC ability to clone an item just using your own recipe? A 'fake' if you will....
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Heade on November 21, 2018, 06:10:11 PM
Is it frowned upon to use your CC ability to clone an item just using your own recipe? A 'fake' if you will....

I hope not! That seems like a fun way to knock off GMH items with your own spin, and generate some real IC hostility/RP! :D
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: JohnMichaelHenry on November 22, 2018, 10:11:40 AM
>>>---[114 hp 116 st 121 mv]---> abilities

   Can forage food in the wilderness.
   Stealth specialized for wilderness environments.
   Hunting specialized for wilderness environments.
   May prepare a campsite in the wilderness.
   Good recovery from exertion.
   Can hitch two mounts at once.
   May eventually tame mounts.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Potaje on November 22, 2018, 01:33:43 PM
Since skinning is not a given and the population of the game is low there should be an expansion to the code of the slaughter house that players can bring in any beast and get them cut up for a cost. But also they would receive all the parts of the beast back.

Perhaps the cost is indicative to the size of the beast.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Seeker on November 22, 2018, 01:57:07 PM
If we were to do that, the skinning ability of the slaughterhouse should only be moderate.  Need to preserve the value of PCs who have the skill.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Brokkr on November 22, 2018, 01:58:50 PM
Skinning was specifically not given to a number of classes, so impair their economic viability unless they pair with someone who has it.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Seeker on November 24, 2018, 01:17:55 PM
Is there a way to use code to Erase scribbles?  I make in error in making those often and wish I could just swipe my hand over the sands and start over.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: IntuitiveApathy on November 24, 2018, 09:56:50 PM
I'm not sure if this has been answered before - my GDB-fu isn't great, but is it at all possible to get a command that reverts the colour code back to the original pre-colour era display without colour and the ansi-bolding for combat hits?  There appears to be a command to set no colour, and turn on bolding emphasis (which apparently includes combat) but instead of actually bolding for me (under Mushclient) it just displays, *entity hit*.

(I'm not sure if this is just a Mushclient problem, and if it is and someone knows a solution to fix it, that'd be great!)
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: gotdamnmiracle on November 26, 2018, 02:07:10 AM
I nearly made a thread about this item all on it's own.

A nosave option for Parrying.

Currently, with the addition of riposte a player with parrying can spike themselves again and again on someone who can riposte with some level of effectiveness. I would like the option to at least control whether my PC will be counter attacked against or not. Just like in real life if I noticed I was leaving myself wide open to be counter attacked each time I did something I'd change up my strategy (in this case focusing solely on outright attacks) rather than blindly continuing to do it. As it stands all the opponent needs to do is diligently type Riposte again and again until the PC is sliced and diced. I'm aware there are Riposte fails, but I think you'd have killed many PCs long before you ran out of stamina.

Please don't change the Riposte skill however. It's a lovely addition to the game and I think most problems could be fixed with the addition of this nosave command.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Marauder Moe on November 26, 2018, 02:18:26 AM
Possibly worth another thread.

Does not riposte trigger after the character in riposte stance parries?
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: gotdamnmiracle on November 26, 2018, 03:28:35 AM
Possibly worth another thread.

Does not riposte trigger after the character in riposte stance parries?

Whoops! That's exactly true.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: gotdamnmiracle on November 27, 2018, 04:26:41 PM
Would it be possible to give things like bits of jade, lapis lazuli, chunks of tourmaline, etc (all uncut jewels really). a singular shared keyword (like gem or jewel) so that you could perform a forage stone for gem and not have to give up on bits or chunks. If I'm foraging through stones for financial reasons I'm not going to consider every chunk of granite, nor toss away bits of sunstone simply because they are bits and not chunks, if you catch my drift.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Vex on November 28, 2018, 08:22:53 PM
Is it possible, we could remove the blood rivulet from tracks, if the person has been successfully bandaged? Right now, it doesn't cease, post bandage.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Delirium on November 28, 2018, 11:50:06 PM
The ability to toggle whether or not you attempt to reverse disarm attacks.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Delirium on November 30, 2018, 08:59:00 PM
Please remove

S/he is carrying:
nothing obvious

From the look results, or update it so that it actually shows something if they are carrying an object which is visible as being carried on a normal room look. I have never ever ever ever seen that output actually show something besides "nothing obvious"
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Cind on December 01, 2018, 05:11:07 AM
If you're talking about disembodied human heads and corpses, than yeah, jesus.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: ShaLeah on December 01, 2018, 11:32:11 AM
Why can't we hold things in both hands? Or two things in one hand if they're small enough?
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Narf on December 01, 2018, 12:24:53 PM
Please remove

S/he is carrying:
nothing obvious

From the look results, or update it so that it actually shows something if they are carrying an object which is visible as being carried on a normal room look. I have never ever ever ever seen that output actually show something besides "nothing obvious"

It's a holdover from when peek didn't have its own command, and yeah it is completely obsolete now.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: PriestlySiren on December 02, 2018, 12:08:48 PM
Codedly intoxicated people should fall off their mounts.

The scan message should be turned into an hemote like glance or look.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Heade on December 02, 2018, 01:42:21 PM
Codedly intoxicated people should fall off their mounts.

I think this would lead to a spike in the use of quit OOC.

Right now, riding when drunk is the way to ensure you can get to a quit-safe location when you're plastered IC. If you take that away, there would likely be an increase of "quit OOC Too drunk to make it to quit-safe and I gotta go IRL"
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Vex on December 02, 2018, 03:05:08 PM
The scan message should be turned into an hemote like glance or look.

No, leave it as is, so people are disinclined to use it during inappropriate moments, or if they do, they look absurd and gamey.

I'm specifically talking about the people who refresh scan during mudsex, or use scan contrary, to how they are behaving in emotes. If you're gazing lovingly, into your future hot dog sockets eyes, maybe use the WATCH command on her, instead of refreshing scan, to see if anyone is hanging around waiting to murder you both.

My favorite of the year, was this guy who emotes closing his eyes in joy, for "reasons", and then immediately did a scan. Tbh, I should have emoted jumping out of the closet, and kicking her in the jaw for that one...

Keep scan as it is.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Cind on December 02, 2018, 09:06:52 PM
It seems like not a ease-of-use request, but this is more of a desire to see all those unknown items revealed and available for sale in the game.

Have an elf npc who is part of a small tribe travel to Luir's, Allanak and Storm at random each reboot, with their specific space in the marketplace, and each reboot they will sell infinite amounts of random items, taken from those items in the database that are not magick and have been unknown to the players for ages. For example, I know of two fruitcake recipes, you know, the dry and commoner kind that Kadius probably wouldn't make for a party, but would be seen as a treat by the common people.

There's weapons in the game that were made once where a glow-crystal is attached to them and these weapons can be attached to the body. For example, a shortsword being able to be wrapped around the side of your leg. Its in the 'ankle' slot and cannot be hidden by a cloak, but I know it would get some use.

Making the item amounts infinite would trigger more interest as people... you know... keep coming up and buying one or two for themselves.

This elf would be like a few of the npcs about, whom you could talk topics with, and learn about their tribe and travels and things like that. I absolutely love those npcs.

For newbies, this would help introduce the idea that elves can belong to small tribes, which I have seen them struggle with before. The docs clearly state a difference between city and tribal elves, and I don't think it occurs to some of them that desert elves can be in offshoot or small-time families.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: gotdamnmiracle on December 03, 2018, 05:00:38 AM
I love the above idea. It'd save me a lot of mental acrobatics for having to explain why my straight laced PC killed an npc purely because I wanted to have the cool flavor item the guy was coded with.

Only half joking there. Really love this idea and think it'd be super interesting. The items, namely the gear in this game, is one of my favorite parts of the game. The NPC recipeless items, that's where the coolest stuff is, IMO.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Cind on December 03, 2018, 08:11:38 AM
An npc that is not a gith is coded to be wearing a necklace made of humanoid finger bones. Its a thing.


There's also an npc in Storm with an item that freaks me out, although the rest of their gear and they themselves look totally normal. You can go look for these if you want.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: gotdamnmiracle on December 03, 2018, 01:18:51 PM
An npc that is not a gith is coded to be wearing a necklace made of humanoid finger bones. Its a thing.


There's also an npc in Storm with an item that freaks me out, although the rest of their gear and they themselves look totally normal. You can go look for these if you want.

"Cleanup on aisle six"
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Jihelu on December 05, 2018, 09:51:15 AM
Add a command to allow shitting your self. If we can have skelle echoes that we shit our selves, we can have a code!
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Alesan on December 05, 2018, 08:49:54 PM
Add a prompt option for current/modified sdesc.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: MatisseOrOtherwise on December 06, 2018, 04:45:35 AM
Quote
TAKE ITEM [FROM] PLACE
PUT ITEM [IN] PLACE
PLACE ITEM [ON] TABLE
GET ITEM [OUT] BAG

Can we please have some way of allowing from, in, on, out, etc to work when placing, retrieving, taking, putting etc items? It gets incredibly frustrating when commands like this don't work, when realistically, there's no reason they shouldn't.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: RogueGunslinger on December 06, 2018, 07:30:33 AM
When you get a mount out of the stables you should auto-hitch and ride it. Also you should only be able to store a beetle you're riding or hitched to. This would go a long ways towards reducing issues with multiple people in stables.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: MatisseOrOtherwise on December 06, 2018, 07:57:06 AM
When you get a mount out of the stables you should auto-hitch and ride it. Also you should only be able to store a beetle you're riding or hitched to. This would go a long ways towards reducing issues with multiple people in stables.

Auto-hitching can be done with a trigger in your client, I believe, but I agree and +++1 that only hitched mounts should be able to be stabled.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Cabooze on December 06, 2018, 09:55:45 AM
When you get a mount out of the stables you should auto-hitch and ride it. Also you should only be able to store a beetle you're riding or hitched to. This would go a long ways towards reducing issues with multiple people in stables.

Auto-hitching can be done with a trigger in your client, I believe, but I agree and +++1 that only hitched mounts should be able to be stabled.

Make it so that mounts cannot be rehitched when resting and the individual they are hitched to are in an 'inside' room or the mounts are standing and you are one room away from them. Allows for you to realistically be able to still be holding onto their reins despite being in just the next room or something like that, and keep people from stealing something you'd still be holding onto.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Alesan on December 06, 2018, 10:06:32 AM
When you get a mount out of the stables you should auto-hitch and ride it. Also you should only be able to store a beetle you're riding or hitched to. This would go a long ways towards reducing issues with multiple people in stables.

Auto-hitching can be done with a trigger in your client, I believe, but I agree and +++1 that only hitched mounts should be able to be stabled.

Make it so that mounts cannot be rehitched when resting and the individual they are hitched to are in an 'inside' room or the mounts are standing and you are one room away from them. Allows for you to realistically be able to still be holding onto their reins despite being in just the next room or something like that, and keep people from stealing something you'd still be holding onto.

'Enter' locations have been visibly breaking hitching for a while now. I suspect the intended behavior is for hitching to break whenever you're not in the same room as your mount, regardless of what messaging currently says.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: gotdamnmiracle on December 06, 2018, 03:14:35 PM
Not sure if there's a reason for the lack of this, but it would be cool to be able to use watch keyword, as in watch cave or watch wagon, and your PC will look inside the first floor of the wagon.

Alternatively this could be expanded to specific objects too, where your PC has his eyes on the Salarri dagger at the auction and maybe it gives him a bonus roll to see when the small-statured balding man slips it into his pocket.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: MatisseOrOtherwise on December 07, 2018, 02:54:02 AM
Quote
TAKE ITEM [FROM] PLACE
PUT ITEM [IN] PLACE
PLACE ITEM [ON] TABLE
GET ITEM [OUT] BAG

Can we please have some way of allowing from, in, on, out, etc to work when placing, retrieving, taking, putting etc items? It gets incredibly frustrating when commands like this don't work, when realistically, there's no reason they shouldn't.

Another instance this becomes annoying when it isn't implemented:


count coins in pack
What do you want to count coins in?

...In the pack. I don't see why "in" etc on commands can't be allowed but simply just made 'optional' or not processed or smth.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: evilcabbage on December 07, 2018, 01:36:42 PM
i mean, you want to type an EXTRA word to do something. that's not quality of life.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Heade on December 07, 2018, 02:08:06 PM
i mean, you want to type an EXTRA word to do something. that's not quality of life.

It is if it recognizes it both ways so that, when mistakes happen, the commands still work either way.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: MatisseOrOtherwise on December 07, 2018, 09:00:56 PM
i mean, you want to type an EXTRA word to do something. that's not quality of life.

It is if it recognizes it both ways so that, when mistakes happen, the commands still work either way.

This is my intention. For those to be optional and still process commands with them in.

Pretty much every MUD uses the more full version of those commands, and coming back to Arma using the shorter commands is frustrating as hell. Count coins in bag should count the coins in bag. Put meat in pack should put the meat, get this, in the pack.

Another example.

give coins to amos
Give the coins to who?

...To amos. [To] should work. To could even just be excluded from processing or something.

I imagine newbies stumble over this too, not just folk coming from other muds.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: MeTekillot on December 08, 2018, 02:12:24 AM
watch <x> <direction>

Watch people that you can see in the distance.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Cind on December 08, 2018, 02:17:15 AM
I bugged this and wasn't clear about it, but when you have more than one type of seasoning in your inventory and attempt to season a food that has already been seasoned once, the game won't allow you.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Nao on December 08, 2018, 04:30:22 AM
You used to be able to shoot NPCs you detect with scan or throw things at them. Now, "shoot NPC west" always results in a message claiming that there is nobody like that, not even if you're watching that particular NPC.

I thought this might be intentional so I haven't bugged it, but you really should be able to do that.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Nao on December 08, 2018, 05:41:55 AM
If you log out mounted and with that mount hitched to you, you will log back in still mounted, but with the mount unhitched. Mounts should still be hitched when you log back in.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Potaje on December 08, 2018, 11:12:51 AM
If you can poison and have been using a type of poison repeatedly you should be able to know the look of that poison on or even in something. I can understand the argument that you would not know how the other poisons look or by this the residue it leaves behind if you had not ever used it, but after applying that type of poison over twenty times one should be able to pick its qualities out. You should not need to be master for this to occur.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Mercy on December 09, 2018, 07:12:31 PM
Maybe I'm mistaken, but I just noticed there's no indication that you're subduing someone. "Subdue" on it's own doesn't tell you. Looking at the room doesn't tell you (it will show people being subdued by someone else, but not that your target is being subdued by you). It's not listed in score or 'stat'. Looking at yourself doesn't show you're holding someone. Not in equipment either, although I really wouldn't expect it to be. If you try to subdue them again it will you they're already held by you. But besides repeating the command, I have no idea how you're meant to know you're holding someone.

Some kind of prompt or 1st person ldesc addition would be handy.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Heade on December 09, 2018, 08:19:45 PM
You used to be able to shoot NPCs you detect with scan or throw things at them. Now, "shoot NPC west" always results in a message claiming that there is nobody like that, not even if you're watching that particular NPC.

I thought this might be intentional so I haven't bugged it, but you really should be able to do that.

Yeah, I'd like to see this fixed somehow. It might have to do with the delay before shooting/throwing at someone having been messed with somehow. Previously, I think if you tried to throw at someone in a direction and couldn't see them, it'd instantly tell you that you couldn't see them, so you could try again. But now, with the delay, it makes you wait several seconds, THEN tells you that you can't see anyone over there. Then, you look, and see them again. It's extremely frustrating to use against anything hidden, now.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Brokkr on December 09, 2018, 11:49:30 PM
Each time you look there is an independent check.  Ditto for every shoot/throw/kill attempt.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Vex on December 10, 2018, 12:57:39 AM
Each time you look there is an independent check.  Ditto for every shoot/throw/kill attempt.

When you attempt to throw at something hidden, and you're blocked by hide checks, you still get the delay is if you had thrown. I feel as if, this is double dipping on penalties. Its less easy to notice, with other skills. The delay on throw, is kind of intense to begin with.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Heade on December 10, 2018, 01:55:50 AM
Each time you look there is an independent check.  Ditto for every shoot/throw/kill attempt.

When you attempt to throw at something hidden, and you're blocked by hide checks, you still get the delay is if you had thrown. I feel as if, this is double dipping on penalties. Its less easy to notice, with other skills. The delay on throw, is kind of intense to begin with.

Yeah, this is the issue. It seems like the check was changed at some point to check AFTER the delay, and since this has happened I've never successfully thrown at someone/something hidden, even with master scan/listen.

If the check to see happened before the throw delay, it wouldn't be such a problem. Also, I think there are now 2 delays on throw. One before, and one after. It's sort of a lot.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: MatisseOrOtherwise on December 10, 2018, 02:04:02 AM
I believe there are also two checks, for archery on hiding. One to start the process of firing/aiming, one to actually fire/throw. So you have to succeed both times to actually shoot anything, all the while getting 100 delays. Right?
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Nao on December 10, 2018, 03:34:09 AM
Each time you look there is an independent check.  Ditto for every shoot/throw/kill attempt.

It's doesn't seem to work at all anymore. If you 'watch' something, look shows it every time, and you used to be able to try and shoot it every time, too (not necessarily hit it, but you could try). Now you get the message of not seeing it every single time, even if you're codedly watching the target.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Mercy on December 11, 2018, 02:44:00 AM
There are some weapons that can be sheathed on your belt but do not accept "wear <item> on belt" to put it directly in that slot. I don't know if those items should be bugged directly, nor which interaction is actually meant to be correct.

Also some sort of view/assess indicator for weapons that can only be wielded in the main hand or both hands would be nice. Primarily because I don't understand the requirements for a weapon being allowed in the off hand.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: The7DeadlyVenomz on December 12, 2018, 02:41:13 AM
Allow us to change our active skill levels.

Code: [Select]
>change skill slashing weapons journeyman

>change skill cooking apprentice

>change skill steal max

We would only be able to change our skill level to a lower worded level. Using max would return that skill to your current actual skill level. Logging out would reset all changed skill levels to your current actual max. You would obtain no skill gains on a changed skill.

This would allow us to customize coded results based on our roleplay, such as being angry and hacking a corpse up while skinning it, or pretending not to know how to do something to convince someone else you don't know it, or being unable to learn a language, or, pretending not to know how to speak it.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Heade on December 12, 2018, 03:32:00 AM
Allow us to change our active skill levels.

Code: [Select]
>change skill slashing weapons journeyman

>change skill cooking apprentice

>change skill steal max

We would only be able to change our skill level to a lower worded level. Using max would return that skill to your current actual skill level. Logging out would reset all changed skill levels to your current actual max. You would obtain no skill gains on a changed skill.

This would allow us to customize coded results based on our roleplay, such as being angry and hacking a corpse up while skinning it, or pretending not to know how to do something to convince someone else you don't know it, or being unable to learn a language, or, pretending not to know how to speak it.

+1
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Vex on December 12, 2018, 04:07:40 AM
Allow us to change our active skill levels.

Code: [Select]
>change skill slashing weapons journeyman

>change skill cooking apprentice

>change skill steal max

We would only be able to change our skill level to a lower worded level. Using max would return that skill to your current actual skill level. Logging out would reset all changed skill levels to your current actual max. You would obtain no skill gains on a changed skill.

This would allow us to customize coded results based on our roleplay, such as being angry and hacking a corpse up while skinning it, or pretending not to know how to do something to convince someone else you don't know it, or being unable to learn a language, or, pretending not to know how to speak it.

That would be amazing, but I'd imagine, a nightmare to code.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Cind on December 12, 2018, 04:09:54 AM
I like this page of the thread. Actually, all the suggestions here so far are pretty cool.

Yeah, but the fact that most of the weapon items I in particular use require that I wield the weapon before sheathing them (mostly daggers and tools like pickaxes, lately) and this has led to awkward moments in the past.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: valeria on December 12, 2018, 09:50:44 AM
These might be in here already, I didn't go back and read the entire thread.

Have "buy #" accept number values that are consistent across merchant types, and that accept 04 as easily as 4, including at mount sellers.

A "buy undo" function for times that something gets vsold off the merchant at the wrong moment, or to correct finger derp. (I realize this might allow people to buy things off merchants, examine them for crafting recipes, and sell them back. That could be a feature rather than a bug, or maybe corrected by only allowing it once per X or keeping a staff record of the command use to protect against abuse.)

Allowing people to drink out of worn (not only held) containers.

Having "drink" target held containers before similar containers. Ie, it would target a flask in your hand before the flask in your inventory before the flask on your belt.

Instead of totally being unable to get things from containers in the dark, have it have a delay and fail chance instead.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Delirium on December 12, 2018, 10:10:26 AM
Allowing people to drink out of worn (not only held) containers.

You can do this now, I'm 99% sure.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Synthesis on December 12, 2018, 10:23:11 AM
Can we please get rid of the "gurth inside the shell" code for gurth?  It's so fucking pointless and annoying.

Keep it for bahamets, fine. Prevents people from farming mets with arrows, I guess.  But for gurth...honestly...it's such a waste of time.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Seeker on December 12, 2018, 10:24:28 AM
I'd appreciate a Junk Undo command that could require a  brief logged OOC explanation similar to Quit OOC.

I suspect I am not the only one who cringes when needing to send in Reimburse request or Wish up because of accidentally junking my apartment key or pants (again).
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: valeria on December 12, 2018, 10:39:48 AM
Allowing people to drink out of worn (not only held) containers.
You can do this now, I'm 99% sure.

You could be right. I thought I couldn't drink out of a thing on a belt but I could have been just derping my commands, or maybe I'm just old and remembering wrong.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: boog on December 12, 2018, 06:15:36 PM
Allowing people to drink out of worn (not only held) containers.
You can do this now, I'm 99% sure.

You could be right. I thought I couldn't drink out of a thing on a belt but I could have been just derping my commands, or maybe I'm just old and remembering wrong.

I think it's only for some specific waterskins, IIRC.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Mercy on December 12, 2018, 07:52:11 PM
Defending via disengage or nosave combat, shows you as "fighting: x" if you have the "%s" 'current position' prompt set. I haven't used %S before (just noticed it's existence) so I'm not sure if it does the same there. As far as I can tell, there is no way to check if you are defending against a target other than to type "Kill Target" and it NOT tell you 'you're already doing that'.

Not sure if there is already a command in place to check if you are actively fighting back. But either a prompt update or separate option would be nice. It can be easy to lose track of one's nosaves over the course of a day and be left bewildered as to why it's taking you so long to actually do something in combat.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: lostinspace on December 12, 2018, 08:34:58 PM
Type score, it will tell you if you are defending on the second to last line.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Mercy on December 12, 2018, 10:35:23 PM
Type score, it will tell you if you are defending on the second to last line.

Oooh. Thank you, I'll have to start checking score more in combat.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Cind on December 13, 2018, 06:13:57 AM
The barter command is not really feasible right now. You must offer your fifty sid item for an item that is worth fifty sids or less. They won't give you a 54 sid item, or a 51 sid item. Its always a better idea to simply exchange money, which isn't how it would naturally work.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Seeker on December 13, 2018, 09:51:50 AM
I'd like to be able to offer multiple items in a barter exchange with an NPC merchant.  "How about if I throw in these pantaloons, too?"
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: gotdamnmiracle on December 13, 2018, 11:45:30 AM
Would it be possible to show some basic assessment of statistics (as in looks pretty strong for its race or something) with the assessment tool. Boy it would be nice to not get merced by and AI raptor or whatever because the last fifteen I'd fought were well within the normal limits, but the last one rolled hard on strength and agility. This could even be tied to a skill if you're do inclined.

I think this would be fine, considering I can look at someone in real life and make an accurate assessment (to a degree) of whether they are far stronger or more athletic than me. Obviously it'd be difficult to tell endurance and impossible for wisdom.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Synthesis on December 13, 2018, 01:41:15 PM
Getting instagibbed by a critter you've killed dozens of before is a time-honored Armageddon tradition.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: gotdamnmiracle on December 13, 2018, 10:54:42 PM
Getting instagibbed by a critter you've killed dozens of before is a time-honored Armageddon tradition.

So is flaming, banning, favoritism, strange insertions of agenda, circle-jerking, a toxic splinter group, and tavern sitting PCs.

I'd sure like to see a few or all of these things changed, but let's start with the easy stuff that hurts the game, huh? The things that don't require people to reassess their values. The coded stuff.

I think my suggestion remains valid.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: MatisseOrOtherwise on December 14, 2018, 05:56:26 AM
I think it's a valid idea, and a really really good one at that. A "value"-like skill for warrior type folk. Gauge, perhaps. Taking six seconds cooldown to do, so keeping it not so viable to use in the middle of combat. Perhaps also alerting an enemy to your presence if you're not hidden, thus proccing aggro-on-sight mobs to be attentive to you. But maybe masters of the skill can do it with halved cooldown cost, or even get it on look but with the chance of two skill levels lower, like the occasional peeks give.

No skill:
>gauge scrab
>You aren't quite sure how tough the grey-shelled scrab seems.

Novice (detecting higher END roll but not catching STR, AGI, WIS)
>gauge scrab
>The grey-shelled scrab seems heftier than the usual of their race.

Apprentice (Catching END & AGI, missing STR & WIS)
>gauge scrab
>The grey-shelled scrab seems heftier and more athletic than the usual of their race.

Journeyman (Missing WIS, detecting low STR roll):
>gauge scrab
>The grey-shelled scrab seems heftier and more athletic than the usual of their race, but seems withered.

Advanced (detecting low WIS roll):
>gauge scrab
>The grey-shelled scrab seems heftier and more athletic than the usual of their race, but seems withered and dull-eyed.

Master (seeing rolls on look):
The grey-shelled scrab is in excellent condition.
The grey-shelled scrab seems hefty, athletic, withered, and dull-eyed.

Ideas for the "higher than usual" roll checks:
STR: Sinewy
AGI: Athletic
END: Hefty
WIS: Bright-eyed

"Lower than usual" checks:
STR: Withered
AGI: Sedentary
END: Malnourished
WIS: Dull-eyed

"Usual" checks:
None, except "healthy" if all rolls are average and correctly (or incorrectly) gauged as such.

Possible fail rates/range of incorrect info per skill level:

Unskilled:
STR: N/A, AGI: N/A, END: N/A, WIS: N/A

Novice:
STR: 80%, AGI: 60%, END: 40%, WIS: 100%

Apprentice:
60/40/20/80

Journeyman:
40/20/5/60

Advanced:
20/5/0/40

Master:
5/0/0/20

Master (peaked):
0/0/0/5

---

Again, this will never give you exact skill levels, merely more than or less than average (with varying degrees of accuracy) so that folk can actually have a bit of control and safety (but with time risk and alerting, if not hidden).
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: only_plays_tribals on December 14, 2018, 06:20:42 AM
I'm not trying to start a debate but just, please no. I would personally hate this. :(

Random super NPC's are one of the few real (and consistent) threats that provide the old adrenaline charge and it promotes realistic consideration of risk versus reward. Do I /really/ need to fight this thing? I will put my face through a wall if someone looks at my character and says "Better not fight that <tuff NPC> it looks *real* dangerous."
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: only_plays_tribals on December 14, 2018, 06:22:57 AM
Can we please make it possible to 'give thing' in stables with command emotes attached, without the stable hand being all like "That's not a ticket"

This gets me every time..
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: gotdamnmiracle on December 14, 2018, 12:40:58 PM
I'm not trying to start a debate but just, please no. I would personally hate this. :(

Random super NPC's are one of the few real (and consistent) threats that provide the old adrenaline charge and it promotes realistic consideration of risk versus reward. Do I /really/ need to fight this thing? I will put my face through a wall if someone looks at my character and says "Better not fight that <tuff NPC> it looks *real* dangerous."

Lol how exactly does it provide realistic consideration of risk and reward? If I kick someone's ass it's likely I can do it Monday, Wednesday, and Friday and unless they've spent months training then that won't change. Yet getting instamerced and losing a PC that you'd deemed prepared to fight whatever NPC, that's a representation of realistic risk and reward? Is that a joke? Killing similar NPCs until one day they hit the end of your varience and smear you? It's a promotion of the tavern sitting and preparatory mindset, where one's PC isn't ready to go on RPT's (or even interacting with others meaningfully) until they're jman in this skill and master in that one because if they lose them prematurely it'll have been for naught. Congratulations on that contribution to the game.

The second person to defend flawed and hampering gameplay because it's a "tradition" or the only way I can "feel something". Come on. If you don't like it you can choose PCs without that skill or simply not use it.

All while it's equally realistic to look at a raptor and immediately tell it's sex and age with assess-v. But looking to see if it's got some meat on it's bones? That's simply too far.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Marauder Moe on December 14, 2018, 12:54:47 PM
Wait didn't we actually used to have that?

>consider
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Seeker on December 14, 2018, 01:07:18 PM
Wait didn't we actually used to have that?

>consider
The Gilligan-attired man eyes you morbidly.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: only_plays_tribals on December 14, 2018, 01:33:24 PM
Wait didn't we actually used to have that?

>consider

https://www.armageddon.org/help/search/consider

It's a diku command that was removed before I ever started playing.



Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Vex on December 14, 2018, 02:12:59 PM
Killing similar NPCs until one day they hit the end of your varience and smear you?

It's perfectly valid. I was almost killed by a tembo earlier in the week, despite having killed my last two dozen or so without a worry. Grievous, grievous, grievous. If I'd not scored a parry on the flee, that would have been, "Game over, man."

I have no complaints, and there should, imo, be a wider variation in creature power, to reinforce the idea that there is no "farm status" in a living, breathing world. If you want to hunt monsters, you should always be aware, that you may end being eaten, as "big game" hunters do, when they visit places like Africa.

Hunting goudra and chalton, skeet and jozhal, are nice, safe hunting game, and the game is very reliable in representing this. Hunting rantarri, tembo, raptor, spiders, even the lowly scrab, are very dangerous predators, and your pc takes their life in their hands, to go out and hunt them.

A "Can you kill it?" skill for monster hunting, is absurd. Even a weak raptor, is still a raptor, and all of them should be treated, as a credible threat, even if you're used to rolling through them, like a fat kid through a cake shop.

It's really, a real thing to consider. Are you, the player, going to be ok, getting three shot by a random outdoors predator? If no, don't go and risk it, and certainly, if you do and lose a pc, don't ask it to be made any easier, because it's already way easier than it should be.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Synthesis on December 14, 2018, 02:32:20 PM
Yeah...if it's -really- a critter you can ordinarily kill without a problem, the chance that it will roll such high stats that it will legitimately instagib you is preeeeeetty low.

I mean, it does happen, but it's rare.  My 60-day warrior once got double head/neck-shotted by a scrab, while using his best weapon and a shield, and it knocked him under 10hp instantly...but that's super rare.  Like rolling double 100's on a d100.  Now that everyone who has -any- business whatsoever hunting alone starts with parry, it's made things a lot more evened-out.

That being said, if you're fighting strong critters that have some kind of flee-mitigation special...you pay your money and you roll the dice.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Marauder Moe on December 14, 2018, 11:40:27 PM
It came up in Discord that if the >deal command could target an object/table, then some more advanced/engaging versions of Kruth Poker could be played.  It would probably be helpful for fortune telling, too.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: The7DeadlyVenomz on December 14, 2018, 11:53:00 PM
Wait didn't we actually used to have that?

>consider

https://www.armageddon.org/help/search/consider

It's a diku command that was removed before I ever started playing.
We did, but it didn't tell you anything about their stats or skills. IIRC, it basically did exactly what assess -v did, with a more aggressive echo.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: The7DeadlyVenomz on December 14, 2018, 11:53:26 PM
It came up in Discord that if the >deal command could target an object/table, then some more advanced/engaging versions of Kruth Poker could be played.  It would probably be helpful for fortune telling, too.
Yes.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Vex on December 15, 2018, 02:17:33 AM
Could we have "vicious" removed, from tembo sdescs? Maybe replace it with one of these new, pro gen descriptors?

It looks... odd... and even odder, when I'm viciously viciousing the vicious viciouser, on the vicious, with my viciousy. Vicious.

Please.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Potaje on December 15, 2018, 11:23:07 AM
Could we wield lanterns like we can torches, please.?.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Dar on December 15, 2018, 12:42:27 PM
Could we have "vicious" removed, from tembo sdescs? Maybe replace it with one of these new, pro gen descriptors?

It looks... odd... and even odder, when I'm viciously viciousing the vicious viciouser, on the vicious, with my viciousy. Vicious.

Please.

Can we make vicious temboes more vicious, so they fit the description?

Kidding! Trolling! Sorry. Joke. Nessalin. Wait. Stop! No!
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: The7DeadlyVenomz on December 15, 2018, 01:38:02 PM
LOL
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: tapas on December 20, 2018, 01:52:51 PM
Currently if you are trying to fire a crossbow from primary while something is equipped in secondary you get "Secondary item is not a crossbow."
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Veselka on December 20, 2018, 02:46:00 PM
Echoes for temperature changes, particularly at nightfall. In general, it'd be nice if the environment reflected actual conditions in the desert -- Brutal heat to absolutely chilling evenings.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Brytta Léofa on December 20, 2018, 04:10:08 PM
Echoes for temperature changes, particularly at nightfall. In general, it'd be nice if the environment reflected actual conditions in the desert -- Brutal heat to absolutely chilling evenings.

+1
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Synthesis on December 20, 2018, 04:46:53 PM
The daily temperature swings really aren't that bad in the desert.

Death Valley today, the high is 71, and the low is 49.  Phoenix...high of 73, low of 49.  Lubbock is about the same latitude, and they have a high of 54 and a low of 29.  Pine Bluff, AR (similar latitude)...56 to 41.  Las Vegas, 44 to 62.  Tucson is the worst at...76 to 45.

It's more of a swing than Great Plains locations, where it's 45 degrees all day long (as long as a storm front doesn't move in)...but 45F ain't "absolutely chilling" by any stretch of the imagination.

Hell, with as much gear as most of our PCs tote around, 45F is probably right comfy.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Veselka on December 20, 2018, 05:32:19 PM
I’m talking more like the Painted Desert, where it’s a high of 59 (feels more like 65/70 in full sunlight) and 28 in the evening.

Or, boring ultra realism, sure.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Jihelu on December 20, 2018, 05:49:58 PM
Whenever I lived in the middle east it sure felt like a massive change, but really it was just because of how hot it was in the day I was happy to not be in fucking 90+ weather.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Mercy on December 24, 2018, 02:56:32 PM
Not sure if this falls in here. But some kind of compare command for people. While it can be done to an extent with assess -v on both people in question. I can have a really hard time figuring out the height of other pcs in relation to one another, as opposed to in relation to just my character.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Delirium on December 24, 2018, 04:27:39 PM
Posted for Nao from discord:
If you log out hitched and mounted, you will log back in mounted, but not hitched anymore.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Mercy on December 24, 2018, 09:22:12 PM
Which reminds me. Would it be possible to set up stable code so you can "offer ticket <name>" and have a mount be unstabled with a title set? Unless auto-hitching and mounting would be easier, this would help with mount confusion when multiple people are trying to unstable at the same time.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Alesan on December 25, 2018, 11:40:25 AM
Which reminds me. Would it be possible to set up stable code so you can "offer ticket <name>" and have a mount be unstabled with a title set? Unless auto-hitching and mounting would be easier, this would help with mount confusion when multiple people are trying to unstable at the same time.

Yes please.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Cabooze on December 25, 2018, 06:34:18 PM
Which reminds me. Would it be possible to set up stable code so you can "offer ticket <name>" and have a mount be unstabled with a title set? Unless auto-hitching and mounting would be easier, this would help with mount confusion when multiple people are trying to unstable at the same time.

I too think this is a good idea. But in actuality it would probably need to work around the code already in place for offering/bartering as that's what the ticket system seems to work off of, so format would look like "offer ticket <NPC name> <Mount name>".

On previous characters I have walked out of a stable with someone else's inix or beetle that differed from the one I intended to get out, as I wanted to hitch up and leave as soon as possible from being in a rush or whatever else. Rarely have I actually stood around in the stable to see if the mount I'm grabbing is actually the one that I pulled out.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Wday on December 26, 2018, 03:54:29 AM
Still wish mounts rested up when logged off outside. I mean basiclly we are camping.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: lostinspace on December 26, 2018, 01:12:44 PM
Still wish mounts rested up when logged off outside. I mean basiclly we are camping.

Would this not be just straight better than resting your mount  while logged in? You wouldn't be using up food and water, and you would be completely safe from wildlife and other players while your mount regened. I like bumping into other players in the shady spots, and this could really cut down on that.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: gotdamnmiracle on December 26, 2018, 05:23:54 PM
Well not every shady spot is a quit room and not every player gets wilderness quit now, so it seems like there wouldn't be a huge reduction in you bumping into them.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: KittenLicks on December 26, 2018, 05:50:31 PM
I have no idea if it's possible, but it'd be nice if the game prioritized stuff you are wielding over stuff you are wearing, when emoting.

I see this pretty often:

Quote
The black-haired blue-eyed man wields his blunt harmless training sword.

The black-haired blue-eyed man walks forward and lunges with his terrifying razor-edged sword of doom.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: gotdamnmiracle on December 26, 2018, 07:35:28 PM
I have no idea if it's possible, but it'd be nice if the game prioritized stuff you are wielding over stuff you are wearing, when emoting.

I see this pretty often:

Quote
The black-haired blue-eyed man wields his blunt harmless training sword.

The black-haired blue-eyed man walks forward and lunges with his terrifying razor-edged sword of doom.

Eh. I could see an argument for both sides here. I think it's more of a matter of getting used to that silly aspect of the game and expecting to work around some silliness. I could easily see it going the other way with something like this:

You see an orb, flickering with a soft light perched upon a pedestal of red stone, coloring the dust in the chamber a blue haze and creating weird and foreboding shadows.

The lithe feather-pierced elf reaches down to pick up the black silt-pearl earring (with keyword orb) cautiously, the flicker of other-wordly luminescence giving her skin a pale blue sheen.

The lithe feather-pierced elf turns the lit green glow stone over in her hands, examining it's smooth surface and strange Cherenkov blue light.


Both options seem annoying if you don't get used to them. A way to toggle it may be good though.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: MatisseOrOtherwise on December 26, 2018, 08:59:31 PM
Usually I just "key <item>" to see if there's more than one with that keyword, then do "~<item.aspect>" to individualise it
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: CodeMaster on December 27, 2018, 12:37:17 AM
Maybe if you could target wielded/held items with ~ep and ~es (since no real object would ever have these keywords)
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: gotdamnmiracle on December 27, 2018, 12:54:58 AM
Maybe if you could target wielded/held items with ~ep and ~es (since no real object would ever have these keywords)

I like this a lot more.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: KittenLicks on December 27, 2018, 07:33:08 AM
I personally feel like having keywords default to wielded items would be better, but gotdamnmiracle is probably right in saying it could go either way. It's probably one of those things that is different depending on what stuff you roleplay.

Maybe if you could target wielded/held items with ~ep and ~es (since no real object would ever have these keywords)
I like this too. :)
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: gotdamnmiracle on December 28, 2018, 12:36:25 AM
Would it be possible to buy mounts within the starter shops? Myself and I imagine several others dump most of that starting 800-1000 into a bug first chance they get, so why not? It's a little funky anyway to join up with the byn and say "Oh, yeah I'm a hunter and all, very fluent in riding. Er, but my bug died." because you'd rather be outfitted than quick.

You could pick out the mount you want and they could just give you a ticket for the stables within your starter city. Plus a 1 time offer of a mount for 300? Yes, please! I think it does more good than harm considering it allows players to leap into the game with less preparation at an earlier state. Less gate grebbing.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: MatisseOrOtherwise on December 28, 2018, 06:27:09 AM
Seconding buying mounts on chargen! Maybe they would be a bit unique, or even all worn and dusty and old-looking, but always giving you the ticket for the closest stable of your spawn etc. It would allow reliable mounts to be included in backstory too! And hey, if you really wanna throw away 1000 of your starting gold on a cool-looking gruff thing instead of 300 on an old spindly bug, what better time to do it? :V
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: The7DeadlyVenomz on December 28, 2018, 08:59:06 AM
10-20 new mounts.

I also support mounts from chargen.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Medena on December 28, 2018, 11:26:52 AM
Would it be possible to buy mounts within the starter shops? ...

You could pick out the mount you want and they could just give you a ticket for the stables within your starter city. Plus a 1 time offer of a mount for 300?

What a fabulous idea!  This would solve so many dilemmas for a new PC.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Heade on December 28, 2018, 04:34:00 PM
Plus a 1 time offer of a mount for 300? Yes, please! Less gate grebbing.

I actually think the gate grebbing presents opportunities to develop relationships with sorts of people your character may otherwise never associate with in their RPed lifetime, and think 300 sid chargen mounts would eliminate a lot of that, which, in my opinion, isn't interesting for the gameworld. As someone here for the interaction and RP, I value those scant, desperate times in character development where you're scraping to make ends meet, just to afford things like a mount.

Often, I find, people you meet during these times end up being some of the most important relationships your character develops. Because it's during these times when your character NEEDS things, and so, help and friendship during this time means the most. It's far more difficult to get past someone's social defenses, and actually become a real friend to them, if they're rich, and have everything they need. You can do nothing for them, and any sacrifice you make to provide them something will seem trivial to them.

I support mounts in chargen, so as to represent a character from a particular area(inix, for instance) that is starting in a different one, but not at a discounted price.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: gotdamnmiracle on December 28, 2018, 05:15:35 PM
I disagree. From my experience gate grebbing is something done completely alone and falls in line with the weird preperatory phase some players believe they need before they can participate in the game.

It stems from the idea of not taking risk until that risk can be mitigated (i.e. not traveling to where one can actually greb properly such as the salt flats, caves, etc  because it's not safe do do so without a mount) so in turn it's mitigated by being right outside the gates and scurrying in the second they see danger.

You say it cultivates relationships? I say it stifles them, because that same PC is putting off the desired intention such as joining a clan until they're "ready".
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: MatisseOrOtherwise on December 28, 2018, 09:06:16 PM
It would be appreciated if there was an option/configuration to make nearest rooms show first on look - it doesn't make sense that if you look east, you'd see the furthest away thing first. This was confusing to me as a new player.

As it is, it shows like:

You
3 rooms away
2 rooms away
1 room away

Which is nonsensical, but folk have gotten used to it. The option given to new folk (or old folk via config) would be to show as:

You
1 room away
2 rooms away
3 rooms away

By showing "Near" first, then "Far", then "Very Far".

Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Heade on December 29, 2018, 11:50:38 AM
I disagree. From my experience gate grebbing is something done completely alone and falls in line with the weird preperatory phase some players believe they need before they can participate in the game.

It stems from the idea of not taking risk until that risk can be mitigated (i.e. not traveling to where one can actually greb properly such as the salt flats, caves, etc  because it's not safe do do so without a mount) so in turn it's mitigated by being right outside the gates and scurrying in the second they see danger.

You say it cultivates relationships? I say it stifles them, because that same PC is putting off the desired intention such as joining a clan until they're "ready".

Right, which is precisely what cultivates relationships with people that the PC otherwise may never interact with at all, were they to join said clan right off the bat. Instead, while gate grebbing is lower risk than heading out to the salt flats, it still carries some risk. I've had characters raided 2 rooms away from the city gate before.

This time period currently represents the time when such an indie character is in a vulnerable position away from civilization, even if it's only 2 rooms(but quite often is more than that). Being raided isn't the only plot that can be derived from this. You may meet other grebbers or indie crafters during this time. You might meet a romantic interest that never enters the city, that you wouldn't have ever met otherwise. I've had an indie crafter meet a wounded raider while grebbing, and watched over him while he healed up. That crafter then enjoyed protection from being raided in the wilderness, as long as that raider was alive, and got free materials from time to time from the raiding group.

I'm not saying that skipping over this phase stops you from RPing. You can RP in your clan compound too. But it stops you from experiencing these sorts of early character development situations that can influence or alter the path that your character takes in their life.

While I may OOCly plan to join clan X with a particular character, I play my characters organically, and let life happen. So, if IC events would change that plan, I let the plan change. And I enjoy that element of RP. Letting people skip over the "poor and struggling" phase of the game won't help the game, in my opinion. Because it'll rob all the people who are interested in RPing with others during this time of the opportunity to do that.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: gotdamnmiracle on December 29, 2018, 04:46:06 PM
You realize you can do all of these things you described with a cheap and early gotten mount ticket in your pocket right? Or at any other point in your PCs life. I just want to make it clear before anything I'm not advocating that away.

This sounds to me like the cognitive dissonance of the perpetual twink. I hear everyone say there's no one in the game, no one is playing, yet I head into a city and there's people and they're filling up clans! It's amazing. And they've all been entirely avoided because others were out practicing backstab on turaal.

I want there to be less wait time for me to start playing my character, be it joining a clan, hunting, or just fucking around. I want that for all players. I think the change you fear will happen will be far closer to a negligible reduction in natural player interaction than you think.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Heade on December 29, 2018, 07:04:36 PM
You realize you can do all of these things you described with a cheap and early gotten mount ticket in your pocket right? Or at any other point in your PCs life. I just want to make it clear before anything I'm not advocating that away.

This sounds to me like the cognitive dissonance of the perpetual twink. I hear everyone say there's no one in the game, no one is playing, yet I head into a city and there's people and they're filling up clans! It's amazing. And they've all been entirely avoided because others were out practicing backstab on turaal.

I want there to be less wait time for me to start playing my character, be it joining a clan, hunting, or just fucking around. I want that for all players. I think the change you fear will happen will be far closer to a negligible reduction in natural player interaction than you think.

I'm not saying it will be less player interaction. You're not reading what I've said. It will just be interacting with the clanned version of your PC, rather than the indie version that WANTS to join said clan, instead. As a player, I often prefer RPing with characters that I meet before they become Byn Runner X, or Salarr Crafter Y. Seeing as how many clans have rules against unestablished characters leaving the city, it's far more likely to have that happen early in their lives, when they're trying to scrape together extra coin before joining a clan.

Sure, I can interact with your Byner, but by giving new players a 300-500 sid discount on a mount, you're potentially robbing someone of the opportunity to interact with that character pre-Byn. It doesn't STOP roleplay, or even make for LESS roleplay. It just robs the game of that early development phase of characters where they're trying to achieve something(like getting a mount) BEFORE they join a clan. And this DOES potentially stop them from RPing with the many characters that avoid going inside the city. And there are a lot of interesting things that happen during that "struggling to get basic stuff" time, in my experience.

So, as I said, I'm all for mounts being available in chargen shops, just not discounted.

Starting characters don't need more money.

In any case, we should agree to disagree, as we're not supposed to discuss these ideas in detail. A simple explanation as to why we do or do not support an idea is OK, but going back and forth trying to change each other's mind isn't what this thread is for, or so I've been told by staff.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Cind on December 29, 2018, 10:34:41 PM
Its hard (or with the closure of Tuluk, impossible) to find shovels, brooms, dusters, crutches, eye patches, and pretty much any tool or household prop that isn't able to be crafted with common materials. If you're a wanted person living in Storm or Luir's who doesn't have toolcrafting and is looking for a plate--- good freakin' luck.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: teacup on December 29, 2018, 11:07:02 PM
Its hard (or with the closure of Tuluk, impossible) to find shovels, brooms, dusters, crutches, eye patches, and pretty much any tool or household prop that isn't able to be crafted with common materials. If you're a wanted person living in Storm or Luir's who doesn't have toolcrafting and is looking for a plate--- good freakin' luck.

So um, like ask PCs? Like eyepatches, dusters, and stuff are craftable. I think its good you have to like interact sometimes for things. Puts breath in the game.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Cind on December 30, 2018, 12:00:47 AM
I have a busy schedule and its almost impossible for me to see the same person twice in one week now.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Nao on December 30, 2018, 06:38:04 PM
If you drop something, while on a silt skimmer, it should end up on the skimmer, not in the sea. This might have been useful at some point to toss times overboard, but you should be able to do that with the toss command now.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Zalanthan Whore on December 30, 2018, 09:01:15 PM
You should be able to sleep on anything you can rest on, like hammocks.

If you pass out from poison, drinking or the Way while on a bed/cot/bunk/sofa/couch/hammock you should NOT fall out of it and recovery time should shorten.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Alesan on December 31, 2018, 02:21:15 PM
Include information somewhere (be it score, stat, or prompt) of your guarding status, and what you are guarding.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Cind on December 31, 2018, 10:03:06 PM
Include information somewhere (be it score, stat, or prompt) of your guarding status, and what you are guarding.

This, my friends.

I also think that high levels of watch should be able to tell you if someone is guarding someone else, and also perhaps if someone is being guarded. I don't know though, I haven't had to guard people since the guild changes went in so I don't know how many people get advanced watch. And if the guarder has advanced or master guard, along with journeyman in at least one stealth skill, perhaps it would be much harder to detect if they were guarding someone. I'm thinking some sort of approved skill relating to bluffing, such as sneak, hide and steal.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: The7DeadlyVenomz on December 31, 2018, 10:48:31 PM
I'd like weapons to have condition code, like armor does. I think that blows that hit armor, are blocked, or are parried should cause weapons to wear out. I think the type of weapon should define what exactly wears it out and how much. To supplement weapons wearing out, the addition of the weapon repair skill should be added to various relevant martial classes.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: The7DeadlyVenomz on December 31, 2018, 11:49:09 PM
Currently, with assess -v, you see the following when you assess someone:
Code: [Select]
He is slightly older than you.
He appears in adulthood for his race.
He is taller than you.
He is slightly heavier than you.
The hulking man is in excellent condition.
The hulking man does not look tired.
The hulking man is armed.

I'd like to see something more along these lines:
Code: [Select]
He is a few years older than you.
He appears in adulthood for his race.
He is about a half-cord taller than you.
He is probably a ten-stone heavier than you.
The hulking man is in excellent condition.
The hulking man does not look tired.
The hulking man is armed.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Cind on December 31, 2018, 11:57:09 PM
I'd like weapons to have condition code, like armor does. I think that blows that hit armor, are blocked, or are parried should cause weapons to wear out. I think the type of weapon should define what exactly wears it out and how much. To supplement weapons wearing out, the addition of the weapon repair skill should be added to various relevant martial classes.

I really like this.

Skills like this would be especially important for wanted people or people who for some reason can't go to Allanak, who live off of spice-sifting or some other unskilled work that doesn't pay much.

If the most warrior classes don't already have them, I think they should have weapon and armor repair. I'd get it if the one most like legacy warrior didn't have knifemaking; some won't use it and we're used to legacy warriors simply fighting and doing nothing else.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: X-D on January 01, 2019, 03:32:37 PM
Quote
I'd like weapons to have condition code, like armor does. I think that blows that hit armor, are blocked, or are parried should cause weapons to wear out. I think the type of weapon should define what exactly wears it out and how much. To supplement weapons wearing out, the addition of the weapon repair skill should be added to various relevant martial classes.

Oh gee...more things that add nothing but annoyance...um...no.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: The7DeadlyVenomz on January 02, 2019, 12:56:55 AM
Quote
I'd like weapons to have condition code, like armor does. I think that blows that hit armor, are blocked, or are parried should cause weapons to wear out. I think the type of weapon should define what exactly wears it out and how much. To supplement weapons wearing out, the addition of the weapon repair skill should be added to various relevant martial classes.

Oh gee...more things that add nothing but annoyance...um...no.
Now I know it's a good idea!
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Mercy on January 02, 2019, 02:39:39 PM
Not sure if it's for balance reasons or not, but can the delay for attempting to rescue someone who isn't being targeted in combat be removed? It always makes me frown a little bit when someone else succeeds on the same tick and now I've just got to wait to do something different. (Not to mention the few times I'm dumb and use the wrong or a duplicate keyword)
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Wday on January 03, 2019, 01:11:46 AM
Ok maybe dumb! But be cool to (release mount) on wild mounts. So if you tame a (sometimes mean horse) And you can release it back to wild acting beast.

Then some happy dude walks over tries to get it and risks taming and can be great raid staging.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: ShaLeah on January 03, 2019, 02:27:36 AM
Can a countdown timer be added that shows when your karma will be regenerated?
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: JohnMichaelHenry on January 04, 2019, 11:28:56 PM
Any chance it can be made that NPC's do not just pick up whatever is lying there?
I've lost more than one bag of goods by dropping it (accidentally or not) and have some NPC pick it up.
I have tried to rp this with militia but it is unreasonable to expect that every time.

Please don't say to stop dropping things in front of NPC's. That is a non solution. I can't be the only one that ever experienced a similar situation.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: JohnMichaelHenry on January 04, 2019, 11:45:31 PM
Should NPC's, or even PC's for that matter, have descriptors that are not part of Zalanthas? I think they should not. For example, should there be a strawberry-blonde woman, if strawberries do not exist? That sort of thing.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Jihelu on January 05, 2019, 04:16:58 AM
I've seen and had staff comment that a few 'non zalanthan' descriptors are okay on PCs, not so much on items.

Snowy-haired on a PC? Eh, they'll die and its not that bad.

Snowy on an item? Bad.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Mercy on January 05, 2019, 01:26:46 PM
Not sure if this falls under quality of life or not.

An "allow" function for guarding, so you don't have to stop guarding then reguard to let specific person pass. Also, a "deny" function to specifically bar access to a clanned PC. I'm sure it's not something that comes up frequently enough to be a major issue, but it'd be nice.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: KittenLicks on January 05, 2019, 03:16:19 PM
It would be nice if the 'visible' command had an echo of some kind. Right now typing 'vis' just reveals you, without an echo of any kind. Maybe something like "You are now visible."?
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Heade on January 05, 2019, 06:33:07 PM
It would be nice if the 'visible' command had an echo of some kind. Right now typing 'vis' just reveals you, without an echo of any kind. Maybe something like "You are now visible."?

To be clear, no echo to people in the room, though.

There is already an inappropriate ammount of hate on people who are noticed using stealth skills, considering that in the city they're represented by simply blending into a crowd.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: KittenLicks on January 06, 2019, 06:30:27 AM
It would be nice if the 'visible' command had an echo of some kind. Right now typing 'vis' just reveals you, without an echo of any kind. Maybe something like "You are now visible."?

To be clear, no echo to people in the room, though.

There is already an inappropriate ammount of hate on people who are noticed using stealth skills, considering that in the city they're represented by simply blending into a crowd.
Oh, yes, to be clear, I just meant that it should give some kind of feedback after you enter it. I don't think it needs to be changed to echo to people in the room at all.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Mercy on January 06, 2019, 09:52:50 PM
Can "<person> has arrived from the <direction" be updated to display walk speed? If someone comes sprinting into the room, you wouldn't know it until they sprint out the other side. Always feels odd to me.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: X-D on January 07, 2019, 12:48:19 AM
I like that and second it.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: The7DeadlyVenomz on January 07, 2019, 04:01:10 AM
Yes, I support the walking speed indicator as well.

Code: [Select]
The yellow mul sneaks in from the west.
The yellow mul runs in from the west.
The yellow mul walks in from the west.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Alesan on January 07, 2019, 11:01:17 AM
Can "<person> has arrived from the <direction" be updated to display walk speed? If someone comes sprinting into the room, you wouldn't know it until they sprint out the other side. Always feels odd to me.

I've never understood why this isn't the case. We need this.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: The7DeadlyVenomz on January 08, 2019, 09:29:19 AM
Yes, I support the walking speed indicator as well.

Code: [Select]
The yellow mul sneaks in from the west.
The yellow mul runs in from the west.
The yellow mul walks in from the west.

I've reconsidered the messages for arrival, primarily because the word 'in' suggests a room or other enclosed space of some sort.

Code: [Select]
The yellow mul comes sneaking from the west.
The yellow mul comes running from the west.
The yellow mul comes flying from the west.
The yellow mul comes walking from the west.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: KittenLicks on January 08, 2019, 01:14:11 PM
This might be a result of me doing something wrong, or it might be intentional, but I don't think entering/leaving a place leaves tracks you can see with hunt. I feel like it should, because, well, walking into that building is as much walking as walking east is. It's odd that it seems to be excluded.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Alesan on January 08, 2019, 01:39:06 PM
Yes, I support the walking speed indicator as well.

Code: [Select]
The yellow mul sneaks in from the west.
The yellow mul runs in from the west.
The yellow mul walks in from the west.

I've reconsidered the messages for arrival, primarily because the word 'in' suggests a room or other enclosed space of some sort.

Code: [Select]
The yellow mul comes sneaking from the west.
The yellow mul comes running from the west.
The yellow mul comes flying from the west.
The yellow mul comes walking from the west.

I'm not sure why this distinction is necessary.

Code: [Select]
The yellow mul walks in from outside.
The yellow mul walks in from the west.
These two lines seem pretty distinct to me.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Hauwke on January 08, 2019, 03:04:58 PM
Maybe even just the mul arrives from the east, at a walk.
The mul arrives from the east, at a run.
The mul arrives from the east, trying to sneak.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: MeTekillot on January 08, 2019, 04:27:22 PM
Alesan has the right of it in my opinion. It's syntactically correct and won't interfere with movement emotes.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: The7DeadlyVenomz on January 08, 2019, 06:51:35 PM
Yes, I support the walking speed indicator as well.

Code: [Select]
The yellow mul sneaks in from the west.
The yellow mul runs in from the west.
The yellow mul walks in from the west.

I've reconsidered the messages for arrival, primarily because the word 'in' suggests a room or other enclosed space of some sort.

Code: [Select]
The yellow mul comes sneaking from the west.
The yellow mul comes running from the west.
The yellow mul comes flying from the west.
The yellow mul comes walking from the west.

I'm not sure why this distinction is necessary.

Code: [Select]
The yellow mul walks in from outside.
The yellow mul walks in from the west.
These two lines seem pretty distinct to me.
Nessessary? Nah, it's not. However, when I propose anything, I try to think it out as much as possible, and it's just that the word 'in' in the phrase 'The yellow mul walks in from the west.' isn't technically correct if you're in the middle of the Salt Flats. I'm overly worried about perfection there, that's all, for no real reason.

And yeah, Hawk, the movement message needs to remain a simple sentence so that when adding pre and post emotes, it stays as it's own simple thought within a much more complex sentence. Although ...

Code: [Select]
Sauntering slowly, the yellow mul comes walking from the west, whistling.
Sauntering slowly, the yellow mul walks in from the west, whistling.
Sauntering slowly, the yellow mul arrives from the west, at a walk, whistling.

... it's not too bad, unless you start tossing a ton more commas in there because your emotes are complex.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Lizzie on January 08, 2019, 10:24:37 PM
The yellow mul has arrived from the west, walking.
The yellow mul has arrived from the west, sneaking.
The yellow mul has arrived from the west, running.

Emoted movement can be appended:

The yellow mul has arrived from the west, walking and whistling a happy tune.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Brytta Léofa on January 09, 2019, 12:05:38 AM
Running mentioned in arrival message. Stealth mentioned in both departure and arrival except when you're attempting to blend into a crowd - then don't indicate attempted stealth in either room. (Honestly, I hate seeing stealth messages in the city.)

Running:
- The yellow mul runs east.
- The yellow mul runs in from the west.

Walking, or sneaking in populated city rooms:
- The yellow mul walks east.
- The yellow mul has arrived from the west.

Sneaking, except in populated city rooms:
- The yellow mul stealthily moves east.
- The yellow mul slips in from the west.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: KittenLicks on January 10, 2019, 02:17:15 PM
It would be really nice if you could look at things you see in the distance. Something like:

Code: [Select]
look north animal
I've had a handful of instances where someone would ask "What did you see?" and I'd have to be like "Um.. a kiteswooper.. I think it's a bird? Maybe some kind of rat?"

Balance concerns: It honestly just shouldn't be usable on players, because that'd result in a major gameplay shift.

~

Similar to that, it'd be nice if peek would allow you to look at things in people's inventory's. Maybe just something like letting "look person's item" work on items in their inventory if you have peek. Currently you can see "a bright pink candy" in someone's inventory and the only way to know what that looks like is if you've happened to bought one before.

Balance concerns: None I can think of, assuming this wouldn't allow you to view paper in people's hands. And even if it would, that'd be pretty niche.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: MatisseOrOtherwise on January 10, 2019, 02:23:59 PM
It would be really nice if you could look at things you see in the distance. Something like:

Code: [Select]
look north animal
I've had a handful of instances where someone would ask "What did you see?" and I'd have to be like "Um.. a kiteswooper.. I think it's a bird? Maybe some kind of rat?"

Balance concerns: It honestly just shouldn't be usable on players, because that'd result in a major gameplay shift.

~

This would be wonderful. Maybe chance-based depending on Scan level and weather - clear and only one room away? Even a novice will never fail. Sandy and three rooms out? Better hope you're advanced.

That way you can just be like "IDK sarge, didn't get a good look on it but it looked flappy" or smth if you don't succeed.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: only_plays_tribals on January 12, 2019, 08:08:57 AM
add "trunk" to locdescs available for tattoos

It's a better alternative to body or shoulder if you want a chest tat or an over the heart tat.

I could tattoo my left nipple but I feel that would send the wrong message.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Alesan on January 12, 2019, 11:21:46 AM
add "trunk" to locdescs available for tattoos

It's a better alternative to body or shoulder if you want a chest tat or an over the heart tat.

I could tattoo my left nipple but I feel that would send the wrong message.

Yes! Any wear location should be a valid scar/tattoo location too. I also wish that tattoos and scars were covered more logically by the gear you wear. Taking my rucksack off my shoulder shouldn't reveal my shoulder tattoo. I'm wearing a cloak/shirt/etc, that's what should be covering it.

Roleplaying around someone spotting your tattoo when they shouldn't have actually seen it is awkward and weird.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Heade on January 21, 2019, 11:11:01 PM
How about a search function that doesn't bring the GDB to it's knees...I mean, if it had knees, it'd be on them.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: The7DeadlyVenomz on January 22, 2019, 12:38:59 AM
I also wish that tattoos and scars were covered more logically by the gear you wear. Taking my rucksack off my shoulder shouldn't reveal my shoulder tattoo. I'm wearing a cloak/shirt/etc, that's what should be covering it.

Roleplaying around someone spotting your tattoo when they shouldn't have actually seen it is awkward and weird.
Yep.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Cabooze on January 22, 2019, 03:02:09 PM
Quote from: Nessalin
January 21st, 2019 (Monday)

(Nessalin)
-Mount names will stick on mount between logging out/logging in for mounted/hitched mounts.
-Mount names will stick on mount between renting mount/offering token.
-Getting a mount from a stablemaster will cause your character to attempt to auto-hitch it (this will only fail if your character already has the maximum number of mounts hitched to them).

Thank you so much for this.

But now, I think we need to have the tickets retain a keyword from the mount it belonged to, IE a named mount's title or if it does not have a title, the type of mount it is (inix, beetle, etc).
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Hauwke on January 22, 2019, 05:18:19 PM
Quote from: Nessalin
January 21st, 2019 (Monday)

(Nessalin)
-Mount names will stick on mount between logging out/logging in for mounted/hitched mounts.
-Mount names will stick on mount between renting mount/offering token.
-Getting a mount from a stablemaster will cause your character to attempt to auto-hitch it (this will only fail if your character already has the maximum number of mounts hitched to them).

Thank you so much for this.

But now, I think we need to have the tickets retain a keyword from the mount it belonged to, IE a named mount's title or if it does not have a title, the type of mount it is (inix, beetle, etc).

This would just be the icing on the cake, it really would.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: The7DeadlyVenomz on January 23, 2019, 12:21:57 AM
Quote from: Nessalin
January 21st, 2019 (Monday)

(Nessalin)
-Mount names will stick on mount between logging out/logging in for mounted/hitched mounts.
-Mount names will stick on mount between renting mount/offering token.
-Getting a mount from a stablemaster will cause your character to attempt to auto-hitch it (this will only fail if your character already has the maximum number of mounts hitched to them).

Thank you so much for this.

But now, I think we need to have the tickets retain a keyword from the mount it belonged to, IE a named mount's title or if it does not have a title, the type of mount it is (inix, beetle, etc).
Oh, shit ... yes, I didn't really think about how there's no thread for thanking staff for the various things they throw in game. Maybe I should start one. But thanks so much for this, staff.

However.

I say no to the named keyword on the ticket. I say this because a Zalanthan can't read. Perhaps you can argue they'd mark it or something, but since that ticket is recycled from stabler to stabler, I doubt there'd be room to mark anything on it at all in very short order.

I'm alright with the struggle of remembering what the damned ticket was.

I'm also alright with the type of mount being denoted on the ticket, ie ticket for a beetle, or erdlue, or whatnot. Something simple. But not the named mount's keyword.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Heade on January 23, 2019, 10:59:48 AM
Quote from: Nessalin
January 21st, 2019 (Monday)

(Nessalin)
-Mount names will stick on mount between logging out/logging in for mounted/hitched mounts.
-Mount names will stick on mount between renting mount/offering token.
-Getting a mount from a stablemaster will cause your character to attempt to auto-hitch it (this will only fail if your character already has the maximum number of mounts hitched to them).

Thank you so much for this.

But now, I think we need to have the tickets retain a keyword from the mount it belonged to, IE a named mount's title or if it does not have a title, the type of mount it is (inix, beetle, etc).
Oh, shit ... yes, I didn't really think about how there's no thread for thanking staff for the various things they throw in game. Maybe I should start one. But thanks so much for this, staff.

However.

I say no to the named keyword on the ticket. I say this because a Zalanthan can't read. Perhaps you can argue they'd mark it or something, but since that ticket is recycled from stabler to stabler, I doubt there'd be room to mark anything on it at all in very short order.

Ok, if we're going all realism on it and shit...how does the stablemaster know which tickets are for which mounts if they all look the same and have no markings? Can't be by the person dropping it off, or stealing tickets wouldn't work and tickets in general would be pointless. Obviously we're meant to suspend disbelief and assume that each ticket is uniquely marked to signify a particular transaction, but codedly they aren't.

I think adding a coded tag for mount sdesc on the ticket would be a good thing, in general. It adds to the playability of the game. Even if it doesn't add the sdesc, but instead has a "stamp" on the ticket, for instance:

The braided purple ticket has been stamped with the image of a war beetle/inix/erdlu/etc. That way, you at least know what TYPE of creature it is, and it wouldn't require a suspension of disbelief regarding their inability to read.

EDIT: Also, thanks to Nessalin and all the staff who may have put input on this change! It really is an excellent quality of life alteration! Although, it DOES put a damper on the idea of making a mount thief who hangs out in stables hiding, and mounts other people's stuff as soon as they get it out of the stables! lol
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: ShaLeah on January 25, 2019, 10:30:45 AM
This thread contains some good shit. (http://gdb.armageddon.org/index.php/topic,35095.0.html)
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: only_plays_tribals on January 25, 2019, 11:06:21 AM
I love the stable code change SO MUCH

Just had to squeal somewhere  :P
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: only_plays_tribals on January 27, 2019, 11:40:16 AM
Quote
(Nessalin)
-Mount race now shows up by looking at ticket.
  "It has the image of a %s etched onto it."
-If the character looking at the ticket is the one that named the mount they
  will see the name on the ticket.
  "You think this is the ticket for your mount, '%s'."
-Clan specific stables now use the new code that persists mount names on tickets.

(https://i.pinimg.com/originals/34/c3/4e/34c34ed6eab3719de77e3c0e57a91b90.jpg)
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: The Warshaper on January 27, 2019, 10:55:00 PM
Quote
(Nessalin)
-Mount race now shows up by looking at ticket.
  "It has the image of a %s etched onto it."
-If the character looking at the ticket is the one that named the mount they
  will see the name on the ticket.
  "You think this is the ticket for your mount, '%s'."
-Clan specific stables now use the new code that persists mount names on tickets.

Huge quality of life improvement. Thank you.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Jihelu on February 06, 2019, 11:02:36 AM
Something I Think might spread items around in game a bit more, and I think the code might be there.

Viewing an item in a shop should let you know if you can craft it. It already tells us if we can wear it.

My two suggestions for this.
1: It flat out says "You think you could craft this" If you have the skill and could craft it that day, but doesn't tell you what makes it so you have to buy it or experiment around
2: It tells you exactly how to make it
I'm leaning 1
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Mercy on February 06, 2019, 05:14:17 PM
Can we get a command to stop lifting something? (I.E. when you're trying to pick up something that's too heavy for your character to carry alone) I'm sure it's not the most necessary thing in the world, but it feels very odd to sit down then stand back up, or hunt for an alternate command that lets you direct your grabby hands elsewhere.

Edited to add:
drop <heavy thing>, doesn't work in the event of duplicate keywords (i.e., having an identical container in your inventory as to the one you are lifting) and even keyword <item> and trying to drop #.item will end up trying to drop whats in your inventory over what you're lifting.

Just "drop" standalone would be nice. Honestly, I never considered it >.>
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Marauder Moe on February 06, 2019, 05:55:00 PM
Can we get a command to stop lifting something? (I.E. when you're trying to pick up something that's too heavy for your character to carry alone) I'm sure it's not the most necessary thing in the world, but it feels very odd to sit down then stand back up, or hunt for an alternate command that lets you direct your grabby hands elsewhere.

>drop <heavy thing>
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: KittenLicks on February 06, 2019, 06:21:32 PM
Can we get a command to stop lifting something? (I.E. when you're trying to pick up something that's too heavy for your character to carry alone) I'm sure it's not the most necessary thing in the world, but it feels very odd to sit down then stand back up, or hunt for an alternate command that lets you direct your grabby hands elsewhere.
>drop <heavy thing>

I don't know if it's been fixed in the year since, but "drop <thing>" never worked consistently for me, when I was regularly moving heavy stuff around. I found alias'ing "put x pack" (where 'x' is any item that doesn't exist) to be what worked for me. You seem to automatically drop things you are lifting when you use 'put' so the result is:

Dropping heavy thing first...
You don't see the 'x'!

But yeah, on topic of QoL things, if 'drop thing' doesn't currently work for lifting, it'd be nice if it was fixed.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: mansa on February 06, 2019, 08:41:25 PM
Why not just 'drop' ?
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Alesan on February 18, 2019, 03:49:49 PM
Can we please have the free hand check on the start of the foraging command instead of the end? It makes no sense to be told you need a free hand to forage after you've already tried to forage.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Veselka on February 18, 2019, 04:31:44 PM
Akin to the new additions of 'barely blocks' and 'barely parries', it'd be nice if misses weren't automatically 'Soandso swiftly dodges your blows'. It'd be nice if you missed, whiffing, hit nothing but air, bounce off a piece of armor, and other sorts of echoes about why you didn't hit. It can sometimes make it seem like an experienced fighter is very swift and fast, which isn't always the case by a long shot.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Jihelu on February 18, 2019, 04:37:05 PM
That last comment reminds me of regular DnD. In DnD, missing AC doesn't mean you just fuckin', hit air. A Barbarian adds CON to his AC, he's straight up shrugging blows [Most of the time]. It would be cool if there were random, or based on your best stat (I'm thinking random) dodge echoes.

"You take a hit in the chest, but shrug it off."

"You duck a quick blow"

Etc.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Hauwke on February 18, 2019, 04:48:32 PM
It will end the days of 2 ton monsters dodging a billion blows a second! I second this.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: MeTekillot on February 18, 2019, 07:08:38 PM
Shorten Tradesmen's Street as a way to represent it being a long road (current increased stam cost per room compared to other city rooms) or make it 1 stam per room like Caravan's Road.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: The7DeadlyVenomz on February 18, 2019, 11:13:44 PM
Akin to the new additions of 'barely blocks' and 'barely parries', it'd be nice if misses weren't automatically 'Soandso swiftly dodges your blows'. It'd be nice if you missed, whiffing, hit nothing but air, bounce off a piece of armor, and other sorts of echoes about why you didn't hit. It can sometimes make it seem like an experienced fighter is very swift and fast, which isn't always the case by a long shot.
I like this a ton.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Veselka on February 19, 2019, 02:27:09 PM
IF there is no period at the end of a sentence

ADD a period to the end of the sentence.

EDIT:
Which I think is already the case with emotes? It'd just be nice for dialogue, for all the ruff circle dwarves out there.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: azuriolinist on February 19, 2019, 10:30:04 PM
IF there is no period at the end of a sentence

ADD a period to the end of the sentence.

EDIT:
Which I think is already the case with emotes? It'd just be nice for dialogue, for all the ruff circle dwarves out there.

This, please!
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Insigne on February 20, 2019, 02:26:56 AM
Akin to the new additions of 'barely blocks' and 'barely parries', it'd be nice if misses weren't automatically 'Soandso swiftly dodges your blows'. It'd be nice if you missed, whiffing, hit nothing but air, bounce off a piece of armor, and other sorts of echoes about why you didn't hit. It can sometimes make it seem like an experienced fighter is very swift and fast, which isn't always the case by a long shot.
I like this idea! I just think that 'bounces off a piece of armor' should be under absorbed blows, not dodges.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Veselka on February 20, 2019, 02:48:12 AM
Akin to the new additions of 'barely blocks' and 'barely parries', it'd be nice if misses weren't automatically 'Soandso swiftly dodges your blows'. It'd be nice if you missed, whiffing, hit nothing but air, bounce off a piece of armor, and other sorts of echoes about why you didn't hit. It can sometimes make it seem like an experienced fighter is very swift and fast, which isn't always the case by a long shot.
I like this idea! I just think that 'bounces off a piece of armor' should be under absorbed blows, not dodges.

Yeah, I was thinking a more generic line, since not everyone is wearing armor. Even in combat, elbows, wrists, and footwork is used to avoid blows.

Reasons you missed (Self-Reliant):
Tripping a little before swinging (Bad footwork)
Not finding an opening (Bad judgement)
Briefly grappling (It happens)
Having your arm pushed aside
Getting shoved back

Reasons you missed (Because the other person is better than you):
They step aside at the last second, duck, feinting/fake you out (Better footwork)
You find nothing but air, and they maneuver around you (Better footwork)
You spend a round circling each other

etc.


Fair game as possible flavor messages in place of 'swiftly dodging'. For armor to come into effect, it actually should just rely on the already current armor/deflection code in place.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Jihelu on February 20, 2019, 03:35:24 AM
It also has to do with how you fight, and your own statistics. Someone who uses a huge two handed sword will differ in how they block, parry, and reflect attacks when compared to someone dualwielding. It will also differ also on their stats.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: The7DeadlyVenomz on February 20, 2019, 05:20:10 AM
The messages you get about armor are already linked to the proper things, I think, but there are only two. I'd reword one of them just a bit.

Right now, it's:
You lunge at the angry grey mul, but your blow is deftly deflected by a hefty styrax breastplate.


I'd reword it:
You lunge at the angry grey mul, but your blow is deflected by his hefty styrax breastplate.

Or:
You lunge at the angry grey mul, but your blow is deflected by his breastplate.

But yeah, absolutely, I'm loving the ideas regarding expanded messages about misses in combat, and I'm thankful for the already existing messages. I wouldn't want anything that defined a style. I'd just like simple flavor.

So for dodges, you might see:
You try to slash the angry grey mul, but he steps to the right.
You try to slash the angry grey mul, but he steps to the left.
The angry mul takes a step back, avoiding your slash.
Your slash goes over the angry mul's head.
You fail to slash the angry mul's arm.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: MeTekillot on February 20, 2019, 05:59:44 AM
One armor message is for when it absorbs all the hp damage but not stun, the other is for it absorbing absolutely all damage.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Delirium on February 20, 2019, 08:10:27 AM
Change 'swiftly dodge' to 'dodge'... problem solved.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: ShaLeah on February 20, 2019, 12:21:40 PM
I would really like to see the changes as a result of this thread that are in the release notes (http://gdb.armageddon.org/index.php/topic,49825.0.html) be shouted out to the person who made the suggestion.

I think it would do WONDERS for community and staff appreciation if when staff adopted an idea they said thank you to the player responsible for the idea. Big ole love fest so that when you are feeling like players aren't taken into consideration you can read that thread and SEE how players have affected the game world.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: KittenLicks on February 20, 2019, 08:23:43 PM
I'd really love it if your ldesc showed when you are hidden, assuming that hasn't been fixed at some point.

Eg.

Code: [Select]
* A strange shadow is here. *

change ldesc mingles with a dusty group of grebbers.

* A strange shadow mingles with a dusty group of grebbers. *

Currently I believe you have to get around this by semoting when people enter the room and might see you and it's bit clunky. I know it's probably way easier said than done though.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: The7DeadlyVenomz on February 20, 2019, 10:45:21 PM
I would really like to see the changes as a result of this thread that are in the release notes (http://gdb.armageddon.org/index.php/topic,49825.0.html) be shouted out to the person who made the suggestion.

I think it would do WONDERS for community and staff appreciation if when staff adopted an idea they said thank you to the player responsible for the idea. Big ole love fest so that when you are feeling like players aren't taken into consideration you can read that thread and SEE how players have affected the game world.
Yeah, I'm with that. Me too.

I'd really love it if your ldesc showed when you are hidden, assuming that hasn't been fixed at some point.

Eg.

Code: [Select]
* A strange shadow is here. *

change ldesc mingles with a dusty group of grebbers.

* A strange shadow mingles with a dusty group of grebbers. *

Currently I believe you have to get around this by semoting when people enter the room and might see you and it's bit clunky. I know it's probably way easier said than done though.
I absolutely endorse this. I'd also prefer creatures hidden with regular hide be referred to as someone, while those hidden by magick remain a strange shadow.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Wday on February 23, 2019, 08:02:52 PM
Poison should go bad like spice! Think that would make rp and the poison itself value in game. Think of it as you coat a knife and in two weeks to three it dries up.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Veselka on February 25, 2019, 02:24:19 PM
It'd be nice if people riding had the messages of:

"Soandso rides in from the north on <mount>", and forget the speed that they do so. They're either walking or running, and both times they'll be riding a mount who's doing it. It's awkward to see 'walks in from the north, riding <mount>'

On the PC end, it just says you are walking around as well, instead of riding around.

So It currently says 'You follow someone, and walk south' instead of 'You follow someone south, riding <mount>' which I think would make more sense.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: The7DeadlyVenomz on February 25, 2019, 11:20:08 PM
Those are just typos since the change to show walking speed on arrival. They'll get fixed soon. Ideally, we keep that bit even when riding.

The large, grey inix walks in from the west, carrying the brown-skinned man.
The large, grey inix walks west, carrying the brown-skinned man.

You ride a large, black-scaled inix south at a walk.
You ride a large, black-scaled inix south at a walk, following the brown-skinned man.


You could also try the following, which cuts down on words a lot. I'm not positive it's grammatically accurate, but I'm not sure it's not.

The brown-skinned man walks in from the west on a large, grey inix.
The brown-skinned man walks west on a large, grey inix.

You walk west on a large, black-scaled inix.
You walk west on a large, black-scaled inix, following the brown-skinned man.

Title: Re: Developer Request: Quality of Life improvements to the game
Post by: rinthrat on February 26, 2019, 05:49:30 AM
Birds should fly into the room, not walk ;)
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Furious George on February 27, 2019, 12:01:02 AM
Maybe missed it but:

Cheapo Tattoos in regional startup equipment rooms, like super cheap, so I can go into the game looking like a badass without spending every coin I have.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Delirium on February 27, 2019, 12:33:08 AM
Birds should fly into the room, not walk ;)

Snakes should slither!

Lizards should crawl!

Gortok could lope, and bahamets could lumber... oh the places we could go with customizable movement types!

Run speed could just tack on 'swiftly' and sneak speed 'slowly' or 'cautiously'.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Jihelu on February 27, 2019, 01:03:41 AM
Vultures and other flying creatures are already coded as 'flying' so I don't see why this couldn't be tacked on.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: valeria on February 27, 2019, 08:10:12 AM
Being able to command emote breaking a seal on a sealed package or document.
 
Having the room echo when someone breaks a seal on a sealed package or document.

Having seals be available to people other than merchant and noble houses, since it would totally make sense that an indy merchant could make or buy a pre-existing seal to seal their packages with to kind of sort of ensure the contents weren't tampered with.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Nao on March 02, 2019, 09:50:28 PM
Crossbows take stamina both when you load them, and when you shoot them. That seems excessive, and I'm not sure if it's intended.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: azuriolinist on March 02, 2019, 10:05:36 PM
The command 'equipment' breaks hide. I'm not sure whether that's intentional, but 'equipment', IMO, shouldn't break hide.

Also! An option in the prompt to tell whether you're hiding or not would be amazing. I think a player should know when their PC is at least attempting to hide.

Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Wday on March 02, 2019, 11:43:53 PM
Shake or push code to break somethings hide without combat.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: only_plays_tribals on March 03, 2019, 07:12:58 AM
> push shadow

You push the tall elf, making him stumble.


(ehehehe)
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Cabooze on March 03, 2019, 07:53:18 PM
> push shadow

You push the tall elf, making him stumble.


(ehehehe)

**A tall shadow stands here**

Could make the command 'out'. -> Out shadow

You point a finger and shout at the tall elf, making their presence readily apparent!

Pushing or shaking someone seems sort of like a power emote and I feel like it should behave like engaging combat on an individual if that's what you were attempting to do.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Alesan on March 05, 2019, 02:40:37 PM
Can we please have "almost full" and "almost empty" added to container fullness messages? Less than half full, half full, and more than half full doesn't quite get descriptive enough.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Aruven on March 05, 2019, 04:26:12 PM
Might I add to this christmas list of wishes the ancient topic of considering a mask that veils your m-desc and s-desc.

Idea:

Something generic for starters:

You can still see each item worn, but obviously there is a mask of some sort and the description is generic enough to cover all basis.

(A mask of fancy things with a fancy, sexy description conceals so much of the visage that it is difficult to make out actual details, even so far as race or sex of the wearer...)

Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Cabooze on March 05, 2019, 04:37:21 PM
Might I add to this christmas list of wishes the ancient topic of considering a mask that veils your m-desc and s-desc.

Idea:

Something generic for starters:

You can still see each item worn, but obviously there is a mask of some sort and the description is generic enough to cover all basis.

(A mask of fancy things with a fancy, sexy description conceals so much of the visage that it is difficult to make out actual details, even so far as race or sex of the wearer...)

This has been such a long and contentious issue.. I've just resolved to submitting player complaints against those whom have the magickal ability to see someone's identity past a mask and a hood irregardless of what a tdesc might say and in complete defiance of common sense.

The whole thing with masks not hiding s/mdescs is the most mind boggling issue of something not being necessary while simultaneously being extremely important. I almost feel like mdescs need to have a complete rework to become modular. Maybe even add some sort of javascript that allows players to classify such things on their own in the way of adding tags like:
Code: [Select]
[F]round jawed and immaculate of facial hair....[/F] which then items of a specific type will then exclude anything tagged within [F] in your description, either by replacing it with "....................." or some default-generated description of what the mask's face would look like.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Cind on March 06, 2019, 05:38:31 AM
If this isn't already the case, I think torches should be able to be flung into another room, and other objects as well, without having to have a target to be thrown at. Arrows and bolts, for example, especially when those things are on fire. For torches and flaming arrows and flaming bolts, however, especially the latter two, there should be a chance that they will be blown out upon being fired. Which means that they would not be detected if the room they are being flung into is dark. Chances would go up if room being shot from is windy or storming. Adding being blown out if the room being entered is windy seems more like a future update thing, like we would make sure people are bothering to chuck in a flaming arrow in the first place.


If flaming projectiles are being flung at an actual target, give them a chance to extinguish upon landing.

The chances for all of this would be kinda small unless it were really storming.

Right now, its not worth holding a lit candle and carrying it around outside, even in the city, because of the wind.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: MeTekillot on March 06, 2019, 06:17:58 AM
The 'toss' command accomplishes that.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: flurry on March 08, 2019, 06:36:35 PM
If you're holding something in both hands that could be held in one, rp should function like change hands etwo es and rs should function like change hands etwo ep.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: nessalin on March 11, 2019, 04:41:39 PM
The command 'equipment' breaks hide. I'm not sure whether that's intentional, but 'equipment', IMO, shouldn't break hide.

Incorrect.

Equipment does not break hide.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Veselka on March 11, 2019, 08:54:03 PM
Stand, however, does, if you're looking to break hide (Correct me if I'm wrong Nessalin).
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: mansa on March 11, 2019, 09:12:10 PM
Stand, however, does, if you're looking to break hide (Correct me if I'm wrong Nessalin).

Stand breaks hide, as it is a change in movement.  It's one of the best ways to break hide without echoing to the room.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: azuriolinist on March 11, 2019, 09:39:49 PM
The command 'equipment' breaks hide. I'm not sure whether that's intentional, but 'equipment', IMO, shouldn't break hide.

Incorrect.

Equipment does not break hide.

Woops! Alright, thanks for clearing that up.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: MeTekillot on March 14, 2019, 04:06:18 AM
Clothes should be bloodied and get covered in dust whenever you fall.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Cind on March 14, 2019, 04:22:46 AM
The only non-powerful job inside of Allanak that allows you to not leave the gates is dung shoveling.

I kind of wish there were some sort of crafting hall with a shopkeep in a nearby building who had the tools and materials you need to make a small living on your own, if you're like me and have terrible playtimes.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Bushranger on March 14, 2019, 06:14:06 AM
Clothes should be bloodied and get covered in dust whenever you fall.
+1 I like this. Your clothes should get dusty when ever you fall and if you injure yourself bloody them up.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: The7DeadlyVenomz on March 14, 2019, 06:38:39 AM
The only non-powerful job inside of Allanak that allows you to not leave the gates is dung shoveling.

I kind of wish there were some sort of crafting hall with a shopkeep in a nearby building who had the tools and materials you need to make a small living on your own, if you're like me and have terrible playtimes.
Yeah, I dig this.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: ShaLeah on March 14, 2019, 02:52:36 PM
The only non-powerful job inside of Allanak that allows you to not leave the gates is dung shoveling.

I kind of wish there were some sort of crafting hall with a shopkeep in a nearby building who had the tools and materials you need to make a small living on your own, if you're like me and have terrible playtimes.
Yeah, I dig this.
Make independence HARDER not easier.
-1
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: lostinspace on March 14, 2019, 06:10:29 PM
Nosave recieve

Would stop others from handing you things, maybe echoing that they tried to hand you something, but you didn't accept. Plant/Steal would work through it.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: The7DeadlyVenomz on March 15, 2019, 09:18:36 AM
The only non-powerful job inside of Allanak that allows you to not leave the gates is dung shoveling.

I kind of wish there were some sort of crafting hall with a shopkeep in a nearby building who had the tools and materials you need to make a small living on your own, if you're like me and have terrible playtimes.
Yeah, I dig this.
Make independence HARDER not easier.
-1
Mmm, I prefer clans to independents, true, but I support the ability to be one. Don't make independence harder, make clans greater.

Kibosh yer -1, Shal!
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: rinthrat on March 30, 2019, 07:25:12 AM
Code: [Select]
title beetle Mudbugger
You aren't riding anything. You have to ride a mount before you can title it.
Let elves name hitched mounts.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: PriestlySiren on March 30, 2019, 02:43:05 PM
Can we add threaten or riposte status to the prompt list?
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: gotdamnmiracle on March 30, 2019, 04:47:17 PM
Can we add threaten or riposte status to the prompt list?

It's there already.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: mansa on March 31, 2019, 12:26:11 PM


Is 'set' an immortal command?   If it isn't, make it roll into the 'change' options.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: MeTekillot on April 02, 2019, 12:30:51 AM
Spatter decals like tattoos that would stain your unclothed body parts.

<on face> a light smattering of blood
<on face> streaks of blood
<on face> completely covered in blood

Should always get blood spatter on your hands when you score a deathblow or anything above a wounding hit. Should be hard to remove, too.

Decals for shit shovelers and for getting sweaty and dusty, too.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: MeTekillot on April 02, 2019, 01:48:47 AM
For every 100 sids of value, a worn ring should add 1 stun and health damage to your punches.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Bushranger on April 02, 2019, 06:28:40 AM
Add a Nenyuki Agent next to the cells so Templars and AoD who are shaking down prisoners don't need to take them to the Bazaar when the scumbag they are fining claims that they have the money in the bank.

Probably the worst job given to junior Nenyuk family as a punishment but surely the Templars would find it useful?
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Riev on April 02, 2019, 03:53:35 PM
Add a Nenyuki Agent next to the cells so Templars and AoD who are shaking down prisoners don't need to take them to the Bazaar when the scumbag they are fining claims that they have the money in the bank.

Probably the worst job given to junior Nenyuk family as a punishment but surely the Templars would find it useful?

This actually seems like a good QoL improvement. A shitty job for an underperforming Nenyuki Junior, and a great way to not waste 5-10 minutes hauling to the bank, with a million opportunities to run away/etc.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Cind on April 02, 2019, 06:19:19 PM
Like priestlysiren says, adding threaten, riposte, offense and defense to the prompt list. You would have to peruse the gdb at the right time or explore the fighting section of the docs to know about offense and defense especially, and some people either don't go to the forum or just play the game... I know of a couple of blind players and met one player who spoke good English, but might not have wanted the hassle of trying to sift through the jungle of fighting docs.

If skills like twohanded and shield use are in the prompt, I think this would be a good addition that wouldn't startle most players and wouldn't cause too many requests for 'Why is?'
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Cabooze on April 03, 2019, 12:18:33 AM
make silt flyers tameable. They are as large as an inix, why not try to fly one?
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Namino on April 03, 2019, 12:29:04 AM
make silt flyers tameable. They are as large as an inix, why not try to fly one?

Can't you tame Roc, or is that a meme?
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Cind on April 03, 2019, 03:13:47 AM
I'm almost certain a roc is the size of a house.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: th3kaiser on April 08, 2019, 12:05:42 PM
With all of the armor changes I'm reminded of a thing I really really want. Can we please see the actual weight of an item when we view it in a shop? Pretty please?
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: gotdamnmiracle on April 08, 2019, 03:28:47 PM
With all of the armor changes I'm reminded of a thing I really really want. Can we please see the actual weight of an item when we view it in a shop? Pretty please?

Good god yes.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Veselka on April 08, 2019, 03:39:03 PM
With all of the armor changes I'm reminded of a thing I really really want. Can we please see the actual weight of an item when we view it in a shop? Pretty please?

Or the ability to compare your current armor with another piece of armor, to compare the relative weight.

Appended at the end: This piece of armor seems heavier/lighter/about the same weight as yours.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: gotdamnmiracle on April 08, 2019, 03:46:01 PM
With all of the armor changes I'm reminded of a thing I really really want. Can we please see the actual weight of an item when we view it in a shop? Pretty please?

Or the ability to compare your current armor with another piece of armor, to compare the relative weight.

Appended at the end: This piece of armor seems heavier/lighter/about the same weight as yours.

Right. I don't need to have the exact weight, but in a PC where weight is extremely important for armor it's a scam where the item will discuss being lightweight, but actually weighs more than your current rag-wrapped junk.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: th3kaiser on April 08, 2019, 04:01:30 PM
All perfectly reasonable ideas, I'd say. I just want to be able to get a notion of how heavy something is before buying it.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Cabooze on April 08, 2019, 04:25:55 PM
For weapons, since most are hung on a belt or slung on the back, this would likely require it to be 'equipped', IE, in a hand in order to function as what is being given example of:

view #21
   A pretty cool knife, dude. It's made out of chalton horn and has cool spiky serrations that are good for poisoning and somehow the weapon doesn't shatter. It's like a miracle!
...it is primarily made of ivory.
...can be hooked onto a belt.
...testing its weight you decide that you could use it.
...could be used for skinning.
...too small to wear on your back.
...seems to be a stabbing weapon.
A pretty cool knife would seem to cost about 150 obsidian pieces.
A pretty cool knife would seem to weigh 3 stones
A pretty cool knife would seem to weigh less than what you're holding.

For armors, it would need to check to see what is currently held, or equipped in the slot that the item being viewed is able to be equipped on (for functionality).

view #23
  Some dank armor my dude. It's silt horror, except from *redacted*!
...it is made primarily out of bone.
...it can be worn on the torso.
...it looks like it can fit you.
Some dank armor would seem to cost about 500 obsidian pieces.
Some dank armor would seem to weigh 15 stone
Some dank armor would seem to weigh more than what you're wearing
If you're not wearing something in the slot for the armor you're looking at or holding armor that goes into that respective slot in either of your hands, it could say something like
You're not holding anything to compare Some dank armor with.


Even if it can't be made exactly as outlined above, something resembling this would be absolutely amazing to be implemented into the game.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: gotdamnmiracle on April 08, 2019, 04:29:37 PM
What about armors that could be compared to multiple slots?
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Cabooze on April 08, 2019, 04:33:46 PM
I imagine that there would be some overlap. If it can be worn on waist/legs, it will have to detect whatever is listed first. IE, if the first wear flag is 'waist', it will check to see what you're wearing on your waist to compare with, before checking to see if there's anything in your hands to compare with. If there's nothing in the first wear spot or held, it would then refer to the second. I imagine there's probably an easier way to both explain and implement this.

This is with a lot of assumptions, of course. Staff would likely be able to do something like:
Code: [Select]
Some dank armor would seem to weigh more than what you're wearing on your legs.
Some dank armor would seem to weigh more than what you're wearing on your waist.
Some dank armor would seem to weigh more than what you're holding in your hands.
All on one object view.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: gotdamnmiracle on April 21, 2019, 04:22:11 PM
Could we get waterseller code added to the bartenders for each of the booze types they sell so if I wanted to fill a keg full of red sun I don't have to buy 50 bottles and dump them in it?
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: rinthrat on April 24, 2019, 06:29:13 PM
Please, please, increase the time it takes until an item you have skinned sinks into the sand. It happens all the time that I start to RP with someone, and they disappear into the sands before I have even left the room.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: mansa on April 24, 2019, 09:48:28 PM
Someone in Discord asked to have a time check for when you're going to be released from jail.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Veselka on April 24, 2019, 10:09:14 PM
Someone in Discord asked to have a time check for when you're going to be released from jail.

It'd be nice to have a wanted timer, even. It's rather arbitrary. You're Wanted, then an hour and a half later (or sometimes longer) you're suddenly not.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: mansa on April 24, 2019, 10:48:52 PM
Someone in Discord asked to have a time check for when you're going to be released from jail.

It'd be nice to have a wanted timer, even. It's rather arbitrary. You're Wanted, then an hour and a half later (or sometimes longer) you're suddenly not.

I don't think it would be good to know how long it lasts when you're not in jail, but if you're already caught it would be good to know how long i'm stuck in a place, or whether the game is broken.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Cerelum on April 24, 2019, 11:06:28 PM
Speaking of durations...

I would like poison recovery to still tick while you're offline, because as it sits it can take a good hour or so for it to wear off.  And sometimes you get poisoned and log off for the night once you get safe and then have to endure the hour of waiting for the poison to leave your system.

Also, I'm all for a wanted timer when you're not caught.

I don't think the jail really matters, because everytime I get tossed in there, a templar shows up like clockwork, I'm guessing there is some automessage sent to them from the jailer, Hey caught another one.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Vex on April 25, 2019, 10:32:26 PM
A small adjustment to erdlu, to make them more accessible options.

If they had their STR raised, and their STR stat range narrowed, they would be more consistently accessible to humans.

I feel that other than having extremely low accessibility, their benefits and trade offs are good.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Feco on April 26, 2019, 12:29:30 AM
I would like poison recovery to still tick while you're offline, because as it sits it can take a good hour or so for it to wear off.  And sometimes you get poisoned and log off for the night once you get safe and then have to endure the hour of waiting for the poison to leave your system.

I know we should trust everyone, but this is just asking for people to log off to avoid being poisoned to death.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Namino on April 26, 2019, 12:33:43 AM
I would like poison recovery to still tick while you're offline, because as it sits it can take a good hour or so for it to wear off.  And sometimes you get poisoned and log off for the night once you get safe and then have to endure the hour of waiting for the poison to leave your system.

I know we should trust everyone, but this is just asking for people to log off to avoid being poisoned to death.

I got the sense this was in referral to the 'poison recovery' period rather than the 'poison affect' period, by which I mean, for example, when bloodburn has reduced your HP and you have to wait many hours for it to go back to what it used to be.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Cerelum on April 26, 2019, 12:47:59 AM
I would like poison recovery to still tick while you're offline, because as it sits it can take a good hour or so for it to wear off.  And sometimes you get poisoned and log off for the night once you get safe and then have to endure the hour of waiting for the poison to leave your system.

I know we should trust everyone, but this is just asking for people to log off to avoid being poisoned to death.

I got the sense this was in referral to the 'poison recovery' period rather than the 'poison affect' period, by which I mean, for example, when bloodburn has reduced your HP and you have to wait many hours for it to go back to what it used to be.

That is exactly what I meant.  But truthfully poison should tick while you’re offline too. Quit while poisoned and wake up to chargen for your lack of preparedness.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: John on April 26, 2019, 12:58:55 AM
No. If we allow "poison recovery" to tick while offline (which I'm in favour of), I think we should have poison stop you from being able to quit out like if you had just been in a combat. That way people don't re-enter the game as a corpse. Also quit ooc would still be an option to allow you to quit out while poisoned (but poison doesn't tick while offline).
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Vex on April 30, 2019, 01:17:40 AM
Roll "sit on" function, into "sit at", so that if you try to "sit at" something you're intended to sit on, you just automatically do that, instead, without having to re-enter commands.

Reserve "sit on" for when you want to sit on something, that has seats available, but also the option to sit atop it, like a whore sitting her ass on the table, with seats occupied by horny bynners.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Cerelum on April 30, 2019, 07:41:45 PM
No. If we allow "poison recovery" to tick while offline (which I'm in favour of), I think we should have poison stop you from being able to quit out like if you had just been in a combat. That way people don't re-enter the game as a corpse. Also quit ooc would still be an option to allow you to quit out while poisoned (but poison doesn't tick while offline).

I'm totally okay with that.  Dying to poison while you're logged out.

I've even seen people abuse being poisoned and logging out, then logging in, spamming psi contacts for people for cures, then logging out.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: John on April 30, 2019, 08:05:12 PM
I've even seen people abuse being poisoned and logging out, then logging in, spamming psi contacts for people for cures, then logging out.
I don't know how you would see that unless you were either staff or a psionicist. But I'm hoping if you weren't on staff that you at least reported it.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Cerelum on April 30, 2019, 08:09:43 PM
I've even seen people abuse being poisoned and logging out, then logging in, spamming psi contacts for people for cures, then logging out.
I don't know how you would see that unless you were either staff or a psionicist. But I'm hoping if you weren't on staff that you at least reported it.

It was years ago, back when Salarr had hunters.  Northern barracks, guy got bloodburn and we rode back to the barracks, he was half dead, logged out, I was in the barracks various times when he'd pop back on for a moment, ask if I found cures, then pop back off.  Eventually we found him some and he lived, but yeah it was cheap as shit.

I think this was before the request tool was a thing really, back when you mailed mud email and I assumed someone else in Salarr reported it.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Cabooze on April 30, 2019, 11:19:52 PM
Nosave receive. Keeps people from giving you things if you're accepting saves on receiving.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Derain on May 05, 2019, 07:41:36 PM
Dieing in a clan infirmary from poison is ridiculous make clan NPC surgeons cure poison with bandages.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: nessalin on May 06, 2019, 09:36:48 AM
Dieing in a clan infirmary from poison is ridiculous make clan NPC surgeons cure poison with bandages.

They will - if you give them what they need.

https://gdb.armageddon.org/index.php/topic,49825.msg1003130.html#msg1003130
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: nessalin on May 06, 2019, 11:00:51 AM
A reminder that this thread is for quality of life improvements.  Things that trip up players and get in the way of playing the game.

Staff will evaluate what is reasonable and feasible.  Please do not respond negatively to other people's posts.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Cabooze on May 12, 2019, 08:18:28 PM
Give ALL classes (or subclasses) Direction Sense.

Some classes, get it higher and closer to master than others.

Some classes, only get it to novice or apprentice.

But to have classes that do not even have the Direction Sense skill?.. Please. No more.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Veselka on May 12, 2019, 08:27:59 PM
Scan as a skill --

You have to currently spam 'look' or 'look direction' to see people/NPCs hiding, and then stop scanning in order to watch them.

As well, if you try to 'look shadow', even if you saw something in the room with you, it may be when you type look that you don't see the shadow. Sometimes you have to 'look shadow' or 'look' ten or fifteen times directly in a row in order to tick the 'Yes, you saw the shadow, here you go'.

I think it is good that you can't automatically see people with hide < scan, and have to try a bit to see them, but as it currently stands it is a bit wonky.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Cerelum on May 12, 2019, 08:46:03 PM
Scan as a skill --

You have to currently spam 'look' or 'look direction' to see people/NPCs hiding, and then stop scanning in order to watch them.

As well, if you try to 'look shadow', even if you saw something in the room with you, it may be when you type look that you don't see the shadow. Sometimes you have to 'look shadow' or 'look' ten or fifteen times directly in a row in order to tick the 'Yes, you saw the shadow, here you go'.

I think it is good that you can't automatically see people with hide < scan, and have to try a bit to see them, but as it currently stands it is a bit wonky.

I agree with this.  I almost always will see a shadow then type look shadow five or ten times to actually see it.

I don't know exactly why it's so damn wonky, but I think it should be either pass or fail, not pass this second, fail the next like it currently is.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: gotdamnmiracle on May 12, 2019, 08:46:14 PM
Give ALL classes (or subclasses) Direction Sense.

Some classes, get it higher and closer to master than others.

Some classes, only get it to novice or apprentice.

But to have classes that do not even have the Direction Sense skill?.. Please. No more.

I am somewhat for this, but after having played a bit without it a little equipment can go a long way. I made a thread about it. Heed the shit about wearing sunslits and don't forget to don a hood and a mask too if you think it'll help. Having a torch in an already lit room also can apparently help. It's not 100% but it makes a lot of weather survivable. That said you'll have to pick and choose. You can very literally get lost in the Red or near the silt so watch out. Decide ahead of time if the weather is good enough to travel in.

Scan as a skill --

You have to currently spam 'look' or 'look direction' to see people/NPCs hiding, and then stop scanning in order to watch them.

As well, if you try to 'look shadow', even if you saw something in the room with you, it may be when you type look that you don't see the shadow. Sometimes you have to 'look shadow' or 'look' ten or fifteen times directly in a row in order to tick the 'Yes, you saw the shadow, here you go'.

I think it is good that you can't automatically see people with hide < scan, and have to try a bit to see them, but as it currently stands it is a bit wonky.

I'm also coming around on passive watch and listen. Listen can help a ton because if you break a creatures sneak you can notice them and still get out of there. If you're in rantarri country and you hear something creeping up on you are you going to stick around long enough to get a good look at it? I wouldn't. Additionally passive watch can bust some sneak. Not all PVE sneak, but a chunk even at lower levels. Scan is awesome, granted, but unless you're trying to be a career hunter or not get ganked in the Rinth it's not absolutely necessary so long as you know the death rooms to avoid out in the desert. (speaking of, really wish the staff would send the spider deathstacks the way of the turaal stack and nuke em with a volcano blast. It'd make sense if they were guarding a nest or inside a den like a pile of gortoks, but their placement is pretty arbitrary and wandering around without scan can get you killed before you even know what hit you. Pretty cheap).
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Cerelum on May 12, 2019, 08:53:56 PM
Arrange being able to arrange whole stacks.

So say I have ten long bones laying on the floor, as it sits now I have to type:

arrange long.bone is stacked up here on the floor.
arrange 2.long.bone is stacked up here on the floor.

Until all 10 are arranged.

Maybe make arrange just override the default sdesc of shit laying around to whatever you've named.  Then you can easily organize stacks of stuff without having to either write an alias or do it manually.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: oggotale on May 18, 2019, 07:12:59 AM
Surely this would have been suggested before but:

When you do list <item> to narrow the down items in a seller list, it shouldn't prompt you to also specify the NPC, without any argument it should assume it's the first trader NPC.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Alesan on May 18, 2019, 10:57:29 AM
Surely this would have been suggested before but:

When you do list <item> to narrow the down items in a seller list, it shouldn't prompt you to also specify the NPC, without any argument it should assume it's the first trader NPC.

Would be nice. I have no idea how that would differentiate between 'list <merchant>' as a syntax though. I didn't even realize this was a feature until a week ago when I was about to suggest it as one and tried 'list <item> <merchant>' as a last ditch effort to make sure it wasn't already before I posted it.

I guess, if it doesn't find a merchant called 'sword' to list for, search for items instead? I don't know.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Mr. Fancypants on May 18, 2019, 12:32:08 PM
The ability to title one page writing/drawing objects.

The ability to flag a container as title-able so you can sort scrolls into titled binders.

Fix titles so that all words act as keywords. Currently the last word in a title does not act as a keyword.

Update the echo when you read or look at a drawing to include what page you're on and the object you're looking at/reading from.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: PriestlySiren on May 18, 2019, 12:51:24 PM
Add a prompt option to show threaten status.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Wday on May 18, 2019, 01:03:29 PM
It would be cool if we could give hitched mounts that are resting a sdesc. the brown inix is here tied to a tree.  type deal.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Synthesis on May 19, 2019, 03:43:15 AM
Add command emotes to the clean command.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: oggotale on May 19, 2019, 05:47:02 AM
Add command emotes to the clean command.

There's something I never realised I wanted till now. While were at it why not make emotes for all the foraging commands too?
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: rinthrat on May 20, 2019, 01:45:13 PM
Code: [Select]
empty satchel bag
You aren't a 'satchel' to empty.

There's a 'carrying' missing here.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Cabooze on May 21, 2019, 03:10:02 AM
Add command emotes to the clean command.

Add emotes to the fill command. Skin. Backstab and Sap. Would be so good.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Krath on May 22, 2019, 05:07:57 PM
Allow two weapons to be sheathed on your back, like real life. Not sure why we cant do this now.

(https://images-na.ssl-images-amazon.com/images/I/61YKxZ3C1QL._SX425_.jpg)
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Tekky on May 22, 2019, 09:13:07 PM
Allow two weapons to be sheathed on your back, like real life. Not sure why we cant do this now.

(https://images-na.ssl-images-amazon.com/images/I/61YKxZ3C1QL._SX425_.jpg)

You can! There are back-sheaths in the game that would allow this! Or a multitude of scabbards.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Hauwke on May 22, 2019, 09:33:04 PM
As much as I would love to be able to sheath two swords on my back without the use of an equipment piece, even sheathing a single weapon without equipment makes little sense.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Synthesis on May 23, 2019, 03:27:35 AM
If you're sitting at a table, and you try to sit at the same table (because you forgot you were sitting at that table already), the code makes you stand up and then re-sit at the table, which looks stupid.  It would be better if the code simply returned "you're already sitting at <table>."
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Cerelum on May 23, 2019, 12:23:40 PM
If you're sitting at a table, and you try to sit at the same table (because you forgot you were sitting at that table already), the code makes you stand up and then re-sit at the table, which looks stupid.  It would be better if the code simply returned "you're already sitting at <table>."

To expand on this, make inventory be removed to take it off.

I can’t tell you how many times I’ve tried to put bone bag and removed armor or sunslits or whatever instead of a length of bone.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: gotdamnmiracle on May 23, 2019, 04:36:22 PM
If you're sitting at a table, and you try to sit at the same table (because you forgot you were sitting at that table already), the code makes you stand up and then re-sit at the table, which looks stupid.  It would be better if the code simply returned "you're already sitting at <table>."

To expand on this, make inventory be removed to take it off.

I can’t tell you how many times I’ve tried to put bone bag and removed armor or sunslits or whatever instead of a length of bone.

Uh, no? I like that I can slip my facewrap off quickly and shove it in my pocket. Also this isn't happening to you because it pulls from inventory first before worn items. No matter what you will always put the length of bone in the bag before your bone sunslits unless you aren't actually carrying the bone or it doesn't actually have the keyword bone. This would be a reduction in quality of life.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Hauwke on May 25, 2019, 08:50:47 PM
A way to stop members of your clan from going past the direction you are guarding, there are not a whole lot of times it would be used, but sometimes it is needed and you straight up just can't stop them passing you regardless of whether you want to or not.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Cabooze on May 26, 2019, 03:42:05 AM
A way to stop members of your clan from going past the direction you are guarding, there are not a whole lot of times it would be used, but sometimes it is needed and you straight up just can't stop them passing you regardless of whether you want to or not.

I could see this getting implemented as a nosave option

nosave clan or something to that effect.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: mansa on May 26, 2019, 06:10:06 AM
A way to stop members of your clan from going past the direction you are guarding, there are not a whole lot of times it would be used, but sometimes it is needed and you straight up just can't stop them passing you regardless of whether you want to or not.

Or maybe modify guard with clan a rank behind it.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Hauwke on May 26, 2019, 08:34:19 AM
A way to stop members of your clan from going past the direction you are guarding, there are not a whole lot of times it would be used, but sometimes it is needed and you straight up just can't stop them passing you regardless of whether you want to or not.

Or maybe modify guard with clan a rank behind it.

I feel like that wouldn't be ideal, if for example the person guarding the southern exit from someone was the same rank as that someone then what would happen?

Alternatively, maybe a guard command that specifically guards something from a specific person. E.g. guard south Amos, would cause Amos, and only Amos to be kept from going south.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Veselka on May 26, 2019, 02:56:08 PM
Have 'nosave arrest' make it so your PC is submitting to subdue attempts by NPCs/PCs of the law. But have it that if you resist afterwards, you are flagged as a criminal, AKA, resisting arrest.

Currently, 'nosave arrest' mostly affects when your PC is already wanted, and instead of resisting an NPC running in to subdue you, you go quietly. But as it currently stands, if you are a PC submitting to an arrest/subdue of another PC who is in the AoD Militia, you can flee/break subdue without being flagged a criminal. This seems counter intuitive, as if you had 'nosave arrest' off and a PC AoD member tried to subdue you, and they failed/you resisted, you would be flagged a criminal. So it's kind of like a get out of jail free card.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Cabooze on May 26, 2019, 06:28:48 PM
Give Celves a little more love and playability.

Let them have a fraction of the reduced MV usage that Delves get from wilderness travel. Not enough to be able to be competitive, but enough to make a difference between yourself walking and a human walking beside you. Kinda fucks with your elven logic when a human (or even a dwarf) can keep pace with you and tires out AFTER you do (because you probably have lower mv points because of your weak elven strength and endurance).

After all, the only difference between Delves and Celves is psychology, not physiology. Celves will probably tire themselves out faster than Delves because they are craving that sweet walled-in shade and that could be the reasoning they don't get the same benefits as a Delf, but for them to get no benefits at all is just...  :'(
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Midori on May 28, 2019, 06:53:52 AM
Three numbered dice that can be rolled together. A single numbered die that can be rolled. (For those of us determined to have games within the game :) ).
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: mansa on May 28, 2019, 07:37:27 AM
Three numbered dice that can be rolled together. A single numbered die that can be rolled. (For those of us determined to have games within the game :) ).

Building on that:

>craft die 2.die 3.die 4.die 5.die

You can make:
1 - a handful of dice (no fail possible)
2 - a set of four dice AND a single die (no fail possible)
2 - a trio of dice AND a pair of dice (no fail possible)


Basically, use the craft skill to manage adding and subtracting dice to have anywhere between 1 - 5 dice.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Cerelum on May 28, 2019, 09:36:08 AM
Are you trying to make it possible to play dungeons and dragons in the game?

If so that would be hilarious to have a bunch of people sitting at the table together rolling dice for hit and damage rolls.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Riev on May 28, 2019, 11:37:09 AM
Are you trying to make it possible to play dungeons and dragons in the game?

If so that would be hilarious to have a bunch of people sitting at the table together rolling dice for hit and damage rolls.

Dungeons and Dragons was, after all, a culmination of many cultures and wartime generals trying to predict the outcome of battles based on troops and landscape.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: gotdamnmiracle on May 28, 2019, 02:06:41 PM
Can we get room bury and room pack? Playing a low strength character (among a number of disadvantages) makes it nearly impossible to lift NPC or PC bodies and thus they can't be packed or buried. It's essentially a coded tool that you lose if your stats roll low enough at chargen.

I find it funny that if you're an elf you lose the ability (entirely) to dispose of a body save for some really funky magick shit or possibly leading a vulture or scrab to it. Is that one of their traditions too perhaps? Their pride disallows them from burying or hiding the people they've killed just like it disallows them from riding (or taming apparently) mounts? Lol
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Cabooze on May 30, 2019, 11:34:04 PM
allow for riposte to function with nosave combat.

As it is, riposte immediately puts you into attack mode even if you're trying to be completely defensive.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: MeTekillot on May 31, 2019, 12:25:49 AM
I agree with skinning PCs. I think skinning should also leave a bloodstain in the room that requires a brush type item and several tries to remove, similar to a mix of a dung pile and sawdust.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: gotdamnmiracle on May 31, 2019, 12:49:48 AM
Uh. No thanks. I'm pretty sure room pack and room bury would be fine. I don't want my PC to suddenly be dismembering guys when it isn't IC for my PC to do that.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Cabooze on May 31, 2019, 12:52:55 AM
Uh. No thanks. I'm pretty sure room pack and room bury would be fine. I don't want my PC to suddenly be dismembering guys when it isn't IC for my PC to do that.

Then, room bury, room pack, and humanoid skinning. Seems like something neat.

I've always wanted to make protective clothing out of dwarf-skin.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Hauwke on May 31, 2019, 06:48:05 AM
If butchering PCs was to become a thing, or at least skinning them. There would 100% need to be some evidence it was done or people would spam out their skinning knife and skin that sucker right there.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: oggotale on May 31, 2019, 09:11:49 AM
(EDIT: Just saw this is QoL, woops, human skinning functionality seems like more than a QoL thing, I assumed staffed made a conscious decision not to implement it. Well, it's either that or it's too hard to code it, which I doubt.)

There's something a bit jarring about the thought of skinning PCs, I mean in terms of realism.
Maybe I'd get used to the Zalanthan culture being one that finds use in human meat/flesh/bones though.

But wasn't cannibalism stigmatized in Zalanthas, it would be a bit jarring to have the general documentation be anti-human-body-salvaging but have hunters in general eager to do exactly that, and there'd be plenty of things to tempt them to do that. Compared to this cost, there isn't much benefit I see coming out of it.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Hauwke on May 31, 2019, 09:50:25 AM
(EDIT: Just saw this is QoL, woops, human skinning functionality seems like more than a QoL thing, I assumed staffed made a conscious decision not to implement it. Well, it's either that or it's too hard to code it, which I doubt.)

There's something a bit jarring about the thought of skinning PCs, I mean in terms of realism.
Maybe I'd get used to the Zalanthan culture being one that finds use in human meat/flesh/bones though.

But wasn't cannibalism stigmatized in Zalanthas, it would be a bit jarring to have the general documentation be anti-human-body-salvaging but have hunters in general eager to do exactly that, and there'd be plenty of things to tempt them to do that. Compared to this cost, there isn't much benefit I see coming out of it.

In Dark Sun, bodies are viewed as unclean and anyone who so much as touches one is immediately put into group of unclean who are to be avoided. Oddly, along with tanners and I think farmers.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Cabooze on June 01, 2019, 11:10:55 PM
This is nonmalicious in thought:

Disable Male and Female options for Dwarf characters. Only allow Dwarves to be androgynous.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: triste on June 02, 2019, 02:26:57 AM
This is nonmalicious in thought:

Disable Male and Female options for Dwarf characters. Only allow Dwarves to be androgynous.

While I see where you are coming from, this probably wouldn't fly and people would protest.

I promise to "be the change" and play a concept like this some day, however  ;D
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: valeria on June 02, 2019, 02:08:14 PM
Some way to tell how many pages are in a book before it has been drawn or written in.

Currently, you have to draw or write something in a book, and then 'look book' to see how many pages it has.  Which kind of stinks if you think a book has 30 pages only to find it out has 12.  Assess only returns a generic page amount.  Maybe "count page book" or something like that.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Tekky on June 02, 2019, 03:22:03 PM
Some way to tell how many pages are in a book before it has been drawn or written in.

Currently, you have to draw or write something in a book, and then 'look book' to see how many pages it has.  Which kind of stinks if you think a book has 30 pages only to find it out has 12.  Assess only returns a generic page amount.  Maybe "count page book" or something like that.

Read book 99
This book only has 30 pages!
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: mansa on June 02, 2019, 03:36:12 PM
Some way to tell how many pages are in a book before it has been drawn or written in.

Currently, you have to draw or write something in a book, and then 'look book' to see how many pages it has.  Which kind of stinks if you think a book has 30 pages only to find it out has 12.  Assess only returns a generic page amount.  Maybe "count page book" or something like that.

IMO, It would be nice to have the game respond with the number of pages without having to type another command to do so, hopefully built into assess or look, in addition to 'count page book'.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: oggotale on June 05, 2019, 02:00:32 AM
Is it possible to make put X in Y redirect to put X Y.

I thought I'd get used to the put X Y format but I still sometimes end up writing put X in Y because it's so intuitive.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: valeria on June 05, 2019, 08:14:18 AM
Some way to tell how many pages are in a book before it has been drawn or written in.

Currently, you have to draw or write something in a book, and then 'look book' to see how many pages it has.  Which kind of stinks if you think a book has 30 pages only to find it out has 12.  Assess only returns a generic page amount.  Maybe "count page book" or something like that.

Read book 99
This book only has 30 pages!

Someone sent me this workaround over PM.  I wouldn't have thought it up on my own though.  I was looking books, trying to assess them, and trying to count them.  Trying to read pages that didn't exist never occurred to me, which is why I still think it would be helpful.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: maxid on June 05, 2019, 07:43:12 PM
Is it possible to make put X in Y redirect to put X Y.

I thought I'd get used to the put X Y format but I still sometimes end up writing put X in Y because it's so intuitive.

This would be great.  I hop between muds sometimes and the difference can be really annoying.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Hauwke on June 08, 2019, 07:29:15 PM
Fix or change reel code back, such that the one who gets hit can't stop combat like how they currently can.

As it stands currently if you get reeled you can type disengage, and that stops your attacker from attacking as well. I bugged it awhile ago since it seems extremely silly that it works that way.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Cerelum on June 08, 2019, 07:44:46 PM
Fix or change reel code back, such that the one who gets hit can't stop combat like how they currently can.

As it stands currently if you get reeled you can type disengage, and that stops your attacker from attacking as well. I bugged it awhile ago since it seems extremely silly that it works that way.

I’ve never had disengage stop me from getting hit, only makes me stop beating someone else’s ass.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Hauwke on June 09, 2019, 05:45:39 AM
It used to be that way, but now it seems to be the opposite, which is very weird. Though, mayhaps it is a sparring hall thing? Only time I have seen it occur is sparring halls.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Synthesis on June 11, 2019, 04:30:54 AM
It used to be that way, but now it seems to be the opposite, which is very weird. Though, mayhaps it is a sparring hall thing? Only time I have seen it occur is sparring halls.

Disengage breaking the fight up after a reel is probably intentional.  It makes sense to me, at least:  if you wreck someone so hard that they can't flee, why is it not intuitive that you also wrecked them so hard that you can simply walk away from them if you want?
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Hauwke on June 11, 2019, 08:36:57 AM
It used to be that way, but now it seems to be the opposite, which is very weird. Though, mayhaps it is a sparring hall thing? Only time I have seen it occur is sparring halls.

Disengage breaking the fight up after a reel is probably intentional.  It makes sense to me, at least:  if you wreck someone so hard that they can't flee, why is it not intuitive that you also wrecked them so hard that you can simply walk away from them if you want?
That isn't the problem, and I enjoy that!

The problem is that lately it seems that the victim of the reel can stop the fight. Not the reeler. Which is the opposite of how it should be.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Riev on June 12, 2019, 11:56:19 AM
When you use "salvage" can the echo include the item you are salvaging? Rather than "You begin to salvage" and hope you targeted the right thing?
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Cabooze on June 16, 2019, 08:59:35 AM
Nosave bandage

Decide whether or not you want someone to randomly walk up to you with a bandage and wrap you up.

Of course, functions like being unconscious with subdue, if you're near death or sleeping, anyone can just walk up and bandage you.