Recent Posts

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General Discussion / Re: Psi-resistant room or incense or something
« Last post by Veselka on February 18, 2019, 11:56:47 PM »
If anything, we've gone the other direction due to overuse and stupid use.
What do you mean?

I think he means they like went the other way with contact and stuff, where it used to be harder to get a hold of people/train contact, and now it's easier.

I too am into sort of material buffers against psionics...I feel like expensive incense or a type of spice would be cool and suited to the setting. A sort of side-effect of Methelinoc, mirroring Mentat abilities in Dune or something, would be pretty nifty. But necessary? Nahhhhhh, probably not. But I like it for flavor.

Hell, we could do it now even though there isn't a coded benefit, just a cultural norm.
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General Discussion / Re: Psi-resistant room or incense or something
« Last post by John on February 18, 2019, 11:53:35 PM »
If anything, we've gone the other direction due to overuse and stupid use.
What do you mean?
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General Discussion / Re: Psi-resistant room or incense or something
« Last post by mansa on February 18, 2019, 11:43:56 PM »
I dunno. I certainly don't hate the idea. I like the idea of becoming hard or impossible to find for anyone shy of a psionist.

Brokkr, what do you mean? It's become easier these days to reach someone - was the difficulty to reach someone before being overused? I don't understand.

I think there used to be psi resistant rooms.   I'm thinking back quite a few years, now.  (Maybe 15+ years, before the End of the World plots and Arm 2.0)


I do like the idea of a temporary psi buffs or debuffs.  A poison or an incense or perfume or some spice.  Maybe a tinfoil hat? 
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General Discussion / Re: Psi-resistant room or incense or something
« Last post by lostinspace on February 18, 2019, 11:39:12 PM »
Just chug booze and way people wavy images constantly. They'll give up soon enough.
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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.
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Code Discussion / Re: listen (wilderness) and its uses
« Last post by The7DeadlyVenomz on February 18, 2019, 11:12:43 PM »
Yeah, I like this.
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General Discussion / Re: Psi-resistant room or incense or something
« Last post by The7DeadlyVenomz on February 18, 2019, 11:11:46 PM »
I dunno. I certainly don't hate the idea. I like the idea of becoming hard or impossible to find for anyone shy of a psionist.

Brokkr, what do you mean? It's become easier these days to reach someone - was the difficulty to reach someone before being overused? I don't understand.
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General Discussion / Re: Release Notes: Thoughts and Thanks
« Last post by The7DeadlyVenomz on February 18, 2019, 11:08:23 PM »
Wow - these are some good updates. Love the movement messages! Thanks!
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Code Discussion / listen (wilderness) and its uses
« Last post by azuriolinist on February 18, 2019, 10:36:00 PM »
I've been loving the recent changes to the code surrounding listen and shout when in a sandstorm. Even still, I think 'listen (wilderness)' could stand to be added to, as its utility in the wilds seems to be lacking compared to 'listen' in the city. There's not often a ton of conversation to be overheard in the desert.

What if there was a chance for nearby movement to echo to the PC, as long as listen is currently active? It might work somewhat similarly to watch, but it would be strictly limited to movement. Something like...

Code: [Select]
You hear movement to the south.
Or, while running and two rooms away:

Code: [Select]
You hear brisk movement far to the south.
It would depend mainly on the PC's skill level in listen, the distance from the PC the movement was made, and the speed of the moving (N)PC. Sneaking might result in little to no chance of being echoed, while running would have the most likely chance of echoing/being heard.

It might also take into account the size (weight and height) of the (N)PC. Anyone would have an excellent chance of hearing a mekillot's approach from one to two rooms away, for example, regardless of their skill level in listen (wilderness). A small child walking a room away would have a slimmer chance of echoing to the PC, and would depend largely on the PC's skill level in listen.

And because this might end up pretty spammy, there could be flags to toggle between the functions of listen. Something like >listen movement off and >listen conversation on, or such.
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General Discussion / Re: Psi-resistant room or incense or something
« Last post by Brokkr on February 18, 2019, 10:13:14 PM »
If anything, we've gone the other direction due to overuse and stupid use.
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