Recent Posts

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Staff Announcements / Who wants to sell some bone swords!?!
« Last post by Parabellum on Today at 04:20:38 PM »
That's right, we have a spot opening up for a brand new House Salarr family member! 

Do you dream of supplying the Known with the finest of weapons and armor?



Amassing a huge fortune as a representative of one of the most powerful of the Great Merchant Houses?



Pondering ways to murder, corrupt, and betray the enemies of your house?



Are you an active player, able to self-direct your own play, and able to communicate on a weekly basis with Staff?



NOW IS YOUR CHANCE!

Please send in a role request to House Salarr with your concept.  Include a description of your background, your PCs personality, and some ideas for future plots.

Applications will be accepted for 1 week from this posting.

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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.
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Code Discussion / Re: Skellebain needs to chill the f out
« Last post by Veselka on Today at 02:52:06 PM »
I tend to agree, it'd be nice if the echoes / room description changes stuck and changed less frequently, so you could trip the life fantastic in your little shop of horrors a bit more consistently.

It'd be cool too if PC/NPCs with description changes stuck a little more frequently, or had a small echo about them morphing into something new.
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World Discussion / Mount Races
« Last post by Cerelum on Today at 12:24:39 PM »
I got to thinking, what are the mount races?

War beetle for example.  Are they simply black beetles that are domesticated?

All the different colors and flavors, just different colors and hues according to natural selection?

Reason I'm curious is because if we get the war beetles from the world and domesticate them, why aren't they just randomly out there, like in some areas Inix are and other tamable mounts?

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Code Discussion / Re: Skellebain needs to chill the f out
« Last post by Cerelum on Today at 12:15:29 PM »

Skellebain:
   This poison comes primarily from fungus and mushrooms. With varying
degrees of potency, it seems to have a negative effect upon the
victim's mind, causing frightening, mind-numbing, hallucinations and
even causing physical impairments if left to fester.  Its effects are
said to vary widely as the victim's body processes the poison.
----
Nothing in this thread has gone into more IC detail then the above which is from the helpfile.

I'm not trying to be a dick or anything.  I wish poison knowledge was more available if anything.  But certain aspects of this poison they don't want being discussed.
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Code Discussion / Re: Skellebain needs to chill the f out
« Last post by Alesan on Today at 11:33:23 AM »
If I remember, neither did the last thread about this poison.


I don't think I personally would feel the need to respond to every single message as it's happening. I'll respond to some of it, sure, but I feel like the text is there mainly to give the general idea that you are tripping balls and it is terrifying.
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Code Discussion / Re: Skellebain needs to chill the f out
« Last post by John on Today at 11:22:58 AM »

Skellebain:
   This poison comes primarily from fungus and mushrooms. With varying
degrees of potency, it seems to have a negative effect upon the
victim's mind, causing frightening, mind-numbing, hallucinations and
even causing physical impairments if left to fester.  Its effects are
said to vary widely as the victim's body processes the poison.
----
Nothing in this thread has gone into more IC detail then the above which is from the helpfile.
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Code Discussion / Re: Skellebain needs to chill the f out
« Last post by Cerelum on Today at 10:39:42 AM »
I agree they happen too fast.  But I would recommend sending a request with the feedback, they don't like when you talk about poison and it's effects here.  I had a topic moved to moderation which was around the same feeling.
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Code Discussion / Skellebain needs to chill the f out
« Last post by oggotale on Today at 10:07:41 AM »
It echos things up way too quickly as it is right now, for example my arms are on my feet before I've even half-typed my reaction to my feet being spiders.

this happens IG too with the skellebain echoes.

This pace discourages players responding to the echos, I stop giving a shit after a while since they go way too quickly for me to keep up.

If this happens because of the poisons stacking then it's probably too hard to fix and this issue can be NVMed.
Else the delay should be increased and if it is random it should have a longer minimum delay.
20
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.
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