Recent Posts

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21
General Discussion / Re: New Guild Info Leaks!
« Last post by sleepyhead on June 19, 2018, 03:41:02 PM »
I want to mention that Brokkr did say the notion wasn't set in stone; it's just something that's being talked about staffside.
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General Discussion / Re: New Guild Info Leaks!
« Last post by Riev on June 19, 2018, 03:27:23 PM »
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Riev, the Salt King Reborn - Today at 3:25 PM
The change to power custom crafting to subguilds is not a negative one. But the idea that its "because of staff workload" or that "people don't submit custom crafts anyways" is really... just wrong.


Brokkr - Today at 3:26 PM
There are also other reasons.  Those are simply the only ones I am going to discuss here, at this time.  Other than making subclass choice matter.

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Riev, the Salt King Reborn - Today at 3:27 PM
@Brokkr Did you say something earlier about possibly allowing House Crafters to still have custom-crafting ability, despite their subguild selection? Or did I make that up?

Brokkr - Today at 3:28 PM
I did.

So you may be able to join Kurac/Kadius/Salarr/etc and still be able to custom-craft House needs, if you did not pick a particular Subguild.
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General Discussion / New Guild Info Leaks!
« Last post by Riev on June 19, 2018, 03:11:06 PM »
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Brokkr - Today at 2:56 PM
There will be one 0 karma subclass that allows you to MC skills from your main.  Being at master not required.  The extended subguilds that currently allow MC for certain skills will continue to be able to MC those certain skills.

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Riev, the Salt King Reborn - Today at 2:59 PM
Classes with (master) crafting skills are not, by virtue of being masters, able to custom craft. Therefore, what WILL control whether someone can custom-craft an item?

Brokkr - Today at 3:00 PM
Having the Custom Crafter subguild, or an extended subguild that gives custom crafting for those skills it offers.


Brokkr - Today at 3:01 PM
The old way of having it have to be master led to folks typically submitting crafts that were way too fancy.


So. New guilds... being Light/Medium/Heavy Mercantile will NOT affect whether you can create custom items. Your ability to create a custom item will depend on what your subguild is.
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Non-Armageddon Discussion / Re: Idle complaints about today
« Last post by Akaramu on June 19, 2018, 03:05:55 PM »
There's a Whatsapp message from the guy I like on my phone. I'm afraid to read it. Because I have to get some super duper critical work done over the next few hours, something that requires intense focus, and any kind of distraction will lead to sub par results.  :(
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General Discussion / Re: Release Note discussion!
« Last post by Brokkr on June 19, 2018, 02:02:45 PM »
Not really the place, but there is a plan to have a place soonish (next couple of weeks).

There are no plans to make magick any less mysterious.
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Gatherings / Re: ShaL's Summer APM aka Real Life Recommended Playing Time
« Last post by valeria on June 19, 2018, 01:56:20 PM »
If the fall gathering is in October, I might see if Zoltan would be up for it as an anniversary trip this year instead of our usual. I've had to be stingy with my annual leave, lately.
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General Discussion / Re: Release Note discussion!
« Last post by WithSprinkles on June 19, 2018, 01:49:12 PM »
Not sure if this is the best place to discuss, but oh my, I'm loving the help file for Adventurer. "Help Adventurer" and "help adventurer branching" together let me know exactly what I'm going to get from the class.

This post actually prompted me to look at the files. Let me just say:

YAAAAS!


Love it! Dunno if this is currently being done, but mage subguild branching info would be useful too.
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Code Discussion / Re: kill command: Instant attack or no?
« Last post by valeria on June 19, 2018, 01:38:06 PM »
'Armed' in the SDesc has many problems. Not only is it bulky, but it invalidates 'ready' commands from sleight of hand, etc.

The way I was picturing it, it would tick on when you "eX" "draw" weapon, and tick off when you "sheath" weapon. So if you were pulling a weapon with sleight of hand it wouldn't tick on, if that makes sense.

But let's be real. If you're sleight-of-handing a weapon and not hidden, I don't think it would be crazy that people may notice you're armed.
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Code Discussion / Re: kill command: Instant attack or no?
« Last post by Veselka on June 19, 2018, 01:35:57 PM »
Why the hell would we want to make ArmageddonMUD safer?
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Code Discussion / Re: kill command: Instant attack or no?
« Last post by Riev on June 19, 2018, 01:27:18 PM »
Woah woah now guys.

Differing opinions? On MY GDB?

This cannot stand.
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