Author Topic: Let's improve the HELP FILES (newbie friendly)  (Read 26045 times)

nauta

  • Posts: 2335
Re: Let's improve the HELP FILES (newbie friendly)
« Reply #100 on: August 07, 2016, 08:14:16 AM »
So for the files on the forage skill (both in game and on the website) it gives examples of the guilds and sub guilds able to find food through forage. I'm not sure if it's a typo or omission, but Outdoorsman is not included among them.

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

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

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

"Omit: and outlaws."

Unless I'm wrong...
as IF you didn't just have them unconscious, naked, and helpless in the street 4 minutes ago

gotdamnmiracle

  • Posts: 576
Re: Let's improve the HELP FILES (newbie friendly)
« Reply #101 on: August 07, 2016, 08:25:46 AM »
I mean specifically in the case of foraging for food.
He is an individual cool cat. A cat who has taken more than nine lives.

Reiloth

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Re: Let's improve the HELP FILES (newbie friendly)
« Reply #102 on: September 02, 2016, 12:18:00 PM »
I feel like the 'Approval Message' for new characters is a little out of date:

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

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

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

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

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

And maybe a mention for the request tool rather than mailing the mud account.
"You will have useful work: the destruction of evil men. What work could be more useful? This is Beyond; you will find that your work is never done -- So therefore you may never know a life of peace."

~Jack Vance~

BadSkeelz

  • Posts: 8384
Re: Let's improve the HELP FILES (newbie friendly)
« Reply #103 on: September 02, 2016, 06:05:57 PM »
I think the encumbrance helpfile could use expanding. At the least it should spell out the levels of encumbrance and their order.

http://www.armageddon.org/help/view/Encumbrance
janeshephard: You really think BadSkeelz understands the concept of Wine In Front of me? This guy shot me as a townie when he felt threatened. The man's a neandrathal.

Miradus: He's not some weird mental abomination. He's just a guy on the internet.

Reiloth

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Re: Let's improve the HELP FILES (newbie friendly)
« Reply #104 on: September 02, 2016, 06:11:01 PM »
I think the encumbrance helpfile could use expanding. At the least it should spell out the levels of encumbrance and their order.

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


It's a bit nebulous as to what 'half of my capacity' might be. It seems better to say 'When you are at VERY heavy, you will begin to notice...etc.'
"You will have useful work: the destruction of evil men. What work could be more useful? This is Beyond; you will find that your work is never done -- So therefore you may never know a life of peace."

~Jack Vance~

nauta

  • Posts: 2335
Re: Let's improve the HELP FILES (newbie friendly)
« Reply #105 on: September 23, 2016, 11:40:36 AM »
Updated the op on encumbrance and the intro e-mail -- also notice that I've been trying to mark entries that have actually been updated in the top-level post as well.

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

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

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

as IF you didn't just have them unconscious, naked, and helpless in the street 4 minutes ago

Reiloth

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Re: Let's improve the HELP FILES (newbie friendly)
« Reply #106 on: September 23, 2016, 11:42:21 AM »
I dub thee Pickleberry.
"You will have useful work: the destruction of evil men. What work could be more useful? This is Beyond; you will find that your work is never done -- So therefore you may never know a life of peace."

~Jack Vance~

whitt

  • Posts: 1692
Re: Let's improve the HELP FILES (newbie friendly)
« Reply #107 on: July 08, 2017, 08:26:51 PM »
I'll just leave this here:  ;)

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

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

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

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

If there is a tie in points the tied players split the pot.
Quote from: BadSkeelz
Ah well you should just kill those PCs. They're not worth the time of plotting creatively against.

Cind

  • Posts: 1640
Re: Let's improve the HELP FILES (newbie friendly)
« Reply #108 on: July 14, 2017, 02:10:30 AM »
I idea'd for a helpfile about food rot. Being as we deal with 'longer' stretches of time than in real life, and because most pcs at least come from places where all food is precious, we should probably know that food would rot in so-and-so time, will rot faster outdoors and in bad weather, etc. We're ignorant but we wouldn't be ignorant about that.
Look, a petting tregil.  So silky...Feel him.

gotdamnmiracle

  • Posts: 576
Re: Let's improve the HELP FILES (newbie friendly)
« Reply #109 on: April 16, 2018, 03:46:52 PM »
So I just noticed you can specifically Styrax while loggong, but there are no mention of Styrax (either what it is, location, worth, etc) in the help files. No mention at all. Kind of problematic if itís one of the main tree types.
He is an individual cool cat. A cat who has taken more than nine lives.

mansa

  • Posts: 9548
Re: Let's improve the HELP FILES (newbie friendly)
« Reply #110 on: July 29, 2018, 02:42:40 PM »
There's no "help coins"?
New Players Guide: http://gdb.armageddon.org/index.php/topic,33512.0.html


You win Armageddon, congratulations!  Type 'credits', then store your character and make a new one

PriestlySiren

  • Posts: 671
Re: Let's improve the HELP FILES (newbie friendly)
« Reply #111 on: August 07, 2018, 08:02:18 PM »
There's no "help coins"?
Would be good to know that it's crosses or chests when you flip it!

Alesan

  • Posts: 250
Re: Let's improve the HELP FILES (newbie friendly)
« Reply #112 on: September 03, 2018, 02:39:57 PM »
This exerpt from HELP ANALYZE should probably be updated to reflect the current way analyze works:
Quote
   Analyze will yield one of the five following results:
      An uncraftable item
      (You get no echo at all)
      An item you don't have the coded skill to make.
      (You cannot tell how that is made)
      An item you have the skill to craft.
      (A list of the products you need to craft it)
      Items you can make, but your skill is not yet high enough.
      (You're unsure how that's made)
      Items you can't make, because they are clan specific.
      (You do not recognize its craftsmanship)

Uncraftable items now produce the (You cannot tell how that is made.) response as opposed to no echo, I've recently found out, which makes the help file confusing for someone unaware of that.

Cind

  • Posts: 1640
Re: Let's improve the HELP FILES (newbie friendly)
« Reply #113 on: September 04, 2018, 05:16:19 AM »
http://armageddon.org/help/view/Stealth

This webpage does not have the latch and unlatch commands on it.
Look, a petting tregil.  So silky...Feel him.

mansa

  • Posts: 9548
Re: Let's improve the HELP FILES (newbie friendly)
« Reply #114 on: October 07, 2018, 01:09:33 PM »
Here's my take on refreshing the craft / crafting helpfile:

>help craft

Craft                                                              (Crafting)

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

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

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

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

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

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


Syntax:
   To see what items you can make:

   Single item recipes:
   >craft (itemname)

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


   To start crafting:

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

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


Example:

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

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


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

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



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

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

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

See also:
   Custom crafting, Analyze
New Players Guide: http://gdb.armageddon.org/index.php/topic,33512.0.html


You win Armageddon, congratulations!  Type 'credits', then store your character and make a new one

Synthesis

  • Posts: 9644
Re: Let's improve the HELP FILES (newbie friendly)
« Reply #115 on: October 07, 2018, 03:53:13 PM »
When you click on the Tailor link from the Subguilds help file on the website, it sends you to "help tailoring" instead of "help subguild tailor."

Not a huge problem, but it's mildly annoying.
Quote from: WarriorPoet
I play this game to pretend to chop muthafuckaz up with bone swords.
Quote from: Smuz
I come to the GDB to roleplay being deep and wise.
Quote from: Vanth
Synthesis, you scare me a little bit.

Re: Let's improve the HELP FILES (newbie friendly)
« Reply #116 on: October 08, 2018, 03:41:14 PM »
The "what you know" newbie section for Luir's needs a re-write. It's still referring to the place as a Kurac stronghold.

I'd take a stab at it if someone wanted me to give it a go.
You begin searching the area intently.
You look around, but don't find any large wood.
You think: "Story of my life."


gotdamnmiracle

  • Posts: 576
Re: Let's improve the HELP FILES (newbie friendly)
« Reply #118 on: October 29, 2018, 04:14:57 PM »
After reading the grabber helpfile it doesn't seem to indicate the can forage for food out in the wilds any longer.
« Last Edit: October 29, 2018, 04:17:33 PM by gotdamnmiracle »
He is an individual cool cat. A cat who has taken more than nine lives.

Cind

  • Posts: 1640
Re: Let's improve the HELP FILES (newbie friendly)
« Reply #119 on: November 03, 2018, 02:31:45 AM »
Fix language learning! Accent learning is fine, I think.
Look, a petting tregil.  So silky...Feel him.

Heade

  • Posts: 612
Re: Let's improve the HELP FILES (newbie friendly)
« Reply #120 on: November 03, 2018, 10:13:39 AM »
Fix language learning! Accent learning is fine, I think.

What's wrong with language learning?
I used to have a funny signature, but I felt like no one took me seriously, so it's time to put on my serious face.

Cind

  • Posts: 1640
Re: Let's improve the HELP FILES (newbie friendly)
« Reply #121 on: November 03, 2018, 01:30:03 PM »
Branching a language and then getting it to journeyman or higher seems to be based entirely on luck, unless you have the bard subclass or are a half-elf or elf with amazing wisdom. At least, from my experiences and what I've heard from others, especially those who have 'taken classes.'

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

EDIT: Whoops, sorry, this is the wrong thread. I meant to post in the quality of life improvements.
« Last Edit: November 03, 2018, 01:36:52 PM by Cind »
Look, a petting tregil.  So silky...Feel him.