Changed title because I'm adding some other tiny little changes I'd like in new posts
just a quick change easy change for making the position in your prompt make a little more sense as well as to follow the fact that when your fighting it shows it and who your fighting. Anyways, it seems odd to me that it would show that and not the fact that your mounted and what your mounted on, rather then needing to add another variable to show what your mounted on.
I'd love to be able to watch while sitting, maybe not while resting but definitely sitting
Also'd be nice to be able to get things from packed containers. maybe by "get knife beetle's bag"?
I've posted this before, but I would love to have a directed talk command (i.e. a table version of tell). And I'll preemptively add that using a command emote of "to ~amos" is not the same thing.
I want to be be able to pay or otherwise convince observant NPCs (such as gaurds) to list all the characters they've seen pass by in the past x hours.
I want to be able to assess or value a container and be able to see it's "about half full" or what without having to drop/pick up the container or get it from another container.
For all appropriately sized weapons to be able to be sheathed on the back WITH a pack as well.
And to open my pack without standing up.
Quote from: Cutthroat on April 27, 2009, 06:59:47 AM
Quote from: number13 on April 27, 2009, 03:09:03 AM
I want to be be able to pay or otherwise convince observant NPCs (such as gaurds) to list all the characters they've seen pass by in the past x hours.
What about the vNPCs?
I suppose the guard could yield a short list of PCs mixed in with the randomly-generated sdescs of vNPCs.
I'd love it if clan leaders could get this kind of thing from their clan's "compound" (v)NPCs. Maybe just in whatever room has their clan gossip board, you'd type something like, "list activity" and you'd see who's been in and out in the past hour.
You could maybe even set this program to accept information from individuals..so maybe, set activity Out hunting would return: Amos is out hunting as of 8:30 AM EST and it would automatically reset to "Amos is in the compound" when Amos gets back and enters that room.
Quote from: Shalooonsh on April 30, 2009, 10:10:51 AM
Quote from: WarriorPoet on April 29, 2009, 11:53:30 PM
For all appropriately sized weapons to be able to be sheathed on the back WITH a pack as well.
And to open my pack without standing up.
You can open a pack when in the sitting position, just not when resting.
To be able to open a pack while resting.
To not be told I cannot reach [insert table-like item here] while sitting at [insert couch like item here] even though I have the freedom to 'place' them consecutively with arrange, and rightly so. I don't want to have to 'draw' a couch to a coffee table in order to have them near each other.
no more inventory, only items in hands
I want the Way to echo "gone" messages.
Quote from: Ourla on May 01, 2009, 12:10:38 AM
I want the Way to echo "gone" messages.
A 'psiooc' command wold be nice, too.
I wish we had in-game OOC and newbie help channels.
I would like to see Drum beat echo for multiple rooms and grow fainter as they reach out.. seems more in keeping, especially in the open land.. say someone is in the grass, or a canyon, maybe the canyon walls would carry the echos even further confusing people as they try to follow it, making them become even more lost.. but when someone plays drum it would be cool to have reach out: Amos is riding around in the grass, and the faint beating of drums in the distance can be heard... Amos thinks could this be a celebration or war preperations?
Quote from: Synthesis on May 01, 2009, 02:00:09 AM
I wish we had in-game OOC and newbie help channels.
I actually wouldn't like this...
However a guest lounge where newbie's can jump into randomly generated characters and be shown the ropes by anyone thats hanging around. That way not only can they get help, they can test what they're getting help on out.
'Who C' for all coded clans.
Slay / Execute command to kill stunned/mortally wounded mobs without immense commad lag ala kill.
I have mercy off. Why do I have to do another kill for huge lag penalty because my character stopped attacking the mob?
I think that all lags should be removed, with the exception of a few. I'm ok with movement lag simply because I can't think of a better way to keep characters from moving around too quickly. But all combat lags (kill/kick/bash/disarm/backstab/sap/etc.) should be changed into something more along the lines of your character perhaps being off balance. When you use your scan skill, maybe instead of lag it just doesn't work for x amount of seconds, I'm not sure.
I find it annoying is all to type a command, watch it sit there for 20 seconds wondering if someone will attack me and I'll be locked into combat, instead of taking a few stronger hits but still being able to flee at will, for example.
Basically a more dynamic method of handling delays would be really interesting.
Quote from: elvenchipmunk on May 03, 2009, 10:12:18 PM
I think that all lags should be removed, with the exception of a few. I'm ok with movement lag simply because I can't think of a better way to keep characters from moving around too quickly. But all combat lags (kill/kick/bash/disarm/backstab/sap/etc.) should be changed into something more along the lines of your character perhaps being off balance. When you use your scan skill, maybe instead of lag it just doesn't work for x amount of seconds, I'm not sure.
I find it annoying is all to type a command, watch it sit there for 20 seconds wondering if someone will attack me and I'll be locked into combat, instead of taking a few stronger hits but still being able to flee at will, for example.
Basically a more dynamic method of handling delays would be really interesting.
And what's with the lag for psionics? It boggles me.
You send a psi to someone and cease contact before you get into a fight, and you've gotta wait for what feels like 20 friggin' seconds before you can do anything, watching helplessly as they get the jump on you.
Emotes to show up to any watching an adjacent room.
The use of psionics not affecting crafting status.
I want the game to show when a player is not wearing pants or a shirt
<worn on body> Nothing
<worn on legs> Nothing
That way, punishing people by stealing their pants has more impact. It's sooooo much more fun than PK.
Noob:
>wish helpers How do you get water into a waterskin from a lake in the wilderness?
FantasyWriter:
newbie 126 sends to helpers:
How do you get water into a waterskin from a lake in the wilderness?
>send 126 fill skin lake or fill skin pool
Noob:
A helper sends to you:
fill skin lake or fill skin pool
>wish helpers Thanks!
Other helpers:
FantasyWriter sends to 126:
fill skin lake or fill skin pool
127 sends to helpers: Thanks!
FantasyWriter:
newbie 127 sends to helpers:
Thanks!
>send 127 No problem. Glad to help!
More reasons I like this:
Staff can monitor helper contact with noobs directly without them having to read through emails.
Helpers can help while IG and not have to be flipping back and forth from MUSHClient, AIM, MSN, Email, and GDB messages.
Noobs get faster answers. (ANYTHING THAT MAKES IT EASIER ON THEM HELPS RETAIN THEM!!!)
That's an awesome idea, FW, and I'd totally become a helper if it were implemented.
My random tiny want: some way to see how many of any particular item a shopkeep has.
For all NPC's who have the ability to converse to respond to the SAME command and for it NOT to be a command that makes you look dumb if they are not capable of conversing.
To armwrestle other PCs.
Two things:
1. When you are piloting a wagon, to automatically see ahead in the direction you are moving since you can't look in directions.
2. Add a pilot argument for "stopping" the wagon, so PCs in other rooms know that you 'stopped' th wagon and its not still moving down the road.
>pilot n
A Road
This road runs north to south.
A really ugly wagon is here.
A really ugly wagon rumbles and shakes as it moves.
Ahead:
[very far]
A rabid, rampaging mekillot.
[far]
more road
[near]
more road
pilot stop
A really ugly wagon stops moving.
I want glass and obsidian deposits to give an indication as to how much is left. Irritates the shit out of me to get set up to do some mining, get one tiny chunk and have the whole thing disappear.
I wish the Byn would casually hire out guard services to miners and foragers for a tiny fee, like 20 sid or something.
Night roaming gith zombies who attack anyone they find in the wilderness at night.
The ability to compare the weight, durability, and protection values of two items.
Armor/clothing/leatherworking results are never too small or large for the crafter.
The ability to watch an outside room from within a tent/cave/wagon and actually see what goes on out there.
Unarmed combat to do less damage to armor than it presently does.
The production of arrows in small batches and the reduction in cost of arrow items to present a more viable cost-effective model.
The ability to tailor some weapons to fit the size/strength of said individual.
Quote from: Eloran on May 12, 2009, 09:21:42 PM
The ability to tailor some weapons to fit the size/strength of said individual.
Haha, baby mace. As cool as that would be, doesn't make much sense.. but neither does tailoring a HG sized shield to dwarf size.
I want contact to not show the sdesc of characters.
I wish you could watch more than one person, and the more people you watch, the less likely you are to see EVERY hemote they do. IRL I glance between 1-3 people, watching what they do. Why not on Arm?
Less extended conversation through The Way.
Oh, I'd also like to see a bug fix for dodging and using procs while paralyzed (and dodging while asleep). I had a character who once cut a kryl to death after being paralyzed because the code allowed him to dodge and use a razored bracer proc. I'm pretty sure I bugged this.
Quote from: Sephiroto on May 13, 2009, 06:43:32 PM
Oh, I'd also like to see a bug fix for dodging and using procs while paralyzed (and dodging while asleep). I had a character who once cut a kryl to death after being paralyzed because the code allowed him to dodge and use a razored bracer proc. I'm pretty sure I bugged this.
I've heard of people dying to this bug.. More then a few times.....
Tiny things I want? The ability to blind fold, tie up,
or gag people.Tie up: I know you can RP the rope-tie, and subdue them. Though if you wanna leave someone in a room, tied up, and do something else like talk to someone else in your raiding party. Should be able to.
Blindfolding: Wish could also blind fold people so they would not see where you are taking them, who you are, what you look like, and then don't gotta kill people so much after questioning them or something. This the PC that is blindfolded could remove for himself, obviously not that hard.
Gagging is not as important, though it would be nice to be able to shut someone up so they can't shout for help. This one doesn't have really any benefits that are enough to make it worth coding, like the other two.
Quote from: FantasyWriter on May 13, 2009, 03:32:37 PM
i wish you couldn't identify breeds with assess -v.
Along this line, I wish it would just show "He is <young, old, whatever> for his race" whether the race of the assessed is the same or different from the assessor's race.
list <merchant> <piercing> = returns all piercing weapons in stock
list <merchant> <arms> = returns all armor in stock that can be worn on arms
tdesc for items.
a stout baobab limb
All the descriptionary goodness of the limb goes here.
It is crudely carved into a roughly humanoid shape and one end is blackened and scorched.
So many possibilities open.
Plz.
Some way, either through lockpicking or peeking to look through a keyhole and see some details of the room beyond it. With a chance to see those inside.
I would like to be able to set an ldesc for my mount.
On a related note, I would like to be able to force an emote onto my mount without using myself in the emote.
Mounts come to life = awesome.
I would like for armor to degrade faster.
Remove All.
I wish it was easier to create objects / rooms / npcs in ArmageddonMUD. The game should be full of unique items and rooms that the playerbase has made, and should be able to grow and flex faster than it takes WoW to release an expansion.
Quote from: mansa on June 09, 2009, 10:16:44 PM
I wish it was easier to create objects / rooms / npcs in ArmageddonMUD. The game should be full of unique items and rooms that the playerbase has made, and should be able to grow and flex faster than it takes WoW to release an expansion.
On top of this I'd like to see NPCs change, age, die, be replaced by new ones.
Unless obsidian is somehow different in this world than in our own, it should shatter far more often. Killing somebody with obsidian is possible of course it is razor-sharp but creating essentially a glass-like sword means that if it hits anything it is going to crack and possibly shatter. Even with fantastical methods of hardening the material, all weapons should crack and break. I've never seen one break and I've played for over a year now.
Who C, where C is for city.
Just because I'm always curious if the twelve players on at midnight are in Allanak, Luir's, or Tuluk....or maybe, just maybe, with my char in Red Storm.
Hide from <person>
Everyone is more badass at hiding themselves in a crowd when they're just avoiding that scorned lover, pissed off templar, or ranger you owe three small to. Why not just hide from them, and let everyone else see you sneaking around?
I would like a single-syllable mount.
hitch erdlu
mount erdlu
title erdlu One
____________
I'd still probably like to see it, too, just because that'd be more variety which is always nice.
____________
Random want:
Moar apartments in Tuluk
Apartments with better security.
Having no secure apartments practically nerfs nonclanned merchants, among other classes.
Help Merchant
Merchants are the blood which binds the world together, the carriers of desperately needed goods from one land to another. Usually descendants of the old Dune Traders, merchants quickly learn the ways of the desert, the most profitable trade routes, and possess a handy charm for making friends of even the most bitter templar.
Merchants possess the ability to ride animals and pilot the argosies that cross the lands between villages and cities. They are also skilled at assessing an object's value, getting excellent prices from all but the stingiest traders, and noticing every detail around them. Furthermore, they have great talent in many forms of crafting, from simple cups to intricate forms of weaponry.
While faced with a hard life, merchants are often the richest people in any given city-state. The most sure way to find work as a merchant is to travel widely, joining caravans at every opportunity. Whenever he/she can, a merchant ought to find a village's or a city's traders and learn the prices of things there. By compiling this knowledge (knowing true item costs can be invaluable in doing this), the merchant can devise superior trade routes and make a great deal of money.
What are you going to sell, the stuff in your backpack? Hardly seems like it would be -worth- a trip across the known world.
Also, it just sucks that you can't ever keep anything with a PC for extended period of time without having it beyond the uberguards of unenterable clan compounds.
I get it, everybody's poor and sucks, but, seriously, if everyone -is- that poor, why would there be apartments to begin with, and, beyond that, why would they spend -so- much coin on them if not for a place to keep things, and/or a safe place to sleep. Though, with as many VNPC's as there are in the taverns, I still don't see some of the shit people get away with stealing in them.
/rant.
She -wasn't- well off. She was working toward that end, but again, it was made impossible by the code. Unless, of course, I were to spamcraft the goods up and ride off to cenyr sans escort and sell it all off and ride back, keeping tons of profit, every ooc week.
But no, it was an ooc month of work, and at no time during any of that did she ever have over 1500 sid in the bank. And she never carried coin on her due to the pickpockets. So I think that says a lot.
Plus, not everyone plays at peak times and thus, not everyone has the luxury of having PC guards.
Actually:
Another tiny want:
People to be able to plunk down 1500-2000 sid to -buy- a slave, possibly from Winrothol, to give them the same unerring unwavering securtiy that GMH merchants enjoy.
I know it'll never happen, but I can dream.
Quote from: jcljules on June 10, 2009, 06:02:57 PM
Quote from: Dan on June 10, 2009, 05:40:12 PM
A well off merchant that doesn't have a few thugs watching their stuff is a waste if you ask me. Your apartment is getting robbed? Hire some security.
I don't think this is very realistic, especially seeing as I think it'd be impossible to find PCs willing to guard apartments all day long when they could be playing more exciting roles. If something like this was automated I'd be in favor of it.
Burgling needs to be more difficult, I agree, but it kind of becomes a vicious cycle when people stop leaving anything of value in their apartments. The burglars have nothing to take, and to survive they're forced to burgle more than they realistically should. As for independent merchants, there should be some way to rent storage, run by Nenyuk perhaps. Security shouldn't be perfect, but it should be better than apartments.
I would love this.
Random tiny wants:
More livable apartments.
Rentable storage with -good- security.
The ability to hire guards to beef up security for apartments/storage units/etc.
Shit Mugs and Cleaning Fluids shouldn't kill people.
It should make them vomit and feel terrible for a day, but it shouldn't -KILL- them.
Just code up a different 'type' of poison for it.
separating things to bear a realistic weight.
a head of a duskhorn for instance weighs 6ish stones.
separating that gives you a 1stone skull and a 12 stone set of horns. :-\
Shouldn't the head weigh at least 13?
A pile of bone lengths also separates into an equally heavier weight, even though I imagine you're tossing away scraps to get the useable lengths.
I wish the automated replies the mud sends out didn't sound so rediculas somtimes e.g
>
A monster is here on the ground, stunned, UNABLE TO MOVE
>charge monster
A monster is here on the ground, stunned, UNABLE TO MOVE
>
A monster narrowly evades your charge
I wouldn't mind somthing like "You loose control of your mount and miss *monster*, but wow some things like that really irritate me for some reason.
Sometimes,
I wish NPCs at critical health levels would slowly heal up.
I wish lumber jacking and wood processing were separate skills. Makes sense that you don't fall trees with every swings, but you you fail to process wood over half the time... No wonder there's over logging!
Also, when you're near half HP, and you don't need bandaging.... That makes me want to cry.
Sometimes, when thinking of the 35 character limit, I can't help but wish that the length for sdescs was longer. If not for everyone, at least for half-giants and half-elves. It would allow for more flexibility when writing them out. Especially if you're playing a female of one of these races. Leaves you with little to work with, character-wise, as is.
I wish table objects would show their weight capacity like containers.
I wish 'armed' would be treated like a visible status effect–ie,
so-and-so stands here, looking imperious.
- they are armed.
Make it toggle-offable if people don't want to see it. Also, make certain weapons concealable, especially weapons which are hidden within mundane items (like weighted ribbons or sharp hair-picks or the like.)
Lol, I wish that if you pick a lock without a pick, it would tell you that you need one, rather than waiting an hour then tell you that you need one. I got confused with that with my first thief. It would also help if told you if you tried to do stuff like that without having the respective skill. Took me a while to figure that pickpockets didn't start with hide.
I think some sort of "cover" command would be cool. See, I was faced with a situation a little while back...
Arrows were incoming from some baddies a room away. The desc of the room (if I remember correctly) made clear that there'd be a lot of rubble or old buildings lying around. Ruins, anyway. I wish my character could have taken cover behind a rock instead of standing there getting shot like a dumbass. Best I could do was emote my way around it, and emote about the unfortunate failure of it.
Before someone says "use hide!", perfectly concealing yourself is not the same as taking simple cover behind a rock to avoid arrows coming from the north.
I figure it'd look like:
>cover n
You search for a spot to take cover.
You attempt to take cover from incoming projectiles from the north.
And then your ldesc would change so that someone looking in would realize what you have done and maybe try to outmaneuver you. I figure that projectiles coming from a direction that you -aren't- taking cover from would get a bonus or something. Also, it'd put you at a slight disadvantage for melee fighting -- somewhere between sit and stand. And melee combat would take you out of cover... And why not returning fire, too? I don't know... just throwing this out there.
I'd like to be able to be able to use the "raise hood" command while walking.
Quote from: MarshallDFX on June 23, 2009, 08:46:00 PM
I'd like to be able to be able to use the "raise hood" command while walking.
Yes. And an emote to go with it.
raise hood (flipping it up nonchalantly and gesturing to his cloaked home-elves to follow him)
People who make weapons to be able to identify the weapons type. (piercing, slashing, etc)
This is a really big pain in the rear when people are trying to buy form you and you don't know OOCly which weapon type it is.
The ability to see how many of an item are in stock. This would not only be useful for just casual shoppers, but also GMH employees who might occasionally waste staff time having them load more items than are needed.
The ability to force NPCs under your control to save.
Especially after you give them things or change there gear.
The short, bearded man curses under his breath saying something about crashes and shoving things up their figurative asses.
scripts for gambling dice, in single, pairs, threes, and fives.
a kruth reading script like tarot cards, displaying if one is upside right or upsidedown.
More talk scripts for NPCs. Especially NPCs in tribal encampments, Ptar Ken, clan barracks, etc. It'd be a great way to disseminate IC history, and give iso players a little direction with their roleplay. Also, the talk script, in general, is just plain nifty, and should be used more.
I think that "By what name dost thou wish to hail?" at char creation should be changed. Zalanthans don't talk like that :P
Poison does not seem to work in regular combat or with the backstab command any longer, though it did at one point, after a fix, and then soon ceased working once more. I've bugged it a few times over the last RL year or so.
I've had knives I've used in regular combat for RL months that never lost their coat of poison.
If there's a mundane, non-combat way to clean a knife of poison, it'd sure be awesome to know about.
I want to be able to do coded actions when I'm following someone who's spamwalking.
Currently, you can't follow self, get, put, attack, flee, etc. when following someone who's spamming until they're done.
That's not to say I'm against spamwalking, I just wish spamfollowers weren't completely helpless.
I've thought it would be neat if you could somehow command emote a knock, to get a custom effect. So if you want your knock to be a sharp rapping, or a a single door-shaking thud, you could do that. Don't ask me how it would work, but I just think it would be cool.
I want sawdust in outdoors rooms to blow away if there is some wind.
Unhitch all!
Doesn't affect shadowers.
If a blade has poison on it, and that blade cuts someone, they should be poisoned.
Does the 'value' command SERIOUSLY have to have a delay on it?
Does the value command have to be so stupid when you're not class merchant? I valued an empty backpack and a full backpack and got the same weight in stones.
Quote from: Riev on July 07, 2009, 10:18:48 PM
Quote from: Morgenes on July 07, 2009, 10:08:30 PM
Quote from: RogueGunslinger on July 07, 2009, 10:48:40 AM
If a blade has poison on it, and that blade cuts someone, they should be poisoned.
So you want us to remove resistance checks for poison?
Obligatory "Zalanthas is gritty" quip.
I think a lot of people cut someone with a blade, and when it doesn't work, assume the poison never left the blade. In reality, it was likely something that let resistance kick in.
That said, I -do- feel that resistances to some poisons seem a bit high, and this coming from someone who, if a specific poison had hit, WOULD likely be dead right now.
My random tiny want:
I would like to see poison resistance be more than a simple pass/fail "whoop you got poisoned / nope you didn't" check.
A person with high endurance, racial resistance to poisons, or built-up resistance to poisons could recover from being poisoned faster, or perhaps not die to certain taints that are normally lethal, while still suffering some noticeable ill effects.
I'd like movemet emotes to work with 'enter' and 'leave' so I can leave (strolling down the ramp) and enter (into the Great Unknown).
The ability to codely close your eyes without sleeping.
Or wearable blindfold that actually work!!!!
To be able to give my buddy the ticket for his kank that I borrowed without having to step out into the street first.
a 'ground' keyword and a 'room' keyword, so you can type put pack room as well as drop pack.
Something that's always bothered me -
You take off your shield strapped to your back and somehow, even while wearing a shirt and cloak, everyone can see the tattoo or scars on your back.
You stop using your big ass shield, revealing a tattoo of a naked woman!
If wearing something on your body, or about your body, you shouldn't see what's on someone's back when you remove your shield or pack.
To be able to talk in your sleep.
(no counting trauma/magick/poison induced sleep)
I want lighting incense or scented candles to change my scent desc.
How sweet would that be?!?
YESSSSSSS!!!
I also want mul mix to be craftable as a tea.
I'm sure this has been mentioned before, but just to beat ye old dead horse:
command: consume
consume FOOD
if FOOD in inventory or held
X = FOOD_VALUE
if not: slap user upside head
if FOOD = Poisoned
Run poison sub-routine
add X to player's hunger/thirst
delete FOOD
I try to gorge ahead, but still, I end up starving through meetings or certain scenes because I don't want to spam the room with 12 or more lines of text in order to get fed and watered.
I'd like to be able to play Tek's Tower on tables.
I wish that you could write on one page of a book, quit the text editor, and then resume writing on that same page at a later date.
Or that books existed with more than 12 pages.
Tattoo vendors not being such dicks and giving you their inventory list, even though you're asking for someone else's in the room!
All the staff to be ready, waiting, fingers poised over the keyboard, to respond to my submitted requests 24 hours a day. All wait times < 3 minutes.
Random animations. I've seen some amazing RPTs, planned animations and other cool shit since that announcement happened... so I'm not dissatisfied with staff or anything... but I haven't seen any random animations of "on-your-level" clan PCs since that announcement a while back. And I thought that was a cool new policy, too.
I want the vellum tailor's tickets to look different for each town. Grrrr.
...I still want my > Whisper self.
T_T
For some items to be worn under others.
You remove your 70's afro wig, revealing a neon pink headband.
The ability to deal cards blind with Kruth decks. As in, dealing cards face down, somehow.
Quote
You deal a kruth card to a booger-faced human, face down.
turn card
A booger-faced human turns over the card, revealing a Kruth card: the Stone of Kings.
A wider variety of camouflaged hunting gear.
To look at objects on other objects.
look desk's dagger
To be able to show someone an item in your inventory much like you can view an item in a shop keeper's store.
While we're at it, look in something that's on something else.
Look in bag table
Skill Tent Making
This much prized skill allows the crafter to construct simple tents from hides or cloth. Please note: this skill is not fully implemented yet.
What does not-fully-implemented mean?
I want the ability to compare other characters to one another, the way assess lets me compare them to myself. Something like:
> assess -v stablehand elf
A half-elven stablehand is quite a bit older than a towering, lanky elf.
A half-elven stablehand is quite a bit shorter than a towering, lanky elf.
A half-elven stablehand is slightly heavier than a towering, lanky elf.
A half-elven stablehand is just as healthy as a towering, lanky elf.
A half-elven stablehand is just as rested as a towering, lanky elf.
To be able to slow and/or stop hp, stam, or stun regen for yourself for RP enhancement.
>regen stop all
You will no longer regenerate your heath points.
You will no longer regenerate your stamina points.
You will no longer regenerate your stun points.
>regen all
You will now regenerate your heath points.
You will now regenerate your stamina points.
You will now regenerate your stun points.
>regen half health
You will regenerate health at half your normal rate.
>regen off stam
You will no longer regenerate your stamina points.
>regen all
You will now regenerate your heath points.
You will now regenerate your stamina points.
I'd like the 'The figure in a hooded robe removes his backpack, revealing a scar' feature to be removed entirely if it cannot be adapted to exclude scenarios such as this one above.
I want a command that lets me squeeze out a puce-hued lump of dung ... noticable by those with a high watch skill!!
I'd like to be able to junk coins.
Was this put in and I weren't told about it?
I wish that keywords didn't default to me.
You are wearing a snazzy blue coat.
> w
A room is here.
A figure in a snazzy blue coat is here.
> l figure
Hey, it's you!
> l snazzy
You look great!
> l blue
Here's looking at YOU, hottie!
> l snazzy
Yes, yes you are.
> l coat
It's you! In a coat!
> l 2.figure
A dangerous demonic being is standing here, wearing a cloak surprisingly like yours. While you have been trying to look at him, he has prepared his spell of demonic doom.
A dangerous demonic being is in excellent condition.
I wonder if a 'change smell' command would remind us all to add that sense into our depiction of the world. But would it need to be limited to a selection of messages or could it be entirely free?
For things on your arms to cover your shoulders. AND to be able to specify shoulder.
wear shit-that-totally-goes-on-shoulder right shoulder
right shoulder is an unknown body location.
All this "this week" statistics? I want them all to be in time-series form, on a "graphs" page. I love graphs.
I would love to see a graph of the most and least popular subguilds.
For no reason other than curiosity.
Be able to buy several of the same item without all that freakin spam. I need 100 feathers, and it takes me like 10 minutes to buy them all.
L <item> on <item>
l earring on tray
l vase on table
AND:
Being able to arrange things in/on things.
In a plain baobab chest (here):
Many dusky-black feathers have been bound into a bundle in the corner.
On a plain, granite table (here):
A couple sun-adorned stone platters are here, one sitting behind each chair.
A couple carved alabaster plates are here, each sitting atop a platter.
Many taper candles have been strewn across the tabletop, the light flickering gently.
Many star-shaped white flowers have sit amidst the candles, the scent sweetly cloying.
etcetcetc.
To be able to unpack the bag from the mount your riding, in total darkness.
And be able to lead folks through complete darkness as well if they're following/hitched to you.
For small "outside" areas that are within encampments (for instance) to be free from biting sandstorms that mimic darkness-disorientation while "outside" the camp for miles is nothing but clear weather.
Stat to show who is currently following you (not shadowing, of course) since you can't "unhitch all."
We have:
> Look Tables
I Want:
> Look Containers:
You see:
1.) A sturdy wooden chest.
It is about half full
2.) A sandcloth netting
It is full.
3.) A long, wooden bench
It is empty.
Oh. I still want:
>Whisper me (talking to himself like a crazy person) This command!
I would like "discard" to also be syntax for "junk".
Also, for more things to hide your sdesc. Like certain head items.
I'd like to be able to hide items in a room.
Somebody tell me if there is something that already does this... For I am yet a newb.
But I want a command that just returns the object, object ldesc, and any of the "tired, carrying, bleeding" additions. Provided of course it's in the room and provided you can see it.
This would be particularly useful for very large parties where this is a shit-ton of people, mounts, combat, and the screen moves at a million words per second.. The "look" command and searching just doesn't cut it. I just want to be able to tell what the important people are doing, quickly.
How about..
>spot demon.mekillot
A demon mekillot is here, fighting your childhood friend.
>spot friend
Your childhood friend is here, fighting a demon mekillot.
-He is bleeding heavily.
>spot fodder
You do not see any 'fodder' here.
>spot templar
The hard-nose templar stands indifferently, like he doesn't give a shit.
>think Damn.
You think:
"Damn"
>resc friend
>backstab friend
I'm not attached to 'spot' either. I don't know.. survey, check, notice...
I agree too.
Also I'd like to be able to title any mount hitched to you, not just the ones you're riding so we can avoid the weird crazy shananagens of getting multiple mounts from the stables and needing to hop up on top of every one in a row just to get the names straight.
I want to be able to hold a beer flagon in my off hand and parry with it.
That would be teh awesome.
i want to be able to hold a beer flagon in my primary hand and sap the living daylights out of someone with it.
That would be teh awesome.
When an item can be worn in multiple slots, typing "wear item" should result in the item being worn in the first available slot and not failing at the first unavailable slot. This drives me nuts. Especially when its something like a neck scarf that always wants to default to my wrists or arms.
I want to be able to see into a lite room from an adjacent one that has no light. Like standing in the dark and looking into a light house. They cannot see out but you can see in. Oh how wonderfully horrible it would be.
Quote from: FantasyWriter on August 31, 2009, 04:01:41 PM
I think a beg skill would be cool... I had a character on another MUD once who lived almost exclusively off of it, and it was probably my favorite feature of said MUD.
A poison that inhibits psionic ability so that you can, with reasonable safety, interogate/assassinate people without knowing they can way anyone and also give good RP to the victim without the use of magick or super psionic abilities.
Quote from: Xagon on August 22, 2009, 01:33:58 AM
We have:
> Look Tables
I Want:
> Look Containers:
You see:
1.) A sturdy wooden chest.
It is about half full
2.) A sandcloth netting
It is full.
3.) A long, wooden bench
It is empty.
Oh. I still want:
>Whisper me (talking to himself like a crazy person) This command!
I'd like to see something similar to this, except more like being able to label bags with the same desc inside another object
l in chest
You see in a large bag filled chest;
some large bags
instead something like this
l in chest
You see in a large bag filled chest;
several large bags (if they are empty)
a large bag partially filled with
feathers and other odds and ends. (have the name of the item be the top item in the bag)
a large bag almost full with
Onyx and other odds and ends.
ect...
Then you can use the following instead of get 17.bag chest
get Onyx.bag chest
Just my two cents
It would be awesome if raw meat had the keyword 'raw.'
Or some way to differentiate it from cooked meat, since the sdescs of raw and cooked meats are sometimes identical.
I want to be walking along a cliff base or building and have it start raining people, elves or what ever. I just think it would be kind of neat to actually see someone you where not with come plummeting from above.
Buzzards spawning over dead bodies in the wild would be awesome.
Rats spawning around dead bodies in the cities would be awesome.
Random tiny want: the ability to poison spice and bandages.
Spice pipes too and cups, chalices, flagons, etc. not just the fluid.
I wish there was a way to make a "save room" save its contents. Just lost something that I dropped and arranged about 30-45 minutes previous to the crash ...
For us all to just get along.
I'd like to be able to change my ldesc as I rest/sit/stand/wake/sleep ... the way you can change an object's ldesc with the drop command, and not need to arrange it afterward.
Something like:
rest (sliding down against the side of the wall) ~ is slumped against the wall, resting.
Ill simply take the lag to be gone that is all
I'd like some kind of poor-man's spice, kind of like a Zalanthas form of crack. It could be runoff from when spice is produced or something, and it would give a really intense high but with the possibility of permanent damage to your character. It'd also be really addicting, like perhaps after a couple days not having it, you'd go into remission.
I would like to see a picture of the Arm staff dressed as the Mafia.
I -still- want:
> whisper self (mumbling incoherently) ...to be able to do this.
Yes, I think this is the third time I've said so in this post.
I'll second that want...
And to be able to tell objects and sleeping people.
Quote from: X-D on September 15, 2009, 08:27:22 PM
I'll second that want...
And to be able to tell objects and sleeping people.
That would be cool.
And I still want to be able to 'tell' at a table. It drives me crazy not to be able to direct my speech without using a command emote. (And I think (to ~amos) is the ugliest command emote ever, but maybe that's just me.)
I want a parrot in the game. 0_o
The parrot has a chance of memorize lines. So you can teach it words or small sentences. If you talk in its presence, it has a chance of remembering it and repeating it.
So this can happen:
The aide complaints about how the templar is an imbecile.
Templar comes to visit the aide one day.
The parrot clears its throat: Templar Hardnose is such a messed up imbecile.
0_o
>wear shovel on pack
You strap a grey-bladed shovel to a bone studded backpack.
> subdue figure
You subdue the tiny and emaciated figure in a dark hooded cloak, despite his attempts to struggle away.
> throw figure backpack
You force the tiny and emaciated figure in a dark hooded cloak into a bahamet-embroidered backpack.
To be able to (when one has the value skill) tell the make of an item someone is wearing.
>look bald's cloak
This cloak is purple, blue, and quite swank. It looks really pimpin'.
It is covered in dust and sand.
A pimpin' cloak was made by the Merchant House Kadius.
I'd like for accents to affect all the languages, not just sirihish.
I can tell when someone is speaking japanese with a french accent, or an american one ...
The maybe once someone is very very very fluent in the other language, the accent can drop, meaning they don't sound like a foreigner anymore.
I would love a prompt option that shows hood up/down status.
Coded echoes for hangovers.
There are echoes for aftereffects of spice.... Why not alcohol?
If the value skill for those that don't have it is really as bad as some on the GDB say it is..
How about a compare command? Any could use it, and all it would do would return the relative weights of two objects.
compare cap massive.horned.helm
The massive horned helm feels over three times as heavy as the small cap.
Or something like that.
Also, tents should be packable without putting in a bag first.
For 'sheath <weapon>' to default to sheathing your off hand weapon first.
That way, if you are dual wielding identical weapons, you don't have to:
>sheath bone
>sheath bone
>draw bone
Just to sheath only your off-hand weapon.
Quote from: FantasyWriter on September 21, 2009, 12:16:25 PM
For 'sheath <weapon>' to default to sheathing your off hand weapon first.
That way, if you are dual wielding identical weapons, you don't have to:
>sheath bone
>sheath bone
>draw bone
Just to sheath only your off-hand weapon.
Expanding on this idea of sheathing, to have your weapon automatically be sheathed on your back if your belt is full.... Instead of trying to hook it onto your full belt like a dumbshit.
I wish the food you cooked had varying levels of quality depending on your skill at cooking. It wouldn't be either ruined food or good food, but stages in between. And higher quality food would fill you up for longer.
So for instance, say you had a slab of raw duskhorn meat. You could make -
A shriveled mass of burned meat
A blackened duskhorn steak
A well done duskhorn steak
A seasoned, tender duskhorn steak
Being able to buy gear before your character enters the game.
>offer sword 50 2.cuirass
You offer a long obsidian blade and 50 obsidian coins for a leather cuirass.
For scan not to echo.
At the very least I hope that it doesn't echo when your PC is hidden/invisible.
Since we have more web accessible game materiel available through the web these days (ie: bios)
Account notes:
Instead of having to request them and use staff time processing and editing them all at once, I wonder how hard it would be to set it up to where staff could (at the time the note was added to the account) also put in a IC info friendly/edited one on the account that the Player will be able to read through a web accessible account notes page.
If there's something you can do better, it's hard to fix if you don't know about it.
"guard none" to also stop guarding people.
"watch self" to also stop watching people.
Probably the arguments "none," "self," and "off" should be functionally identical for commands where they would apply. Would increase intuitiveness in the system.
The ability to wear a spear AND a bow on your back.
> keyword table
1.table: a round agafari table
2.table: a simple tile table
3.table: a massive stone table
> listen 2.table
You begin listening to the conversation at a simple tile table.
Quote from: Spice Spice Baby on October 01, 2009, 05:04:33 AM
> keyword table
1.table: a round agafari table
2.table: a simple tile table
3.table: a massive stone table
> listen 2.table
You begin listening to the conversation at a simple tile table.
and ...
> ignore 4.table
You begin ignoring the idiotic and spammy conversation at the polished baobab bar.
I want NPCs to be more selectively aggressive.
- A lone gith shouldn't attack a half-giant (but should, perhaps, summon his gith buddies).
- Some critters should run away when they're hurt rather than fighting to (their own) death.
I would like for "sheath <weapon>" to default to sheathing your secondary weapon first.
so you done have to:
>sheath dagger
>sheath dagger
>draw dagger
My random tiny want - no delay while using the value skill.
Terrain to offer bonuses and penalties.
Such as an archery bonus for shooting from high ground
An archery neg for shooting from Low ground.
Perhaps some combat negatives for fighting while mounted in a thick grove.
To tell when you're successful hiding and sneaking, so you don't semote out this long sneaky thing just to have everyone see it and embarrass yourself...ugh hehe.
I want the Gaj to give all your gear (at least your cloak and boots) a "smelly" tag.
That will (or should) keep out the silk wearing Nobles, Templars, GMH family, and all the other people who probably shouldn't be there anyway but are just because its the OOC "place to be".
Quote from: FantasyWriter on October 06, 2009, 02:37:30 PM
I want the Gaj to give all your gear (at least your cloak and boots) a "smelly" tag.
That will (or should) keep out the silk wearing Nobles, Templars, GMH family, and all the other people who probably shouldn't be there anyway but are just because its the OOC "place to be".
That would get really annoying I think. How about a random (but still somewhat rare) event of being barfed on, leading to all a smelly tag on your body/legs/torso slot.
Unless I just dreamed it up, there used to be a pre-karma, pre-account feature where, when you were making a new character, you could put in your last character's name and your new character would receive a skill bonus based on your deceased character's ability.
I would love it if something like that made it back into the game. Or Arm 2.0.
I would love it even more if the size of the skill bonus was based on the supposed rarity of the class: Warriors and rangers would get a noticeable bump, but sorcerers and psionicists would receive none.
I want to see tattoos with the peek skill, or NOT see rings under gloves.
I want to see shops clean the bloodied/dusty/etc stuff they buy, instead of accepting five bone longswords, five bloodied bone longswords, five dusty bone longswords, etc etc.
I want to see more readily accessible cheap, shitty armor for all the newbie warriors looking to get outfitted with starting coin.
I'd also want whether or not the item is clothing or armor to show up with the "value" command....
Srsly....
look leggings
These leggings are made of thick-ass chalton leather, covered in a thin layer of sandcloth.
They're totally hard as fuck and look like they'd make it hard to move, but clever cuts in
the leather make them easy to move in.
tailor leggings
The buff armormaker tells you in armorer-accented sirihish:
"That's not armor."
I sometimes wish the intoxication code was a little more robust.
I wish NPCs/vNPCs would pick the pockets of wealthy PCs who venture into shady areas they shouldn't.
I wish new PCs who point Labyrinth would spawn with a dark, hooded cloak.
I want a prompt option that shows either "unarmed" or the weapon s-desc such as "a bloody, metal sword" or "a flimsy skinning knife that's really just a dyed feather."
> emote stalks his prey, ~metal held at the ready.
> emote leaps from behind a cactus, raising ~metal with a savage war-cry.
> kill mek
> Your flimsy skinning knife tickles the mek, who titters with amusement before crushing you.
>Nosave combat
You have stopped fighting back.
A forgive command.
So you don't have to wait off a silly 5-10 minute combat timer from sparring.
GAH!
When a person who is already been attacked by NPC soldiers is 'pardon'ed by a templar, said NPC soldiers should cease attacking said person.
I've seen too many templars inadvertently kill people. A long time ago I lost one of my favourite characters to this.
My random want is more stuff to do for off-peakers who can't play hunters because they have no sense of direction whatsoever. :P
Then I'd play Armageddon again.
1. For look to echo to the character you're looking at, but not to everyone else if you don't look emote.
2. To be able to not have some of the Discussion Boards on the GDB. I hate having to hit "mark read" for the submissions, non-arm discussion, and Reborn boards.
New Skill, available for all guilds to learn, comes packaged with guild: Ranger and subguild: Nomad.
Water trap.
Requires a tarp like substance of some sort (wax paper, whatever), a rock and a liquid container (bottle, cup, glass, etc) to craft. It sets up a small water trap that lasts until the next reboot or someone destroys it (or the next strong storm). Checking back at it after a while will have produced a small amount of water inside the container.
I like the idea of spacing a few of these around an area that a Guild: Ranger character calls "home", so that they wouldn't be totally bound to the few known water sources out in the desert, and could live truly hermetic lives if they so chose to. Or, for those guilds that don't have the wilderness quit, they could find one of the quit safe rooms outside of the cites that aren't near said water sources, and set these up, for their own hermit life styles.
Great desert storms of lightning, dry lightning, balls of it shattering through a fierce sandstorm, seen on the horizon by riders, from ramparts, all around yourself as your are stuck in the midst.
I would like to hear nature speak.
No Shout!
http://cache4.asset-cache.net/xc/10188657.jpg?v=1&c=NewsMaker&k=2&d=D0EB3BFB2D4A71579669E6BE495A087AEC7C5022FB410D56
Guild: Ranger.
Passive ability all Rangers start out with. Will increase as other hunting skills increase.
> Inv.
You are carrying:
A chipped black horn.
A matted clump of hair.
A sleek crimson hide.
A long, white hide.
> Examin horn.
It's a horn. Black. With chips in it. Probably from your ham-handed attempts to get it off.
You can tell it came from a rhinoceros.
This animal was a plains dweller.
> Examin hair.
A bunch of hair. Black.
You can tell it came from the black-haired, angular woman.
This animal is you, stupid. You ripped out your own hair in frustration.
> Examin hide.
Sleek. Red. Covered in fur.
You're not sure what animal this came from.
> Examin white.
Long, white, with four legs that still have the claws attached.
You're not sure what animal this came from.
This animal was a forest dweller.
I have a random, tiny want that the health-modified ldescs should be changed to something more generic. No more bleeding heavily after a sparring match please.
Reroll undo option. I think it would get rid of much anguish and grief.
I think it would be pretty neat if one was able to post on the rumor boards in other languages only viewable by those fluent in that language.
exm:
Rumors amongst dwarven ears resounds around the taverns. A Dwarven male is heard to say amongst his Kin " adf Well dmlk opojfm."
To be able to strap logs to mounts without putting them in bags first.
>inv
You are carrying:
a couple of leather straps
an agafari log
a couple of obsidian breastplates
>put log strap
You put an agafari log into a leather strap.
>pack strap inix
You strap a leather strap with an agafari log onto an inix's back.
>put breastplate strap
You put an obsidian breastplate into a leather strap.
>put breastplate strap
You can only place one item onto a leather strap.
>pack strap inix
You strap a leather strap with an obsidian breastplate onto an inix's back.
>pack inix
You look over the things an inix is carriyng...
a leather strap holding an agafari log
a leather strap holding an obsidian breastplate
Maybe not tiny, but that's what I want. A leather strap item that will hold fairly heavy items, but only one item at a time. That way we don't slowly have to decide what should be strappable and what shouldn't.
Quote from: Cutthroat on November 06, 2009, 07:23:32 AM
>inv
You are carrying:
a couple of leather straps
an agafari log
a couple of obsidian breastplates
>put log strap
You put an agafari log into a leather strap.
>pack strap inix
You strap a leather strap with an agafari log onto an inix's back.
>put breastplate strap
You put an obsidian breastplate into a leather strap.
>put breastplate strap
You can only place one item onto a leather strap.
>pack strap inix
You strap a leather strap with an obsidian breastplate onto an inix's back.
>pack inix
You look over the things an inix is carriyng...
a leather strap holding an agafari log
a leather strap holding an obsidian breastplate
Maybe not tiny, but that's what I want. A leather strap item that will hold fairly heavy items, but only one item at a time. That way we don't slowly have to decide what should be strappable and what shouldn't.
Make it so you can "hitch" large enough items to mounts.
>hitch log beetle
You tie the log to the beetle.
>hitch log beetle
You tie the log to the beetle.
>l
A war beetle is here.
He is dragging two logs
And my favorite extension thereof:
The acrobatic dwarf subdues you, despite your struggles to get away!
[96hp 84mv 101st]
The acrobatic dwarf ties you to the huge inix.
[96hp 84mv 101st]
The acrobatic dwarf hops onto the back of the huge inix.
[96hp 84mv 101st]
A huge inix walks south, carrying the acrobatic dwarf on its back.
You follow the huge inix, being dragged south.
It burns and stings!
[86hp 84mv 91st]
I wish all bows defaulted to "es" when drawn. It's so annoying to draw your bow, then find you can't use the "pull quiver" proc because your bow's in your primary hand.
And if you're a forgetful old sod like me, you will do this at least a dozen times with each variety of bow you ever use. :'(
Subclass brawler:
Kicksand muscular.
>You kick sand into the tall muscualr man's face, temporarily blinding him!
punch amos
>You You punch the tall muscular man, connecting with his shoulder. (hp damage)
strike malik
>You strike the tall muscular man's throat, blocking off air-pasage to his lungs (stun damage)
forage weapon
>You begin searching the area intently.
>You pry a wooden leg from a stool, using it as a makeshift club.
forage weapon
>You begin searching the area intently.
>You find a dusty jagged rock in the sand, wielding it.
I'd like for tents claiming to be camo'd or to blend in with the desert ... to need something of a scan check to be noticable.
While reading a log...
The gal sends you a telepathic message:
"<amusement> General swearin' an' complainin' 'bout the foul deed an' "gross smell" ..Probably plannin' revenge, righ' now..All in all, I think he loved the attention."
You send a telepathic message to the gal:
"*a faint mental smile* I imagine so, though he's hardly deserving of an attempt at vengeance. I'm... ah, sorry to have inflicted his rants on you. *mirth*"
... I realized that EVERYONE does this. We've created random workarounds to expressing tone of voice within psis. I think it'd be a neat little thing to have the ability to code this (along the lines of how we do thinks with feels) as well as the ability to project just a feeling (or image) without it being a "message".
I want different colored war beetles.
Throw targets non-pc/npc objs
> Drop mug
You drop your shitty mug.
> Arrange mug (hung from a tree branch)
> throw dagger mug
You take aim....
If you hit, mug reverts to break or salvage mode.
Practice.
To be able to cancel a character app after submitting it.
Load sling shotglass.
I'd like to see Linquist include Cavalish.
Whore scripts. Easy to implement too:
Quote
>use hooker
You reel from the blow!
1. Longer skin delays.
2. For normal combat to -slowly- drain stamina.
Quote from: FantasyWriter on November 24, 2009, 09:07:15 AM
2. For normal combat to -slowly- drain stamina.
3. For riding with a low skill level to slowly drain stamina. (Chance of losing a single stamina point when moving, based on skill and terrain.) Steering your critter is work.
4. For stamina to always slowly recharge when sitting on a mount, at a rate comparable to the Sitting rate for the room. Just a-settin' on your critter ain't work.
5. For mounts to lose significantly less stamina when walking without a rider than with. (This may already be in place.)
What would we see? People alternately walking and riding when travelling long distances, just like in the Storybooks.
Boots that leave tracks that look like an animals or other race.
boots with an oversized base (half giant prints)
boots with something carved into the bottom layer of extra external leather with the print of a gizhat or stilt.
The ability to use the whole "look man's uberthing" to look at thing in their inventory that are big enough to show up under their sdesc
Also, I don't know if this is in game or not already ... if it is, I'd like to see it in moreso but, anyway:
I want animals to be scavengers, or creatures of opportunity instead of full on rapid beserk killers. Like ... it would be cool if some animals were only interested in attacking you if you were say, past a certain threshold of HP, instead of attacking all the time.
Or if a lone animal decided to forgo attacking a person, but would have if there had been a pack of them instead. Stuff like that to breath a bit more life into the critters of the wastes.
Quote from: musashi on November 26, 2009, 04:29:50 AM
Also, I don't know if this is in game or not already ... if it is, I'd like to see it in moreso but, anyway:
I want animals to be scavengers, or creatures of opportunity instead of full on rapid beserk killers. Like ... it would be cool if some animals were only interested in attacking you if you were say, past a certain threshold of HP, instead of attacking all the time.
Or if a lone animal decided to forgo attacking a person, but would have if there had been a pack of them instead. Stuff like that to breath a bit more life into the critters of the wastes.
I'd also love to see some types of aggressive animals flee once they get past a certain HP threshold.
To me, the vNPC line of reasoning is sort of like the "God did it" mindset. Its a nifty catch all that doesn't really answer anything but can answer everything so long as you don't think about it and just swallow it down and move on.
I mean, when we're talking about burgulars and folks wanting vNPC or NPC marks in game to burgle; people are quick to chime in with things like "vNPC burgulars prey on vNPC commoners and PC burgulars to prey on PC commoners. So we don't need overlap. But they can overlap just fine when it comes to critters outside the walls and their eating habits?
Even with the obvious logical inconsistencies of the vnpc catch all excuse aside, it still in no way explains why lone animals will rapidly attack well armed groups of people when they really should know better.
Another tiny random want: To be able to forage for specific items at a penalty. Like forage garnet, forage grub, ect ect.
the ability to do "list black" and have it default to listing everything black in the first merchants inventory rather then showing the inventory of a merchant with black in their key words. Would make it easier if you looking for something specific you can just copy paste "list black" and use it for every merchant rather then needing to change it for each merchant.
It would also be nice if you could tell the difference between a worked and unworked hide just by the sdesc.
Morgenes? Xygax? I have a random tiny want. So tiny. So lovely in its tiny fragility.
I want two stacked torso and legs wear locations, the outer one (if used) hiding the inner one. One simple rule: armor can be worn over clothing, but not over other armor.
> wear shirt; look me
<worn on body> a simple sandcloth shirt
> wear cuirass; look me
<worn on body> a cuirboilli cuirass
> eq
<worn on body> a simple sandcloth shirt
<worn on body> a cuirboilli cuirass
> remove sandcloth
It's like stuck.
> remove cuirass; look me
<worn on body> a simple sandcloth shirt
The ability to cast wall spells on entrances and exits instead of just specific directions.
Quote from: daedroug on December 07, 2009, 03:31:25 PM
The ability to cast wall spells on entrances and exits instead of just specific directions.
That would be pretty cool.
Also the ability to recharge wall spells by casting the same spell in the same direction more than once, rather than having to wait for the first wall to die.
>look jihae
It's red and reddish
>look krath
OW that burns!
More hours in the day to play with the awesome people that keep me up so ridiculously late.
Swimming skill.
Use stamina -and- stun to replicate holding your breath.
Give it to every class, and give scavengers a slightly higher cap.
Breath under water spell for vividuans.
I'd like for the tattoos and scars on people to be visible on their corpses after they die. I always wonder if I'm missing out on the chance to discover the person was secretly part of some crazy orginization or something.
Holdable helmets.
Change jam to a seasoning so you can spread it on your slices of bread.
arrows to have wear locations
A bandolier that can be worn over a shirt but still under a typical cloak.
Move the assessment of an item's weight from the value skill to the assess skill.
Be able to assess how much a liquid container can hold.
Quote from: Salt Merchant on December 13, 2009, 05:44:27 AM
Quote from: Morgenes on May 03, 2009, 11:07:55 AM
This will be available in Arm 2
Newbie chat in Arm? Please no. People will inevitably start using it for common OOC chatter.
Some people go on about how a single room OOC destroys their immersion. How much worse would it be to get suddenly spammed by a newbie asking a question and five different people answering him?
I realize there will probably be a toggle to shut it off for individuals, but it will still have an impact on the game overall.
That quote's from a long way back and could refer to one of two things.
A newbie help channel that would be seen by helpers only and responded to anonymously is probably going to be beneficial, if that was what Morgenes was talking about. Don't knock it until Arm2 comes around and we actually see it in action.
Morg could also be talking about the chat room that is entirely separate from the IC part of the game. This chat room was used for the Player-Staff meetings, if you were there. You can't be in the chat room and the game at the same time.
Quote from: Salt Merchant on December 13, 2009, 05:37:23 AM
A bandolier that can be worn over a shirt but still under a typical cloak.
Add shoulder position to them.
Who wouldn't want a way to store things in an easily accessible/dividable position?
Especially since most people don't have homes to store things.
A prompt feature which indicates your current state of sobriety/drunkenness.
A means of determining how someone died by looking at their corpse (i.e., slashing weapons, bludgeoned to death, burns, nothing detectable, etc.).
At least one publicly accessable bathroom/latrine in every populated area.
And we should be able to forage poop from them!
Another random tiny want: People who sell light source objects in every settlement. What do people in Cenyr and Red Storm DO at night?!
the ability to use manure to increase your relationship with the land much like you can with water.
the ability to use fermented manure to increase your relationship with the universe much like you can with spice.
When you "eat" candies, you get a better echo than when you "taste" them. Weird.
Individual boots, not pairs.
You tell the scriffy street-urchin "I see you lost a boot".
The scruffy street-urchin says "Nope, I found one!".
Quote from: nyrk on December 15, 2009, 05:02:31 PM
Individual boots, not pairs.
You tell the scriffy street-urchin "I see you lost a boot".
The scruffy street-urchin says "Nope, I found one!".
Gloves too.
I've got to have mentioned this before: command emotes for mount and dismount.
Every single time that I emote how I'm dismounting, I forget to actually dismount. Every single time. My brain is broken.
For rangers to be able to branch skill_tent_making.
A wider variety to what things taste like instead of just 'meat'.
=(
When a PC drinks alcohol, for them to acquire a scent. Boozy / winey / beery / whatever.
I'd like the ability to set the IG date/time that a bio entry is done manually.
I'm willing to bet that 10 out of every 10 people don't write bio entries the moment the even occurs in game. So it feels like the date's for the memories are always out by at least a factor of a few RL hours, if not a few RL months depending on how studious the person is with writing the entries.
If I could just check the date/time when an event happens, write it down and then punch that in to the bio entry when I get around to writing it that would make me a happy panda.
I'd like the temperature to be separate from the weather command. For instances when you're indoors, underground or other such places where you wouldn't know the weather. You should still know if it's cold, hot and dry, muggy, or something like that.
Flagged footwear that covers the ankles so you don't still see ankle tattoos when you're wearing boots.
Quote from: Manhattan on December 23, 2009, 12:39:26 PM
Flagged footwear that covers the ankles so you don't still see ankle tattoos when you're wearing boots.
Extend this to covering shoulder tats as well. I believe this code is already in place in 1.arm actually ... I mean, correct me if I'm wrong, but doesn't a shirt/tunic/vest cover the tats on your character's torso AND back?
A certain pair of loaded gloves from Sandy Claws....
I want to be able to do "time e" or "time out" to check the time when in an underground room that is only one room away from the surface ... I mean the room descriptions for those places say you can see daylight coming in from the cave mouth already, more often than not. >:(
Call my mount from an adjacent rooms.
Sdescs not figuring into the emote or ldesc character limit. Pc's with longer sdescs are punished by the current restriction. Leads me to my next want, higher character limit on ldescs. The brevity stymies my creativity and forces me to come up with shorter, more awkward ldescs.
For enough spice smoke to create a haze of smoke around the room that other people can catch a contact high off of.
I know this has been suggested in the past, but I would love a way to gauge the carrying capacity for liquid containers.
Quote from: musashi on December 31, 2009, 06:36:50 PM
For enough spice smoke to create a haze of smoke around the room that other people can catch a contact high off of.
Or, if enough objects/PCs in a given room are lighting up, after enough time of constant smoking, it creates a haze that obscures vision, too.
For playability's sake, it'd have to be a lot of smoke from a lot of sources..but still..
The ability to watch into places, for example into a hut.
It shouldn't be possible to fail crafting a campfire.
It's an RP tool that most people don't even bother with, anyway.
I wish we could make dung fires or the like too. For people who live in the south where "forage wood" simply isn't an option.
Speaking of campfires.
Stop making new ones in the same room, walking into a room and finding 18 ashen campfires is silly.
Remember, if the fire is ashen, just add more wood!
wants: super active off peaker clans
:(
Dunno if I've posted this one before or not:
tdesc with items and rooms.
Cut the hem off your shirt to stop a bleeding wound? Tdesc the shirt to make it visible. Carve graffiti and smear handfuls of feces on a wall? Tdesc the room to make it known. I would of course, want a room's tdesc to come with a timer of some sort so that it wasn't permanently changed. At each reboot/crash at the very least, but preferably only 1-2 days before it cleared itself out.
Saddle bag objects that you can put and take stuff from without unpacking them from your mount
Quote from: jhunter on January 20, 2010, 12:27:47 AM
Quote from: X-D on January 17, 2010, 06:58:55 PM
Speaking of campfires.
Stop making new ones in the same room, walking into a room and finding 18 ashen campfires is silly.
Remember, if the fire is ashen, just add more wood!
Yeah. Realistically people usually would just use whatever firepit was already there instead of building a new one.
My random tiny want: The ability to junk ashen campfires. Or sweep them up with brooms.
Also dung campfires ftw.
I want tkeywords that you can add to yourself so that when you give someone an alias you can have it as a keyword until the end of the scene and then clear it.
It'd be great if foraging didn't undo your changed ldesc.
Quote from: Chettaman on January 24, 2010, 02:50:39 PM
It'd be great if foraging didn't undo your changed ldesc.
Wow, that's an excellent one.
My random tiny want: I'd love the ability to stash small items in separate pockets/pouches rather than a nebulous 'pants' or 'belt' container.
keyword pocket
a hempcloth travelling jacket:
1.pocket
2.pocket
a pair of sandcloth wrap-pants:
3.pocket
4.pocket
That sort of thing?
For climb--like ride, cooking, and a couple less known skills--to be learn-able by everyone... even with a cap as low as 15-20%.
The ability to attach a keyword to an object so that when you where wearing it you where targetable with it and when you took it off you wheren't, maybe just limit it to items that hide your sdesc.
on another related note, make it so that some items (not just ones that hide your sdesc) add keywords to you. For instance a cloak that adds Salarr to your keywords even if it's hood is down. One way i can see it being useful is being able to recognize people wearing clan signifying gear more easily.
Bio Idea>
I would love a bit of code that would notify me in game (at some delay, not real-time) that an immortal read part of my character's bio. That would inspire me to write more.
I have this nasty habit of putting a space at the end of what I type. I think it stems from the idea that after I finish one sentence I'm going to want to go on to another, so adding the space makes natural sense. The problem here is that, when I'm emoting, the mud registers this space as the end of my sentence, rather than the period before it. Seeing that my last character is not a period, it takes the liberty of adding one in. As a result, 50% of my emotes look like this:
The man with the plan rubs his chin dubiously. .
The man with the plan sets to work assembling a rubber band, an old surf-board, and an old Cabota lawn more into a deadly assault vehicle. .
I wish the mud would sense that I've already taken the liberty to add a period there. I break this habit for a while, then I come back to it. It's insane!
So, if you see a guy having kinky mudsex with PCs outside his own species, and an annoying ". ." at the end of his emotes, that's me.
closing/opening cloaks to change movement points.
I would like for harmful spells (without a argument) to auto target the PC/NPC you are fighting the way kick/bash/charge/trample/etc. does.
em fades back into nothingness waving at the GDBers.
I want to be able to sniff templars...
maybe it's just me. But I can't do it.
Sniffing templars and the ability to wear all back-sheathable weapons on your back.
For clothes to become stained with what they originally were dirty with.
A sweaty pair of britches= a sweat-stained pair of britches if not cleaned properly
A bloodied pair of gloves= a blood-stained pair of gloves if not cleaned properly
The ability to rank 2 or more stats equally in the chargen so that they have the same chance of being higher. for example:
(strength agility) wisdom endurance
Would give both strength and agility the same chances of being the higher stat. In the end it would be the give you the same stats, just would randomize which of the two (or more) got that position.
Is it not comon for the entire known world to refer to Obsidian coins as "sid"
It just kind of bugs me that I can't "put sid pack"
Targeted hemote, so you can pick a pc to see your emote.
themote kicks ~amos under the table.
Quote from: RogueGunslinger on February 20, 2010, 02:58:35 AM
Targeted hemote, so you can pick a pc to see your emote.
themote kicks ~amos under the table.
PLEASE GOD YES.
Also: More items to be salvageable.
change lesc Sitting at a table, @ smokes spice.
'Pour Waterskin Self' (With a *Hiss*)
With a *Hiss*, the tall musclar man extinguishes the flames on his body.
(If applicable)
or
Pour Waterskin/Mug man (Slapping !man first)[pouring it down ^man head)
Slapping him first, the lithe, tressy-tressed woman pours her waterskin on the tall, muscular man, pouring it down his head.
What do you guys think?
I wish certain waist items would be hidden.
Like, if somebody is wearing a dress that says it goes down to their ankles and decide to wear a thong beneath.
Every undergarment should be wearable on the head >:(
My random tiny want is that this thread only had ideas, and no commentary/argument/digression.
Quote from: perfecto on February 11, 2010, 06:56:09 AM
Is it not comon for the entire known world to refer to Obsidian coins as "sid"
It just kind of bugs me that I can't "put sid pack"
Want granted [next reboot]
Note that I currently implemented it so that 'sids' works like 'coins' and 'sid' works like 'coin'. So doing 'put sid pack' will put one obsidian coin in your pack. You need to do 'put sids pack' to put all of your obsidian in your pack.
This will work for put, drop and give.
I want separate wear_locations for left/right arm, left/right leg, left/right forearm, and left/right hand.
Initially, only for the purposes of tattoo locations, but I suppose someone could code items that could be worn unilaterally.
Kind of silly seeing a sheath that holds a single knife being worn on both forearms, after all.
The generic arms/legs/forearms/hands could be left in, in case people want to get tattoos that in fact cover both arms/legs/forearms/hands.
Quote from: Synthesis on February 22, 2010, 06:10:04 PM
I want separate wear_locations for left/right arm, left/right leg, left/right forearm.
Initially, only for the purposes of tattoo locations, but I suppose someone could code items that could be worn unilaterally.
Kind of silly seeing a sheath that holds a single knife being worn on both forearms, after all.
The generic arms/legs/forearms could be left in, in case people want to get tattoos that in fact cover both arms/legs/forearms.
As something of a corollary to this, the ability to choose which ankle or wrist you want to wear something, like you can already do with ears.
Perhaps even being able to choose which finger you want to wear rings (left/right finger/pinky/thumb I think are the descriptors in the eq list).
I'd like it if there was a syntax to cancel your apartment lease early.
Also, a syntax to take yourself off of someone's room mate list instead of just waiting for them to do it.
When wearing a hood, anything on your "face" location wouldn't get dusty.
Quote from: Thunkkin on June 23, 2009, 09:27:00 PM
Quote from: MarshallDFX on June 23, 2009, 08:46:00 PM
I'd like to be able to be able to use the "raise hood" command while walking.
Yes. And an emote to go with it.
raise hood (flipping it up nonchalantly and gesturing to his cloaked home-elves to follow him)
I humbly re-want it. Command emotes, and able to do it without stopping (like one can thinks/says). But really, raise hood command emotes would be awesome
lower hood (in a sultry fashion) [eyeing all those big tough guys at the bar]
I'll humbly give you command emotes on raise and lower hoods.
Staff kudos sent.
On topic:
More shitty clothing that's craftable from salvaged items.
Like a very specific tattered silk dress from silk scraps as an example. :)
Quote from: AmandaGreathouse on February 23, 2010, 11:01:47 PM
Staff kudos sent.
On topic:
More shitty clothing that's craftable from salvaged items.
Like a very specific tattered silk dress from silk scraps as an example. :)
This. I'm sick of only being able to make loincloths. >:(
Also: command emotes for drawing/sheathing.
... and mount/dismount command emotes please. If it's been said, then I second/third/whatever-number it.
On the sidenote: Yay, command emotes! Thanks. >D
Quote from: FantasyWriter on February 22, 2010, 06:45:23 PM
Quote from: Morgenes on February 22, 2010, 04:22:26 PM
Quote from: perfecto on February 11, 2010, 06:56:09 AM
Is it not comon for the entire known world to refer to Obsidian coins as "sid"
It just kind of bugs me that I can't "put sid pack"
Want granted [next reboot]
Note that I currently implemented it so that 'sids' works like 'coins' and 'sid' works like 'coin'. So doing 'put sid pack' will put one obsidian coin in your pack. You need to do 'put sids pack' to put all of your obsidian in your pack.
This will work for put, drop and give.
What about "get"?
Fixed this morning, however you can't just get a certain # of coins, but you can refer to a pile of coins as 'sids' and a single coin on the ground as 'sid'.
I love the addition of emotes to raise/lower.
How about draw/sheath?
The new way to show how many things a shop is stocking makes my eyes go funny.
:-\
I wish it could be when you view an item instead.
ps. Great to have that information available though.
Unhitch all
It would be great if we could add hunger and thirst to the prompt.
EDIT: Nevermind
Ehm... scribble with paintbrush?
Could I have the Soh back? Purdy please? lol
Could it be possible that when you try to sit at/on something, the code will check first to see if you're already there.
> sit at bar
[Standing first]
You stand up from a worn wooden bar.
You sit at a worn wooden bar.
Perhaps instead have something like:
> sit at bar
But you are already sitting at a worn wooden bar.
Make the scan echo a hemote.
If I am sitting in the bar and I am not actively paying attention - Why would I, along with everyone else, instantly know the moment someone began "scanning the area intently"?
To me, scanning is just focusing your mind - Taking an observant interest in -everything- you see and not just passing a brief glance over it. No one is going to notice your eyes going hawk mode on everything.
I'd prefer to see:
You notice: The rangy ranger scans the area intently.
I kind of want, when you've contacted someone to be able to feel what they're feeling.
Like if I were to contact someone who had just used, "> feel angry" I would get the message
"So and so feels tired" or... something. Wouldn't that be cool?
Kill and disengage command emotes.
They'd spice up the Byn for newbies and such.
It would amuse me to see an echo for ">kill self"
When you're wearing a bunch of bloodied items, you should smell like blood to anyone who sniffs you.
I always think runners should smell of more than what they do.
The wants in this thread summed up into 4 - 5 large posts, and then locked.
And a new 'Random Tiny Wants' threat to start up again.
I'm going to do it, Vanth. I just don't know which ones haven't been implemented besides the obvious (how many of an item shows up in shops, raise hood command emote)
If you want to consolidate everything thus far (that hasn't been implemented) into a couple of posts, we can do that.
Page 1 - 10.
- Also'd be nice to be able to get things from packed containers. maybe by "get knife beetle's bag"?
- I would love to have a directed talk command (i.e. a table version of tell). And I'll preemptively add that using a command emote of "to ~amos" is not the same thing.
- I want to be be able to pay or otherwise convince observant NPCs (such as gaurds) to list all the characters they've seen pass by in the past x hours.
- - I'd love it if clan leaders could get this kind of thing from their clan's "compound" (v)NPCs. Maybe just in whatever room has their clan gossip board, you'd type something like, "list activity" and you'd see who's been in and out in the past hour. You could maybe even set this program to accept information from individuals..so maybe, set activity Out hunting would return: Amos is out hunting as of 8:30 AM EST and it would automatically reset to "Amos is in the compound" when Amos gets back and enters that room.
- I want to be able to assess or value a container and be able to see it's "about half full" or what without having to drop/pick up the container or get it from another container.
- For all appropriately sized weapons to be able to be sheathed on the back WITH a pack as well.
- no more inventory, only items in hands
- - Only if size attributes are assigned to every single item in the game, and these values are used in conjunction with the item's weight to determine its holdy index --- so that you can grasp more than two things....like four rocks in one hand, and a sling in the other.
- I want the Way to echo "gone" messages.
- A 'psiooc' command wold be nice, too.
- I wish we had in-game OOC and newbie help channels.
- - every single helper is for a newbie channel, resoundingly. I expect to see it happen in arm 2 if not before.
- - - http://www.zalanthas.org/gdb/index.php/topic,35095.msg445528.html#msg445528
- I would like to see Drum beat echo for multiple rooms and grow fainter as they reach out.. seems more in keeping, especially in the open land.. say someone is in the grass, or a canyon, maybe the canyon walls would carry the echos even further confusing people as they try to follow it, making them become even more lost.. but when someone plays drum it would be cool to have reach out: Amos is riding around in the grass, and the faint beating of drums in the distance can be heard... Amos thinks could this be a celebration or war preperations?
- 'Who C' for all coded clans.
- Slay / Execute command to kill stunned/mortally wounded mobs without immense commad lag ala kill.
- I think that all lags should be removed, with the exception of a few. I'm ok with movement lag simply because I can't think of a better way to keep characters from moving around too quickly. But all combat lags (kill/kick/bash/disarm/backstab/sap/etc.) should be changed into something more along the lines of your character perhaps being off balance. When you use your scan skill, maybe instead of lag it just doesn't work for x amount of seconds, I'm not sure.
I find it annoying is all to type a command, watch it sit there for 20 seconds wondering if someone will attack me and I'll be locked into combat, instead of taking a few stronger hits but still being able to flee at will, for example. Basically a more dynamic method of handling delays would be really interesting.
- Emotes to show up to any watching an adjacent room.
- The use of psionics not affecting crafting status.
- I want the game to show when a player is not wearing pants or a shirt
<worn on body> Nothing
<worn on legs> Nothing
- For all NPC's who have the ability to converse to respond to the SAME command and for it NOT to be a command that makes you look dumb if they are not capable of conversing.
- To armwrestle other PCs.
- Two things:
1. When you are piloting a wagon, to automatically see ahead in the direction you are moving since you can't look in directions.
2. Add a pilot argument for "stopping" the wagon, so PCs in other rooms know that you 'stopped' th wagon and its not still moving down the road.
- I want glass and obsidian deposits to give an indication as to how much is left. Irritates the shit out of me to get set up to do some mining, get one tiny chunk and have the whole thing disappear.
- - I'd also like to see perhaps some simple echos to show vnpcs are working there too and such. It's kind of unrealistic to think that a few rooms out of the city that is the biggest obsidian producer in the known world is a large obisidian deposit that no one but grebber PCs visit. Would also make it kind of bad RP for a raider to randomly attack you when there are all those vnpcs there.
- Night roaming gith zombies who attack anyone they find in the wilderness at night.
- The ability to compare the weight, durability, and protection values of two items.
- Armor/clothing/leatherworking results are never too small or large for the crafter.
- The ability to watch an outside room from within a tent/cave/wagon and actually see what goes on out there.
- Unarmed combat to do less damage to armor than it presently does.
- The production of arrows in small batches and the reduction in cost of arrow items to present a more viable cost-effective model.
- The ability to tailor some weapons to fit the size/strength of said individual.
- I want contact to not show the sdesc of characters.
- I wish you could watch more than one person, and the more people you watch, the less likely you are to see EVERY hemote they do. IRL I glance between 1-3 people, watching what they do. Why not on Arm?
- Less extended conversation through The Way.
- Oh, I'd also like to see a bug fix for dodging and using procs while paralyzed (and dodging while asleep). I had a character who once cut a kryl to death after being paralyzed because the code allowed him to dodge and use a razored bracer proc. I'm pretty sure I bugged this.
- The ability to blind fold, tie up, or gag people.
Tie up: I know you can RP the rope-tie, and subdue them. Though if you wanna leave someone in a room, tied up, and do something else like talk to someone else in your raiding party. Should be able to.
Blindfolding: Wish could also blind fold people so they would not see where you are taking them, who you are, what you look like, and then don't gotta kill people so much after questioning them or something. This the PC that is blindfolded could remove for himself, obviously not that hard.
Gagging is not as important, though it would be nice to be able to shut someone up so they can't shout for help. This one doesn't have really any benefits that are enough to make it worth coding, like the other two.
- The theoretical code that could be used for gagging is already implemented ingame in certain circumstances, so I imagine it wouldn't be too difficult to change a few things.
- Blindfold is seconded, to make certain skills more useful.
- list <merchant> <piercing> = returns all piercing weapons in stock
- list <merchant> <arms> = returns all armor in stock that can be worn on arms
- tdesc for items.
- Some way, either through lockpicking or peeking to look through a keyhole and see some details of the room beyond it. With a chance to see those inside
- I would like to be able to set an ldesc for my mount.
- On a related note, I would like to be able to force an emote onto my mount without using myself in the emote.
- I would like for armor to degrade faster.
- Remove All.
- To be able to view an item that is on another item or drawn up to an item (without having to 'get' them) like a table's chair, coatrack's coat, desk's book, etc. It would also be nice to target an item drawn up to an item in an emote.
- I wish it was easier to create objects / rooms / npcs in ArmageddonMUD. The game should be full of unique items and rooms that the playerbase has made, and should be able to grow and flex faster than it takes WoW to release an expansion.
- I'd like to see NPCs change, age, die, be replaced by new ones.
- Unless obsidian is somehow different in this world than in our own, it should shatter far more often. Killing somebody with obsidian is possible of course it is razor-sharp but creating essentially a glass-like sword means that if it hits anything it is going to crack and possibly shatter. Even with fantastical methods of hardening the material, all weapons should crack and break. I've never seen one break and I've played for over a year now.
- Hide from <person>
Everyone is more badass at hiding themselves in a crowd when they're just avoiding that scorned lover, pissed off templar, or ranger you owe three small to. Why not just hide from them, and let everyone else see you sneaking around?
- Who C, where C is for city.
Just because I'm always curious if the twelve players on at midnight are in Allanak, Luir's, or Tuluk....or maybe, just maybe, with my char in Red Storm.
- I would like a single-syllable mount.
- Moar apartments in Tuluk
- Apartments with better security.
- But yes, I would also like more than two "high class" apartments in Tuluk.
- People to be able to plunk down 1500-2000 sid to -buy- a slave, possibly from Winrothol, to give them the same unerring unwavering securtiy that GMH merchants enjoy.
- As for independent merchants, there should be some way to rent storage, run by Nenyuk perhaps. Security shouldn't be perfect, but it should be better than apartments.
- The ability to hire guards to beef up security for apartments/storage units/etc.
- Shit Mugs and Cleaning Fluids shouldn't kill people. It should make them vomit and feel terrible for a day, but it shouldn't -KILL- them. Just code up a different 'type' of poison for it.
- Weapons break more often for regular people
- separating things to bear a realistic weight.
a head of a duskhorn for instance weighs 6ish stones.
separating that gives you a 1stone skull and a 12 stone set of horns.
Shouldn't the head weigh at least 13?
A pile of bone lengths also separates into an equally heavier weight, even though I imagine you're tossing away scraps to get the useable lengths.
- I wish the automated replies the mud sends out didn't sound so rediculas somtimes e.g
>
A monster is here on the ground, stunned, UNABLE TO MOVE
>charge monster
A monster is here on the ground, stunned, UNABLE TO MOVE
>
A monster narrowly evades your charge
I wouldn't mind somthing like "You loose control of your mount and miss *monster*, but wow some things like that really irritate me for some reason.
- I wish NPCs at critical health levels would slowly heal up.
- I wish lumber jacking and wood processing were separate skills. Makes sense that you don't fall trees with every swings, but you you fail to process wood over half the time... No wonder there's over logging!
- Also, when you're near half HP, and you don't need bandaging.... That makes me want to cry.
- Sometimes, when thinking of the 35 character limit, I can't help but wish that the length for sdescs was longer. If not for everyone, at least for half-giants and half-elves. It would allow for more flexibility when writing them out. Especially if you're playing a female of one of these races. Leaves you with little to work with, character-wise, as is.
- I agree that it is annoying to have to choose between using female -or- some other adjective. However, I support the character limit. If you've ever played much with someone who has a hooded cloak or facewrap with a long-ass sdesc what is -really- annoying is the super-long sdesc the figure now has in every emote and command.
- I wish table objects would show their weight capacity like containers.
- I wish 'armed' would be treated like a visible status effect–ie,
so-and-so stands here, looking imperious.
-> they are armed.
Make it toggle-offable if people don't want to see it. Also, make certain weapons concealable, especially weapons which are hidden within mundane items (like weighted ribbons or sharp hair-picks or the like.)
- I wish that if you pick a lock without a pick, it would tell you that you need one, rather than waiting an hour then tell you that you need one. I got confused with that with my first thief. It would also help if told you if you tried to do stuff like that without having the respective skill. Took me a while to figure that pickpockets didn't start with hide.
- I think some sort of "cover" command would be cool. See, I was faced with a situation a little while back...
Arrows were incoming from some baddies a room away. The desc of the room (if I remember correctly) made clear that there'd be a lot of rubble or old buildings lying around. Ruins, anyway. I wish my character could have taken cover behind a rock instead of standing there getting shot like a dumbass. Best I could do was emote my way around it, and emote about the unfortunate failure of it.
- I'd rather see the cover thing automated. Like rooms with a defense bonus and echoes when the def bonus blocks the arrows.
- I'd like to be able to be able to use the "raise hood" command while walking.
- People who make weapons to be able to identify the weapons type. (piercing, slashing, etc)
- A man-purse, wearable on the shoulder.
- The ability to force NPCs under your control to save. Especially after you give them things or change there gear.
- scripts for gambling dice, in single, pairs, threes, and fives.
- a kruth reading script like tarot cards, displaying if one is upside right or upsidedown.
- More talk scripts for NPCs. Especially NPCs in tribal encampments, Ptar Ken, clan barracks, etc. It'd be a great way to disseminate IC history, and give iso players a little direction with their roleplay. Also, the talk script, in general, is just plain nifty, and should be used more.
- I think that "By what name dost thou wish to hail?" at char creation should be changed. Zalanthans don't talk like that
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- The game NOT to boot you because of idleness WHILE SLEEPING. Thank you, that is all.
- I want to be able to do coded actions when I'm following someone who's spamwalking. Currently, you can't follow self, get, put, attack, flee, etc. when following someone who's spamming until they're done.
- I've thought it would be neat if you could somehow command emote a knock, to get a custom effect. So if you want your knock to be a sharp rapping, or a a single door-shaking thud, you could do that. Don't ask me how it would work, but I just think it would be cool.
- I want sawdust in outdoors rooms to blow away if there is some wind.
- Unhitch all! Doesn't affect shadowers.
- The ability to "break bread." (loaves only, of course)
- Does the 'value' command SERIOUSLY have to have a delay on it?
- I would like to see poison resistance be more than a simple pass/fail "whoop you got poisoned / nope you didn't" check.
- I'd like movemet emotes to work with 'enter' and 'leave' so I can leave (strolling down the ramp) and enter (into the Great Unknown).
- The ability to codely close your eyes without sleeping.
- I'd prefer the ability to close -other- people's eyes without them sleeping.
- Or wearable blindfold that actually work!!!!
- a 'ground' keyword and a 'room' keyword, so you can type put pack room as well as drop pack.
- You take off your shield strapped to your back and somehow, even while wearing a shirt and cloak, everyone can see the tattoo or scars on your back.
- - Yesh. Or on the shoulders. Possibly more places.
- To be able to talk in your sleep. (no counting trauma/magick/poison induced sleep)
- Hemotes with speech!
- - > Whisper self.
- I want lighting incense or scented candles to change my scent desc.
- I also want mul mix to be craftable as a tea.
- command: consume
I try to gorge ahead, but still, I end up starving through meetings or certain scenes because I don't want to spam the room with 12 or more lines of text in order to get fed and watered.
consume FOOD
if FOOD in inventory or held
X = FOOD_VALUE
if not: slap user upside head
if FOOD = Poisoned
Run poison sub-routine
add X to player's hunger/thirst
delete FOOD
- I'd like to be able to play Tek's Tower on tables.
- I wish that you could write on one page of a book, quit the text editor, and then resume writing on that same page at a later date. Or that books existed with more than 12 pages.
- Tattoo vendors not being such dicks and giving you their inventory list, even though you're asking for someone else's in the room!
- Random animations. I've seen some amazing RPTs, planned animations and other cool shit since that announcement happened... so I'm not dissatisfied with staff or anything... but I haven't seen any random animations of "on-your-level" clan PCs since that announcement a while back. And I thought that was a cool new policy, too.
- I want the vellum tailor's tickets to look different for each town.
- For some items to be worn under others.
- The ability to deal cards blind with Kruth decks. As in, dealing cards face down, somehow.
- A wider variety of camouflaged hunting gear.
- To be able to show someone an item in your inventory much like you can view an item in a shop keeper's store.
- Standard Code Syntax:
It was more of the confusion between typing:
Look <item> <location>
and
Look <location> <item>
and
Look <person>'s <item>
and
Look <location>'s <item>
Currently, this is correct:
>look <item> <location item>
When the item is contained by <location item>
Whereas, most of the other LOOK/EXAMINE have the "location" being the first token, instead of the second in this specific example.
- - I believe this is because it's supposed to be an abbreviation for:
look [at] <object> [on|in] <container|furniture>
I haven't re-looked, or checked, but I believe you can provide the optional words:
look at knife on table
Honestly without the 's, the opposite doesn't make sense to me.
- To be able to slow and/or stop hp, stam, or stun regen for yourself for RP enhancement.
- It'd be nice if you could wear packs with shoulder straps in a shoulder slot as opposed to -only- the back slot.
- I want a command that lets me squeeze out a puce-hued lump of dung ... noticable by those with a high watch skill!!
- I wish that keywords didn't default to me.
- I wonder if a 'change smell' command would remind us all to add that sense into our depiction of the world. But would it need to be limited to a selection of messages or could it be entirely free?
- wear shit-that-totally-goes-on-shoulder right shoulder
right shoulder is an unknown body location.
- I would love to see a graph of the most and least popular subguilds.
- Be able to buy several of the same item without all that freakin spam.
- Being able to arrange things in/on things.
- To be able to unpack the bag from the mount your riding, in total darkness.
- And be able to lead folks through complete darkness as well if they're following/hitched to you.
- For small "outside" areas that are within encampments (for instance) to be free from biting sandstorms that mimic darkness-disorientation while "outside" the camp for miles is nothing but clear weather.
- Stat to show who is currently following you (not shadowing, of course) since you can't "unhitch all."
- I would like "discard" to also be syntax for "junk".
- Also, for more things to hide your sdesc. Like certain head items.
- I'd like to be able to hide items in a room.
- But I want a command that just returns the object, object ldesc, and any of the "tired, carrying, bleeding" additions. Provided of course it's in the room and provided you can see it.
- change asses to be:
The tall muscular man is here, fighting YOU!
The tall, muscular man is in excellent condition.
The tall, muscular man does not look tired.
- I'd like to be able to title any mount hitched to you, not just the ones you're riding
- I want to be able to hold a beer flagon in my off hand and parry with it.
- i want to be able to hold a beer flagon in my primary hand and sap the living daylights out of someone with it.
- When an item can be worn in multiple slots, typing "wear item" should result in the item being worn in the first available slot and not failing at the first unavailable slot.
- I want to be able to see into a lite room from an adjacent one that has no light. Like standing in the dark and looking into a light house. They cannot see out but you can see in
- I think a beg skill would be cool
- A poison that inhibits psionic ability so that you can, with reasonable safety, interogate/assassinate people without knowing they can way anyone and also give good RP to the victim without the use of magick or super psionic abilities.
- It would be awesome if raw meat had the keyword 'raw.'
- Buzzards spawning over dead bodies in the wild would be awesome.
- Rats spawning around dead bodies in the cities would be awesome.
- the ability to poison spice and bandages.
- - Spice pipes too and cups, chalices, flagons, etc. not just the fluid.
- I wish there was a way to make a "save room" save its contents.
- I'd like to be able to change my ldesc as I rest/sit/stand/wake/sleep ... the way you can change an object's ldesc with the drop command, and not need to arrange it afterward.
- I'd like some kind of poor-man's spice, kind of like a Zalanthas form of crack. It could be runoff from when spice is produced or something, and it would give a really intense high but with the possibility of permanent damage to your character. It'd also be really addicting, like perhaps after a couple days not having it, you'd go into remission.
- And to be able to tell objects and sleeping people.
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- I want a parrot in the game. 0_o The parrot has a chance of memorize lines. So you can teach it words or small sentences. If you talk in its presence, it has a chance of remembering it and repeating it.
- >wear shovel on pack
You strap a grey-bladed shovel to a bone studded backpack.
- To be able to (when one has the value skill) tell the make of an item someone is wearing.
- Coded echoes for hangovers.
- How about a compare command? Any could use it, and all it would do would return the relative weights of two objects.
compare cap massive.horned.helm
The massive horned helm feels over three times as heavy as the small cap.
- Also, tents should be packable without putting in a bag first.
- For 'sheath <weapon>' to default to sheathing your off hand weapon first.
- - Expanding on this idea of sheathing, to have your weapon automatically be sheathed on your back if your belt is full. Or if the weapon is too large to sheath on your belt.
- We should be able to scavenge bones from the corpse piles.
- I wish the food you cooked had varying levels of quality depending on your skill at cooking. It wouldn't be either ruined food or good food, but stages in between. And higher quality food would fill you up for longer.
- Being able to buy gear before your character enters the game.
- >offer sword 50 2.cuirass
- For scan not to echo.
- Heh, I remember I opened my backpack once while I was invisible, and the two PCs in the room were like, "OMG, SOMEONE OPENED A BACKPACK."
- Account notes:
Instead of having to request them and use staff time processing and editing them all at once, I wonder how hard it would be to set it up to where staff could (at the time the note was added to the account) also put in a IC info friendly/edited one on the account that the Player will be able to read through a web accessible account notes page.
- "guard none" to also stop guarding people.
- "watch self" to also stop watching people.
- Probably the arguments "none," "self," and "off" should be functionally identical for commands where they would apply. Would increase intuitiveness in the system.
- > listen 2.table
- - > ignore 4.table
- I want NPCs to be more selectively aggressive.
- - A lone gith shouldn't attack a half-giant (but should, perhaps, summon his gith buddies).
- - Some critters should run away when they're hurt rather than fighting to (their own) death.
- Terrain to offer bonuses and penalties.
Such as an archery bonus for shooting from high ground
An archery neg for shooting from Low ground.
Perhaps some combat negatives for fighting while mounted in a thick grove.
- Hide echo if you're successful?
Maybe not to tell if you're successful flat out ... but at least while entering a room sneaking, or trying to hide ... to have a chance (perhaps based on your watch skill?) of noticing that other PC's have in fact noticed you ... since being able to tell that you've been noticed is quite possible IRL, and currently completely impossible in game unless they look/emote at you.
- I want the Gaj to give all your gear (at least your cloak and boots) a "smelly" tag.
- - Or a random drink spilled on you for a stained tag. But yes, this would be fantastic.
- I would love it even more if the size of the skill bonus was based on the supposed rarity of the class: Warriors and rangers would get a noticeable bump, but sorcerers and psionicists would receive none.
- I want to see tattoos with the peek skill, or NOT see rings under gloves.
- I want to see shops clean the bloodied/dusty/etc stuff they buy, instead of accepting five bone longswords, five bloodied bone longswords, five dusty bone longswords, etc etc.
- I want to see more readily accessible cheap, shitty armor for all the newbie warriors looking to get outfitted with starting coin.
- I'd also want whether or not the item is clothing or armor to show up with the "value" command....
- I sometimes wish the intoxication code was a little more robust.
- I wish NPCs/vNPCs would pick the pockets of wealthy PCs who venture into shady areas they shouldn't.
- I wish new PCs who point Labyrinth would spawn with a dark, hooded cloak.
- I want a prompt option that shows either "unarmed" or the weapon s-desc such as "a bloody, metal sword" or "a flimsy skinning knife that's really just a dyed feather."
- A forgive command. So you don't have to wait off a silly 5-10 minute combat timer from sparring.
- When a person who is already been attacked by NPC soldiers is 'pardon'ed by a templar, said NPC soldiers should cease attacking said person.
- Sleeper holds on Subdued people
- My random want is more stuff to do for off-peakers who can't play hunters because they have no sense of direction whatsoever
- 1. For look to echo to the character you're looking at, but not to everyone else if you don't look emote.
- 2. To be able to not have some of the Discussion Boards on the GDB. I hate having to hit "mark read" for the submissions, non-arm discussion, and Reborn boards.
- Water trap.
Requires a tarp like substance of some sort (wax paper, whatever), a rock and a liquid container (bottle, cup, glass, etc) to craft. It sets up a small water trap that lasts until the next reboot or someone destroys it (or the next strong storm). Checking back at it after a while will have produced a small amount of water inside the container.
- Great desert storms of lightning, dry lightning, balls of it shattering through a fierce sandstorm, seen on the horizon by riders, from ramparts, all around yourself as your are stuck in the midst.
- skill on the skin command - tells you which animal which piece you skinned came from
- I have a random, tiny want that the health-modified ldescs should be changed to something more generic.
- I think it would be pretty neat if one was able to post on the rumor boards in other languages only viewable by those fluent in that language.
- To be able to strap logs to mounts without putting them in bags first.
- Make it so you can "hitch" large enough items to mounts.
- I wish all bows defaulted to "es" when drawn. It's so annoying to draw your bow, then find you can't use the "pull quiver" proc because your bow's in your primary hand.
- Brawler subclass with new combat skills
http://www.zalanthas.org/gdb/index.php/topic,35095.msg489805.html#msg489805
- I'd like for tents claiming to be camo'd or to blend in with the desert ... to need something of a scan check to be noticable.
- We've created random workarounds to expressing tone of voice within psis. I think it'd be a neat little thing to have the ability to code this (along the lines of how we do thinks with feels) as well as the ability to project just a feeling (or image) without it being a "message".
- I want different colored war beetles.
- Throw targets non-pc/npc objs
> Drop mug
You drop your shitty mug.
> Arrange mug (hung from a tree branch)
> throw dagger mug
You take aim....
If you hit, mug reverts to break or salvage mode.
- To be able to cancel a character app after submitting it.
- Load sling shotglass.
- I'd like to see Linquist include Cavalish.
- Whore scripts.
- 1. Longer skin delays.
- 2. For normal combat to -slowly- drain stamina.
- 3. For riding with a low skill level to slowly drain stamina. (Chance of losing a single stamina point when moving, based on skill and terrain.) Steering your critter is work.
- 4. For stamina to always slowly recharge when sitting on a mount, at a rate comparable to the Sitting rate for the room. Just a-settin' on your critter ain't work.
- 5. For mounts to lose significantly less stamina when walking without a rider than with. (This may already be in place.)
- Boots that leave tracks that look like an animals or other race.
- Boots with spiky/blady things and a knife sheath...
- The ability to use the whole "look man's uberthing" to look at thing in their inventory that are big enough to show up under their sdesc
- I want animals to be scavengers, or creatures of opportunity instead of full on rapid beserk killers. Like ... it would be cool if some animals were only interested in attacking you if you were say, past a certain threshold of HP, instead of attacking all the time.
Or if a lone animal decided to forgo attacking a person, but would have if there had been a pack of them instead. Stuff like that to breath a bit more life into the critters of the wastes.
- I'd also love to see some types of aggressive animals flee once they get past a certain HP threshold.
- the ability to do "list black" and have it default to listing everything black in the first merchants inventory rather then showing the inventory of a merchant with black in their key words. Would make it easier if you looking for something specific you can just copy paste "list black" and use it for every merchant rather then needing to change it for each merchant.
- It would also be nice if you could tell the difference between a worked and unworked hide just by the sdesc.
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- Yeah, being able to wear a shirt AND a vest, or a skirt AND stockings FTW.
- The ability to cast wall spells on entrances and exits instead of just specific directions.
- Also the ability to recharge wall spells by casting the same spell in the same direction more than once, rather than having to wait for the first wall to die
- >look jihae
It's red and reddish
>look krath
OW that burns!
- Swimming skill.
Use stamina -and- stun to replicate holding your breath.
Give it to every class, and give scavengers a slightly higher cap.
- Climb branches swim.
- I'd like for the tattoos and scars on people to be visible on their corpses after they die. I always wonder if I'm missing out on the chance to discover the person was secretly part of some crazy orginization or something.
- Holdable helmets.
- Damn near everything holdable.
- Change jam to a seasoning so you can spread it on your slices of bread.
- arrows to have wear locations
- A bandolier that can be worn over a shirt but still under a typical cloak.
- Move the assessment of an item's weight from the value skill to the assess skill.
- Be able to assess how much a liquid container can hold.
- A prompt feature which indicates your current state of sobriety/drunkenness.
- A means of determining how someone died by looking at their corpse (i.e., slashing weapons, bludgeoned to death, burns, nothing detectable, etc.).
- At least one publicly accessable bathroom/latrine in every populated area.
- People who sell light source objects in every settlement. What do people in Cenyr and Red Storm DO at night?!
- the ability to use manure to increase your relationship with the land much like you can with water.
- the ability to use fermented manure to increase your relationship with the universe much like you can with spice.
- When you "eat" candies, you get a better echo than when you "taste" them. Weird.
- Individual boots, not pairs.
- - Gloves too.
- In the future, more things will be available to be foraged.
- branch skill_tent_making.
- A wider variety to what things taste like instead of just 'meat'.
- When a PC drinks alcohol, for them to acquire a scent. Boozy / winey / beery / whatever.
- I'd like the ability to set the IG date/time that a bio entry is done manually.
- Flagged footwear that covers the ankles so you don't still see ankle tattoos when you're wearing boots.
- I'd like the temperature to be separate from the weather command.
- I want to be able to do "time e" or "time out" to check the time when in an underground room that is only one room away from the surface ... I mean the room descriptions for those places say you can see daylight coming in from the cave mouth already, more often than not.
- - Or just make the entrances of cave areas not underground, then you can just type 'time'.
- Call my mount from an adjacent rooms.
- Sdescs not figuring into the emote or ldesc character limit. Pc's with longer sdescs are punished by the current restriction. Leads me to my next want, higher character limit on ldescs. The brevity stymies my creativity and forces me to come up with shorter, more awkward ldescs.
- For enough spice smoke to create a haze of smoke around the room that other people can catch a contact high off of.
- The ability to watch into places, for example into a hut.
- shoot flaming bolts
- It shouldn't be possible to fail crafting a campfire.
- I wish we could make dung fires or the like too. For people who live in the south where "forage wood" simply isn't an option.
- - Crafting dung into dried dung and making it a viable campfire recipe would do the trick.
- The ability to junk ashen campfires. Or sweep them up with brooms.
- It'd be great if foraging didn't undo your changed ldesc.
- I'd love the ability to stash small items in separate pockets/pouches rather than a nebulous 'pants' or 'belt' container.
- For climb--like ride, cooking, and a couple less known skills--to be learn-able by everyone... even with a cap as low as 15-20%.
- The ability to attach a keyword to an object so that when you where wearing it you where targetable with it and when you took it off you wheren't, maybe just limit it to items that hide your sdesc.
- on another related note, make it so that some items (not just ones that hide your sdesc) add keywords to you. For instance a cloak that adds Salarr to your keywords even if it's hood is down. One way i can see it being useful is being able to recognize people wearing clan signifying gear more easily.
- Bio Idea>
I would love a bit of code that would notify me in game (at some delay, not real-time) that an immortal read part of my character's bio. That would inspire me to write more.
- I have this nasty habit of putting a space at the end of what I type. I think it stems from the idea that after I finish one sentence I'm going to want to go on to another, so adding the space makes natural sense. The problem here is that, when I'm emoting, the mud registers this space as the end of my sentence, rather than the period before it. Seeing that my last character is not a period, it takes the liberty of adding one in.
- change ldesc will not add the period.
- - Neither does drop...but I think arrange will.
- closing/opening cloaks to change movement points
- I would like for harmful spells (without a argument) to auto target the PC/NPC you are fighting the way kick/bash/charge/trample/etc. does.
- For clothes to become stained with what they originally were dirty with.
A sweaty pair of britches= a sweat-stained pair of britches if not cleaned properly
A bloodied pair of gloves= a blood-stained pair of gloves if not cleaned properly
- Targeted hemote, so you can pick a pc to see your emote.
- Pour Waterskin/Mug man/self
- I wish certain waist items would be hidden.
- I want separate wear_locations for left/right arm, left/right leg, left/right forearm, and left/right hand.
- I'd like it if there was a syntax to cancel your apartment lease early.
Also, a syntax to take yourself off of someone's room mate list instead of just waiting for them to do it.
- When wearing a hood, anything on your "face" location wouldn't get dusty.
- More shitty clothing that's craftable from salvaged items.
- command emotes for drawing/sheathing.
- It would be great if we could add hunger and thirst to the prompt
- Could it be possible that when you try to sit at/on something, the code will check first to see if you're already there.
- Make the scan echo a hemote.
- Kill and disengage command emotes.
- When you're wearing a bunch of bloodied items, you should smell like blood to anyone who sniffs you.
This topic shrunk from 40 pages to 13 pages by the removal of all extraneous side discussions.
I like mansa's summaries and will probably go ahead and make them the start of a new thread, but I also want to make the point that, if you want your random tiny wants to be seen and possibly implemented by staff, it's in your own best interest not to clog up the thread. But if you want to have lots of discussion in this thread, at the risk of ideas getting buried, that's your prerogative.
ldesc to have a max of 120 characters.
ldesc to stay when you type 'craft item blah blah blah"
typing 'ldesc' to have the same experience as typing 'change ldesc'
typing 'language' to have the same experience as typing 'change language'
typing 'speak' to have the same experience as typing 'change language'
typing 'mood' to have the same experience as typing 'change mood'
typing 'accent' to have the same experience as typing 'change accent'
typing 'objective' to have the same experience as typing 'change objective'
typing 'change tdesc' to have the same experience as typing 'tdesc'
objective to have a max character limit the same as tdesc, and use the editor like tdesc, and to save it.
when you set your ldesc after hiding/invisible, for that to be visible for people who have successfully scanned.
for magickal effects that are visible when you type, 'look', to be also visible in the 'assess' command on other people
I would even like to see:
"cavilish tell soandso (Blinking) Wat?"
Without changing your language.
Quote from: Reiloth on March 08, 2010, 11:06:50 PM
I would even like to see:
"cavilish tell soandso (Blinking) Wat?"
Without changing your language.
That would be AWESOME!!!
Mansa, in your wants list about the "change" syntax, what do you propose to replace when people just want to see their current status on these things?
Such as:
ldesc - says what your ldesc IS right now.
language - tells you which language you are currently speaking
objective - informs you of your current objective, if any.
Without having to deal with the screen scroll of typing stat skill score
Quote from: Lizzie on March 09, 2010, 11:26:14 AM
Such as:
ldesc check - says what your ldesc IS right now.
language check - tells you which language you are currently speaking
objective check - informs you of your current objective, if any.
That would be my proposal.
Quote from: Lizzie on March 09, 2010, 11:26:14 AM
Mansa, in your wants list about the "change" syntax, what do you propose to replace when people just want to see their current status on these things?
Such as:
ldesc - says what your ldesc IS right now.
language - tells you which language you are currently speaking
objective - informs you of your current objective, if any.
Without having to deal with the screen scroll of typing stat skill score
prompt, score, stat.
There's already two ways to find that stuff. Not necessary and an extra command is always terrible.
Watch <direction>.
I think it would be neat if when you were walking it showed the things that were in the direction you saw.
Without them having to move.
My want: Let there be a brief for the list command
>brief list off/on
Brief list on
01) a knot of black, viscous spice for 181 obsidian coins, many are available.
02) a knot of colorful, flaky spice for 63 obsidian coins, many are available.
03) a knot of crumbly, golden spice for 84 obsidian coins, many are available.
Brief list off
01) a knot of black, viscous spice for 181 obsidian coins.
02) a knot of colorful, flaky spice for 63 obsidian coins.
03) a knot of crumbly, golden spice for 84 obsidian coins.
I want the player to get an echo of movement emotes.
Quote from: kuhfelsen on March 09, 2010, 07:07:13 PM
I want the player to get an echo of movement emotes.
What do you mean?
The man runs in from the west
The man stealthily moves in from the west
the man walks in from the west
w (stalking along)
You walk west, stalking along.
That's what he means.
Ah...
also. I wish we could open joint bank accounts.
>open account
>open account with <person>
"Alright. They got'n account with you."
I like Amanda's idea. The reason I was asking, Mansa, is because sometimes, I just want to know what language I'm speaking. I don't want to see the entire game screen scroll up with the entire list of my skills. Typing "change language" will let me do that now. However, typing "change ldesc" returns "What do you want to change your ldesc to?" and typing "ldesc" returns "What?" Having to see 18 lines of text scroll up my screen, just to see what my current ldesc is, is fine if there's nothing going on. But if something is going on, it can be a bit too much. Same thing with "change objective." It doesn't say what your objective IS. It asks what you want to change it to. And typing just "objective" returns "What?"
So I'm saying..typing these words by themselves, should let you see what those things are -currently- set to. Just like togglables + "status" tells you what toggleables are set to (such as listen), without your needing to keep it on a prompt.
Amanda's solution to add the word "check" to your ideas, for people to check things -one item at a time- is nice and neat. I like it.
Quote from: Lizzie on March 09, 2010, 08:22:07 PM
I like Amanda's idea. The reason I was asking, Mansa, is because sometimes, I just want to know what language I'm speaking. I don't want to see the entire game screen scroll up with the entire list of my skills. Typing "change language" will let me do that now. However, typing "change ldesc" returns "What do you want to change your ldesc to?" and typing "ldesc" returns "What?" Having to see 18 lines of text scroll up my screen, just to see what my current ldesc is, is fine if there's nothing going on. But if something is going on, it can be a bit too much. Same thing with "change objective." It doesn't say what your objective IS. It asks what you want to change it to. And typing just "objective" returns "What?"
So I'm saying..typing these words by themselves, should let you see what those things are -currently- set to. Just like togglables + "status" tells you what toggleables are set to (such as listen), without your needing to keep it on a prompt.
Amanda's solution to add the word "check" to your ideas, for people to check things -one item at a time- is nice and neat. I like it.
You could also have it echo when you type the code:
Language
>you are speaking sirihish
Accent
>you are speaing rinthi
Rather than having a new command "check"
For every room to have the Light flag removed from them and instead have two kinds of rooms, one that is lit by windows and thus effected by the amount of light outside, and those that have no significant openings to the outside and thus not effected by the time of day. After that give every room a built in wall/street/hanging lantern that doesn't need fuel and that can be turned on and off.
In some places such as taverns the lantern would be turned on by the barkeep as it began to get dark outside, same would go for main streets with npcs walking along the streets and lighting the street lamps.
As well in places like taverns the barkeep would likely keep you from snuffing out the light but places like streets you should be able to either use something to snuff out the light same way the NPCs would or if you have the climb skill to be able to climb up the lamp and snuff out the light and darkening a section of street.
Cool idea. I would also like to see it take time to get all the street lights lit, etc. Not be instantaneous.
Quote from: jhunter on March 10, 2010, 04:00:33 PM
Cool idea. I would also like to see it take time to get all the street lights lit, etc. Not be instantaneous.
Of course ;)
Added: To be clear I was thinking of an actual NPC with a staff for lighting the lamps and regular movement lag actually walking around the city to light the street lamps.
I would like to be able to hold food and eat it at the same time. Like holding a kalan and eating it. Small, but nice. Like how you can hold mugs and drink from them.
And for 'bowls' and 'plates' of things to load empty bowl or empty plate objects when you finish eating what's in them.
I want a measure of size, not just weight. Esp. for containers. I've accidentally walked off with some training spears, and shoved them in my pack when I notice (I know, I know, I'm a horrible person). I think that containers such as packs and stuff should have size, and weight limits. Size limit is effected by the actual size of the container (large bags hold more than small bags) and weight limit is effected by the material of the container (leather bags hold more than cloth bags).
Also, I think we should lower the number of items players can hold. I think the limit right now is six. It's ridiculous that I can wield a sword, a shield, and six throwing knives. I think that we should have some larger items that you can only hold two of, and some smaller ones where you could hold a few. Perhaps wielding weapons would not let you hold any (i.e. your hands are full). Just throwin' stuff out there.
Probably my most likely of my suggestions: I want to be able to see if I can craft an item by using the view command. It could just be something vague, like, "You could probably make something with this.
Quote from: kuhfelsen on March 10, 2010, 09:14:22 PM
I want a measure of size, not just weight. Esp. for containers. I've accidentally walked off with some training spears, and shoved them in my pack when I notice (I know, I know, I'm a horrible person). I think that containers such as packs and stuff should have size, and weight limits. Size limit is effected by the actual size of the container (large bags hold more than small bags) and weight limit is effected by the material of the container (leather bags hold more than cloth bags).
The 'size' of an item is coded, as well as what items can fit in 'sized' containers.
The code was recently fixed to where you should not be able to put large sized items in smaller containers now, so if you find an instance where something large will fit in something small, one of them could possibly be off, so typo them both so staff can check them out. You might want to mention the other item's sdesc as well to help out.
It would be AWESOME if we could see this number, though.
Quote from: kuhfelsen on March 10, 2010, 09:14:22 PM
Also, I think we should lower the number of items players can hold. I think the limit right now is six. It's ridiculous that I can wield a sword, a shield, and six throwing knives. I think that we should have some larger items that you can only hold two of, and some smaller ones where you could hold a few. Perhaps wielding weapons would not let you hold any (i.e. your hands are full). Just throwin' stuff out there.
Six isn't a set number. The amount of items you can hold at a given time is based off your agility stat.
Also, I --believe-- staff has said before that things in your inventory CAN be viewed as "within reach." (a dagger slid up the sleeve of your cloak for example, or having four planks in your inventory when you are emoting that they are laid out on the the table or saw-kanks you are working at)
I wish there was a "curtain" on those apartments that have balcony-ish watch scripts, or something -- there's nothing to break up a tense scene in a apartment like getting spammed with PCs commuting. "close curtain", they're gone, "open curtain", they're back. For that matter, look window to see what's already out there/room desc.
Why is it... in the dark. You can grab a torch from your container. But not anything else?
I think it would be nice to b eable to grab a lot more.
For accents to be coded such as if you don't codedly(say 10% to being able to speak the accent) know the accent, then it is unknown to you.
the woman says in sirihish, in an unknown accent:
"Blah blah blah."
Looking over the subguild help files....
subguild_thug should get subdue. They are thugs after all.
Quote from: FantasyWriter on March 13, 2010, 03:42:33 PM
Looking over the subguild help files....
subguild_thug should get subdue. They are thugs after all.
Word...
Eh, I don't think so. sap + subdue + kick would be pretty awesome for an assassin though. Kinda too powerful.
Quote from: FantasyWriter on March 13, 2010, 03:42:33 PM
Looking over the subguild help files....
subguild_thug should get subdue. They are thugs after all.
...
I...
...
What???
Quote from: spawnloser on March 13, 2010, 05:57:57 PM
What???
I, Lewis Williams, would like for characters with subguild_thug to be able to use skill_subdue so that they are better able to cause harm without causing death.
Causing harm, without causing death, is what I think subguild_thug is for.
Hope that answers your question.
FW
Thug originally had subdue.
It was removed.... for a while? I don't know if it has it or not, honestly.
Same with how bard used to come with instrument making.
Quote from: mansa on March 13, 2010, 07:13:10 PM
Thug originally had subdue.
It was removed.
Same with how bard used to come with instrument making.
Cool. I didn't know that.
Nevermind, then :D
Oh, thug doesn't have subdue any more? That's where my surprised, "What???" came from. I was under the impression they still had it.
Quote from: spawnloser on March 13, 2010, 08:32:31 PM
Oh, thug doesn't have subdue any more? That's where my surprised, "What???" came from. I was under the impression they still had it.
It was removed BEFORE the subdue / draw "feature" was disabled.
Really? I could have sworn I had a thug since then with subdue. Oh well.
Eh... for shits'n giggles I think there should be a "toss" command. So you can -give- people things from maybe a room away. It would be fun to roleplay a game of catch without the chance of killing each other, yeah?
Quote from: spawnloser on March 13, 2010, 10:22:52 PM
Really? I could have sworn I had a thug since then with subdue. Oh well.
Maybe it's still there.
I haven't played a thug in a while. I just remember the skill being tweaked around the first year they got implemented.
Quote from: spawnloser on March 13, 2010, 10:22:52 PM
Really? I could have sworn I had a thug since then with subdue. Oh well.
If they don't have it, they should. If they do have it, it should be added to the help file.
A prompt thingy that shows if you have a lit light source currently equipped.
Quote from: Cutthroat on March 17, 2010, 12:40:30 PM
A prompt thingy that shows if you have a lit light source currently equipped.
OMG YES. "Your torch flickers feebly." does -not- count.
lol. Just remember to "ep torch" instead of holding it.
That way you can use the "are you armed" prompt thingy to tell you.
But definately. I like the light-source-holding prompt idea.
Change it so when you are holding something it says you are armed (there are so many prompt variables as is :-[).
You never know... I might be deadly with that tandu sausage/feather/mug.
Would it be possible to double the amount of money you are paid when you gather and sell cotton? I know it's supposed to be a job that only allows you to survive, but I find it a bit disappointing/ridiculous that it took me about half an hour to make something like 12 'sids from it.. A whole day at the cotton field won't even allow you to buy a drink of water, and on top of that, it'll actually make you go from not thirsty to something like very thirsty/parched if you do it during the day (like most people would do), therefore, eating all of your meager profit.
For the effects of spice to wear off while your character is off-line, like the drunk code now does.
Quote from: Malken on March 18, 2010, 02:37:07 AM
Would it be possible to double the amount of money you are paid when you gather and sell cotton? I know it's supposed to be a job that only allows you to survive, but I find it a bit disappointing/ridiculous that it took me about half an hour to make something like 12 'sids from it.. A whole day at the cotton field won't even allow you to buy a drink of water, and on top of that, it'll actually make you go from not thirsty to something like very thirsty/parched if you do it during the day (like most people would do), therefore, eating all of your meager profit.
I think success is based on your forage skill, so if your forage skill is low, you fail a lot and that ends up hurting your bottom line. I believe cotton foraging is really only worth it if you are a merchant or subclass tailor, and can actually do things with the cotton beyond turning it all over to the dude at the gate for a few measly 'sid.
Protip: Find a PC merchant or tailor to sell the cotton too.
Selling to PCs is almost ALWAYS more profitable, both financially and in the interaction it will bring.
A way to give multiple items in trade at a shop.
Instead of:
Offer sword #8
A Merchant tells you:
"No deal. That is not worth enough to me."
You could do:
Offer all.sword #8
A Merchant tells you:
"I shall give you a spear for a few obsidian swords."
I want to be able to specify how many of an item you are manipulating.
Drop 3-sword would drop three swords.
For 'analyse' to work like 'analyze'.
Quote from: Booya on March 21, 2010, 10:05:59 AM
For 'analyse' to work like 'analyze'.
>alias analyse analyze
;)
We got grey Booya, we got grey...
Quote from: Thorg on March 22, 2010, 01:20:10 PM
Also having the corpse become "the skinned corpse of the tall, muscular man" instead of vanishing would be a good middle ground.
Corpses should naturally decay over time.
The body of the tall, muscular man lies crumpled here.
The dessicated corpse of a tall, muscular man lies crumpled here.
A humanoid skeleton lies crumpled here. (Assess gives race, with subguild physician giving age/sex.)
Then into component bones.
Corpses at all stages should be, ugh, skinnable or craftable. This should make a significant, hard to get rid of mess on equipment and people and the room. (In fact, skinning an animal should create difficult-to-eradicate sign, even in an outdoor "room." And attract vultures.)
Corpses should ALWAYS save, even if they aren't in save rooms.
(Needless to say, decapitated head objects should save--I think they don't survive reboot or maybe even quit?--but should have a decay script attached.)
For junk to work on held objects . . . I hate finding I still have that bottle in hand I left at the local bar, at least tried to, with my junk command.
Of course, this would mean being even more careful with keywords.
Junking the 600 coins bone saw in your hand instead of the 5 coin length of bone you can't do anything with.... not good.
junk bone.saw
junk piece.bone
key bone
This can be avoided.
Quote from: FantasyWriter on March 22, 2010, 08:11:41 PM
Junking the 600 coins bone saw in your hand instead of the 5 coin length of bone you can't do anything with.... not good.
I'm with you. I'd rather not add more possiblity of such mistakes. Junking in inventory only is fine with me.
I wish you could rent houses again. Like maybe go to the bank to pay your rent and get your key or something. Their just don't ever seem to be enough opened apartments and all those houses are just going to waste.
Quote from: Bast on March 22, 2010, 09:01:54 PM
I wish you could rent houses again. Like maybe go to the bank to pay your rent and get your key or something. Their just don't ever seem to be enough opened apartments and all those houses are just going to waste.
This. My god I would love the chance to rent some of the houses which are just sitting there, empty.
Quote from: AmandaGreathouse on March 22, 2010, 09:15:45 PM
Quote from: Bast on March 22, 2010, 09:01:54 PM
I wish you could rent houses again. Like maybe go to the bank to pay your rent and get your key or something. Their just don't ever seem to be enough opened apartments and all those houses are just going to waste.
This. My god I would love the chance to rent some of the houses which are just sitting there, empty.
I know I love the insides of some of houses too...its shame they are going to waste.
A Nenyuki Housing Agent is standing here.
list
These houses are available:
#1 A blue-doored, three room abode on Merchant's Way for 1200 coins.
#2 A white-doored, two room shack on Commoner's Way for 800 coins.
Etc etc...
Ask agent #2
A Nenyuki Housing Agent says, "This house is blah blah..."
Rent #2
You give the Agent 1200 coins and he hands you a thick black key on a leather string.
Quote from: Dan on March 22, 2010, 09:37:09 PM
A Nenyuki Housing Agent is standing here.
list
These houses are available:
#1 A blue-doored, three room abode on Merchant's Way for 1200 coins.
#2 A white-doored, two room shack on Commoner's Way for 800 coins.
Etc etc...
Ask agent #2
A Nenyuki Housing Agent says, "This house is blah blah..."
Rent #2
You give the Agent 1200 coins and he hands you a thick black key on a leather string.
Exactly!!! It also be nice to have places in Luirs and maybe some more in Storm but I'd be happy just being able to rent houses.
Quote from: Bast on March 22, 2010, 09:40:36 PM
Quote from: Dan on March 22, 2010, 09:37:09 PM
A Nenyuki Housing Agent is standing here.
list
These houses are available:
#1 A blue-doored, three room abode on Merchant's Way for 1200 coins.
#2 A white-doored, two room shack on Commoner's Way for 800 coins.
Etc etc...
Ask agent #2
A Nenyuki Housing Agent says, "This house is blah blah..."
Rent #2
You give the Agent 1200 coins and he hands you a thick black key on a leather string.
Exactly!!! It also be nice to have places in Luirs and maybe some more in Storm but I'd be happy just being able to rent houses.
I know there are a few in Red Storm, because you used to be able to rent them from a nenyuki agent at something like 20 days played.
It would definitely be cool to be able to rent the houses again.
And obviously you should only be able to rent one house at time. To prevent someone from renting a house in every town which I feel is kinda rotten as it prevents other players from getting there own places.
I wonder how many people have a place in Storm, Allanak and Tuluk. Im sure theres some. :(
Quote from: Dan on March 22, 2010, 10:10:04 PM
I wonder how many people have a place in Storm, Allanak and Tuluk. Im sure theres some. :(
or several in different buildings in the same city...I've know pcs that have owned upwards to five apartments in one town. I think its half the issue with finding a place to live.
Quote from: Bast on March 22, 2010, 10:21:22 PM
Quote from: Dan on March 22, 2010, 10:10:04 PM
I wonder how many people have a place in Storm, Allanak and Tuluk. Im sure theres some. :(
or several in different buildings in the same city...I've know pcs that have owned upwards to five apartments in one town. I think its half the issue with finding a place to live.
Me too, and I kind of wish it wasn't allowed, from a playability standpoint.
Quote from: AmandaGreathouse on March 22, 2010, 10:43:36 PM
Quote from: Bast on March 22, 2010, 10:21:22 PM
Quote from: Dan on March 22, 2010, 10:10:04 PM
I wonder how many people have a place in Storm, Allanak and Tuluk. Im sure theres some. :(
or several in different buildings in the same city...I've know pcs that have owned upwards to five apartments in one town. I think its half the issue with finding a place to live.
Me too, and I kind of wish it wasn't allowed, from a playability standpoint.
Sometimes you need a workshop, a place to sleep for yourself, and a place for your minions to hang out where they won't bother you. I mean, do you -really- want to sleep a room away from where you tan your hides?
Many months later..
I -still- want to be able to whisper to myself.
Also, regarding Gurth and Inix.. They both have the 'shell' keyword. Something should be done to prevent 'kill shell'.
Quote from: Xagon on March 24, 2010, 08:12:55 PM
Many months later..
I -still- want to be able to whisper to myself.
Also, regarding Gurth and Inix.. They both have the 'shell' keyword. Something should be done to prevent 'kill shell'.
key shell
kill 2.shell
kill 3.shell
kill gurth
kill inix
I wish successfully hiding and then attacking something gives you a coded advantage in the first round of combat. Not something like backstab-frightening but maybe a small increase to the chance to actually hit - And hit harder.
Quote from: Gunnerblaster on March 24, 2010, 10:35:26 PM
I wish successfully hiding and then attacking something gives you a coded advantage in the first round of combat. Not something like backstab-frightening but maybe a small increase to the chance to actually hit - And hit harder.
It seems like you already get a first-round advantage attacking something, just by being the attacker. Might just be confirmation bias on my part, though.
I always thought that too.
You can't just type "kill gurth" ?
You can also use "break shell".
A hot tub time machine.
I thought the gypsies had one of these. :(
On topic:
Targeted thinks and feels.
Quote from: spawnloser on March 26, 2010, 05:42:53 AM
Since you're now mentioning custom cloaks... I'm sorry that you bought one of those. They're crap. I don't know of anyone that ever buys one. In fact, all the clothing from that shop where you can pick material/color/item is kinda crappy. Very meh as far as description goes and not as functional as comparable items.
Anyway, yeah, I don't think those can close.
This is rather true. I was sadly disappointed with one of those cloaks when I first bought one as a newb (I couldn't find a cloak elsewhere). I'd like if it was expanded a bit.
Non-sentient NPCs in the rinth, plz!
QuoteCockroach (General)
Zalanthan cockroaches are extremely resilient beasts, and can vary in size from that of a human thumbnail to that of an adult scrab. Their chitinous exoskeletons make them rather hard to damage, while their clashing mandibles and hooking claws make them either minor annoyances or serious threats, depending on the size of the cockroach encountered. Cockroaches have a tendency to splatter when struck with a good blow, showering all nearby.
See Also:
Animal_Life
QuoteRats (General)
Different species are found in all variety of habitats, with a few common traits. Zalanthan rats are often nearly knee-high on a human, and feed on an astonishing array of normally unpalatable materials. While a very few species have decent pelts, most are killed solely as pests or as food for the ravenously starving.
See Also:
Animal_Life
PS: I had a dream last night of being chased around by a two-foot long cockroach.
There used to be actual rats in the 'rinth. Everyone was using them to practice backstab and sap.
Quote from: Synthesis on March 27, 2010, 04:41:14 PM
There used to be actual rats in the 'rinth. Everyone was using them to practice backstab and sap.
Stupid twinks... ruining it for folks who just want some rat-on-a-stick. :(
Quote from: FantasyWriter on March 27, 2010, 04:49:53 PM
Quote from: Synthesis on March 27, 2010, 04:41:14 PM
There used to be actual rats in the 'rinth. Everyone was using them to practice backstab and sap.
Stupid twinks... ruining it for folks who just want some rat-on-a-stick. :(
The only character classes/subclasses that get the skinning skill are kind of weird for the 'rinth, anyway...although wasn't there a recent update that changed it so that pretty much anyone can at least get meat from a carcass?
Quote from: Synthesis on March 27, 2010, 04:41:14 PM
There used to be actual rats in the 'rinth. Everyone was using them to practice backstab and sap.
Funny... Now instead of dead rats, people just kill NPC's to train.
The ability to attach emotes to 'sheath <weapon>'
Example:
sheath warsword [looping it through ^me belt]
or
sheath spear back (Slinging it over one shoulder)
To be able to flip flippable weapons in combat. Eruhhg.
Quote from: MarshallDFX on April 02, 2010, 01:43:10 PM
To be able to flip flippable weapons in combat. Eruhhg.
Try >use [weapon]
For closed cloaks/worn-about-body items to cover the arms and shoulders as well as the torso/etc.
Always bothered me so much.
Quote from: WWYD on April 07, 2010, 06:13:45 PM
For closed cloaks/worn-about-body items to cover the arms and shoulders as well as the torso/etc.
Always bothered me so much.
I'd like for full body cloaks and robes that are pulled shut to cover even more than that. I wouldn't mind just seeing say, gear fom the neck up, the gloves, and the boots, on people who are wearing big ankle length robes and greatcloaks that they've closed up around them.
But then that would require tailoring each cloak in game to cover certain stuff based on how short or long it was, rather than a blanket script that covers all cloak items :(
I agree - greatcloaks and robes that cover everything from below the neck down to boots including sleeves slot and shirts/blouses that cover sleeves.
Quote from: Sinna on April 08, 2010, 05:45:36 AM
I agree - greatcloaks and robes that cover everything from below the neck down to boots including sleeves slot and shirts/blouses that cover sleeves.
+4
Quote from: Reiloth on April 08, 2010, 09:04:01 PM
Quote from: Sinna on April 08, 2010, 05:45:36 AM
I agree - greatcloaks and robes that cover everything from below the neck down to boots including sleeves slot and shirts/blouses that cover sleeves.
+4
+5
Also for garments without pockets (Eg. Cannot be opened/closed) To hide equpment simply by wearing them.
Let's not forget all those back inkings that are so vivid they can be see through a shirt -and- a cloak.
You can't see those when looking at them, and I am sure it is a simple limitation/quirk of the code that you get the message about the tattoo/scar being revealed when someone takes off their backpack.
Thirst code should be linked to encumbrance, if it isn't already.
Quote from: RogueGunslinger on April 09, 2010, 06:54:49 PM
Thirst code should be linked to encumbrance, if it isn't already.
And running. And combat. And... you know. That kind of stuff.
I wish the face slot was actually 3-4 slots. The code could track them as face1, face2, etc., but they would all display as <face>. Then I could get a nose ring, a tattoo, and some warpaint.
Quote from: Thunkkin on April 12, 2010, 05:34:08 PM
I wish the face slot was actually 3-4 slots. The code could track them as face1, face2, etc., but they would all display as <face>. Then I could get a nose ring, a tattoo, and some warpaint.
Thunkkin.... I think I love you.
Although I'd rather see something like
<eyes> the smexy eyeliner
<nose> a gorgeous nose ring
<mouth> a polished sliver of bone
<face> a red sandcloth bandana
for the displays.
Even though I admit that that could take a lot of coding.
There's already similar code in place for that - fingers and ears, for example.
<worn on finger> A ring of green schwartz
<worn on finger> The One Ring
Quote from: Ashes on April 12, 2010, 09:02:32 PM
There's already similar code in place for that - fingers and ears, for example.
<worn on finger> A ring of green schwartz
<worn on finger> The One Ring
Although that might be similar on a code level, on an item level, it's really not. You don't want sunslits on your mouth, or kohl on your nose, etc, etc, so I'm thinking more in that it might require a lot of items already in game to be changed as to their wear locations.
I wasn't trying to reach a conclusion or anything, I was just pointing out that there's already something in existence that could be hijacked for this. I'm all for multiple "face" slots; it would be a neat addition, but it would be a service for it to be as painless for whoever works on that as possible.
'Sides, I want kohl in my mouth and sunslits on my nose. I think it'd be interesting roleplay.
Quote from: AmandaGreathouse on April 12, 2010, 09:37:38 PM
Quote from: Ashes on April 12, 2010, 09:02:32 PM
There's already similar code in place for that - fingers and ears, for example.
<worn on finger> A ring of green schwartz
<worn on finger> The One Ring
Although that might be similar on a code level, on an item level, it's really not. You don't want sunslits on your mouth, or kohl on your nose, etc, etc, so I'm thinking more in that it might require a lot of items already in game to be changed as to their wear locations.
When wear_locs go wrong:
(http://www.maniacworld.com/dog-butt-sunglasses.jpg)
It seems to me that implementing face/mouth/nose/eye slots would be a huge amount of work, since it would require the imms to comb through every possible item and assign a new wear_loc to it (or multiple wear_locs). Having multiple slots that all accept a "face" item would mean that the item database could remain untouched.
Except. Then we'd have annoying people with four pairs of sunslits or four bandanas on their face. However, we'd probably kill these people on sight so the problem would take care of itself.
As Synth suggests, however, sunslits on the backside are an excellent way to confuse predators.
The ratty, saw-toothed half-elf exclaims, in rinthi-accented sirihish:
"No, rilly, boss! I couldn' take the shot! Th'fecker had eyes in th'back of 'is 'ead!"
Templar shaped cookies.
To do nasty things with them.
>eat cookie (Snapping it in half)[biting off the templar-shaped cookie's head]
World peace piece.
Quote from: Aaron Goulet on April 13, 2010, 07:49:33 PM
World peace piece.
We'll put the carb in Africa(it's a big hole anyways), and the down-stem in the Atlantic.
Communal places for independant crafters to craft. Easier to keep an eye on them by the greater powers, and more sociable then each in their own apartment. Might also help people wanting to buy off them as they'd be more easily found.
I'd like to have one-night stands inside the taverns, and have the rental rooms cost me less than 40 coins a night for two people.
Quote from: Gunnerblaster on April 13, 2010, 07:46:52 PM
>eat cookie (Snapping it in half)[biting off the templar-shaped cookie's head]
That's not nasty at all, loser.
>: )
Simple tasks, when in the right context, take on a whole new level of awesome.
Quote from: Ashes on April 19, 2010, 02:51:32 AM
Simple tasks, when in the right context, take on a whole new level of awesome.
Yes, they didn't REALLY want you to buff their boabab table....you should've gone with 2.boabab. :D
Imagine
command im and iy
im the sun falling to the earth.
You imagine the sun falling to the earth.
iy stabbing lord templar fancypants in the eye.
You imagine yourself stabbing lord templar fancypants in the eye.
Why, because I don't really think in words so much as imagery. And it is easier to add feelings to Imagine, and it would easily dual use as daydream.
Quote from: X-D on April 22, 2010, 11:29:43 AM
Why, because I don't really think in words so much as imagery. And it is easier to add feelings to Imagine, and it would easily dual use as daydream.
I dig it. This type of emoting would suit my current character well, and my style in general.
Quote from: mansa on April 18, 2010, 06:18:48 PM
I'd like to have one-night stands inside the taverns, and have the rental rooms cost me less than 40 coins a night for two people.
on that note it would be nice if it lasted a night instead of having to pay again as soon as you leave.
Oh also Listen door
let's you put your ear to a door and see whats going on on the other side. obviously guards wouldn't much like you doing this.
Quote from: X-D on April 22, 2010, 11:29:43 AM
Imagine
command im and iy
im the sun falling to the earth.
You imagine the sun falling to the earth.
iy stabbing lord templar fancypants in the eye.
You imagine yourself stabbing lord templar fancypants in the eye.
Why, because I don't really think in words so much as imagery. And it is easier to add feelings to Imagine, and it would easily dual use as daydream.
And also, on that note...
Get rid of the automatic 'feeling' before the think command.
>Remembering your father's words, you think:
"Dad's always right."
... though I think I mentioned this before. :/
Quote from: Kankfly on April 23, 2010, 06:07:39 AM
Quote from: X-D on April 22, 2010, 11:29:43 AM
Imagine
command im and iy
im the sun falling to the earth.
You imagine the sun falling to the earth.
iy stabbing lord templar fancypants in the eye.
You imagine yourself stabbing lord templar fancypants in the eye.
Why, because I don't really think in words so much as imagery. And it is easier to add feelings to Imagine, and it would easily dual use as daydream.
And also, on that note...
Get rid of the automatic 'feeling' before the think command.
>Remembering your father's words, you think:
"Dad's always right."
... though I think I mentioned this before. :/
Its been mentioned a hundred times. And people will always come up with reasons why not to, since can get around it.
>Feeling scared as you remember your father's words, you think:
"Dad's always right."
Or feel scared as mental images of blah blah come into your mind, talking about gaping female giant's and their nasty sexual noises during mating, scarring you for life.
clean me (brushing herself off absently)
Quote from: AmandaGreathouse on April 26, 2010, 04:28:12 AM
clean me (brushing herself off absently)
This.
Also I think if someone comes to your apartment and knocks. Should be able to hear it in EVERY room of the apartment. Only makes sense. I hear someone knocking at my door in my bedroom, when had an apartment and not renting a house. Though eh! Random and tiny want.
I also wish people could visit your apartments, without you having to go down to get them.
I don't see why the guard gives a shit who goes in and out to be honest.
You know how easy it is now a days to break into an apartment? I am talking inrl.
Standardizing all the merchants, particularly the merchant in the Blackwing outpost. I've had more than a few times when I've walked away after the offer and forgotten to wait to receive the pay. I'm sure this is the way it is because of the particular restrictions on that merchant, but if it's changeable that'd be absolutely awesome.
I've seen staff over the months fixing all the water-selling scripts to have one standardized style and that was a fix that removed a lot of headaches. Being a player with a long career with the game those were still always a source of headaches when I had to deal with them.
It would be nice if rugs and mats were readily available in Tuluk for an affordable price.
Quote from: LauraMars on April 29, 2010, 06:08:11 PM
It would be nice if rugs and mats were readily available in Tuluk for an affordable price.
It would be nice if furniture was more readily available and not outrageously expensive.
Seeing as how burglars make off with everything, even the god damn cots in apartments.
Can't buy a lot of things.
Also be nice if the counters in most apartments, could STAND at or PUSH A STOOL up to it.
Because you can not in many thing, even though are 'some spaces here' or more.
Quote from: Kankfly on April 23, 2010, 06:07:39 AM
Quote from: X-D on April 22, 2010, 11:29:43 AM
Imagine
command im and iy
im the sun falling to the earth.
You imagine the sun falling to the earth.
iy stabbing lord templar fancypants in the eye.
You imagine yourself stabbing lord templar fancypants in the eye.
Why, because I don't really think in words so much as imagery. And it is easier to add feelings to Imagine, and it would easily dual use as daydream.
And also, on that note...
Get rid of the automatic 'feeling' before the think command.
>Remembering your father's words, you think:
"Dad's always right."
... though I think I mentioned this before. :/
An enthusiastic +1
Prompts when you're about to go over a cliff, and for holes in rooms to be either prompted or difficult to fall into. Frankly, it's stupid that many holes in the ground aren't visible till you're already in them. Even if someone weren't paying attention, I'm pretty sure they'd notice a 10 foot chasm in the ground. What's the point of this, besides making gameplay frustrating?
If the descriptions for looking into the room clearly stated "this room has a big fuckall hole in the middle of it" then it wouldn't be too bad. But having a room with an otherwise normal descriptor and then filling it with a big mount-swallowing hole is ridiculous. It's not realistic, it's not vital to the tone of the world, it's just a nuisance.
I don't think I've ever ran into a hole that didn't have proper descriptions. I've been around the known a bit now, so that actually has meaning. I pays to be attentive.
Edit: Oh, and if there is one's you know of, I think staff wants you to send them the room, so it can be fixed.
I think all of the ones that were not described properly have been fixed.
Keep in mind, MANY holes are NOT visible at night from a room away, night time travel is always at own risk.
I'd like to see characters gain a temporary boost to stamina/stun after sleeping for several IG hours in a bed or other comfortable setting. This would give players an incentive to sleep IG and it makes sense. I know that when I get a good night's sleep, the next morning I feel like a million bucks. I can run faster and longer, and it's easier for me to concentrate. Obviously the buff wouldn't last too long, perhaps as long as spice.
Adversely, I think the game could somewhat benefit from sleep deprivation. Obviously your character's doing stuff when you're not logged on, but say you're logged on for 4 or so IG days without even a wink of sleep, I think that should have some negative effect on your character. Perhaps a reduction in stamina/stun.
Quote from: Blackisback on April 30, 2010, 09:04:47 PM
I'd like to see characters gain a temporary boost to stamina/stun after sleeping for several IG hours in a bed or other comfortable setting. This would give players an incentive to sleep IG and it makes sense.
This is sort of present already. You don't gain those last few points of stamina back unless you actually sleep, not just rest.
Quote from: Blackisback on April 30, 2010, 09:04:47 PM
Adversely, I think the game could somewhat benefit from sleep deprivation. Obviously your character's doing stuff when you're not logged on, but say you're logged on for 4 or so IG days without even a wink of sleep, I think that should have some negative effect on your character. Perhaps a reduction in stamina/stun.
Not a horrible idea, but I'm still opposed. :) Consider a multi-clan RPT: it's gonna take forever to get everyone together, and forever to get where you're going, and forever to try to find the other clans so they can try to kill your guys, and forever to finally get the survivors back where you came from. Does it really add much to burn RPT time because people need to sleep?
That's one that I'd rather leave it to the players' discretion. Sometimes I do want to RP sleeping; usually I'd rather be doing something more interactive.
QuoteThe grizzled byn sergeant says, "Now that we've reached the entrance to the lair of the vicious babyeaters..."
The spunky runner exclaims, "Nap time!"
The spunky runner gets a baby blue blanket from his canvas backpack.
Quote from: Is Friday on April 30, 2010, 10:10:10 PM
QuoteThe grizzled byn sergeant says, "Now that we've reached the entrance to the lair of the vicious babyeaters..."
The spunky runner exclaims, "Nap time!"
The spunky runner gets a baby blue blanket from his canvas backpack.
Hah! You knew my first Bynner?
Caveat: I'm not meaning this to bash other players.
Some people have trouble pushing the button on their keyboard with the little dot that we call a period. Maybe they type too fast. Who knows. I don't care. I'd love for the mud to automatically insert a period any time there is no punctuation present at the end of a sentence. As far as I can tell, there is absolutely zero IC purpose in having a sentence NOT end in punctuation at all. Same with capitalizing the first word in any spoken phrase. Are there situations in which people must begin a phrase with a lower caps word or end a sentence without any punctuation?
These two changes would go a long way toward making certain players (whom I enjoy playing with) less distracting and less identifiable.
Quote from: Thunkkin on May 07, 2010, 09:59:31 AM
Stuff.... About punctuation and capitalization...
I'd love for it to auto-capitalized the first word in every say, tell, and such also.
I've seen a lot less capitalization and punctuation of late. Though I assume some them are new players too be fair.
My random tiny wants:
ALL APARTMENTS should have some set items in them.
And they should be locked into the room.
ALSO: Those items already locked into the rooms, should show under the desc, and allow you to 'arrange' them. Eh.
I'd like for the code to auto-correct capitalization/punctuation errors. I've actually seen a lot of capitalization where it doesn't belong, rather than where it does belong. To wit:
At your table, Smoothing down his cloak, the green-haired guy says, in sirihish, "hello"
The red-eyed man has arrived from the north, Humming a ditty.
"But," said Pooh, "there are times when I really do want Special Capitalization."
Quote from: brytta.leofa on May 07, 2010, 01:24:46 PM
"But," said Pooh, "there are times when I really do want Special Capitalization."
The grizzled byn sergeant says, "Now that we've reached the entrance to the lair of the vicious babyeaters..."
The spunky runner exclaims, "Nap time!"
His voice rising to a roar that sends the nearby dangling web aquivering, the grizzled byn sergeant exclaims, " WHAT!!"
The spunky runner says, " nothing. "
I would love it if being asleep didn't block telepathy.
Quote from: Chettaman on May 08, 2010, 10:12:29 AM
I would love it if being asleep didn't block telepathy.
Instead they translate into dreams.
*ahem* Anyway...
I would love to:
>buy 10.piece
>You buy (10) pieces of bones for 70 obsidian coins.
That would make buying so much easier instead of spamming the screen.
>pour bottle self
You poor Firestorm's Flame on yourself.
>sniff self
You reek of alcohol.
Quote from: Chettaman on May 08, 2010, 10:12:29 AM
I would love it if being asleep didn't block telepathy.
Yes.
You dream that the tall, muscular sarge tells you:
"Runner, you're late, get your ass to training."
More buildings to climb in both of the major city-states.
alleat bread
you eat the bread until you are full/you eat all the bread but still feel hungry
You can "palm" items off the ground but you can't "slip" something onto the ground...
Quote from: perfecto on May 10, 2010, 02:24:21 AM
You can "palm" items off the ground but you can't "slip" something onto the ground...
>Plant
item room
Though it works with the use of the
Steal skill rather than
sleight of hand.
You should be able to forage while dual-wielding a shovel.
Quote from: Rhyden on May 10, 2010, 01:09:51 PM
You should be able to forage while dual-wielding a shovel.
I'd suggest etwo-ing it, but a shovel in each hand could be fiercely effective ...
Quote from: Rhyden on May 10, 2010, 01:09:51 PM
You should be able to forage while dual-wielding a shovel.
Aye... that annoys the poo outta me.
>sheath shield back
Has this been mentioned before?
Quote from: Kankfly on May 13, 2010, 01:34:24 PM
>sheath shield back
You can sometimes
> wear shield back
But sheath would be nice.
Quote from: Kankfly on May 13, 2010, 01:34:24 PM
>sheath shield back
Has this been mentioned before?
I wish.
I just set up a macro.
rem shield
hold shield
rem shield
wear shield back
Is my macro.
I've also never seen a shield not wearable on the back? -shrugs-
They exist.
A timer function that would let you set up your own status effects based on the feel command.
ie: "timer 15 a burning itch between your legs" would send the message, "You feel a burning itch between your legs." at random intervals for the next 15 minutes.
I occasionally use my MUSHclient timers for this sort of thing, but an in-game function would be much less kludgy.
Quote from: Old Kank on May 15, 2010, 06:35:12 PM
A timer function that would let you set up your own status effects based on the feel command.
ie: "timer 15 a burning itch between your legs" would send the message, "You feel a burning itch between your legs." at random intervals for the next 15 minutes.
I occasionally use my MUSHclient timers for this sort of thing, but an in-game function would be much less kludgy.
Wyn, but without feel.
Feel added to think already makes it less flexible. Just have it have 'you'. So you could to the same but with something like 'can't wait to get the drov out of here.' or 'are freaking out.' or what have you.
I 100% approve this idea.
Quote from: FantasyWriter on May 08, 2010, 01:07:16 PM
>pour bottle self
You poor Firestorm's Flame on yourself.
>sniff self
You reek of alcohol.
>Use torch self.
Quote from: RogueGunslinger on May 16, 2010, 03:18:26 AM
Quote from: FantasyWriter on May 08, 2010, 01:07:16 PM
>pour bottle self
You poor Firestorm's Flame on yourself.
>sniff self
You reek of alcohol.
>Use torch self.
Staff would never be able to keep enough templars/nobles alive if that was codedly possible. ;D
I think even I'd have to set up a templar torching macro myself.
You should be able to cancel a character pending application.
Quote from: Lizzie on May 20, 2010, 11:30:06 AM
We need to implement menstruation. Because it's realistic.
Quote from: Akaramu on May 21, 2010, 07:03:18 AM
Quote from: Chettaman on May 20, 2010, 02:48:12 PM
Quote from: Lizzie on May 20, 2010, 11:30:06 AM
We need to implement menstruation. Because it's realistic.
While we're at it... coded pregnancy.
I wanna see all the templars in game make a mad dash for an alley to drop a deuce.
now that would make handshaking awkward.
em squatting down with his pants around his ankles, me releases a sigh of relief after several long straining grunts.
think (disgusted) Feh, I forgot my toilet paper.
Squatting down with his pants around his ankles, Lord Templar Fancypants releases a sigh of relief after several long straining grunts.
Feeling disgusted, you think, Feh, I forgot my toilet paper.
say (turning to the ~soldier and speaking in a commanding tone) Give me your cloak.
wouldn't that be fun!
Would love for lets say ranger guild to have a kind of scanning that views in circle, n,ne.e.se.s.sw.w.nw type viewing,
Quote from: allieday1 on May 24, 2010, 01:31:33 PM
Would love for lets say ranger guild to have a kind of scanning that views in circle, n,ne.e.se.s.sw.w.nw type viewing,
They already do!
Just type:
l e;l w; l n;l s;l u;l d
It's not the same thing. I'd love to have a full star-directional view, not just from scan, but for all rooms that -would- have star-directional views. In city marketplaces, it makes sense that I might not know what's around the corner to the northwest. But on the salt flats, there is no corner. I should be able to see as far to the northwest, as I can see to the west.
Quote from: allieday1 on May 24, 2010, 01:31:33 PM
Would love for lets say ranger guild to have a kind of scanning that views in circle, n,ne.e.se.s.sw.w.nw type viewing,
I would love for ANYBODY WITH FRIGGIN' EYES to be able to do this.
Quote from: Qzzrbl on May 24, 2010, 08:40:47 PM
Quote from: allieday1 on May 24, 2010, 01:31:33 PM
Would love for lets say ranger guild to have a kind of scanning that views in circle, n,ne.e.se.s.sw.w.nw type viewing,
I would love for ANYBODY WITH FRIGGIN' EYES to be able to do this.
This, so very very hard. It's ridiculously easy to sneak up on someone, at a full run, in the middle of a mostly flat desert, just because of the limitations of the code.
Quote from: Qzzrbl on May 24, 2010, 08:40:47 PM
Quote from: allieday1 on May 24, 2010, 01:31:33 PM
Would love for lets say ranger guild to have a kind of scanning that views in circle, n,ne.e.se.s.sw.w.nw type viewing,
I would love for ANYBODY WITH FRIGGIN' EYES to be able to do this.
Quote from: maxid on May 24, 2010, 08:48:20 PM
This, so very very hard. It's ridiculously easy to sneak up on someone, at a full run, in the middle of a mostly flat desert, just because of the limitations of the code.
eh, i disagree. it's not that bad. If you know where they are it's because you saw them. When you saw them they COULD have seen you if they were paying attention. But they weren't. So they deserve to be snuck up on.
But yes, yes you can appear AN ENTIRE LEAGUE AWAY from some one on the salt flats by abusing the code limitations. And then you can treat the whole approach from one room to another as merely a single step. And then you can PK them. But that's really just you abusing the shit out of the games' mechanics. Which is easily done all over this game to gain an edge. This isn't that big of a deal, and in some areas (city, dunes, etc) it's actually a feature not a limitation.
So, do you really want to go through every fucking room in the game and assign which non-cardinal directions you can see from it? Fuck no you don't. Imms don't want to either. Save it for arm2.
It's not just PCs that are dangerous in wide-open areas that one could logically see every direction in.....
Packs of kryl, bahamets, meks, bands of gith, etc., etc....
oh right. i'm dumb. been awhile since I got a surprise bahamet attack.
hm, well, same problem: who's going to decide AND assign non-cardinal directions to every damn room? Without a room builder tool like they have for arm2? My guess is that the the difficulty of coding the command is comparatively minor.
sorry. I guess crushing a random tiny want with a definite massive workload isn't in the spirit if the thread. i'll go away now.
A staffer once said (too lazy to look it up) that if were were able to see omni-directionally, so would any other PCs and NPCs so it would negate any benefit.
Now...
You're going west, there is a mekillot one room nw of you... you go west, you look north and see him, he sees you from the north, and shows up to eat you.
With suggestion implemented...
You're going west, there is a mekillot one room nw of you.. you look nw and see him, he sees you, he moves s e and eats you.
I want searching the helpfiles using the "Search helpfiles" to work better. If you want to find the list of subguilds, its awkward. Use the google search.
Documentation/helpfile wiki is my intra-room grid.
Would like to see chickens in Arm.
Or their Arm version.
I want a secret cow dungeon.
Quote from: mansa on March 06, 2010, 10:40:40 PM
- I'd like for the tattoos and scars on people to be visible on their corpses after they die. I always wonder if I'm missing out on the chance to discover the person was secretly part of some crazy orginization or something.
- A means of determining how someone died by looking at their corpse (i.e., slashing weapons, bludgeoned to death, burns, nothing detectable, etc.).
- the ability to use manure to increase your relationship with the land much like you can with water.
These gave me a few ideas too.
Pc corpses, and possibly npc ones too, should have the full desc transferred at moment of death, possibly fading with time, depending on the environment the body is kept in. Perhaps instead of turning them into objects when they die, they could remain mobiles but act as stunned/unconscious so people can remove their clothing, see their desc, tattoos and scars, and add injuries based on how they died.
Perhaps a few broad categories of cause of death could be seen by anyone, and more specific ones could be seen with some "diagnose" or "investigate" skill, give it to physicians, maybe assassins could branch it, and a new subguild "investigator" or something to that effect with urban hunt, "diagnose" and something else that would help them solve crimes/mysteries.
And what about the ability to use manure to poison weapons? I don't even see why you'd need a skill check, just coat the point or edge in feces, let it wear off after a couple strikes but gives a chance to cause infected wounds. Infected wounds could not heal with rest, but woudln't get much worse as long as you stayed resting/sleeping but could act as slow bleeding if you are active until you find a physician or healer.
FTR, corpses do have mdescs now.
For the Shops:
Offer 3 #10 100
Barter
You give blah blah 300 coins for 100 feathers
Quote from: Saellyn on May 28, 2010, 10:04:37 AM
Would like to see chickens in Arm.
Or their Arm version.
I wrote and submitted such an NPC, but it never made it into the game. One of them was sitting in a certain staffer's room for a while though, I was told.
Quote from: Saellyn on May 28, 2010, 10:04:37 AM
Would like to see chickens in Arm.
Or their Arm version.
There (sorta) are!
Quote from: Animals docsBarakhan Lizard : These small winged lizards, usually colored in dark or sandy colors, are the usual source of eggs in the Southlands, where they are often domestically raised for that purpose. Some barakhan lizards are kept in cages as pets, since their chirpings can be interpreted by the ear as musical in nature.
Quote from: Stacy on May 28, 2010, 02:37:20 PM
For the Shops:
Offer 3 #10 100
Barter
You give blah blah 300 coins for 100 feathers
YES!!!!!
Quote from: Winterless on May 29, 2010, 02:15:55 PM
Quote from: MarshallDFX on May 29, 2010, 02:12:38 PM
http://www.rainymood.com/ (http://www.rainymood.com/)
http://www.endlessyoutube.com/watch?v=PoPL7BExSQU&NR=1&feature=fvwp (http://www.endlessyoutube.com/watch?v=PoPL7BExSQU&NR=1&feature=fvwp)
Open both links simultaneously. App a half-elf.
Makes me want to app a 1940's Bugsy Seigel-esque character.
Fedoras and spice cigars.
This exists:
The edge of the shield wall [splat, e, s, w]
>n
You teeter precariously over the edge, blah blah blah, type "[b]north now[/b]" if you really want to risk getting fucking splatted dude.
I wish this did:
Hanging from a big ass cliff [d, d, d, d, d, d, d, d, beep]
>r
You might just beep your pc out of existence newb, type "rest now" if you really want to chillax.
>'unhitch all'
The ability to see how full something is without having to pick it up.
l in bag
In a plain bag of cloth (carried) :
It is less than half full containing:
Many packets of mulmix
Put mulmix bag
You put your packet of mulmix into your plain bag of cloth.
It is now half full. (only have the echos when it reaches certain capacity points of the bag/pack/quiver)
When using the put command, the code should attempt to put the object into itself as a last resort, not first resort. Especially since putting an object into itself is never going to work. If there is a chest with the keyword "gem" and I try "put topaz gem" the code should assume that I mean the chest with the keyword gem and not that I am trying to put the topaz into itself. Same goes for pieces of bone into bone carved crates and so forth.
I wish that players without living characters could:
Read the main rumor boards from any starting location available to them...
And maybe be able to see a count of how many players are sitting in the main taverns at any given time.
Just saying, it would be nice to do a little basic recon to help pick your next role.
Quote from: Akaramu on May 28, 2010, 12:49:12 PM
I want a secret cow dungeon.
There is no cow level.
I want to be able to strap shields/swords to a pack on my back.
O_O type this
Wield sword - sheath sword back
type remove shield, remove backpack, wear shield
All fixed for you.
wound locations
No more ooc clan boards. Yes, I know, I can make a new account for each. But a) that's a pain in the ass, b) I can't make all of you do it, and I'd rather not know who plays whom.
Quote from: Barzalene on June 06, 2010, 12:29:02 PM
No more ooc clan boards. Yes, I know, I can make a new account for each. But a) that's a pain in the ass, b) I can't make all of you do it, and I'd rather not know who plays whom.
why don't you just use 1 alt account where you never post anything but just read?
Then people will know that that account was the person they played with in clan x
Quote from: Barzalene on June 06, 2010, 12:29:02 PM
No more ooc clan boards. Yes, I know, I can make a new account for each. But a) that's a pain in the ass, b) I can't make all of you do it, and I'd rather not know who plays whom.
Then just don't sign up for your clans board? So far as I know, it's not mandatory.
Quote from: Barzalene on June 06, 2010, 01:20:10 PM
Then people will know that that account was the person they played with in clan x
not if you don't identify which character you are playing, right? How will they even know you joined the board if you never post??
But I'll still know who everyone else plays. And I'll miss announcements if I don't look.
Yeah, yeah, I know. It's not happening. And no one else wants it to happen. But I can still want it.
Quote from: Rogerthat on June 06, 2010, 02:28:07 AM
O_O type this
Wield sword - sheath sword back
type remove shield, remove backpack, wear shield
All fixed for you.
Can't wear the shield and the pack at the same time though, and shields don't really fit into packs.
Quote from: Barzalene on June 06, 2010, 04:08:26 PM
But I'll still know who everyone else plays. And I'll miss announcements if I don't look.
Yeah, yeah, I know. It's not happening. And no one else wants it to happen. But I can still want it.
You're not the only one. Personally, I think clan boards do more harm than good and an easy-to-edit IG clan board would be more beneficial.
Why? Because I think keeping IC stuff IG and OOC stuff OOC would be extremely beneficial for this game.
Quote from: Rhyden on June 06, 2010, 07:01:17 PM
Quote from: Barzalene on June 06, 2010, 04:08:26 PM
But I'll still know who everyone else plays. And I'll miss announcements if I don't look.
Yeah, yeah, I know. It's not happening. And no one else wants it to happen. But I can still want it.
You're not the only one. Personally, I think clan boards do more harm than good and an easy-to-edit IG clan board would be more beneficial.
Why? Because I think keeping IC stuff IG and OOC stuff OOC would be extremely beneficial for this game.
Would be cool if there was a way to make any and every post on clan boards anonymous.
::Edit:: Dammit, I always manage to put my post within the quote. >~<
That my perishables don't disappear from my pack the moment I Quit.
Quote from: Barzalene on June 06, 2010, 12:29:02 PM
No more ooc clan boards. Yes, I know, I can make a new account for each. But a) that's a pain in the ass, b) I can't make all of you do it, and I'd rather not know who plays whom.
I'm curious as to why it matters if you know on the OOC board who plays who in the game?
Quote from: Durant on June 06, 2010, 10:14:11 PM
Quote from: Barzalene on June 06, 2010, 12:29:02 PM
No more ooc clan boards. Yes, I know, I can make a new account for each. But a) that's a pain in the ass, b) I can't make all of you do it, and I'd rather not know who plays whom.
I'm curious as to why it matters if you know on the OOC board who plays who in the game?
Same? It doesn't really matter who plays who to me. And I've never minded people knowing who I've played. If it's such a big deal, maybe don't join clans? Or don't read anything on the clan boards, instead making one initial post declaring (on an alt account) the you play soandso and you don't believe in OOC clan boards, so if something needs to reach your pc it needs to be posted on the IG boards and to check for stuff from your pc there?
I find it easier to get lost in the story the less I know ooc.
There are some of you, sorry, (no not you, some other guy, really) who I don't always enjoy on the gdb. I don't want my feelings toward your pcs to be affected by that.
There are some of you on the gdb I adore. I don't want to give your pc the benefit of the doubt because I like you. And yes, I am tempted to do so.
I think it's great that some of you think it doesn't matter. Maybe I'm clouded by my own issues and immaturity, but I believe it may have more effect that we credit it with on how pcs interact.
yea, I could see that. Most big clans do have an IG board where all annoucements go, right?
Coinpurses.
Items specifically designed to hold coin in them, making it so that when you 'buy' things, you don't need to take out the coins first...it comes straight from your coinpurse. When you sell things, it puts the coins in the coinpurse, which you can take it out of freely to store somewhere safer.
Make it theftable, though just about as hard to steal from as something inside a cloak.
Quote from: Barzalene on June 06, 2010, 10:48:21 PM
I find it easier to get lost in the story the less I know ooc.
There are some of you, sorry, (no not you, some other guy, really) who I don't always enjoy on the gdb. I don't want my feelings toward your pcs to be affected by that.
There are some of you on the gdb I adore. I don't want to give your pc the benefit of the doubt because I like you. And yes, I am tempted to do so.
I think it's great that some of you think it doesn't matter. Maybe I'm clouded by my own issues and immaturity, but I believe it may have more effect that we credit it with on how pcs interact.
I really do think it's impossible to be completely detached - we're human, and even if we're not consciously suspect, we can be unconsciously fallible.
Totally anonymous GDB clan boards is one option.. removing them entirely and relying on IG boards is another. Maybe for the smaller clans without a board a rumour NPC could be set up which would be accessible via the 'talk' command. From what I've seen, players have historically been responsible with posting to the IG boards, and have always been free to do so. I don't really see the clan rumour NPC being much different, and would be a little more IC feeling:
> rumour amos Yesterday, the Sarge broke his foot in the new Runner's ass for trying to sex up some creepy magicker in the Gaj.. are they scraping Runners off 'rinther bootheels these days?
> talk amos
The swarthy, tressy-tressed half-man says, "Yesterday, the Sarge broke his foot in the new Runner's ass for trying to sex up some creepy magicker in the Gaj.. are they scraping Runners off 'rinther bootheels these days?
QuoteFrom what I've seen, players have historically been responsible with posting to the IG boards, and have always been free to do so.
Except you have to post in game. Once I was posting, when a figure of authority came in, looking for the next minion who ignored him. I think he was pretty close to squashing me.
OK, extreme example.
Quote from: solera on June 07, 2010, 02:44:00 AM
QuoteFrom what I've seen, players have historically been responsible with posting to the IG boards, and have always been free to do so.
Except you have to post in game. Once I was posting, when a figure of authority came in, looking for the next minion who ignored him. I think he was pretty close to squashing me.
OK, extreme example.
When you're posting to an IG board, your ldesc displays [CREATING], or at least it used to. Anyone that ignores something like that (or someone that has a 'gone' status, etc) is being an ass, if you ask me.
QuoteBut I'll still know who everyone else plays. And I'll miss announcements if I don't look.
Yeah, yeah, I know. It's not happening. And no one else wants it to happen. But I can still want it.
Would be cool if there was a way to make any and every post on clan boards anonymous.
You're not the only one. Personally, I think clan boards do more harm than good and an easy-to-edit IG clan board would be more beneficial.
Why? Because I think keeping IC stuff IG and OOC stuff OOC would be extremely beneficial for this game.
I've also been in clans where they said you have to post an introduction...and I never did.
I'd prefer if clan GDB went away, or at the very least if you had to make a new account for each one you joined.
I'd like it if 'wake' wouldn't make you sit up and if it only gave off a hemote, same for coming back out of uncon.
tkeyword
temporary keyword
To be added, and removed, by the character's player.
Purpose: If you -think- you'll be using a keyword, and want to try it out for awhile, add it. But when you realize no one's going to use it, or it doesn't really suit your character afterall, or you learn that the enemy your posse is about to hunt down has the same keyword (and you realize you could end up with your posse killing you because of keyword error) you can remove it. Also, if you want to be targettable while in the presence of someone..but have no plans on ever interacting with them again, you can remove it.
Limitations:
You have 24 RL hours to remove a keyword after adding it. Once you have had the keyword for more than 24 hours real-time, you own it.
Quote from: Lizzie on June 07, 2010, 12:58:20 PM
Limitations:
You have 24 RL hours to remove a keyword after adding it. Once you have had the keyword for more than 24 hours real-time, you own it.
I assume there's some kind of fail-safe against people adding/removing the same keyword over and over.
Quote from: Is Friday on June 07, 2010, 01:12:08 PM
Quote from: Lizzie on June 07, 2010, 12:58:20 PM
Limitations:
You have 24 RL hours to remove a keyword after adding it. Once you have had the keyword for more than 24 hours real-time, you own it.
I assume there's some kind of fail-safe against people adding/removing the same keyword over and over.
nessalin.
Make clan boards anonymous and everyone wins.
Make it where you access it from your primary account, but it only shows up as guest/anonymous or whatever.
Quote from: FantasyWriter on June 07, 2010, 01:46:20 PM
Make clan boards anonymous and everyone wins.
Make it where you access it from your primary account, but it only shows up as guest/anonymous or whatever.
Quote from: FantasyWriter on June 07, 2010, 01:46:20 PM
Make clan boards anonymous and everyone wins.
Make it where you access it from your primary account, but it only shows up as guest/anonymous or whatever.
That would be pretty nifty.
The only real purpose I see behind clan boards is to arrange RPT's. It'd be cool if the GDB adjusted your 'account posting' to be your character's name, or you could somehow have it post under a different identity without logging out/in.
So, I , Reiloth enter my clan board and make a post, it comes up as "Soandso" makes the post.
Anyways, a random tiny want is to allow more than 2 people on a lease. When did that go in?
Quote from: Reiloth on June 07, 2010, 04:14:30 PM
The only real purpose I see behind clan boards is to arrange RPT's. It'd be cool if the GDB adjusted your 'account posting' to be your character's name, or you could somehow have it post under a different identity without logging out/in.
So, I , Reiloth enter my clan board and make a post, it comes up as "Soandso" makes the post.
Anyways, a random tiny want is to allow more than 2 people on a lease. When did that go in?
I don't know, but honestly, it kinda pisses me off. It's like... nonmonogamous mates and overcrowded living conditions... but you literally cut the number of people that can be on a lease in half? WTF?
Wow, it's been it's been a year or more since I rented an apartment, but considering the nature of how Zalanthan commoners are suppose to live, that seems pretty shitty. All but the richest of your non-magicker-or-other-secret-to-hide commoner should be begging for roommates. I doubt very seriously if the average vNPC apartment had less than half a dozen tenants (not including young children).
Not to mention that it makes it where PCs are going to have LESS of a chance to find an apartment (already a problem much discussed before this change) since fewer people will be able to share.
Only having 2 people per lease is rather annoying. I don't think it should be in and goes against most things about zalanthas I see or have done in backgrounds.
I figure most families squeeze in with 1-2 others, since no common VNPCs could afford 500+ sid.
Some even more..
So.. I don't know.. Silliest add to the game if you ask me. Let us have how many we wish.
Considering the maximum PC family size is 4 the lease limit should at least be 4.
It kind of makes business sense for Nenyuk to limit leases. Landlords IRL would rather have less people living in their units for a variety of reasons, not the least of which include maintenance costs and renting more units to people, thus getting more money overall.
Quote from: Cutthroat on June 07, 2010, 08:52:08 PM
Considering the maximum PC family size is 4 the lease limit should at least be 4.
It kind of makes business sense for Nenyuk to limit leases. Landlords IRL would rather have less people living in their units for a variety of reasons, not the least of which include maintenance costs and renting more units to people, thus getting more money overall.
Right, but in a land of few coded apartments, it makes little sense.
Either increase the amount of coded apartments, or increase the limit on the lease. Srsly.
The ability for those of great wealth to pay an npc templar at the arena for fights. Better, more fantastic creatures/fighters costs more.
Perhaps an expansion allowing for their own gladiators to be entered.
Quote from: Armaddict on June 08, 2010, 01:35:32 AM
The ability for those of great wealth to pay an npc templar at the arena for fights. Better, more fantastic creatures/fighters costs more.
Perhaps an expansion allowing for their own gladiators to be entered.
Sprrrroing!
Quote from: Spice Spice Baby on June 08, 2010, 05:18:19 AM
Quote from: Armaddict on June 08, 2010, 01:35:32 AM
The ability for those of great wealth to pay an npc templar at the arena for fights. Better, more fantastic creatures/fighters costs more.
Perhaps an expansion allowing for their own gladiators to be entered.
Sprrrroing!
Are you trying to imitate the sound of a cartoony erection?
Quote from: Is Friday on June 08, 2010, 05:27:40 AM
Quote from: Spice Spice Baby on June 08, 2010, 05:18:19 AM
Quote from: Armaddict on June 08, 2010, 01:35:32 AM
The ability for those of great wealth to pay an npc templar at the arena for fights. Better, more fantastic creatures/fighters costs more.
Perhaps an expansion allowing for their own gladiators to be entered.
Sprrrroing!
Are you trying to imitate the sound of a cartoony erection?
You caught me.
Quote from: Reiloth on June 07, 2010, 04:14:30 PM
Anyways, a random tiny want is to allow more than 2 people on a lease. When did that go in?
I don't believe this ever "went in." Some (most) apartments only allow 2 renters. This could be reviewed.
If you're talking about Red Storm, well...plenty of good reason for that.
Quote from: Reiloth on June 07, 2010, 09:14:43 PM
Right, but in a land of few coded apartments, it makes little sense.
Either increase the amount of coded apartments, or increase the limit on the lease. Srsly.
Few coded apartments? This is untrue.
edit: with stats, since we have those readily available with the right tools.
41% (20) of the apartments in Tuluk are empty; even if you take out the circle-only apartments, you have 12 available apartments.
39% (14) of the apartments in Allanak are empty.
Quote from: Nyr on June 08, 2010, 08:27:07 AM
Quote from: Reiloth on June 07, 2010, 04:14:30 PM
Anyways, a random tiny want is to allow more than 2 people on a lease. When did that go in?
I don't believe this ever "went in." Some (most) apartments only allow 2 renters. This could be reviewed.
If you're talking about Red Storm, well...plenty of good reason for that.
Quote from: Reiloth on June 07, 2010, 09:14:43 PM
Right, but in a land of few coded apartments, it makes little sense.
Either increase the amount of coded apartments, or increase the limit on the lease. Srsly.
Few coded apartments? This is untrue.
edit: with stats, since we have those readily available with the right tools.
41% (20) of the apartments in Tuluk are empty; even if you take out the circle-only apartments, you have 12 available apartments.
39% (14) of the apartments in Allanak are empty.
I know it used to be 4 at one of the better buildings in tuluk. I had 3 people on the lease, perhaps even 4. And I recall having the same a little later. Last I recall of having 3-4 on a lease was October of 08.
Quote from: AmandaGreathouse on June 08, 2010, 08:37:30 AM
I know it used to be 4 at one of the better buildings in tuluk. I had 3 people on the lease, perhaps even 4. And I recall having the same a little later. Last I recall of having 3-4 on a lease was October of 08.
After another quick check, at least 5 buildings in-game allow more than 2 renters per room. They are generally among the better apartment complexes.
Quote from: Nyr on June 08, 2010, 08:27:07 AM
39% (14) of the apartments in Allanak are empty.
A chunk of those are abomination-only...maybe not codedly, but a body could theoretically get in trouble.
This doesn't invalidate your number or really mean anything, but the opportunity to have a quasi-complaint with both gemmers
and apartments in it was too much for me to pass up.
Closed cloaks hiding shoulder tattoos.
There's really no scenario where having a cloak drawn about yourself tightly (ie closed) that would leave your upper arms visible. And even should there be, 9 times outa 10 whatever top your wearing beneath your cloak would have enough of a sleeve on it to cover your upper arms anyway.
It's always awkward when you have some sort of distinctive marking on your upper arm (which, really... the "location" says shoulder, but who would ever get a tattoo on their actual shoulder?) that someone points out, even though you're wearing a closed cloak and a long sleeve shirt beneath it.
All non-Allanak bartenders should have this script:
> buy light
You pay 1 obsidian coin to the bartender for a light.
With suave efficiency, a bartender leans forward, offering you <whatever is appropriate for the bar: the flame of a small candle; a glowing ember box; a twig lit from a nearby torch; some freshly lit tinder; a sickly yellow tallow candle>.
> emote cranes toward ~bartender, extending ~tube into the flame while puffing enthusiastically.
> smoke tube
oemote: An emote that takes a basic offense vs. defense + modifier roll check into account. If successful, your emote goes through; if it fails, everyone gets a generic failure message.
Make it targeted, like the tell command, and limited to one character or make your chances of failure increase exponentially for each target in the emote.
Quote from: Old Kank on June 08, 2010, 09:29:43 PM
oemote: An emote that takes a basic offense vs. defense + modifier roll check into account. If successful, your emote goes through; if it fails, everyone gets a generic failure message.
Make it targeted, like the tell command, and limited to one character or make your chances of failure increase exponentially for each target in the emote.
omg, I'd love a poweremote command.
Quote from: Old Kank on June 08, 2010, 09:29:43 PM
oemote: An emote that takes a basic offense vs. defense + modifier roll check into account. If successful, your emote goes through; if it fails, everyone gets a generic failure message.
Make it targeted, like the tell command, and limited to one character or make your chances of failure increase exponentially for each target in the emote.
I'd say this would be a good thing, but having seen how retarded the brawling code can be sometimes...I'm going to have to say that base O and D are pretty poor indicators of someone's combat prowess. Besides which, there are many physical things that have nothing to do with
I'm not exactly sure what a "generic failure message" would look like, anyway. I'd suggest that you be able to use the () and [] syntax to emote your own success/failure emote...but then retards would either a) screw up the () and [] placement, inadvertently reversing their success/fail emotes; b) intentionally reverse the emotes when they know they're going to fail/succeed, but want the opposite outcome; or c) make the success and fail emotes virtually identical, so they appear to succeed regardless of the actual outcome. This would also be a bit kludgy and slow, unless you're the sort of person who can construct and type emotes very quickly.
Quote from: Old Kank on June 08, 2010, 09:29:43 PM
oemote: An emote that takes a basic offense vs. defense + modifier roll check into account. If successful, your emote goes through; if it fails, everyone gets a generic failure message.
Make it targeted, like the tell command, and limited to one character or make your chances of failure increase exponentially for each target in the emote.
I think I mentioned this in the sparring thread, but I'll repeat it here. Something similar to the ooc roll command in SoI would be nice. Where you can roll against any skill or stat and see the result yourself, or add occ and have it echoed to the room, also the command can be used the same way for random number generators such as 1d6, 2d10, whatever you need for your purposes.
You could use this with say offense, then your opponent could do one for defence and each emote accordingly. If there was a way that skills/stats could be compared and tested between two characters, there'd have to be some kind of consent or permission given by the targeted party to avoid spamming of it to gauge someone's skills or stats. Oh and if roll is used without the ooc modifier, then the test will only be seen by the player's involved. I would usually use this to test my own agility when juggling and emoting my success at it, things that other people don't need to see the rolls for.
Ex:
player 1 is short, fat man, player 2 is tall, muscular man and they want to non-codedly emote a brawl using roll.
syntax is: roll -stat or skill- to just test yourself, with no echo.
roll ooc -stat or skill- to test yourself, with an echo to the room.
roll -stat or skill- vs -target- -target's stat or skill- to test your stat or skill against a target's stat or skill, with their permission, and no echo besides to eachother.
roll ooc -stat or skill- vs -target- -target's stat or skill- to test your stat or skill against a target's stat or skill, with their permission, and echo the result to the room.
player 1 inputs: roll ooc offense vs muscular defense
echoed to player 2 "The short, fat man wishes to test his offense against your defense. Type accept to agree and allow this test to occur."
player 2 inputs: accept
echoed to the room:
The short, fat man succeeds in offense against the tall, muscular man's defense. or The short, fat man fails poorly in offense against the tall, muscular man's defense.
And so on, with perhaps different levels of successes and failures and the accept keeps it from being spammed, and from typos being sent to everyone like an accidental 'parry vs. forage' or some nonsensical combination if you're distracted or not thinking.
After the test, then each can emote based on their respective success and failure.
That would be pretty jarring. We already try to avoid using things like the beep command and OOC says as much as possible.
Quote from: BlackMagic0 on June 09, 2010, 05:08:15 PM
Quote from: MarshallDFX on June 09, 2010, 05:06:16 PM
If there were targetted hemotes (ones that always displayd to the target, and only might be seen by the more watchful others)... I could emote crapping myself and making it smell to the people sitting next to me.
I always wished for hemote that you can target someone with.
So you can kick someone in the shins under the table, they'd feel it and see the emote.
Though only more watchful others would.
TARGET HEMOTES PLEASE!
+1. This, please. I would use it all the time. And I mean really consistently a lot.
Quote from: AmandaGreathouse on June 09, 2010, 05:42:48 PM
+1. This, please. I would use it all the time. And I mean really consistently a lot.
Quote from: BlackMagic0 on June 09, 2010, 05:08:15 PM
TARGET HEMOTES PLEASE!
hemote Avoiding %templar eyes, @ surreptitiously elbows >~amos.I'd totally use it. The problem is, we just already have so much tokgone emoting syntax.
I only use three emotes.
pem
em
hem
And they tend to get things done, just fine.
Though hem target would make it even more awesome.
its weird doing this:
contact dude
psi watch me
Start making offers to Morg! I offer my first born for hem targeted!!
Quote from: Synthesis on June 09, 2010, 04:47:41 AM
Quote from: Old Kank on June 08, 2010, 09:29:43 PM
oemote: An emote that takes a basic offense vs. defense + modifier roll check into account. If successful, your emote goes through; if it fails, everyone gets a generic failure message.
Make it targeted, like the tell command, and limited to one character or make your chances of failure increase exponentially for each target in the emote.
I'd say this would be a good thing, but having seen how retarded the brawling code can be sometimes...I'm going to have to say that base O and D are pretty poor indicators of someone's combat prowess. Besides which, there are many physical things that have nothing to do with
I'm not exactly sure what a "generic failure message" would look like, anyway. I'd suggest that you be able to use the () and [] syntax to emote your own success/failure emote...but then retards would either a) screw up the () and [] placement, inadvertently reversing their success/fail emotes; b) intentionally reverse the emotes when they know they're going to fail/succeed, but want the opposite outcome; or c) make the success and fail emotes virtually identical, so they appear to succeed regardless of the actual outcome. This would also be a bit kludgy and slow, unless you're the sort of person who can construct and type emotes very quickly.
I agree that off/def aren't complete indicators, but if a more robust system of checks were implemented, I'd be afraid of people using it to gauge their odds of beating so-and-so in a fight. Then again, maybe that's kind of realistic.
A generic failure message could be something like, "The tall, muscular man tried to make an aggressive move against you, but you deftly avoid them."
Somewhat related, not-so-tiny want: I would love to see a system where people could predefine a set of combat messages that could be randomly used by the code alongside the hard-coded deft parries and dodges.
Your combat messages are:
Dodge1: emote swiftly dodges ~ <attack>
Dodge2: emote Smirking, @ leans back, narrowly dodging ~ <attack>
Dodge3: <default>
Parry1: emote Smirking deftly, @ flips backward, and then easily parries % attack with a flick of <ep>
Parry2: <default>
Parry3: <default>
etc...
The Descending Sun game was created with combat emotes in mind, allowing players to use the code to attack someone (head shot, body shot, legs) with a generic message describing a hit or miss. The player then fleshed it out with an emote describing the hit or miss as needed. The entire system is generic and can be applied elsewhere but I haven't really put any time into working on any conversions yet.
edited to include a few extra details, you can read the helpfile (http://www.armageddon.org/cgi-bin/help_index/show_help?descending_sun) if you want.
Quote from: AmandaGreathouse on June 07, 2010, 04:17:24 PM
Quote from: Reiloth on June 07, 2010, 04:14:30 PM
Anyways, a random tiny want is to allow more than 2 people on a lease. When did that go in?
I don't know, but honestly, it kinda pisses me off. It's like... nonmonogamous mates and overcrowded living conditions... but you literally cut the number of people that can be on a lease in half? WTF?
There were always limits, but the code wasn't working. In buildings where there are apartments of more than 2 rooms, more than 2 renters are allowed.
Quote from: Nyr on June 08, 2010, 08:52:34 AM
Quote from: AmandaGreathouse on June 08, 2010, 08:37:30 AM
I know it used to be 4 at one of the better buildings in tuluk. I had 3 people on the lease, perhaps even 4. And I recall having the same a little later. Last I recall of having 3-4 on a lease was October of 08.
After another quick check, at least 5 buildings in-game allow more than 2 renters per room. They are generally among the better apartment complexes.
Ah. That's kind of cool then -- The nicer the complex, the more rooms there are, the more renters can be on the lease. It might be nice if the language the landlord used wasn't "I can only keep track of two renters" to "I will only allow 2 renters for this apartment", as it seemed like an across the board sort of thing. And if it was checkable before renting.
I wish scan and listen weren't so utterly defeated by hide and sneak. I mean, really...even when you've got the shit mastered, you can't ever spot anything other than complete newbs and the occasional shitty NPC.
Quote from: Synthesis on June 11, 2010, 03:02:50 AM
I wish scan and listen weren't so utterly defeated by hide and sneak. I mean, really...even when you've got the shit mastered, you can't ever spot anything other than complete newbs and the occasional shitty NPC.
I dunno, I kinda like it as is for scan. I've had scan to the point where I could pick out people who definitely had it higher, but it just wasn't reliable, which I took as 'even ground'. Listen vs. sneak, yeah. Pretty weak.
Quote from: AmandaGreathouse on June 13, 2010, 07:20:24 PM
I wish people would also get a 'gone' message when trying to way someone or emote at them, and allow them to look at you, but have a line at the bottom along the line of 'He/she is gone <message>' under the condition line and above the equipment line. This may or may not be largely personal bias, but I wind up having to go afk at least 1/hour anytime I'm logged in. And that's just for smoke breaks. Not accounting for needing to walk a dog, emergency phone calls, family calling me afk, etc. And all of the above tend to happen at least 1/rl day when I'm logged in.
Quote from: Vanth on June 09, 2010, 10:50:49 PM
Quote from: AmandaGreathouse on June 07, 2010, 04:17:24 PM
Quote from: Reiloth on June 07, 2010, 04:14:30 PM
Anyways, a random tiny want is to allow more than 2 people on a lease. When did that go in?
I don't know, but honestly, it kinda pisses me off. It's like... nonmonogamous mates and overcrowded living conditions... but you literally cut the number of people that can be on a lease in half? WTF?
There were always limits, but the code wasn't working. In buildings where there are apartments of more than 2 rooms, more than 2 renters are allowed.
If we find cases where this isn't working, should we submit it somehow?
Sure, pop in a request for that.
That (for clarification) would be any apartment complex in which there are more than 2 rooms and 2+ renters are not allowed. Please include the sdesc of the apartment master (the dude or dudette at the entrance).
A coded sobriety test.
Quote from: MeTekillot on June 14, 2010, 02:48:01 PM
Quote from: Xeran Van Houten on June 14, 2010, 02:08:42 PM
A coded sobriety test.
sniff amos
He reeks of alcohol.
Nah, we need something more and demonstratable.... Like trying to touch your finger to your nose with an outstretched arm.
Quote from: Xeran Van Houten on June 14, 2010, 02:58:03 PM
Nah, we need something more and demonstratable.... Like trying to touch your finger to your nose with an outstretched arm.
> give club amos
> tell amos (spitting at ^amos feet) Hit me.
Or "Walk in and out the room ten times without falling over, Amos."
The soldiers at the gates of Allanak should ask you to perform a sobriety test in addition to a spice check, if you are riding. Then crim-flag you if you are "riding under the influence".
This is my tiny want. Totally serious too. Totally.
Addition to clan cooks:
give cook meat
The cook takes the meat and says, "I'll be able to add this to the menu."
ask cook help
The cook says, "I can offer you stale bread, burnt tubers, or scrab steak."
---------------------------------------
give cook meat
The cook takes the meat and says, "I can't cook this."
The cook gives you the meat back.
--------------------------------------
The more of a particular meat/vegetable you give to your clan cook the more they will be able to offer items containing that ingredient. If you don't keep your cook supplied you will probably be stuck eating stale bread.
Quote from: Dan on June 16, 2010, 06:31:17 PM
Addition to clan cooks:
give cook meat
Excellent idea; however:
The cook shouts, in sirihish,
"Looks like meat's back on the menu, boys!"
Yeah, I really don't think hunting clans need -more- excuses to spam hunt.
Honestly think it would be a drop in the water compared tot he ammount that do it out of boredom.
Quote from: Synthesis on June 16, 2010, 07:57:51 PM
Yeah, I really don't think hunting clans need -more- excuses to spam hunt.
I'd agree some but, being from a "hunting clan" we rarely hunt. I see more non-clanned out than anything.
(hope that is not to IC)
junk all.intestine trunk
You junk 93 bloody intestines from a gwoshi-carved trunk.
Quote from: WagonsHo on June 19, 2010, 07:34:50 AM
junk all.intestine trunk
You junk 93 bloody intestines from a gwoshi-carved trunk.
For folks who don't know, the way to do this is:
get all.intestine trunk
junk all.intestineIt'll sit there and get->junk each one in turn...but you have to be really quick on the second command; like, copy-and-paste quick.
I must type fast.
Quote from: brytta.leofa on June 19, 2010, 12:42:17 PM
junk all.intestine
I don't believe that command works. My current work around is...
get all.intestine trunk
junk intestine
[then press up arrow and hit enter repeatedly]
I spam the junk command faster than I'm getting items from the trunk. Works fine, but ... clunky. And spammy.
"junk all.intestine trunk" would be much better.
Even if you type get all.intestine you'll still end up picking up 1 intestine, then another intestine, then another intestine, until you have in your inventory as many as your character's (agility? strength? whatever) allows you to have in your inventory at any given moment. And then you still have to junk them, one at a time.
The whole reason why some of us were wishing for the junk-all is specifically to avoid the spam. We already know how to create the spam. Spam is not good. Not in a can, not instead of ham, not with toast and jam, and not for Sam I am.
Quote from: WagonsHo on June 19, 2010, 01:25:28 PM
Quote from: brytta.leofa on June 19, 2010, 12:42:17 PM
junk all.intestine
I don't believe that command works. My current work around is...
Oh, argh, sorry. I was actually thinking about "get all.foo container1; put all.foo container2".
1. When you "roll dice table" I would like for it to roll the dice on the table you are sitting at, not the 'first' one in the room.
2. To be able to hide things in a room. They can be found by the person who hid them, skill_search, or skill_scan.
Quote from: Dan on June 16, 2010, 06:31:17 PM
Addition to clan cooks:
give cook meat
The cook takes the meat and says, "I'll be able to add this to the menu."
ask cook help
The cook says, "I can offer you stale bread, burnt tubers, or scrab steak."
---------------------------------------
give cook meat
The cook takes the meat and says, "I can't cook this."
The cook gives you the meat back.
--------------------------------------
The more of a particular meat/vegetable you give to your clan cook the more they will be able to offer items containing that ingredient. If you don't keep your cook supplied you will probably be stuck eating stale bread.
Hells yes! Maybe this will keep the massive amounts of meat back-stocked in the clan kitchens. Seriously, I've seen some with 700+, and one with 1500+. That was just "count meat bin". Not counting anything that doesn't have MEAT as a keyword.
"track"
Branches off of Hunt and allows one skilled enough to follow tracks and not lose sight of them room to room.
>Hunt
You search for tracks...
Less than an hour ago a small, short-strided humanoid moved to the south.
A few hours ago a very large, four-legged lizard moved to the north.
Several hours ago a large, several-legged insectoid moved to the east.
>Track small.short.humanoid
You are now tacking a small, short-strided humanoid
>south
The Gobbins [NESW]
This place is the gobbins, you look around and see nothing but gobbins everywhere.
Gobbins, gobbins, gobbins.
You notice less than an hour ago a small, short-strided humanoid moved south.
And so on.
It would make tracking much easier.
Quote from: Durant on June 21, 2010, 12:17:05 AM
"track"
Branches off of Hunt and allows one skilled enough to follow tracks and not lose sight of them room to room.
>Hunt
You search for tracks...
Less than an hour ago a small, short-strided humanoid moved to the south.
A few hours ago a very large, four-legged lizard moved to the north.
Several hours ago a large, several-legged insectoid moved to the east.
>Track small.short.humanoid
You are now tacking a small, short-strided humanoid
>south
The Gobbins [NESW]
This place is the gobbins, you look around and see nothing but gobbins everywhere.
Gobbins, gobbins, gobbins.
You notice less than an hour ago a small, short-strided humanoid moved south.
And so on.
It would make tracking much easier.
Yeah!
Dude,... that is so damn awesome!
You need to have a %chance to loose the trail of course which would lessen as you got better.
The ability for an IC board poster to erase their own posts.
Other muds can do it, why can't we?!
1. Scavengers get a low level skinning skill so they can... I don't know... SCAVENGE the kills of others.
2. Thief to get a low level peak, so you can.... I don't know... SEE what you are going to steal before you steal it.
3. Bring back PC tattooists. :(
-xxhp xxmv xxst>quit die
Stand up first.
GOOD GAWD LET ME DIE WHEN I'M ON MY BACK!
WHO THE FUCK DIES ON THEIR FEET!?*
*Aside from Maxxed Backstab victims.
Random tiny want=The ability to anaylze and check crafting list on items in shops before buying.
Quote from: FantasyWriter on June 27, 2010, 10:47:21 AM
1. Scavengers get a low level skinning skill so they can... I don't know... SCAVENGE the kills of others.
2. Thief to get a low level peak, so you can.... I don't know... SEE what you are going to steal before you steal it.
3. Bring back PC tattooists. :(
There were once PC tattooists? :o
So I've heard. Long before my time though, so I'm not sure.
The code for it still exists and is still used in the game by certain folks.
I once got setup with a custom tattoo on the spot by Shaloonsh. :)
I think that's who you mean by "certain folks".
Small want->The red sun commons being set to road so I dont inexplicably lose stamina taking a leisurely stroll through town.
Inexplicably?
Quote from: Nyr on June 30, 2010, 10:46:08 AM
Inexplicably?
Also, the Luir's market yard. ;) :-*
I was just pointing out that there's an explicable reason for losing stamina taking a leisurely stroll...through a ruined area of town.
You can walk from north to south of the Red Sun Commons without losing any stamina, as long as you stay on the "road" part of it.
Luir's Outpost, has had its market long-established, and has had stamina drain the entire time since it was rebuilt a full king's age ago. By now, one would expect that the marketplace is nice and smooth, and that any drain would at least be minimal (maybe 1 point per 2 rooms?). The stamina drain didn't get worse when the storm came, and Luir's didn't see the kind of flooding Tuluk got and the Tuluk roads didn't experience stamina drain.
So I don't see why Luir's market has to have any really. But if the staff feels it should have some, it should be absolutely minimal. In my opinion.
For some reason, the request reply links don't seem to work anymore. They only seem to link to a request review, but without reply option (or if there is, I haven't found it). It would be nifty if this was working again.
aim crossbow fellow
You level a maar crossbow at the fellow.
Fellow sees:
The dude with a crossbow levels a maar crossbow at you. If you move, he'll shoot.
Quote from: MeTekillot on June 30, 2010, 02:59:08 PM
aim crossbow fellow
You level a maar crossbow at the fellow.
Fellow sees:
The dude with a crossbow levels a maar crossbow at you. If you move, he'll shoot.
Yes.
Quote from: Akaramu on June 30, 2010, 02:14:32 PM
For some reason, the request reply links don't seem to work anymore. They only seem to link to a request review, but without reply option (or if there is, I haven't found it). It would be nifty if this was working again.
In the request history, you have to click the request (in the list) that you want to respond to, then click the magnifying glass icon that corresponds to a staff reply towards the bottom, then click "Reply".
However, if you log into the request tool first then click the link in the e-mail, you can skip all those steps.
Hope that helps.
It helped. I thought the magnifying glass was to view the reply in question, not to respond to it. The link sent in email didn't take me to the reply form anymore lately, only to the request itself.
Quote from: Reiloth on June 30, 2010, 03:45:04 PM
Quote from: MeTekillot on June 30, 2010, 02:59:08 PM
aim crossbow fellow
You level a maar crossbow at the fellow.
Fellow sees:
The dude with a crossbow levels a maar crossbow at you. If you move, he'll shoot.
Yes.
If he passes an agility-defense check:
aim crossbow fellow
You level a maar crossbow at the fellow, but he dives out of the way!
(combat ensues)
Quote from: MeTekillot on June 30, 2010, 05:08:52 PM
Quote from: Reiloth on June 30, 2010, 03:45:04 PM
Quote from: MeTekillot on June 30, 2010, 02:59:08 PM
aim crossbow fellow
You level a maar crossbow at the fellow.
Fellow sees:
The dude with a crossbow levels a maar crossbow at you. If you move, he'll shoot.
Yes.
If he passes an agility-defense check:
aim crossbow fellow
You level a maar crossbow at the fellow, but he dives out of the way!
(combat ensues)
I could definitely get into that.
engage code. Could work for any skill.
Quote from: RogueGunslinger on June 30, 2010, 06:17:26 PM
engage code. Could work for any skill.
> backstab amos -engage
The tall, muscular man makes a strange sound as you drive an obsidian halfsword between his ribs. Congratulations, you are now engaged to the tall, muscular man!
lmao
moar players
If you could tickle someone into unconsciousness...
QuoteThese footpads are made of a dark, but very soft, leather, that are worn
upon the feet, laced up to fit tightly around the mid shin. They appear to
offer very little in protection, but they are padded so as to make a minimal
amount of noise.
I really wish people would stop assuming if someone wears footpads, that they are an assassin or thief or burglar.
Many NPCs all across both city-states wear footpads. And they are just good soft leather up-to-your shin boots.
I always pictured this, or at least close:
(http://www.thingsthatnerdsdo.com/wp-content/uploads/2010/01/222_534_01.jpg)
Let me guess, your assassin or thief got called out for wearing footpads?
Quote from: a strange shadow on July 03, 2010, 04:02:38 PM
Let me guess, your assassin or thief got called out for wearing footpads?
Nope. I never wear footpads for this reason.
I just think its a waste having a item no one ever wants to use for this reason.
So no need for the pop shot. I've been playing long enough not to post something like this if it was done ICly recently to me. Giving me away.
Protip: keep the footpads, the dark cloak, and the longknives in your pack until you need to use them.
Quote from: Synthesis on July 03, 2010, 04:44:25 PM
Protip: keep the footpads, the dark cloak, and the longknives in your pack until you need to use them.
More so common sense if you wanna use them. Not a protip.
The issue is its common sense on a OOC level not IC level.
Just a random thought of mine I had while bored. Spiraled a bit too much.
Back on topic:
Nothing at the moment. More a want to myself: Use tdesc more often BM0!
I've said it before and I'll say it again. Tdesc for items. Srsly.
All those scraps of cloth (virtual scraps) and a tattered windcloak:
tdesc windcloak:
While the intact parts are in fairly good condition, the bottom cord or so is riddled with patches of ripped or otherwise missing fabric.
/wyn.
For certain mounts to perk up, and take notice of people moving a few rooms away. Like horses or dogs to IRL.
Right, Brytta?
Quote from: RogueGunslinger on July 05, 2010, 11:48:54 PM
For certain mounts to perk up, and take notice of people moving a few rooms away. Like horses or dogs to IRL.
Right, Brytta?
He said "mounts." Yes, I want this.
Quote from: RogueGunslinger on July 05, 2010, 11:48:54 PM
For certain mounts to perk up, and take notice of people moving a few rooms away. Like horses or dogs to IRL.
That reminded me of another game I used to play, where certain characters could eventually get pet dogs. One of the things the dogs would do is start barking at anyone hiding in the room.
For food to rot. And the cooking skill to preserve food. And the cooking skill to make sense and not suck so bad.
Quote from: brytta.leofa on July 06, 2010, 12:16:49 AM
Quote from: RogueGunslinger on July 05, 2010, 11:48:54 PM
For certain mounts to perk up, and take notice of people moving a few rooms away. Like horses or dogs to IRL.
Right, Brytta?
He said "mounts." Yes, I want this.
Hunting birds, Falcons, hawks so forth that pcs can buy in game as pets that when equipped increase a chance to see concealed beings. Cause they are trained hunters and have eyes like a Hawk, alerting with a squawk.
Everyone in the Known would suddenly develop a bird fetish.
Quote from: a strange shadow on July 06, 2010, 01:39:41 PM
Everyone in the Known would suddenly develop a bird fetish.
Yup. This sadly. Only reason I don't wanna see it.
More consistency with the haggle code. It makes me want to jab my eyes out.
Quote
"Yes I will sell you X for the normal price that I usually sell it to you."
think Yay!
say Great. I think I'd like a second one at the same price.
The shopkeeper yells in sirihish, "GET OUT OF MY SHOP YOU FUCKING MONSTER BEFORE I RIP YOUR INTESTINES OUT OF YOUR NOSE."
think Huh. Well. That's -one- way to run a business.
I especially enjoy it when they kick me out without giving any 'angry' warning message first.
And as long as I'm wishing, could I please haggle for things in bulk? When I have to buy 50 of X, it makes me want to jump off a cliff.
Quote from: RogueGunslinger on June 30, 2010, 06:17:26 PM
engage code. Could work for any skill.
> craft metal metal metal metal into a massive, steel cannon amos -engage
You prepare to craft, when the tall, muscular man moves, you will craft.
Quote from: WagonsHo on July 06, 2010, 03:26:12 PMMore consistency with the haggle code. It makes me want to jab my eyes out.Quote"Yes I will sell you X for the normal price that I usually sell it to you."
think Yay!
say Great. I think I'd like a second one at the same price.
The shopkeeper yells in sirihish, "GET OUT OF MY SHOP YOU FUCKING MONSTER BEFORE I RIP YOUR INTESTINES OUT OF YOUR NOSE."
think Huh. Well. That's -one- way to run a business.
I especially enjoy it when they kick me out without giving any 'angry' warning message first.
And as long as I'm wishing, could I please haggle for things in bulk? When I have to buy 50 of X, it makes me want to jump off a cliff.
It's not as bad as you think. You have to think of it like combat. You can't expect to one-prompt a gortok right out the gate, so expect your haggling to have to move in steps as well.
Quote from: spawnloser on July 06, 2010, 03:53:52 PM
Quote from: WagonsHo on July 06, 2010, 03:26:12 PMMore consistency with the haggle code. It makes me want to jab my eyes out.Quote"Yes I will sell you X for the normal price that I usually sell it to you."
think Yay!
say Great. I think I'd like a second one at the same price.
The shopkeeper yells in sirihish, "GET OUT OF MY SHOP YOU FUCKING MONSTER BEFORE I RIP YOUR INTESTINES OUT OF YOUR NOSE."
think Huh. Well. That's -one- way to run a business.
I especially enjoy it when they kick me out without giving any 'angry' warning message first.
And as long as I'm wishing, could I please haggle for things in bulk? When I have to buy 50 of X, it makes me want to jump off a cliff.
It's not as bad as you think. You have to think of it like combat. You can't expect to one-prompt a gortok right out the gate, so expect your haggling to have to move in steps as well.
Yeah, I know. : ( But it still makes me sigh when the shopkeeper hasn't given any angry messages, maybe two or so messages wanting to keep the price the same, I'm just within reach of the price I know I can get and then ... boom. Kicked out.
The haggling code is exceptionally simple, and exceptionally consistent.
That doesn't mean you'll get the same price every time, though.
Quote from: tortall on August 12, 2009, 10:03:03 PM
Be able to buy several of the same item without all that freakin spam. I need 100 feathers, and it takes me like 10 minutes to buy them all.
Okay. (http://www.armageddon.org/general/updates/view.php)
Vanth = bestest
Oh and ...
Quote
Poked Petulant Plants, Produced Picking Pact -- Vanth.
Best update line ever. Any explanation? Just normalizing the syntax to get leaves/flowers off of plants?
Quote> idea I would love to 'throw dart dartboard (circle), such as commoner or whatever, in the hopes to aim at it. That way the skilled darts player can 'hustle' the game.
Your Idea has been filed. Thanks!
Thoughts??
Quote from: WagonsHo on July 06, 2010, 10:46:29 PM
Oh and ...
Quote
Poked Petulant Plants, Produced Picking Pact -- Vanth.
Best update line ever. Any explanation? Just normalizing the syntax to get leaves/flowers off of plants?
Yes, just bringing a few more plants in line with the picking system.
Quote from: WagonsHo on July 06, 2010, 10:40:43 PM
Vanth = bestest
Get in line to join the Vanth fan club, punk! 8)
The ability to subdue an unconscious person and release them onto a cot. Or perhaps to "arrange" their ldesc. It looks kind of silly for a critically injured person to be bleeding their life out on the ground.
Quote from: Prodikus on July 11, 2010, 03:48:13 PM
The ability to subdue an unconscious person and release them onto a cot. Or perhaps to "arrange" their ldesc. It looks kind of silly for a critically injured person to be bleeding their life out on the ground.
I believe you can 'throw' subdued people onto furniture. I could be mistaken though.
Quote from: Cutthroat on July 11, 2010, 03:52:04 PM
Quote from: Prodikus on July 11, 2010, 03:48:13 PM
The ability to subdue an unconscious person and release them onto a cot. Or perhaps to "arrange" their ldesc. It looks kind of silly for a critically injured person to be bleeding their life out on the ground.
I believe you can 'throw' subdued people onto furniture. I could be mistaken though.
Neither release nor throw works.
For the face location to be broken up into eyes, nose and mouth.
Quote from: Blackisback on July 11, 2010, 04:49:08 PM
For the face location to be broken up into eyes, nose and mouth.
YES PLEASE. PLEASE. PLEASE.
Please let me wear my nose-rings with sunslits. :(
Quote from: Blackisback on July 11, 2010, 04:49:08 PM
For the face location to be broken up into eyes, nose and mouth.
Please, oh please, oh please!
Would still need 'face' for certain items though. Especially the sdesc hiding ones.
It would make more sense for facewrap to be worn over nose and mouth.
Quote from: deviant storm on July 11, 2010, 05:16:42 PM
It would make more sense for facewrap to be worn over nose and mouth.
Right... but since one item can't be worn on two places at the same time, we would have to keep 'face.'
Also this would let you wear your sunslits, nosering, and lipring while wearing something that covers your whole face like a mask or facewrap.
'lower face' 'upper face' 'face'.
'face' would be facewraps and masks, and would cover lower face and upper face items when worn.
Quote from: a strange shadow on July 11, 2010, 05:42:41 PM
'lower face' 'upper face' 'face'.
'face' would be facewraps and masks, and would cover lower face and upper face items when worn.
Why don't you like face, eyes, nose, lips/mouth?
>wear khol eyes
>wear amber nose
>wear tube lips
Simplicity. I'd go for eyes/nose/mouth, with facewraps/masks/face-worn items covering the nose and mouth.
Quote from: FantasyWriter on July 11, 2010, 05:47:34 PM
>wear amber nose
Rudolph with your nose so bright, won't you guide my sleigh tonight ♫
Quote from: Reiteration on July 11, 2010, 06:57:11 PM
Quote from: FantasyWriter on July 11, 2010, 05:47:34 PM
>wear amber nose
Rudolph with your nose so bright, won't you guide my sleigh tonight ♫
Rudolph's nose was red, not light brown.
Also, to have three main sections
Head, Face, Body.
When you're in chargen it should go:
Please describe your character's body. Do not include anything above your shoulders.
Please describe your character's head. Please exclude facial features. Your hair is included in this category.
Please describe your character's facial features. This does not include your hair.
Certain items would cover certain parts of this description, IE: Masks, Facewraps, Cloaks, Hood.
For someone to be completely concealed, they'd need to wear items to cover the description of their head, their face, and their body.
kill amos (eyes closed)
You attack the tall, muscular man, eyes closed.
the short, muscular man attacks you, eyes closed.
kick amos (aiming high
you kick at the tall, muscular man, aiming high, but miss
you kick at the tall, muscular man, aiming hihg, connecting
the short, muscular man kicks at you, aiming high, but misses
the short, muscular man kicks at you, aiming high, connecting
Would work for bash, kick, disamr. If used with (something), would work as does now.
Quote from: MeTekillot on July 11, 2010, 08:37:31 PM
Quote from: Reiteration on July 11, 2010, 06:57:11 PM
Quote from: FantasyWriter on July 11, 2010, 05:47:34 PM
>wear amber nose
Rudolph with your nose so bright, won't you guide my sleigh tonight ♫
Rudolph's nose was red, not light brown.
I always thing of amber as a reddish-orange.
(http://www.mexicanamber.org.uk/deepred1.jpg)
wear shovel on pack
You hang your metal-bladed shovel on your bigass leathery pack.
Back on track, removing a certain number of coins from a container?
I don't know how many times I type
> get 25 coins pack
to have it go 'wut?'
Quote from: Qzzrbl on July 12, 2010, 06:10:16 AM
wear shovel on pack
You hang your metal-bladed shovel on your bigass leathery pack.
Yes please.
I always wondered why you can't hang medium/large sized polelike-items on the outside. A shovel would not fit very well inside a pack. Neither would a lumber axe, nor a longsword.
Quote from: bcw81 on July 12, 2010, 01:38:20 PM
Quote from: Qzzrbl on July 12, 2010, 06:10:16 AM
wear shovel on pack
You hang your metal-bladed shovel on your bigass leathery pack.
Yes please.
I always wondered why you can't hang medium/large sized polelike-items on the outside. A shovel would not fit very well inside a pack. Neither would a lumber axe, nor a longsword.
And for those Arabets that travel with pets to sell, can put CAGES hanging from the pack. Those cages are HUUUUUUGE. Take up so much pack space. :-(
Random tiny want:
For one of our player artists to draw a character with something different in each of the following wear locations:
nose, eyes, mouth, belt, finger (several), neck (bonus for container), body, head, legs, right foot, left foot, right hand, left hand, arms, about, waist, right wrist, left wrist, ep, es, on_belt(x2), back, on backpack, sheathed on back, in_hair, face, right ankle, left ankle, left_ear, right_ear, forearms, about_throat, shoulder (bonus for container)
Quote from: Vanth on July 12, 2010, 07:44:11 PM
Random tiny want:
For one of our player artists to draw a character with something different in each of the following wear locations:
nose, eyes, mouth, belt, finger (several), neck (bonus for container), body, head, legs, right foot, left foot, right hand, left hand, arms, about, waist, right wrist, left wrist, ep, es, on_belt(x2), back, on backpack, sheathed on back, in_hair, face, right ankle, left ankle, left_ear, right_ear, forearms, about_throat, shoulder (bonus for container)
isn't it 'hands' instead of RH and LH?
Quote from: FantasyWriter on July 12, 2010, 07:55:54 PM
Quote from: Vanth on July 12, 2010, 07:44:11 PM
Random tiny want:
For one of our player artists to draw a character with something different in each of the following wear locations:
nose, eyes, mouth, belt, finger (several), neck (bonus for container), body, head, legs, right foot, left foot, right hand, left hand, arms, about, waist, right wrist, left wrist, ep, es, on_belt(x2), back, on backpack, sheathed on back, in_hair, face, right ankle, left ankle, left_ear, right_ear, forearms, about_throat, shoulder (bonus for container)
isn't it 'hands' instead of RH and LH?
Yes, but the point is all the wear locations that have been requested, and people have requested to wear mismatched boots and gloves. ;)
My skill pales before that of most artists I've seen here, but that might be fun. ;)
To know for a fact which subguilds get desert nav.
It seems some really should, though do not get it?
And some that shouldn't get it, got it?
Confusing.
Quote from: Vanth on July 12, 2010, 08:06:50 PM
Quote from: FantasyWriter on July 12, 2010, 07:55:54 PM
Quote from: Vanth on July 12, 2010, 07:44:11 PM
Random tiny want:
For one of our player artists to draw a character with something different in each of the following wear locations:
nose, eyes, mouth, belt, finger (several), neck (bonus for container), body, head, legs, right foot, left foot, right hand, left hand, arms, about, waist, right wrist, left wrist, ep, es, on_belt(x2), back, on backpack, sheathed on back, in_hair, face, right ankle, left ankle, left_ear, right_ear, forearms, about_throat, shoulder (bonus for container)
isn't it 'hands' instead of RH and LH?
Yes, but the point is all the wear locations that have been requested, and people have requested to wear mismatched boots and gloves. ;)
That would be soooo awesome!
Quote from: BlackMagic0 on July 12, 2010, 08:22:35 PM
To know for a fact which subguilds get desert nav.
It seems some really should, though do not get it?
And some that shouldn't get it, got it?
Confusing.
Never mind. I went and looked at the help files via the online help file search based from the game.
Though the website documentations are terrifically out of date.
http://www.armageddon.org/general/subguilds.html (http://www.armageddon.org/general/subguilds.html)
Can we get those updated to the help file versions?
It could be very confusing for newbs looking through the general docs, and not searching the help files as much.
Hell it got me for a minute there. :-[
subguild_sorcerer
subguild_psionicist
Quote from: spawnloser on July 16, 2010, 03:04:58 PM
QuoteSubguild Survivalist (Character)
Survivalists aren't any better at much than most people, but what they are pretty decent at is getting from one place to the next through the wastes. They have a good sense of where they're going (direction sense) and can get past many obstacles (climb). They can keep themselves fed too, having a knack for finding edible roots (food forage) and cleaning their kills (skinning).
That 'peek' or something similar was not thief-guild only, and instead we had a command to look at someone's equipment without looking at them entirely. Deliberately ignoring someone's mdesc is hard after a 'look' on a masked person with a hood hiding their hair, but there's no rational reason I shouldn't be able to see what kind of boots they're wearing.
Quote from: Nahara on July 19, 2010, 10:07:32 AM
That 'peek' or something similar was not thief-guild only, and instead we had a command to look at someone's equipment without looking at them entirely. Deliberately ignoring someone's mdesc is hard after a 'look' on a masked person with a hood hiding their hair, but there's no rational reason I shouldn't be able to see what kind of boots they're wearing.
> look figure's boots
Quote from: Synthesis on July 19, 2010, 11:41:30 AM
Quote from: Nahara on July 19, 2010, 10:07:32 AM
That 'peek' or something similar was not thief-guild only, and instead we had a command to look at someone's equipment without looking at them entirely. Deliberately ignoring someone's mdesc is hard after a 'look' on a masked person with a hood hiding their hair, but there's no rational reason I shouldn't be able to see what kind of boots they're wearing.
> look figure's boots
But what if they're wearing shoes?
Sandals?
A djellabah or an aba instead of a cloak when I type look(cloak)? Trying to piece together someone's clothes with 'look (equipment)' is ... difficult. My want remains.
Quote from: Nahara on July 19, 2010, 12:12:09 PM
Quote from: Synthesis on July 19, 2010, 11:41:30 AM
Quote from: Nahara on July 19, 2010, 10:07:32 AM
That 'peek' or something similar was not thief-guild only, and instead we had a command to look at someone's equipment without looking at them entirely. Deliberately ignoring someone's mdesc is hard after a 'look' on a masked person with a hood hiding their hair, but there's no rational reason I shouldn't be able to see what kind of boots they're wearing.
> look figure's boots
But what if they're wearing shoes?
Sandals?
A djellabah or an aba instead of a cloak when I type look(cloak)? Trying to piece together someone's clothes with 'look (equipment)' is ... difficult. My want remains.
l figure's feet will work too....
Or "l figure's head" to see helmets
Or "l figure's body" to see stuff worn on the body, ect., ect., ect.
If you wanna see the whole equipment list, then just type "l figure".
If you have damn good reason for them not to see you looking at them, just chip away at what their wearing with your furtive, non-echoing looks at their wear locations.
That, ah, doesn't work.
Quote
l figure's feet will work too....
Or "l figure's head" to see helmets
Or "l figure's body" to see stuff worn on the body, ect., ect., ect.
FWIW, this only displays tattoos and scars, if they are not covered at that location. If there is a piece of equipment there, anything at all, it will say
You see nothing special about their feet. or head, body, etc.
My random tiny want would be to make it like you described, though.
Quote from: Nahara on July 19, 2010, 12:19:36 PM
That, ah, doesn't work.
Mmm.... Thought it did. D:
Quote from: Qzzrbl on July 19, 2010, 12:22:40 PM
Quote from: Nahara on July 19, 2010, 12:19:36 PM
That, ah, doesn't work.
Mmm.... Thought it did. D:
look fucker's location
Only works if they aren't wearing something on that location. It'll show you scars, tats, and parasites if they're a human tribal who fucks everything that moves. Not that I'm naming names here.
Know your commands, qzzrbl... you noob.
How about >look (body part)? Think it could make sense. Something like >look head could reveal what they're wearing all over their head, ie head, face, ears, etc.
That'd be nice. I mainly right now want a way to get an idea how a masked someone looks without, well, seeing their face if I don't want to.
My wants evolve depending on what I'm thinking about at the time, evidently.
Instead of trying to take everything while skinning.
skin corpse
You could cut the hide, the meat, the antlers, etc from the body of a duskhorn.
skin corpse hide
You do whatever the emote is for cutting a hide from a duskhorn.
skin corpse all
The normal skinning process as it is already.
Quote from: MeTekillot on July 19, 2010, 03:44:27 PM
Instead of trying to take everything while skinning.
skin corpse
You could cut the hide, the meat, the antlers, etc from the body of a duskhorn.
skin corpse hide
You do whatever the emote is for cutting a hide from a duskhorn.
skin corpse all
The normal skinning process as it is already.
Nice.
I like that.
Then you could have scenes right out of some tear-jerking movie about how the settlers wasted the buffalo and left the meat, etc, to rot on the plains. Except it'd be Akei Ta Var and a bunch of Salarri hunters.
Or, perhaps skinning could work like crafting? Where you begin to skin something and your character goes through the motions before finally finishing. It seems pretty...unrealistic to me that you can just type >skin body over and over and completely clean out several dozen corpses without any limitations, however if I wanted to toast a piece of bread (a much easier action than skinning a body) I have to wait for the action to finish working.
I think this would also cut down on spam hunting, as I've seen plenty of situations where people go from one creature to the next, a majority of their time out of combat spent sheathing and unsheathing their weapons as opposed to the delicate process of skinning a dead animal.
I can see it now...
>skin body
Blood seeping to the ground, you begin to skin the body of a large bull duskhorn.
Seen to everyone else as:
the tall, muscular man is skinning the body of a large bull duskhorn.
Of course, this would require writing different emotes for the various parts of different creatures, just as failing a craft causes a particular echo. But, I think it could really work.
Bug spray
I'd like:
assess -v room
So I could see how close it is to capacity/weight, if not in accurate stones, but in some randomly described return.
This room is nearly empty.
This room has plenty of room.
This room is filled to capacity.
This room is overly filled.
This room is an epic disaster and you need to wish up RIGHT NOW.
Please. Once again, I just want to say that I and other staffers like this thread because we can come here and get quick ideas and run with them. When we start having to wade through a discussion on every idea to get to the next idea, then we start not finding this thread as useful.
Please move your own discussions elsewhere so I don't have to.
Quote from: Styx on July 20, 2010, 02:43:04 PM
I'd like:
assess -v room
So I could see how close it is to capacity/weight, if not in accurate stones, but in some randomly described return.
This room is nearly empty.
This room has plenty of room.
This room is filled to capacity.
This room is overly filled.
This room is an epic disaster and you need to wish up RIGHT NOW.
This, but also, with public rooms (ie, specifically city rooms which are public)
This room is nearly empty.
There is a large crowd on the street.
or
This room is crowded with junk.
The street seems to be vacant.
or
This room is empty.
A small stream of vagrants passes along slowly.
etcetcetc.
That's one thing I really liked about this one mud Kevin showed me. In most rooms you could 'l crowd', then it would tell you who was in the crowd, and you could 'l <person in the crowd>', at which point it would make the VNPC into an actual NPC for a short time, complete with clothes, movement, and AI. I know that's probably WAY too much to ask for Arm 1, but just seeing how empty/packed a room is by assessing it (if Assess room were added, of course) would be really nice.
Quote from: Cutthroat on July 19, 2010, 12:21:04 PM
Quote
l figure's feet will work too....
Or "l figure's head" to see helmets
Or "l figure's body" to see stuff worn on the body, ect., ect., ect.
FWIW, this only displays tattoos and scars, if they are not covered at that location. If there is a piece of equipment there, anything at all, it will say You see nothing special about their feet. or head, body, etc.
My random tiny want would be to make it like you described, though.
I'm a little confused. There is this... If Amos, the sinewy, dark-haired man, is wearing "a pair of rainbow-sparkled sunshine sleeves" type
look amos's rainbow, or
look amos's sleeves, or
look sinewy's sparkled.
Or is this not what you want? ???
EDIT: Ahh, I think I get it.... look at their rainbow-sleeves without the "look" command? No echo?
Meh.
No, what they're saying is that ">look amos's arms" won't return anything unless his arms are uncovered, at which point you see the description for any tattoos or scars on the arms location. If it is gear, you see jack.
Quote from: Lizzie on July 19, 2010, 09:32:37 AM
Or even..
The armed figure in the red and white tabard has arrived from the west.
The armed tall figure in the red and white tabard has arrived from the west.
The armed tall and obese figure in the red and white tabard has arrived from the west.
Building off this idea, long ago sdescs were covered by two items, but it was changed to one since sdescs would become too long.
(the figure wearing a desert sandcloth longcloak and a thin, grey-sandcloth facewrap)
I always thought a one word descriptor put before the cloaked sdesc would look cool, and be short enough.
Mask - The masked figure in a desert sandcloth longcloak
Veil - The veiled figure in a desert sandcloth longcloak
Facewrap – The face-wrapped figure in a desert sandcloth longcloak
Big helms - the helmed figure in a desert sandcloth longcloak
I'd like to see, the hunt/track wilderness option expanded a little more, as it is, if you were seriously going to track someone it would take hours to see find them. I'd like to see an active hunt command possibly, only visible to rangers and other trackers I surmise.
Hunt
You see so and so's tracks leave to the east
track east
You begin actively watching the tracks to the east
e
A grassy plains
this room has a lot of grass and other nondescript things in it. Please move on.
(tracking) you see tracks from the west moving east
Only have it on a very short five maybe ten room duration for it
For "flip" to work during combat.
Quote from: Samira on July 21, 2010, 07:21:27 AM
For "flip" to work during combat.
It stunned me when I found out it didn't.
Inspiring a new want:
For more weapons to be 'flippable'.
It does, but the syntax is different. It's been a long time, but I believe it is 'use <weapon>' while in combat.
>clan schedule [clan name]
The schedule for <clan name> is:
-----------------Morning--------Afternoon--------
Ocandra On leave On leave
Terrin Sparring Riding practice
Abid Sparring Combat lessons
Cingel Sparring Guard practice
Nekrete Sparring Equipment maintenance
Waleuk Sparring Rescue practice
Yochem Sparring Strength training
Huegel Sparring Wrestling
Dzeda Sparring Endurance training
Barani Sparring Desert survival (early leave is no sergeant+ present)
Detal On leave On leave
Basically, a print-out of the clan's schedule that's usually posted on the forum (or on in-game clan boards). Though, extra points if the line corresponding to what day it is was highlighted.
I'd like for my prompt to carry over from one character to the next by default. If I want to change it then, I will.
Quote from: a strange shadow on July 21, 2010, 09:00:25 AM
It does, but the syntax is different. It's been a long time, but I believe it is 'use <weapon>' while in combat.
This is correct.
Quote from: flurry on July 21, 2010, 11:22:22 AM
I'd like for my prompt to carry over from one character to the next by default. If I want to change it then, I will.
+1
I know it's not quite the same, but I set an alias in my client called 'setprompt' which will set my prompt for me when I get to a new character.
I want items held in inventory to, based on weight verses agility to drop to the ground in combat.
Say, 1 stone for every 2 points of agility.
For people to stop assuming that everyone who kills is somehow a poor roleplayer/twink. For people to focus on their own rp and stop bitching about others and pointing fingers down from their self-constructed pedestals of self-righteousness.
Those are my Random Tiny Wants.
Random enormous wants, if you ask me.
Quote from: jhunter on July 23, 2010, 03:15:27 PM
For people to stop a pointing fingers down from their self-constructed pedestals of self-righteousness.
Those are my Random Tiny Wants.
J... Come on up here dude. Come on up on my pedestal with me. You won't believe the view!
Quote from: X-D on July 23, 2010, 09:38:29 AM
I want items held in inventory to, based on weight verses agility to drop to the ground in combat.
Say, 1 stone for every 2 points of agility.
I could dig it.
Quote from: Barzalene on July 23, 2010, 07:16:24 PM
Quote from: jhunter on July 23, 2010, 03:15:27 PM
For people to stop a pointing fingers down from their self-constructed pedestals of self-righteousness.
Those are my Random Tiny Wants.
J... Come on up here dude. Come on up on my pedestal with me. You won't believe the view!
I'd come check out your pedestal. If it's cool, I'll stay. :P
The face broken up into two spots for items to be worn.
Eyes for sunslits/lower face for bone piercings and masks
A "show" command....
Whereby a character savvy with the "scan" skill can "show" other people hidden people or creatures.
>hide [item]
You attempt to hide [item].
Finding the item requires the search skill.
Quote from: Blackisback on July 24, 2010, 02:33:31 PM
>hide [item]
You attempt to hide [item].
Finding the item requires the search skill.
Buffs to stats that last a hour.
Aka, do event a, get plus one to strength.
Event a should be a mundane thing, though.
Cannot increase stats more than +1 using buff.
A script attached to hawks/birds etc that makes them ruffle feathers, squawk, poop - anything that prevents them just sitting there like forgotten stuffed animals.
Quote from: Booya on July 25, 2010, 10:42:07 AM
A script attached to hawks/birds etc that makes them ruffle feathers, squawk, poop - anything that prevents them just sitting there like forgotten stuffed animals.
I MUCH prefer animating my on pets.
pemote from atop @ shoulder, ~hawk flutters its wings emitting a loud squawk as ~elf walks in.
Quote from: Blackisback on July 24, 2010, 02:33:31 PM
>hide [item]
You attempt to hide [item].
Finding the item requires the search skill.
I like it! Shame people would use it to warehouse stuff all hidden like in their apartments. Not that I'd do anything like that. ::) (would totally do it. *hides sekret silver rings under bed*)
I'd like to see digging or some other skill/method of hiding to be used. Arr, thar be nuffin' like a hidden treasure.
Obscure skill maybe? You could obscure items in a room or in a container. Kind of like hidden compartments in chests. Eh, now I'm just rambling my dreams of hiding a stolen load of goodies.
Quote from: mansa on July 25, 2010, 10:23:04 AM
Buffs to stats that last a hour.
Aka, do event a, get plus one to strength.
Event a should be a mundane thing, though.
Cannot increase stats more than +1 using buff.
Adrenaline rush after dropping below a certain percentage of HP?
Could give a temporary boost to all stats, with the side-effect of a negative to all stats after a couple of hours.
I could dig it.
Increase to agi/end - Drastic decrease in skills until "adrenaline" period has passed.
Quote from: Gunnerblaster on July 25, 2010, 04:45:25 PM
Increase to agi/end - Drastic decrease in skills until "adrenaline" period has passed.
Adrenaline makes you stronger too-- and sharpens your mind.
IRL at least. >_>
And gives you tunnel vision and decreases agility.
Quote from: X-D on July 25, 2010, 05:59:33 PM
And gives you tunnel vision and decreases agility.
I think the increase in agility would be akin to the sharpened reflexes, since a powerful enough adrenaline rush can slow down time for the adrenalinee(?).
Quote from: MeTekillot on July 25, 2010, 07:13:36 PM
Quote from: X-D on July 25, 2010, 05:59:33 PM
And gives you tunnel vision and decreases agility.
I think the increase in agility would be akin to the sharpened reflexes, since a powerful enough adrenaline rush can slow down time for the adrenalinee(?).
So they say.
The adrenaline dump happens very fast though, right?
According to medical science, adrenaline increases strength and endurance and drastically lowers everything else.
Fine motor control goes away (Hint, thats dex/agi) Blood is taken from the brain, eyes, ears etc.
Quote from: X-D on July 25, 2010, 11:54:12 PM
According to medical science, adrenaline increases strength and endurance and drastically lowers everything else.
Fine motor control goes away (Hint, thats dex/agi) Blood is taken from the brain, eyes, ears etc.
This is why I wish there was a distinction between raw speed (agility) and fine crafty/thievy/delicate crap (dexterity). x-X
Quote from: X-D on July 25, 2010, 11:54:12 PM
According to medical science, adrenaline increases strength and endurance and drastically lowers everything else.
Fine motor control goes away (Hint, thats dex/agi) Blood is taken from the brain, eyes, ears etc.
Wouldn't this depend on fight or flight?
Quote from: Qzzrbl on July 26, 2010, 12:20:03 AM
Quote from: X-D on July 25, 2010, 11:54:12 PM
According to medical science, adrenaline increases strength and endurance and drastically lowers everything else.
Fine motor control goes away (Hint, thats dex/agi) Blood is taken from the brain, eyes, ears etc.
This is why I wish there was a distinction between raw speed (agility) and fine crafty/thievy/delicate crap (dexterity). x-X
I always thought that raw speed should rely on your strength because of leg muscle and weighted in your agility (dexterity?) for coordination as well as other factors such as encumbrance.
Extended attributes.
Strength, Agility, Wisdom, Endurance, Perception
Isn't perception just the watch skill with select guilds dictating the max level ?
I would like to see more commands take the watch skill into consideration.
I'd like watch to be able to be hooked to hunt.
watch 2.tracks
I'd like for the desert elf accent to be changed to something less restrictive than "staccato".
ditto
Why not just give 'em an "Elven" accent?
That topic has its own thread. It's been discussed to death. Please don't pollute this thread with yet another long discussion on that one.
Strength, agility, dexterity, endurance, constitution, wisdom and willpower would be neat.
Edit:
With stats leaning towards average, for the most part.
Quote from: spawnloser on July 26, 2010, 11:33:57 AM
That topic has its own thread. It's been discussed to death. Please don't pollute this thread with yet another long discussion on that one.
I'm allowed to have an opinion, thank you.
It's a random tiny want of mine. :P
Quote from: Blackisback on July 26, 2010, 11:50:41 AM
Strength, agility, dexterity, endurance, constitution, wisdom and willpower would be neat.
Strength- How much shit you can carry. How hard you hit.
Agility- How fast one can run. How quickly one can attack.
Dexterity- How adept one is with his hands. How good one is with crafting or lockpicking, pickpocketing, stuff like that. Climbing. Could also tie in with one's weapon finesse?
Wisdom- How smart one is. Determines things like how much mana one has, how powerful one's magick/mindbending powers are and how quickly one can learn things. Could play a part in determining stun points.
Willpower- How mentally tough (for lack of better words) one is. Determines resistance to magick/mindworms and stun points.
Endurance- How much physical wear and tear one's body can take. Determines HP and Stamina points.
This here is my stats wishlist....
*sigh*
We can only hope for Reborn. x-X
Isn't it already changed to "desert"?
Quote from: spicemustflow on July 26, 2010, 02:38:40 PM
Isn't it already changed to "desert"?
You see "desert"
Other players see "staccato"
Shit, I thought they gave in to staccato haters.
More occurances of NPCs doing stuff.
Example, randomly generated npcs that will attempt to pick your pocket if you look like a decent enough target. NPC non-gith Raiders roaming the deserts, NPC merchants with NPC guards protecting them while travelling to and from cities.
Quote from: Blackisback on July 26, 2010, 05:02:16 PM
More occurances of NPCs doing stuff.
Example, randomly generated npcs that will attempt to pick your pocket if you look like a decent enough target. NPC non-gith Raiders roaming the deserts, NPC merchants with NPC guards protecting them while travelling to and from cities.
For the first two examples, you may want to create a character in the 'rinth.
Quote from: MeTekillot on July 26, 2010, 05:03:15 PM
Quote from: Blackisback on July 26, 2010, 05:02:16 PM
More occurances of NPCs doing stuff.
Example, randomly generated npcs that will attempt to pick your pocket if you look like a decent enough target. NPC non-gith Raiders roaming the deserts, NPC merchants with NPC guards protecting them while travelling to and from cities.
For the first two examples, you may want to create a character in the 'rinth.
I've experienced them, that's why I want more experiences like them scattered throughout the game.
I wish, when tavern sitting, that you could buy a refill of the same drink type you already have in hand or inventory, on the cheap, so you don't clutter up the damned bars/tables with empties.
Quote from: Styx on July 26, 2010, 08:58:47 PM
I wish, when tavern sitting, that you could buy a refill of the same drink type you already have in hand or inventory, on the cheap, so you don't clutter up the damned bars/tables with empties.
junk mug [passing it to ~barkeep for refill]
buy mug
junk mug [sitting it on the bar again where it's picked up by ~barkeep only moments later.
- You don't have to spam up the bar anywhere, ever.
I want people in Allanak to be less subtle. Sometimes it's worse than Tuluk. ::)
QuoteI want people in Allanak to be less subtle.
Allanaki politics:
The muscular tor noble says, in sirihish:
"I dislike you."
The dainty, fale noble says, in sirihish:
"I dislike you more."
The muscular tor noble says, in sirihish:
"We're in agreement. I hate agreeing with you. I should kill you."
The dainty, fale noble says, in sirihish:
"For that, I'm going to have you killed."
The muscular tor noble says, in sirihish:
"Ha. Going to the games? Perhaps I'll kill you there."
The dainty, fale noble says, in sirihish:
"I'm setting it up so that you get caught trying that, and your house will suffer bad public image."
The muscular tor noble says, in sirihish:
"Damn."
The dainty, fale noble says, in sirihish:
"Conversational win. Political point for me."
Some degree of subtlety is always involved. :P
I'm not talking nobles and politics. Common schmoe Allanaki people! In fact, I'm going to kudos one person for the only openly unfriendly Gaj tavern roleplay I've seen lately. :P
Please post pet peeves in their own thread--this consistently has been more of a "random tiny wants" in code, not "random things I wish people would do more often."
I wish there was a different sorting method to the results of "craft x"
As it is, on some items, it becomes quite difficult to notice if something new has popped up in the middle of the list, when just about every item shares 50% of the same words. "Craft white.silk" becomes a nightmare, for instance, at high levels of tailoring. For other items, it's sometimes not obvious at all which crafting skill they use. It seems odd that my character who, say, is advanced in one craft but a beginner in another won't have even the vaguest premonition of whether item X will be reasonable to make (because he's advanced in the skill) or quite difficult to make (because he's a beginner). I know the trial-and-error people will clamor about this last part, but I do want to say as someone who has a wife who crafts A LOT in RL ... she has a fairly good idea of how difficult a project will be before she tackles it, even if she's not tried it before.
Dream Results:
> craft longishly-short.bone.ridge
You find that you can craft a longishly-short bone ridge into:
Arrow Making 1: A single, longish bone arrowshaft (novice)
Arrow Making 2: A couple of longish bone arrowshafts (apprentice)
Arrow Making 3: A few longish bone arrowshafts (journeyman)
Arrow Making 4: A whole whack of longish bone arrowshafts (advanced)
Club Making 1: A longish, very thin club but hey be glad because how many other club recipes are there? (journeyman)
Instrument Making 1. A longish, but not too long, bone flute (journeyman)
Instrument Making 2. A longish, but not too long, carved bone flute (advanced)
Jewelry Making: A lovely, longish bone earring (journeyman)
Knifemaking 1. A simple, longish bone knife (novice)
Knifemaking 2. A nicely carved, longish bone knife (journeyman)
Knifemaking 3. A sharp, carved, longish bone knife (advanced)
Spearkmaking 1. Zalanthas' shortest spear (apprentice)
Tool Making 1. A nose picker (apprentice)
Tool Making 2. An intricately-carved back-scratcher (master)
Edit: Interesting stat ... one of the items that I craft with currently returns 32 results
Quote from: Nyr on July 27, 2010, 04:16:37 PM
Please post pet peeves in their own thread--this consistently has been more of a "random tiny wants" in code, not "random things I wish people would do more often."
They got locked a while back. (Thank the Dragon)
"Things I'd like to Encourage"
"Things I'd like to Discourage"
They fit well in 'Random Armageddon Thoughts' though.
Quote from: Armaddict on July 27, 2010, 02:58:12 PM
QuoteI want people in Allanak to be less subtle.
Allanaki politics:
The muscular tor noble says, in sirihish:
"I dislike you."
(some other stuff)
The dainty, fale noble says, in sirihish:
"Conversational win. Political point for me."
Some degree of subtlety is always involved. :P
Of course the correct method is "I hate you"
*STABBITY*
The ability to forage with no hands free, provided there is a proper tool in both hands that could perhaps provide a boost to forage (such as a shovel, or a pickaxe).
Quote from: Thunkkin on July 27, 2010, 05:08:27 PM
> craft longishly-short.bone.ridge
You find that you can craft a longishly-short bone ridge into:
Arrow Making 1: A single, longish bone arrowshaft (novice)
Arrow Making 2: A couple of longish bone arrowshafts (apprentice)
Arrow Making 3: A few longish bone arrowshafts (journeyman)
Arrow Making 4: A whole whack of longish bone arrowshafts (advanced)
Club Making 1: A longish, very thin club but hey be glad because how many other club recipes are there? (journeyman)
Instrument Making 1. A longish, but not too long, bone flute (journeyman)
Instrument Making 2. A longish, but not too long, carved bone flute (advanced)
Jewelry Making: A lovely, longish bone earring (journeyman)
Knifemaking 1. A simple, longish bone knife (novice)
Knifemaking 2. A nicely carved, longish bone knife (journeyman)
Knifemaking 3. A sharp, carved, longish bone knife (advanced)
Spearkmaking 1. Zalanthas' shortest spear (apprentice)
Tool Making 1. A nose picker (apprentice)
Tool Making 2. An intricately-carved back-scratcher (master)
Second this, maybe not with the skill used but an inclination towards how hard it is for your character to create would be appreciated.
It'd be nice for PCs to have a chance to be able to be both mortally wounded and conscious at the same time.
They wouldn't be able to do anything beyond talking to the room and emoting, and they'd still be dying just as sure as if they were the old way.
As fighting erupts on the street nearby, the stocky, scar-ravaged manchild drags the petite, tressy-tressed woman into an alley, holding her underneath the arms.
Her body limp and her breathing shallow, the petite, tressy-tressed woman leaves behind a thick trail of blood as she's dragged along.
Setting you down and fumbling at his belt, the stocky, scar-ravaged manchild says, in sirihish:
"Shit."
You suffer from use of the Way.
You feel too light-headed to concentrate.
Kneeling beside you, the stocky, scar-ravaged manchild gets a scrap of cloth from his tregil-tooled, leather swordbelt.
The stocky, scar-ravaged manchild looks down at you.
You get your desert rose from your bloodied many-pocketed canvas vest, blood from her wound still bubbling up freely.
Reaching up weakly for the stocky, scar-ravaged manchild's hand, her voice faint, you say, in sirihish:
"Give this to Aramel. Please."
The petite, tressy-tressed woman presses your desert rose into the stocky, scar-ravaged manchild's hand.
The stocky, scar-ravaged manchild says to you, in sirihish:
"Fuck, I can't stop the bleeding."
The stocky, scar-ravaged manchild says to you, in sirihish:
"Don't die on me!"
Come back soon!
You may:
(C) Disconnect from character (V) Toggle ANSI/VT100 mode
(B) Toggle 'brief' menus (D) Documentation menu
(M) Mail menu (S) Stats of your character
(E) Enter Zalanthas (X) Exit Armageddon
(?) Read menu options
Armageddon is OPEN.
Choose thy fate:
In Tuluk:
assess (dude) status
"That person significantly outranks you."
"That person is your social equal."
"You could make that person do tavern tricks for fun."
With the imms assigning a 1-10 scale, sure, there are some variables, but it might help undercut some of the goofy social questions Tuluk seems to be rife with over the last, endless hundred years of "New Tuluk".
Quote from: Cutthroat on July 28, 2010, 12:40:58 PM
The ability to forage with no hands free, provided there is a proper tool in both hands that could perhaps provide a boost to forage (such as a shovel, or a pickaxe).
Yes. Or dual-wielding shovels.
The male wearing a rather convincing green masks exclaims, in sirihish:
"Hold onto yer lugnuts, it's tiiiiime for an OVERHAUL!"
I want basic weapon maintenance to be available to those who don't have the skill.
Quote from: Rhyden on July 28, 2010, 10:34:31 PM
Quote from: Cutthroat on July 28, 2010, 12:40:58 PM
The ability to forage with no hands free, provided there is a proper tool in both hands that could perhaps provide a boost to forage (such as a shovel, or a pickaxe).
Yes. Or dual-wielding shovels.
Because that totally makes sense.
For climb to be available to everyone, regardless of guild, with varying levels of mastery available to each.
Craftable crossbow bolts.
Quote from: Styx on July 29, 2010, 10:10:25 AM
Craftable crossbow bolts.
There are some, but apparently you have to be a Salarri to figure it out.
There's a craft recipe example for crossbow bolts in 'help fletchery':
Quote from: help fletchery
> craft branch feather into black-fletched crossbow bolt
---
Random Tiny Want: Drawing two weapons at once if both hands are free.
The option to have cooks feed a PC to 'full' without having to spam asking for and eating bread:
>ask cook feast
The cook prepares some food for you, and you eat your fill!
This is nitpicky as hell, but I'd love it if you could put hunger/thirst in your prompt and turn the whole-line messages off.
I'd like to see something where you could have an item and check what you could make with it, even if you don't have the other components needed E.G
craft shard
You don't think you could craft that into anything.
If you had a short length of bone, you could craft it into a -whatever-
I'd like to be able to eat well past the "full" point, resulting, over time, in changes to my PC's weight.
Quote from: brytta.leofa on August 01, 2010, 03:30:59 PM
I'd like to be able to eat well past the "full" point, resulting, over time, in changes to my PC's weight.
This is a great idea.
Strength could potentially go up based on your diet, or agility could go down.
Quote from: Blackisback on July 29, 2010, 09:57:17 AM
For climb to be available to everyone, regardless of guild, with varying levels of mastery available to each.
This. This lots. Even if most guilds cap at apprentice. Still.
Quote from: Jengal on August 01, 2010, 03:23:03 PM
I'd like to see something where you could have an item and check what you could make with it, even if you don't have the other components needed E.G
craft shard
You don't think you could craft that into anything.
If you had a short length of bone, you could craft it into a -whatever-
Probably not a tiny want, but...
Add functionality to the 'examine' command that would let your character study and remember items, and create a memory of items your PC has spent time with. Then when trying to 'craft shard' it would have a decent chance of showing you recipes that use the shard and items from your character's memory that you
could create if you had the necessary items.
For crafting to be lenghtier but more realistic. Instead of automatically crafting a piece of bone into a sword, how about having to work the components into other forms?
For instance:
>Craft bone
You can craft this into a jagged bone blade
You can craft this into a round bone pommel
You can craft this into a bone cross-hilt
Then, when you have the components crafted, you can assemble the entire item. I know it's more complicated than the current system, but, personally, I feel it would be more rewarding in the long run.
Also, for components to have varying levels of awesomeness.
You can quickly craft that piece of bone into a cross-hilt, or you can spend extra time and materials to craft it into an engraved, gem-inlaid cross-guard. Such extraordinary craftsmanship would be necessary to make the higher level items.
So, ideally, as a master-crafter it would look like:
Inv:
-an engraved, gem-inlaid cross-guard
-a long, razor-sharp bone blade
-an ivory hilt wrapped in carru leather
-an engraved, gem-inlaid ivory pommel
>Craft guard hilt blade pommel
You can craft a razor-sharp, gem-inlaid longsword from that
Quote from: Blackisback on August 01, 2010, 07:22:53 PM
For crafting to be lenghtier but more realistic. Instead of automatically crafting a piece of bone into a sword, how about having to work the components into other forms?
For instance:
>Craft bone
You can craft this into a jagged bone blade
You can craft this into a round bone pommel
You can craft this into a bone cross-hilt
Then, when you have the components crafted, you can assemble the entire item. I know it's more complicated than the current system, but, personally, I feel it would be more rewarding in the long run.
Also, for components to have varying levels of awesomeness.
You can quickly craft that piece of bone into a cross-hilt, or you can spend extra time and materials to craft it into an engraved, gem-inlaid cross-guard. Such extraordinary craftsmanship would be necessary to make the higher level items.
So, ideally, as a master-crafter it would look like:
Inv:
-an engraved, gem-inlaid cross-guard
-a long, razor-sharp bone blade
-an ivory hilt wrapped in carru leather
-an engraved, gem-inlaid ivory pommel
>Craft guard hilt blade pommel
You can craft a razor-sharp, gem-inlaid longsword from that
That would completely and utterly suck with the current crafting system's all-or-nothing failures. It would also completely and utterly suck with the way analyze works.
It's a neat idea, Blackisback, but I'd be pretty wary of it. Another RPI mud has a system like that and it made crafting so damn annoying and painful that they now allow players to use auto-scripts to work through all the pointless drudgery.
For crafting to not be all-or-nothing.
There to be two form of failure:
You botch your crafting attempt: Keep the items, just have to try again.
CRITICAL FAILURE: You lose the items, the way it works now.
A pursue command that works like follow, but which forces a check every time they try to unhitch you/run away. Perhaps it could compare your relative agility scores, or do a check against the pursuers subdue versus the flee skill of the person being pursued?
I often want to confront someone without immediately engaging in combat, and play out the scene a little first... but if I speak first and attack later, they simply run away. The watch command helps, but it'd be nice to have something that let's you keep up with them _and_ can be broken.
As a player, I wish there were a way to get some closure on what happened to other characters. Sometimes playing this game feels like reading a book, only to find the last four chapters are missing.
Maybe a wiki, or some automatically-updated web tool that would allow players to look up characters that have been dead for more than a year, and see things like where/when/how they died and any details that character's player has chosen to make available like biographies, who played them, or short story narratives about what happened to the character, or the character's life in general.
> assess spear
You test its weight and decide that you could use it.
You could use this for skinning.
You test its balance and decide it could be thrown accurately.
...
I wish the regen rates of Stamina was harmonized like the Health Regen rates were back in '01 or '02.
Everybody regens the same amount of Stamina, only that guild determines how many ticks it needs to hit before you can regenerate some.
Ideally, in my mind, it should regen at a rate of 4 movement points across the board. The regen rates should be quicker, but it should end up being the same amount of time required to regenerate to full that it currently has.
This would have the benefit of being able to move one room at a time "quicker" than current, but still end up taking longer time overall between a full rest and a rest move rest move situation. Being able to move rooms allows people to interact more.
For objects like hawks/falcons/birds to be transformed into npcs that you can actually train to give you reports upon flying through the air via whistles and chirps.
>release falcon
>You release a hunting falcon into the air - it soars high into the gritty heavens before banking in a wide circle.
>A hunting falcon continues to circle high above in the air before swooping back down in a dive for your shoulder/wrist.
>A hunting falcon belts out a squawk, gaze slitted. (this indicates -something- is nearby, though it's up to you as the player to investigate!)
Random Tiny Want:
What I'd like to see is a way to see weapon durability so that weapons can be replaced before they unexpectedly break.
Cutt Throat: Yes, that would be awesome. Perhaps have indicators on their sdesc/mdesc that shows they are in need of repair, like armor does.
>A chipped, bone longsword
>A battered, obsidian-tipped spear
>A cracked, stone warhammer
ass -v pack
A pack can be worn across one's back.
It can be opened and closed.
It could probably hold around 83437823 stones.
It shows traces of powders at the opening/it has been TRAPPED/Danger DO NOT OPEN
And for it to work with boxes, pouches, and all containers that can be trapped. For those with the trap skill. Very much like how poison works would be great.
A mutter command.
Muter (grumbling under his breath) Why isn't this possible?
whisper me
tell me
Quote from: brytta.leofa on August 05, 2010, 07:27:22 PM
whisper me
tell me
You can't seem to get your mouth close enough to your ear...
Quote from: Qzzrbl on August 05, 2010, 07:28:31 PM
Quote from: brytta.leofa on August 05, 2010, 07:27:22 PM
whisper me
tell me
You can't seem to get your mouth close enough to your ear...
I've been wanting this forever. Seriously.
It would be nice for you to be able to see the echo everyone else does when you use post/pre emotes while moving, entering, or leaving. I'm never really sure if people are even seeing anything.
I don't find it very logical that shopkeepers in cities with famine don't buy a larger amount of food than the 5 item limit. Could the limit be raised just for food and just in those cities?
Also, the purchase prices for some of the food are extremely low compared to the selling price. The demand for food should be so massively larger than the supply that selling food in a famine area should be quite profitable, especially in large quantities. And it should be well known where to sell it in large quantities. Maybe the templarate would set up additional food stores? PCs are either too poor to afford food from other PCs, or are clanned and don't need it.
Some semi-random food thoughts!
I'm fairly sure several VNPCs I passed by would give me more than the 4 coins the shopkeeper offered me for a tuber. :P
Quote from: Old Kank on August 04, 2010, 11:36:04 AM
As a player, I wish there were a way to get some closure on what happened to other characters. Sometimes playing this game feels like reading a book, only to find the last four chapters are missing.
Maybe a wiki, or some automatically-updated web tool that would allow players to look up characters that have been dead for more than a year, and see things like where/when/how they died and any details that character's player has chosen to make available like biographies, who played them, or short story narratives about what happened to the character, or the character's life in general.
I often find myself wondering what the Drov happened to so-and-so...
Quote from: manipura on August 09, 2010, 08:45:39 AM
Quote from: Old Kank on August 04, 2010, 11:36:04 AM
As a player, I wish there were a way to get some closure on what happened to other characters. Sometimes playing this game feels like reading a book, only to find the last four chapters are missing.
Maybe a wiki, or some automatically-updated web tool that would allow players to look up characters that have been dead for more than a year, and see things like where/when/how they died and any details that character's player has chosen to make available like biographies, who played them, or short story narratives about what happened to the character, or the character's life in general.
I often find myself wondering what the Drov happened to so-and-so...
Maybe even claw marks/sword marks/axe marks/etc. on the bodies...
More apartments, and more size/price variations. Also, when an apartment becomes available all items from inside should be automatically cleared out.
It's kind of ridiculous that when I see an available apartment, my first thought is, "I should rent that now because even though my character doesn't need it and can barely afford it, that will be easier than finding an available apartment later..."
I kind of agree, but... I think there are enough apartments, just not nearly enough with decent locks. The cheap ones are close to useless with how much they get broken into. There is a serious shortage of the more expensive apartments.
Quote from: Old Kank on August 09, 2010, 10:55:40 AM
Also, when an apartment becomes available all items from inside should be automatically cleared out.
Noooooes. I love finding nice little presents dead pcs left behind. Don't take my boots!
Quote from: Old Kank on August 09, 2010, 10:55:40 AM
Also, when an apartment becomes available all items from inside should be automatically cleared out.
The upside to this is a cease of the ridiculous "let's rent this apartment to see if there's loot inside" practice. I'll bet my boots that's a contributing factor to the reason why apartments get so scarce.
"There are 0 visible Immortals currently in the world."
I want that to be gone. It says that whether or not there are staff around, but it can't help but be discouraging for prospective players. The gaj can be completely empty during off-peak hours, so I think we could handle the extra players.
That and clan recruiting times on the front page for large, open clans like the byn...
Actually, it just tells you whether or not there are visible staff around, which is occasionally necessary for direct communication or setups. Storytellers are generally not allowed to be visible. Administrators are occasionally visible. Producers are occasionally visible. At any given time you have at least one staffer online, even if idle (and right now we have a few), but if you were to look right now, you probably wouldn't "see" anyone.
Clan recruiting times probably wouldn't be helpful to post as they'd change for each new Sergeant or each new PC leader.
Quote from: Nyr on August 09, 2010, 02:07:53 PM
Actually, it just tells you whether or not there are visible staff around, which is occasionally necessary for direct communication or setups.
I
think what jalden's saying is that it would be better to say nothing when the number visible is zero.
"There are 0 visible Immortals currently in the world."
> think (OOC) No one cares. I feel new and depressed and alienated.
When you're in certain clans and you go to one of your clan's shops, your PC will get discounts on the items sold there.
I'd like to still be able to see what ordinary blokes would be paying for the items.
Something like this:
1) a wooden widget for 10/15 coins, a few are available.
Where 10 is the price you pay, and 15 is the price everyone else pays.
Quote from: brytta.leofa on August 09, 2010, 02:26:17 PM
I think what jalden's saying is that it would be better to say nothing when the number visible is zero.
Oh! I see.
Quote from: Nyr on August 09, 2010, 02:36:41 PM
Quote from: brytta.leofa on August 09, 2010, 02:26:17 PM
I think what jalden's saying is that it would be better to say nothing when the number visible is zero.
Oh! I see.
Yep I think it just shouldn't be there and that who should just list players since it basically always says there is no staff. Not a huge deal but a pet peeve I guess :).
I'd like an in game kudos command that sends kudos discreetly to other players for them to view them at the log in info. Like 'K' for kudos viewing. Maybe it'd cut out some work for staff, too.
Quote from: Mazy on August 09, 2010, 03:33:31 PM
I'd like an in game kudos command that sends kudos discreetly to other players for them to view them at the log in info. Like 'K' for kudos viewing. Maybe it'd cut out some work for staff, too.
The thought has been put out there, but in the end staff NEED to review these things because if it was unsupervised, it would end up being a tool for OOC communication in SOME way. Also, if you were unable to see the person, or target them for whatever reason, what happens then?
Quote from: Riev on August 09, 2010, 03:41:48 PM
Quote from: Mazy on August 09, 2010, 03:33:31 PM
I'd like an in game kudos command that sends kudos discreetly to other players for them to view them at the log in info. Like 'K' for kudos viewing. Maybe it'd cut out some work for staff, too.
The thought has been put out there, but in the end staff NEED to review these things because if it was unsupervised, it would end up being a tool for OOC communication in SOME way. Also, if you were unable to see the person, or target them for whatever reason, what happens then?
Yeah, good points :/.
I was thinking more a long the lines of the staff reviewing them line applications without have to use the request tool though and to log them as well. But I guess there's no need to fix a tool that isn't really broken or totally borked.
Npc prostitutes to have a script on them (naughty by nature, alluding to raciness) that was equal to the coins paid them.
20 sid Bj
40 sid hand
75 straight up good time
100 sid around the world
all with their own little quirky, maybe dirty funny scripts.
I beat people would be spending lots of sid in game, specially if written well.
Quote from: Potaje on August 10, 2010, 07:10:26 PM
Npc prostitutes to have a script on them (naughty by nature, alluding to raciness) that was equal to the coins paid them.
20 sid Bj
40 sid hand
75 straight up good time
100 sid around the world
all with their own little quirky, maybe dirty funny scripts.
I beat people would be spending lots of sid in game, specially if written well.
As interesting of an idea as that may be, I'm pretty sure it's too explicit for the staff to put into something that can be commonly 'bought', like some NPC Vendor's shop.
I would like to see more:
1.) NPC singing/storytelling bards (Like from the original Bard's Barrel)
2.) NPC dancers (Mildly exotic or otherwise)
A Certain Tavern in the North had plenty of Timed-NPC scripts that would do certain things. Anything ranging from performers to exotic dancers. I would like to see more things in-game for PC's to bring further to life through interaction.
Am I the only one who actually enjoyed those things? It made the "world" feel more alive to me - even when there weren't other players around.
Quote from: Old Kank on August 09, 2010, 10:55:40 AM
More apartments, and more size/price variations. Also, when an apartment becomes available all items from inside should be automatically cleared out.
It's kind of ridiculous that when I see an available apartment, my first thought is, "I should rent that now because even though my character doesn't need it and can barely afford it, that will be easier than finding an available apartment later..."
We do look at adding apartments to areas as needed. Currently the average vacancy between Nak and Tuluk is about 35%, and neither is below 25% vacancy.
The problem with that Vanth, is that in Tuluk, 2 buildings, making up that 35% are unwanted by the playerbase. Sure, they are cheap, but the ease of robbing them makes it pointless to pay the rent and should not even be considered as PC dwellings. The same applies to about the same number of apartments in nak, which only exist to work certain skills.
Oh, I know staff maybe does not feel that way, but the price is too high and they have all the security of dropping your gear in one of the refuse piles.
I'm betting if you take those units out of your survey you will find that apartments in both cities pass the 99% used mark.
Face it, Vanth, they all want (and can afford) more apartments like the Tuluki penthouses.
Heh, those apartments should cost 4 times what they do.
If I had my way, the ones with door descs that look like this.
This sheet of cardboard is being held closed by a rubber band.
Should cost 20-50 coins per IC month.
The ones with this...
This door looks like it could hold back the dragon himself, the lock is a pure work of art.
Should start at 3000 for a single room and go up by 1000 for every room past that.
And 1 more middle class building should be put into both cities.
Subguild: Sentry
Granting the skills Scan and Listen.
I think it might be neat if some apartment buildings were selective about renters in ways other than who can afford to pay. Other relevant factors might be things like race, citizenship, occupation, and societal status in general. (Would that be difficult to put in place? Maybe but in RTW we have the luxury of not having to worry about that sort of thing.) I wouldn't be surprised if this is already in place in some form already, but if so, I wouldn't mind seeing more of it.
One plus about this is that it might make the best apartments more available (at least, to the people to whom they should be available).
One of the problems I have with the apartment system that's in place now is that it makes money and status synonymous in ways i don't think they should be in either city-state.
Quote from: Vanth on August 10, 2010, 11:17:51 PM
Quote from: Old Kank on August 09, 2010, 10:55:40 AM
More apartments, and more size/price variations. Also, when an apartment becomes available all items from inside should be automatically cleared out.
It's kind of ridiculous that when I see an available apartment, my first thought is, "I should rent that now because even though my character doesn't need it and can barely afford it, that will be easier than finding an available apartment later..."
We do look at adding apartments to areas as needed. Currently the average vacancy between Nak and Tuluk is about 35%, and neither is below 25% vacancy.
Vanth,
At the time I wrote that, in the commoner's quarter of Allanak, 29/30 apartments were occupied, for whatever that's worth. I looked today and saw a few more vacancies, which only makes me more suspicious that a lot of people are just playing apartment roulette and looking to score easy loot.
Why not try and keep the vacancy at 65-75%? I can't think of many drawbacks to that, except for a possible drain on system resources.
Quote from: Blackisback on August 11, 2010, 09:18:07 PM
Subguild: Sentry
Granting the skills Scan and Listen.
And direction sense!
Quote from: MeTekillot on August 12, 2010, 05:14:21 AMQuote from: Blackisback on August 11, 2010, 09:18:07 PMSubguild: Sentry
Granting the skills Scan and Listen.
And direction sense!
The only classes and subclasses to get direction sense are people that go outside and navigate the wastes, not those that stand in one spot and look for anything threatening that spot. No.
scales in a shop where you can weigh equipment / items for a free..
show the weight of the item in a shop when you VIEW it
Quote from: spawnloser on August 12, 2010, 05:59:23 AM
Quote from: MeTekillot on August 12, 2010, 05:14:21 AMQuote from: Blackisback on August 11, 2010, 09:18:07 PMSubguild: Sentry
Granting the skills Scan and Listen.
And direction sense!
The only classes and subclasses to get direction sense are people that go outside and navigate the wastes, not those that stand in one spot and look for anything threatening that spot. No.
Should get guard, too.
Quote from: Dakota on August 12, 2010, 08:37:26 AM
show the weight of the item in a shop when you VIEW it
This already happens if you have the value skill.
Quote from: Synthesis on August 12, 2010, 12:09:06 PM
Quote from: Dakota on August 12, 2010, 08:37:26 AM
show the weight of the item in a shop when you VIEW it
This already happens if you have the value skill.
Would be great if you could at least get a ballpark estimate even without the value skill.
I'm sure merchants would like to be able to "ballpark" parry, but that ain't gonna happen.
Welcome to class-based gaming.
I would like to see purchasable scales in game that you can use to weigh items.
Have a place at the beginning of bio to enter and edit goals...short,medium and long. Save cluttering up objective
bio add My Goals
My character's long term goals are...
But in the short term, to achieve these goals...
~
?
Quote from: solera on August 13, 2010, 04:48:34 PM
Have a place at the beginning of bio to enter and edit goals...short,medium and long. Save cluttering up objective
Quote from: Wolfsong on August 13, 2010, 04:57:44 PM
bio add My Goals
My character's long term goals are...
But in the short term, to achieve these goals...
~
?
Bio is NOT to be used as a scratchpad/memopad. Bio is supposed to be in-character all the time.
How are your characters goals and motivations not IC?
Quote from: mansa on August 14, 2010, 12:14:01 AM
Bio is supposed to be in-character all the time.
What do you mean by that? If you mean the goals Wolfsong refers to have to be IC goals if they appear in a bio entry, I agree.
Quote from: flurry on August 14, 2010, 01:25:15 AM
Quote from: mansa on August 14, 2010, 12:14:01 AM
Bio is supposed to be in-character all the time.
What do you mean by that? If you mean the goals Wolfsong refers to have to be IC goals if they appear in a bio entry, I agree.
It's obvious. There should be NO OOC in a BIO entry. Period.
Which means if your goals and such are IC, go ahead and write 'em in.
But be creative about it.
Instead of: "Amos' short-term goal is to make it with that hooker that looks like his mom. Amos' long-term goal is to kill Lord Templar Fancy Pants."
Write it out as if it were piece of your background.
Quote from: Synthesis on August 14, 2010, 01:22:02 AM
How are your characters goals and motivations not IC?
I think mansa is referring to the wording "my character's".
When I use the Bio tool, I use it whatever way makes the most sense, is the most helpful to me, and is the most satisfying/enjoyable.
Single handed weapon skill plz.
What, you want your single hand fighting to be worse?
Because that is what would happen, think of it that single hand is 100, anything else is less.
Your weapon skill(s) is (are) your single-handed fighting skill.
Quote from: bcw81 on August 14, 2010, 11:01:39 PM
Single handed weapon skill plz.
Already one in place. o:
Right there next to the Unarmed skill. ;)
Oh... Now I feel stupid.
I agree with Dakota. That's information that should be readily available, especially from a shop that specializes in a particular type of equipment.
A way to sleep talk
Neither random, or tiny, but I wish skills on Armageddon could be shifted away from the old MUD/rpg standard (The vicious grind of gathering experience to get better at doing skill X, so you can get more experience and get better at skill X), and toward a more modern style of game.
I'd like to see mundane skills broken down into a variety of situational skills that have advantages and disadvantages depending on when/where they're used. And I'd like to see magicker trees updated to address the challenges of the RP world.
(http://fc02.deviantart.net/fs42/i/2009/148/2/d/Hutteemo_Ancient_Brute_by_Gandharvasstudio.jpg)
These.
In game.
Quote from: Qzzrbl on August 19, 2010, 11:32:16 AM
(http://fc02.deviantart.net/fs42/i/2009/148/2/d/Hutteemo_Ancient_Brute_by_Gandharvasstudio.jpg)
These.
In game.
A giant, wtfpwnage monster of doom arrives from the east.
You think, feeling hatred for Qzzrbl:
"Goddamn you, Qzzrbl."
Quote from: Old Kank on August 19, 2010, 03:10:59 AM
Neither random, or tiny, but I wish skills on Armageddon could be shifted away from the old MUD/rpg standard (The vicious grind of gathering experience to get better at doing skill X, so you can get more experience and get better at skill X), and toward a more modern style of game.
I'd like to see mundane skills broken down into a variety of situational skills that have advantages and disadvantages depending on when/where they're used. And I'd like to see magicker trees updated to address the challenges of the RP world.
I like your sentiments here, perhaps you can state them with more detail?
Qzzzrurbbblllz.
Don't give Shalooonsh any bright ideas.
Ok?
Quote from: Reiloth on August 20, 2010, 11:12:46 PM
Quote from: Old Kank on August 19, 2010, 03:10:59 AM
Neither random, or tiny, but I wish skills on Armageddon could be shifted away from the old MUD/rpg standard (The vicious grind of gathering experience to get better at doing skill X, so you can get more experience and get better at skill X), and toward a more modern style of game.
I'd like to see mundane skills broken down into a variety of situational skills that have advantages and disadvantages depending on when/where they're used. And I'd like to see magicker trees updated to address the challenges of the RP world.
I like your sentiments here, perhaps you can state them with more detail?
I can certainly try.
Basically, what I would like to see is an arrangement of skills where some talent and proper usage on the
player's part can have a significant impact on things, rather than relying mostly on skill proficiencies and player creativity.
The easiest example might be a rock-paper-scissors style arrangement using the bash skill. First, let's break bash out into several distinct skills:
Shield Bash - Similar to bash as it exists now; if you have a shield, you try to smash people with it.
Trip - No shield needed; can be done from a standing position, but works best from a seated position.
Take-down - You try to throw your opponent to the ground; has a high chance of success if you're unarmed.
So, a fight between two skilled warriors might look like this:
The tall, muscular man disarms the golden-tressed woman!
The tall, muscular man slashes the golden-tressed woman on her arm.
The golden-tressed woman grapples with the tall, muscular man, and throws him to the ground!
The tall, muscular man kicks the golden-tressed woman in the shin, and she falls over!
The tall, muscular man stands up.
That's fairly basic example of what I was thinking of. You could mix things up further by giving the 'Trip' skill to assassins and burglars, and suddenly bash isn't a hit/miss skill.
For another, more complicated example, break apart the shield use and archery skills:
Shield Block - Using a shield in combat
Blockade - Using a shield to prevent people outside a room from entering.
Cover - Cower behind a shield, sacrificing offense for defense; highly effective against archery
Barricade - Same as Cover, but no shield needed. Delay before.
Bows - Basic skill with a bow.
Ranged Shot - Basic infantry-style archery that focuses more on distance than hitting a specific target. Minimal delay.
Targeted Shot - A carefully aimed shot. High damage, but long delay before.
Stealth Shot - The ability to not break stealth while firing an arrow
Riding Shot - The ability to fire uninterrupted while moving through rooms while on a mount.
In this case, a meeting between a Red Fang and the Byn might look like this:
The golden-tressed woman frowns, as she stares off to the north.
The tall, muscular man shouts, in sirihish:
"Everybody take cover!"
A black-fletched arrow flies in from the north, striking the tall, muscular man in the throat!
The tall, muscular man crumples to the ground.
The golden-tressed woman takes cover behind a leather-bound buckler.
The stocky, bald dwarf takes cover behind a kite shield.
A black-fletched arrow streaks down from the sky, landing harmlessly in the ground.
A black-fletched arrow streaks down from the sky, striking the stocky, bald dwarf's kite shield.
Yeah, anyway. That's the kind of stuff I was thinking. Create skills that counter other skills, so that combat (and other things) are more than just a comparison of skill proficiencies.
As far as magickers, I don't want to say too much about game mechanics, but I'd like to see their skill trees build upon the lower spells rather than just branching more-powerful, but mostly unrelated spells. Some magicker classes already do this, but most don't.
For example, the Rogue Elementalist class might start with "Subtle Casting" that masks their casting messages, and that spell may branch into "All Hearing" that allows them to hear everything said in a room. Casting "All Hearing" in the Sun King's Sanctuary on its own would be a death sentence, but when coupled with "Subtle Casting" it might produce some information.
Quote from: Old Kank on August 21, 2010, 01:33:48 AM
Quote from: Reiloth on August 20, 2010, 11:12:46 PM
Quote from: Old Kank on August 19, 2010, 03:10:59 AM
Neither random, or tiny, but I wish skills on Armageddon could be shifted away from the old MUD/rpg standard (The vicious grind of gathering experience to get better at doing skill X, so you can get more experience and get better at skill X), and toward a more modern style of game.
I'd like to see mundane skills broken down into a variety of situational skills that have advantages and disadvantages depending on when/where they're used. And I'd like to see magicker trees updated to address the challenges of the RP world.
I like your sentiments here, perhaps you can state them with more detail?
I can certainly try.
Basically, what I would like to see is an arrangement of skills where some talent and proper usage on the player's part can have a significant impact on things, rather than relying mostly on skill proficiencies and player creativity.
The easiest example might be a rock-paper-scissors style arrangement using the bash skill. First, let's break bash out into several distinct skills:
Shield Bash - Similar to bash as it exists now; if you have a shield, you try to smash people with it.
Trip - No shield needed; can be done from a standing position, but works best from a seated position.
Take-down - You try to throw your opponent to the ground; has a high chance of success if you're unarmed.
So, a fight between two skilled warriors might look like this:
The tall, muscular man disarms the golden-tressed woman!
The tall, muscular man slashes the golden-tressed woman on her arm.
The golden-tressed woman grapples with the tall, muscular man, and throws him to the ground!
The tall, muscular man kicks the golden-tressed woman in the shin, and she falls over!
The tall, muscular man stands up.
That's fairly basic example of what I was thinking of. You could mix things up further by giving the 'Trip' skill to assassins and burglars, and suddenly bash isn't a hit/miss skill.
For another, more complicated example, break apart the shield use and archery skills:
Shield Block - Using a shield in combat
Blockade - Using a shield to prevent people outside a room from entering.
Cover - Cower behind a shield, sacrificing offense for defense; highly effective against archery
Barricade - Same as Cover, but no shield needed. Delay before.
Bows - Basic skill with a bow.
Ranged Shot - Basic infantry-style archery that focuses more on distance than hitting a specific target. Minimal delay.
Targeted Shot - A carefully aimed shot. High damage, but long delay before.
Stealth Shot - The ability to not break stealth while firing an arrow
Riding Shot - The ability to fire uninterrupted while moving through rooms while on a mount.
In this case, a meeting between a Red Fang and the Byn might look like this:
The golden-tressed woman frowns, as she stares off to the north.
The tall, muscular man shouts, in sirihish:
"Everybody take cover!"
A black-fletched arrow flies in from the north, striking the tall, muscular man in the throat!
The tall, muscular man crumples to the ground.
The golden-tressed woman takes cover behind a leather-bound buckler.
The stocky, bald dwarf takes cover behind a kite shield.
A black-fletched arrow streaks down from the sky, landing harmlessly in the ground.
A black-fletched arrow streaks down from the sky, striking the stocky, bald dwarf's kite shield.
Yeah, anyway. That's the kind of stuff I was thinking. Create skills that counter other skills, so that combat (and other things) are more than just a comparison of skill proficiencies.
As far as magickers, I don't want to say too much about game mechanics, but I'd like to see their skill trees build upon the lower spells rather than just branching more-powerful, but mostly unrelated spells. Some magicker classes already do this, but most don't.
For example, the Rogue Elementalist class might start with "Subtle Casting" that masks their casting messages, and that spell may branch into "All Hearing" that allows them to hear everything said in a room. Casting "All Hearing" in the Sun King's Sanctuary on its own would be a death sentence, but when coupled with "Subtle Casting" it might produce some information.
I kinda like this....
Quote from: Old Kank on August 21, 2010, 01:33:48 AM
For example, the Rogue Elementalist class might start with "Subtle Casting" that masks their casting messages, and that spell may branch into "All Hearing" that allows them to hear everything said in a room. Casting "All Hearing" in the Sun King's Sanctuary on its own would be a death sentence, but when coupled with "Subtle Casting" it might produce some information.
There was a proficiency in the old 2nd ed. AD&D Dark Sun books called Somatic Concealment that did exactly this. I always thought it would be a great addition. Of course it would be irrelevant for spells that create an obvious physical manifestation.
I'd love for new characters to spawn with a belt.
Quote from: Bilanthri on August 21, 2010, 02:10:55 AM
Quote from: Old Kank on August 21, 2010, 01:33:48 AM
For example, the Rogue Elementalist class might start with "Subtle Casting" that masks their casting messages, and that spell may branch into "All Hearing" that allows them to hear everything said in a room. Casting "All Hearing" in the Sun King's Sanctuary on its own would be a death sentence, but when coupled with "Subtle Casting" it might produce some information.
There was a proficiency in the old 2nd ed. AD&D Dark Sun books called Somatic Concealment that did exactly this. I always thought it would be a great addition. Of course it would be irrelevant for spells that create a obvious physical manifestation.
If I could change any one thing about this game, it would be to give all casters a way to hide their ability. The way we play the game has changed, so while outdated help files promise that "water mages are highly employable, amongst those who would hire any mage," in practice hardly anyone hires mages and yet they lack the skills to compensate for being unemployable or to cope with being driven underground.
I'd also like to see rock-paper-scissors triangles set up for non-combat and RP-centered skills.
Expand on the assess skill so that anyone with proficiency in the right skill can assess the quality of an item. A warrior with an advanced slashing weapons skill should be able to look at an obsidian shortsword and tell if it's a better weapon than his bone shortsword. Then...
Give melee classes a crafting skills like Refine Slashing Weapons, Refine Armor, Refine Bows, etc., that let them sharpen swords, pad armors, and tighten bows, and have those refined effects show up under the assess skill.
>assess dagger
You test its weight and decide that you could use it.
You could use this for skinning.
It would be too small to wear on your back.
A bone dagger would work well for skinning.
A bone dagger is a crude stabbing weapon.
A bone dagger has been sharpened.
Then, give thieves and merchants a forgery skill that would let them mimic those effects and make a weapon appear better than it normally would be, or the ability to add GMH marks of craftsmanship. Also, give them a skill, Replica, that would let them take precious items and duplicate them:
>craft robe linen linen linen
You can make a pair of hooded, blue templar's robes from that.
Make a variant of the Value skill, Keen Eye, that lets merchants and some other classes spot fakes and forgeries.
And so on.
Quote from: Gunnerblaster on August 20, 2010, 09:29:25 PM
A guide NPC in each town would be nice. Stationary and usually standing around infront of spawn areas (Infront of a starting tavern, etc.).
>The spry, curly-haired guide stands here, besides the entrance to the tavern.
>Look Guide
>He has blonde hair and blue eyes. He is a pretty
short guy. He is lean of frame and darkly tanned.
<Type 'help guide' for Syntax to interact with guide>
The Spry, curly-haired guide is in excellent condition.
<worn on torso> A tan, 'I <3 Allanak' sandcloth shirt
<worn on legs> A pair of tan, sandcloth leggings
<worn on feet> A pair of chalton-hide sandals
>help guide
>Guides guide you around, bla bla bla - Syntax are,
'talk guide help' ---> List of things to talk about.
'talk guide <topic>' ---> Gives directions & brief summary/history of topic. Can include taverns, armor shops, weapon shops, food shops and water vendors.
I'd like to see majority of tavernkeepers, armor vendors/weapons vendors have some sort of 'talk hi' response - Be it explaining a little bit about their establishment or just something generic that won't 'expire' (Like a certain someone who talks about a certain event that happen WAY TOO LONG ago).
Kind've throwing this out here, since this is basically a Want.
I'd like to see a guide or something similiar just for the PC on NPC interaction. I'm pretty sure, even having played for as long as I have, I would still interact with the guide.
Player on Player interaction is always awesome but, sometimes, when you're alone - It's nice to have something to make the world feel "fresh" and "alive" around you, even if the playerbase isn't.
Edited to add:
I also think it would be a good way to breathe a bit of "active" culture into certain geographical areas - Make the guides be completely zealous towards their own city-state/outpost. Give newbies the mindset of how most of their kind views the other.
How about a teach room ability for say newbie guilds - instead of teaching each person one at a time, it could take awhile if there are eight or nine in the same room, it would be a time saver.
just 1 simple command "teach all skill".
I want a stripper in 'Nak, all animated and fancy like the one that used to be in the Sanctuary back in the day. Or heck, any old NPC performers! They were fun to interact with (and throw coins at). Bards are cool, but non-bardic acts are entertaining to watch as well.
Also, I'd love to see item prices adjusted across the board. Some things are much more expensive than what they should realistically be worth, while others are cheap for no apparent reason. In short, prices just seem so random across the board that some sort of standard formula (not done by the game, just a general rule of thumb for builds) might be beneficial. Just something simple that takes into account NPC/VNPC supply, demand, and cost of production.
Quote from: Aaron Goulet on August 22, 2010, 03:34:35 AM
I want a stripper in 'Nak, all animated and fancy like the one that used to be in the Sanctuary back in the day. Or heck, any old NPC performers! They were fun to interact with (and throw coins at). Bards are cool, but non-bardic acts are entertaining to watch as well.
How 'bout a PC stripper? ;D
Quote from: Qzzrbl on August 22, 2010, 03:59:53 AM
Quote from: Aaron Goulet on August 22, 2010, 03:34:35 AM
I want a stripper in 'Nak, all animated and fancy like the one that used to be in the Sanctuary back in the day. Or heck, any old NPC performers! They were fun to interact with (and throw coins at). Bards are cool, but non-bardic acts are entertaining to watch as well.
How 'bout a PC stripper? ;D
I'm totally down for that too.
This is supposed to be about coded stuff... but also, PC stripper has been done.
Quote from: spawnloser on August 22, 2010, 04:39:26 AM
This is supposed to be about coded stuff... but also, PC stripper has been done.
I've never done a PC stripper. Maybe I should. :D
I would like to be able to assess stun along with stamina and hip points. In others.
For people to actually take a glance at the quickstart. Namely, in the not imposing your OOC gender stereotypes. And your OOC sexual stereotypes.
Quote from: MeTekillot on August 22, 2010, 03:08:28 PM
For people to actually take a glance at the quickstart. Namely, in the not imposing your OOC gender stereotypes. And your OOC sexual stereotypes.
A calm, quiet +1
Quote from: bcw81 on August 14, 2010, 11:01:39 PM
Single handed weapon skill plz.
It would be nice if there were a single-handed skill in place, something that would give its own bonuses and functions as other skills might have. I know the snarky answer is "We already have one!" but this is something that could actually be delved into with more detail. Perhaps by keeping your off hand free, you boost all of your remaining combat abilities, but less than you would using something that grants a large bonus to a particular skill. So you'd be better at parrying, but not as good as if you were using your off hand for X, better disarming, but not as good as Y, better bashing, but not as good as Z and a higher damage output than 1 but not so high as 2.
Then again, I'm totally for weapon talents offering functions other than variations between damage, attack speed and bonuses/negatives to certain skills. How about piercing weapons offering low-damage critical hits, but instead creating a gaping wound in creatures that bleed, causing them to seek a bandage or rest?
This is somewhat realized in bludgeoning weapons, since it's obvious that being hit with a club in particular areas will probably knock you senseless, but otherwise the rest of the skills seem pretty standard.
Fully realized (and my fantasy) would be something along the lines of:
-Piercing Weapons causing bleeding wounds, with varying levels of bleeding.
-Slashing Weapons hindering functions depending on where a critical hit lands. Critical hit to the foot? Hamstring for a bit, or until you receive medical attention/rest. Critical hit to the arm? Penalties to whatever said arm is being used for.
-Chopping Weapons having insanely high critical damage, though less armor penetrating potential than Piercing/Slashing.
-Bludgeoning Weapons having a chance to paralyze someone depending on where you strike and how hard. A reel is a reel, but how awesome would it be if:
The tall, muscular man slashes at you, but you dodge out of the way.
You bludgeon the tall, muscular man in the back, paralyzing him.
The tall, muscular man fidgets on the ground.
You bludgeon the tall, muscular man on the head dealing horrendous damage.
-Dual Wielding brought back in line with the other skills. High offense, low defense, with your off-hand dealing far less damage than your main until reaching high enough skill levels.
-Two-Handed increasing the potential for crippling wounds and bleeding, depending on the weapon type used.
-Shield Use perhaps eventually letting you make an attack with your shield, in the same vain as certain pieces of armor.
You block the tall, muscular man's slash.
You block the tall, muscular man's slash.
Your shield strikes the tall, muscular man in the body, setting him off-guard.
You solidly slash the tall, muscular man in the neck.
You do get bonuses to only wielding a single one-handed weapon. The staff in the past have indicated that they do not want to reveal what these 'benefits' are, however.
So just use your brain power. ;)
I'd be perfectly happy with removing the retarded amount of extra stun damage that bludgeoning weapons inflict, as opposed to making all weapons even more dangerous. Are you finding it too difficult to die, lately? Is it not enough that they nerfed defense and added reeling?
Quote from: Blackisback on August 24, 2010, 12:55:19 AM
Quote from: bcw81 on August 14, 2010, 11:01:39 PM
Single handed weapon skill plz.
It would be nice if there were a single-handed skill in place, something that would give its own bonuses and functions as other skills might have. I know the snarky answer is "We already have one!" but this is something that could actually be delved into with more detail. Perhaps by keeping your off hand free, you boost all of your remaining combat abilities, but less than you would using something that grants a large bonus to a particular skill. So you'd be better at parrying, but not as good as if you were using your off hand for X, better disarming, but not as good as Y, better bashing, but not as good as Z and a higher damage output than 1 but not so high as 2.
Then again, I'm totally for weapon talents offering functions other than variations between damage, attack speed and bonuses/negatives to certain skills. How about piercing weapons offering low-damage critical hits, but instead creating a gaping wound in creatures that bleed, causing them to seek a bandage or rest?
This is somewhat realized in bludgeoning weapons, since it's obvious that being hit with a club in particular areas will probably knock you senseless, but otherwise the rest of the skills seem pretty standard.
Fully realized (and my fantasy) would be something along the lines of:
-Piercing Weapons causing bleeding wounds, with varying levels of bleeding.
-Slashing Weapons hindering functions depending on where a critical hit lands. Critical hit to the foot? Hamstring for a bit, or until you receive medical attention/rest. Critical hit to the arm? Penalties to whatever said arm is being used for.
-Chopping Weapons having insanely high critical damage, though less armor penetrating potential than Piercing/Slashing.
-Bludgeoning Weapons having a chance to paralyze someone depending on where you strike and how hard. A reel is a reel, but how awesome would it be if:
The tall, muscular man slashes at you, but you dodge out of the way.
You bludgeon the tall, muscular man in the back, paralyzing him.
The tall, muscular man fidgets on the ground.
You bludgeon the tall, muscular man on the head dealing horrendous damage.
-Dual Wielding brought back in line with the other skills. High offense, low defense, with your off-hand dealing far less damage than your main until reaching high enough skill levels.
-Two-Handed increasing the potential for crippling wounds and bleeding, depending on the weapon type used.
-Shield Use perhaps eventually letting you make an attack with your shield, in the same vain as certain pieces of armor.
You block the tall, muscular man's slash.
You block the tall, muscular man's slash.
Your shield strikes the tall, muscular man in the body, setting him off-guard.
You solidly slash the tall, muscular man in the neck.
I'd be -all over- anything that makes medics more useful IG.
I've seen it happen more than once.... Guy A drags guy B into the tavern shouting, "I need a medic! Can anyone help me?!" with guy B in critical condition and dying..... Only for everyone to say, "Daherp, bring him to the viv temple, lulz."
But as far as your combat ideas.... Still seems like a couple of weapon types would still be overpowered.... What
I'd really like to see is a complete reworking of the weapon skills entirely.
Like.... Instead of just slashing, bludgeoning, piercing, chopping, and all that other IC infoz stuff, break it down further into weapon
types.
Slashing, etc., etc., only refers to the type of damage done, but I've never understood how a character could practice with daggers all his life, get good with daggers, kill stuff with daggers, kill people with daggers, literally -master- daggers.... But is exactly as good with spears, which he's never touched a single time in his life.
Add something like, "short-weapons" (stabbing daggers, slashing longknives, chopping knifes like kukri knives, small clubs)
"medium-weapons" (slashing short swords, stabbing halfblades, chopping heavy shortblades/small axes, bludgeoning short hammers/longer clubs)
"long-weapons" (full-blown longswords, long rapiers, warhammers/maces, axes/greatswords/cleavers)
"light pole-weapons" (light spears, small-headed pole-axes/hammers, staffs, smaller glaives)
And each one can give it's own bonuses/negs combined with the bonuses/negs of fighting styles and damage types.
etc., etc., etc.
It's probably more complicated than it's worth, but I'll always give a big thumbs up to ideas that realistically add more variables to combat.
Play in Tuluk. Noone'll tell you to take the injured Amos to a vivaduan. Inside Allanak, that is the easiest way to get someone healed. It has nothing to do with how effective medics are, but how much more effective a good vivaduan is. It's also IC, as there are plenty of good medics around. React to it IC.
Quote from: spawnloser on August 24, 2010, 12:31:03 PM
Play in Tuluk. Noone'll tell you to take the injured Amos to a vivaduan. Inside Allanak, that is the easiest way to get someone healed. It has nothing to do with how effective medics are, but how much more effective a good vivaduan is. It's also IC, as there are plenty of good medics around. React to it IC.
Either way, I'm still not a big fan of the injury code here....
"Oh noes, that mekillot chomped me down to 2hp!! ....Guess I'll take a nap."
Quote from: spawnloser on August 24, 2010, 12:31:03 PM
Play in Tuluk. Noone'll tell you to take the injured Amos to a vivaduan. Inside Allanak, that is the easiest way to get someone healed. It has nothing to do with how effective medics are, but how much more effective a good vivaduan is. It's also IC, as there are plenty of good medics around. React to it IC.
Ha, a merchant or ranger with maxed bandaging and the right sort of bandages can put a Vivaduan to shame, when it comes down to the coded aspect of quickly healing mass quantities of individuals back to reasonable condition.
What Synth said is very true.
Analyze.
This is a skill that I think about every class gets, but really serves little purpose for alot of them (not to mention I think aspects of it are...broken). I think for everyone analyze should be usable to 'weigh' an item. This solves the weight debate:
>analyze glowing-widgit
You have no idea how this is made.
You examine a glowing-widgit and estimate it to weigh about 2 stones.
If you know how to make it, then analyze would function as is:
>analyze glowing-widgit
This item is made from a glowing glowstick and a widgit frame.
You examine a glowing widgit and estimate it to weigh about 2 stones.
This would remove 'weight' as being an aspect of the value command since weight has little to do with value.
>value glowing-widgit
A glowing-widgit is worth approximately 20 obsidian coins.
A glowing-widgit appears to have been crafted by Kuraci prostitutes.
By default, the analyze skill would be used when 'viewing' items in a shop but to a lessened extent:
>view #6
This item is a glowing-widgit. Its full of glowing goodness, with the uber coolness of a widgit. The color of the glowing-widgit is an off-shade of awesomesauce.
A glowing-widgit is worth approximately 20 obsidian coins.
You have a vague idea how this item was made.
You estimate a glowing-widgit to weigh about 2 stones.
This also lets crafters know if a shop item is even craftable instead of buying, analyzing, and trying to sell it back in frustration. With improvement in the ability, accuracy of guesstimating weight would increase and perhaps even shopkeeper view recipes revealed for those who can duplicate what they are viewing (or reserve that for merchant analyze)
Anyways, theres more to it than that I'm sure as far as what would be displayed and whatnot but in general thats my little random want. :)
Finding weight comes from the "value" command, not analyze. (for everyone, but the 'correctness' of the number given is based on skill_value skill level)
Analyze is specifically for discerning the proper way to replicate an item.
The weight shows for an item you "view" ONLY if you have the "value" skill, which I think is wonky.
I'd settle for effects from critical hits requiring medical care. Make those unspeakable damages FEEL like unspeakable damage. Suffer a high damage hit from a slashing or piercing weapon? Start bleeding! Take a high damage hit from a chopping or bludgeoning weapon? Take penalties to movement/combat/skills! To keep them equally deadly, make the effects of chopping/bludgeoning weapons worsen as they go on without attention. It's nice when people roleplay out crazy damage, but in the end it's completely remedied by a quick nap.
Shot with an arrow or stuck with a throwing knife? Keep them inside you. Make it so they can't be bandaged until someone removes them, but once the arrow/knife is removed, the bleeding begins! Not only would this add a new, interesting dynamic to combat, it'd make medics a much more valuable asset than they currently are (IE not as valuable as they should be)
I'd also be happy with letting people bandage themselves under ordinary circumstances without the bandage skill. Let people keep themselves alive if they can manage to apply a bandage quickly, but perhaps their work will only offer temporary reprieve?
Bandaging shouldn't instantly restore health. It should offer a high buff to health regeneration.
Quote from: Preacher on August 23, 2010, 06:30:19 PM
Quote from: MeTekillot on August 22, 2010, 03:08:28 PM
For people to actually take a glance at the quickstart. Namely, in the not imposing your OOC gender stereotypes. And your OOC sexual stereotypes.
A calm, quiet +1
Go cook me dinner, lasses.
Quote from: MeTekillot on August 26, 2010, 05:52:28 AM
Bandaging shouldn't instantly restore health. It should offer a high buff to health regeneration.
I love this idea.
Quote from: Old Kank on August 26, 2010, 12:40:25 PM
Quote from: MeTekillot on August 26, 2010, 05:52:28 AM
Bandaging shouldn't instantly restore health. It should offer a high buff to health regeneration.
I love this idea.
Yeah, I would like that.
Like DnD with the heal skill - except it works while they are conscious, as well. So, for example - If an individual is below & between 0 and -10, a successful bandage should bring them to 1 health, so they are conscious, though very barely alive. Then another bandage to get them from 1 to whatever amount your skill/bandage will allow. I've never really liked the -8 to 47health jump with a successful bandage of a mortally wounded individual.
But I like the Heal Over Time idea. Successfully bandaging someone should give them a +3 per 5 seconds or something similar to that.
Regarding bandaging:
Can we just lose the HP loss for failures? It makes it so that learning how to properly bandage is a matter of torturing your friends after they get hurt. Loss of the bandage should be a fair enough cost for practice.
Quote from: Marauder Moe on August 26, 2010, 02:25:15 PM
Regarding bandaging:
Can we just lose the HP loss for failures? It makes it so that learning how to properly bandage is a matter of torturing your friends after they get hurt. Loss of the bandage should be a fair enough cost for practice.
Or a loss of 1-4 hp, max.
Quote from: Marauder Moe on August 26, 2010, 02:25:15 PM
Regarding bandaging:
Can we just lose the HP loss for failures? It makes it so that learning how to properly bandage is a matter of torturing your friends after they get hurt. Loss of the bandage should be a fair enough cost for practice.
+1. Bandages ain't cheap, and opportunities to practice are few.
I've never had a problem maxing the skill.
I think bandaging is fine. Well, the damage deal could be lowered some, it is rather silly.
That and certain classes that branch it should have a higher cap. Nothing worse then branching a worthless skill.
An idea for the combat/damage code:
There are two things going on - the messages do not change with the range of damage and the range where you can no longer fight effectively and need professional attention is also the range where you are passed out (so most of the time that range = death).
Currently:
Range 1 damage is light and can walk it off
Range 2 damage is more severe and you need to rest but you can still fight
Range 3 damage is so severe you cannot fight, you are knocked unconscious and you need a help to survive
Propose:
Range 1 & 2 these are ok now, just change the messages so they are range appropriate
Add Range 3 damage is severe and you will die without help but you are not unconscious - you cannot fight but maybe you can run, use the way or something non violent. Have to be careful about abuse here - you have lost the fight but you might be able to live for another day if you get help quick enough. (HP slowly going down maybe here 0 to -19)
Range 4 just like the old way, you are unconscious and dying (-20 to -29)
In the past people have suggested a range where you are conscious but helpless (can't move or fight). I still think that (or at least some intermediary state between normal and negative-hitpoints/unconscious) is a good idea.
>make smoke half half
You role the half-tubes into a WHOLE tube of spice.
Quote from: FantasyWriter on August 26, 2010, 06:15:26 PM
>make smoke half half
You role the half-tubes into a WHOLE tube of spice.
What the hell difference does it make? Just smoke one, then smoke the other, sheesh.
Quote from: Synthesis on August 26, 2010, 06:31:34 PM
Quote from: FantasyWriter on August 26, 2010, 06:15:26 PM
>make smoke half half
You role the half-tubes into a WHOLE tube of spice.
What the hell difference does it make? Just smoke one, then smoke the other, sheesh.
Tell that to someone who is high. ;D
Quote from: Synthesis on August 26, 2010, 06:31:34 PM
Quote from: FantasyWriter on August 26, 2010, 06:15:26 PM
>make smoke half half
You role the half-tubes into a WHOLE tube of spice.
What the hell difference does it make? Just smoke one, then smoke the other, sheesh.
Why the hell just not change the sdesc to get rid of the word 'half'?
Also, if you want to -BUY- a cigarette off me and I give you two butts. How does that make you feel?
For consistency, whenever a cooking craft is used, the result should have "half-eaten" prefixed to the sdesc. So there'd be no such thing as grilled carru steaks, only half-eaten grilled carru steaks.
What difference would it make?
Want:
A way to tell how something/someone died. Was it an axe? Are there puncture marks from an animal that bites? Claw marks?
I want to know these things so that I can roleplay accordingly.
Quote from: Kiara on August 28, 2010, 02:24:34 AM
Want:
A way to tell how something/someone died. Was it an axe? Are there puncture marks from an animal that bites? Claw marks?
I want to know these things so that I can roleplay accordingly.
Please
Quote from: Kiara on August 28, 2010, 02:24:34 AM
Want:
A way to tell how something/someone died. Was it an axe? Are there puncture marks from an animal that bites? Claw marks?
I want to know these things so that I can roleplay accordingly.
Depending on the type of attack this ultimately kills someone, maybe the ldesc should auto-change dependent upon it.
Slashing Weapons:
So-and-so's body is crumpled here, covered in slash wounds.
Piercing Weapons:
So-and-so's body is crumpled here, covered in pierce wounds.
Biting/Clawing/Pecking
So-and-so's body is crumpled here, covered in bite marks/scratches/pecked apart.
Beneath the Shield Wall
- So-and-so is here, flat as a pancake.
Quote from: Gunnerblaster on August 28, 2010, 03:29:10 PM
Quote from: Kiara on August 28, 2010, 02:24:34 AM
Want:
A way to tell how something/someone died. Was it an axe? Are there puncture marks from an animal that bites? Claw marks?
I want to know these things so that I can roleplay accordingly.
Depending on the type of attack this ultimately kills someone, maybe the ldesc should auto-change dependent upon it.
Slashing Weapons:
So-and-so's body is crumpled here, covered in slash wounds.
Piercing Weapons:
So-and-so's body is crumpled here, covered in pierce wounds.
Biting/Clawing/Pecking
So-and-so's body is crumpled here, covered in bite marks/scratches/pecked apart.
If it was based simply on the last attack, people could turn mercy on, hack something to mortally wounded with an axe, then pull out a skinning knife to land the killing blow.
"Stabbed to death in this here alley? Damn elves!"
You notice: Farther down the alley, a very short shadow lovingly fondles his heavy bone cleaver.
Quote from: Synthesis on August 28, 2010, 04:56:09 PM
Quote from: Gunnerblaster on August 28, 2010, 03:29:10 PM
Quote from: Kiara on August 28, 2010, 02:24:34 AM
Want:
A way to tell how something/someone died. Was it an axe? Are there puncture marks from an animal that bites? Claw marks?
I want to know these things so that I can roleplay accordingly.
Depending on the type of attack this ultimately kills someone, maybe the ldesc should auto-change dependent upon it.
Slashing Weapons:
So-and-so's body is crumpled here, covered in slash wounds.
Piercing Weapons:
So-and-so's body is crumpled here, covered in pierce wounds.
Biting/Clawing/Pecking
So-and-so's body is crumpled here, covered in bite marks/scratches/pecked apart.
If it was based simply on the last attack, people could turn mercy on, hack something to mortally wounded with an axe, then pull out a skinning knife to land the killing blow.
"Stabbed to death in this here alley? Damn elves!"
You notice: Farther down the alley, a very short shadow lovingly fondles his heavy bone cleaver.
Anything can be viewed as misuse but it could also be a clever way to try and cover up a murder.
Hacking someone up, mercy on, then throwing him out to some scrab makes it look like he was killed out in the wilderness instead of murdered.
As it is now, we have -no- idea what killed someone. We can only judge by the amount of blood stains on their equipment and where they were found. For all we know, they could have just had a heart-attack and died right there, the way it is currently.
If you add an auto-ldesc to a corpse, you atleast have an idea that -something- killed them.
Finding the corpse out in the wilderness, you wonder if it was done by animals or done by man - Since we are all unable to tell the difference, this would be helpful.
And yeah, if the information was coded only in the ldesc, anyone could just arrange the corpse after killing it to circumvent the death auto-ldesc.
If something like this goes in, the only way it would make sense would be to have every wound appended to the corpse's (person's) mdesc.
E.g.
l corpse
This is a corpse, and this is where the player's mdesc would be.
It has a large contusion on the head, a contusion on the body, a small contusion on the arms, a puncture wound on the neck, and a grievous puncture wound on the back.
think Weren't no scrab that did -that-.
Quote from: Synthesis on August 28, 2010, 06:32:56 PM
And yeah, if the information was coded only in the ldesc, anyone could just arrange the corpse after killing it to circumvent the death auto-ldesc.
If something like this goes in, the only way it would make sense would be to have every wound appended to the corpse's (person's) mdesc.
E.g.
l corpse
This is a corpse, and this is where the player's mdesc would be.
It has a large contusion on the head, a contusion on the body, a small contusion on the arms, a puncture wound on the neck, and a grievous puncture wound on the back.
think Weren't no scrab that did -that-.
Yeah, I like that idea even more. Maybe make the details less specific - Where they were hit on the body, when you consider they're already dead, doesn't really matter - As long as a general idea of the cause of death can be determined.
Assess -v body
Insert generic info here
It seems to have been bludgeoned/slashed/pierced/chopped/clawed/pinched/bitten.
Quote from: Gunnerblaster on August 28, 2010, 07:41:12 PM
Quote from: Synthesis on August 28, 2010, 06:32:56 PM
And yeah, if the information was coded only in the ldesc, anyone could just arrange the corpse after killing it to circumvent the death auto-ldesc.
If something like this goes in, the only way it would make sense would be to have every wound appended to the corpse's (person's) mdesc.
E.g.
l corpse
This is a corpse, and this is where the player's mdesc would be.
It has a large contusion on the head, a contusion on the body, a small contusion on the arms, a puncture wound on the neck, and a grievous puncture wound on the back.
think Weren't no scrab that did -that-.
Yeah, I like that idea even more. Maybe make the details less specific - Where they were hit on the body, when you consider they're already dead, doesn't really matter - As long as a general idea of the cause of death can be determined.
Assess -v body
Insert generic info here
It seems to have been bludgeoned/slashed/pierced/chopped/clawed/pinched/bitten.
I think showing the location of various wounds would be interesting. There is a very clear difference between a wound to the neck and a wound to the waist, so I think it'd be worthwhile to show the location of various wounds.
Perhaps, even if you're still alive, someone who assess'/looks at you they can see the wounds you bear?
Health(75/120) Stun(100/100) Stamina(137/143)
>nosave heal off
Warning: You are currently NOT healing/recovering.
Health(75/120) Stun(100/100) Stamina(137/143)
>nosave heal on
You are healing/recovering normally.
Health(76/120) Stun(100/100) Stamina(137/143)
Ever thought you recovered too codedly quickly from that grevious wound to the neck and/or near death experience?
What happens if the corpse would realistically have been chewed apart by NPCs or picked at by scavengers, but it doesn't happen IC for lack of coded implementation? This is me playing devil's advocate, but I think that if wound recognition goes in, so does more realistic NPC behavior towards corpses. Bring on the rats, scavengers, and more.
Also, corpses should degrade into skeletons, which should stick around for far longer.
Quote from: chuci on August 28, 2010, 09:41:07 PM
What happens if the corpse would realistically have been chewed apart by NPCs or picked at by scavengers, but it doesn't happen IC for lack of coded implementation? This is me playing devil's advocate, but I think that if wound recognition goes in, so does more realistic NPC behavior towards corpses. Bring on the rats, scavengers, and more.
Also, corpses should degrade into skeletons, which should stick around for far longer.
+1
The corpse of the tall, muscular man is lying here.
The rotten corpse of a tall, muscular man is lying here.
The remains of a tall, muscular man are lying here.
Skeletal remains are lying here.
Quote>view longsword
A longsword can be hooked onto a belt.
You test its weight and decide that you could use it.
You could use this in either hand.
A longsword seems to be a slashing weapon.
A longsword appears unremarkable to your eyes.
>view big.longsword
A big longsword can be hooked onto a belt.
You test its weight and decide that you could use it.
You can only use this in your main hand.
A big longsword seems to be a slashing weapon.
A big longsword appears unremarkable to your eyes.
I would like to see, during purchase and/or while assessing a weapon/item if it can be held in either hand, both hands, or only your main hand.
I like Chuci's idea about the rotting corpses. Maybe once they reach rotting stage they are sufficiently rotted as to make identity not discernable, but still have the body there. It has always -slightly- troubled me how corpses go from fresh and bloody to totally vanishing. Also like the idea about seeing how someone died. Realistically you would know, looking at a body, about some forms of being killed.
I.e looking at someone beaten to death by a club, they are all smashed up and bloodied. Looking at someone killed by a scrab, they are all ripped apart and chewed.
I wish city street denizens would walk around rather than being randomly spawned at each reboot, stuck and unmoving for however many weeks it is until the next reboot.
NPCs do wander around briefly upon a reboot, and every time they respawn (unless they're coded to stay in a particular place). Once that brief period is over though, they seem to stay in place.
Quote from: Blackisback on August 28, 2010, 08:44:56 PM
Quote from: Gunnerblaster on August 28, 2010, 07:41:12 PM
Quote from: Synthesis on August 28, 2010, 06:32:56 PM
And yeah, if the information was coded only in the ldesc, anyone could just arrange the corpse after killing it to circumvent the death auto-ldesc.
If something like this goes in, the only way it would make sense would be to have every wound appended to the corpse's (person's) mdesc.
E.g.
l corpse
This is a corpse, and this is where the player's mdesc would be.
It has a large contusion on the head, a contusion on the body, a small contusion on the arms, a puncture wound on the neck, and a grievous puncture wound on the back.
think Weren't no scrab that did -that-.
Yeah, I like that idea even more. Maybe make the details less specific - Where they were hit on the body, when you consider they're already dead, doesn't really matter - As long as a general idea of the cause of death can be determined.
Assess -v body
Insert generic info here
It seems to have been bludgeoned/slashed/pierced/chopped/clawed/pinched/bitten.
I think showing the location of various wounds would be interesting. There is a very clear difference between a wound to the neck and a wound to the waist, so I think it'd be worthwhile to show the location of various wounds.
Perhaps, even if you're still alive, someone who assess'/looks at you they can see the wounds you bear?
SoI and Harshlands do that.
If we are going to do this for the bodies, make heads an item that doesn't disapear, they can degrade too maybe.
Quote from: Shepard on August 29, 2010, 01:22:42 PM
If we are going to do this for the bodies, make heads an item that doesn't disapear, they can degrade too maybe.
Yes please. And even then, I'd love to have a shelf in my apartment lined with objects such as, "The desiccated head of the tall, muscular man."
A more subtle look that doesn't echo everytime. I hate scrolling and I spam the eff out of look and seem like a stalker.
Quote from: boog on August 29, 2010, 05:15:41 PM
A more subtle look that doesn't echo everytime. I hate scrolling and I spam the eff out of look and seem like a stalker.
help peek?
Throwing without a target.
throw fruit west
you throw a fruit west
Quote from: Ampere on August 29, 2010, 06:20:23 PM
Throwing without a target.
throw fruit west
you throw a fruit west
I've idea'd this before. I think it would be useful (and realistic) to toss a torch down a hole to see if there's anything lurking inside.
I wish stat ordering in char gen worked for non-humans, or at least worked the way you might expect it to.
Stat values should be aligned by stat description, regardless of the numerical min/max of any race.
Nosave Nokill
You will no longer accidentally die in a bar fight. Because you will not kick bash accidentally.
Turn off nosave nokill if you really want to kill them and get guard raped!
Turned on for new characters. Only applies to brawl rooms?
Heh. I was there for that. Nice.
Quote from: KankWhisperer on August 30, 2010, 09:59:37 PM
Nosave Nokill
You will no longer accidentally die in a bar fight. Because you will not kick bash accidentally.
Turn off nosave nokill if you really want to kill them and get guard raped!
Turned on for new characters. Only applies to brawl rooms?
I'm all for anything that will make the game friendlier for the new folks.
I'd like for some aggressive wildlife (depending on size, buffness, and personal habits) to be more interested in my mount than in me.
I want only burglars to be able to lock picked apartment doors behind them. If this is already the case and I am mistaken, apologies in advance. Other guilds just would be... too twinky with it.
Spice effects (both high and low) to last 50-75% longer.
Quote from: Synthesis on August 31, 2010, 09:50:38 PM
Spice effects (both high and low) to last 50-75% longer.
Much agreed.
Quote from: Synthesis on August 31, 2010, 09:50:38 PM
Spice effects (both high and low) to last 50-75% longer.
Thats what most drug addicts want in RL.
Quote from: Potaje on September 01, 2010, 04:14:15 PM
Quote from: Synthesis on August 31, 2010, 09:50:38 PM
Spice effects (both high and low) to last 50-75% longer.
Thats what most drug addicts want in RL.
More the highs than the lows. But then again, drug addicts IRL just want to feel normal hah.
Normal being high, because they're addicted to drugs.
How about making it impossible to pick things up during combat if you don't have any hands free?
People generally frown upon disarm;pick up sword, this would kick it in the nuts for good and stop some NPCs who don't know any better from doing it because their script says 'grab everything all the time'. And if someone really wants to get a fallen weapon, they have to sheathe one first. I just can't imagine people fumbling to pick up a sword when they have their hands full (sure, out of combat is fine, it'd just get annoying otherwise)
Quote from: Spoon on September 03, 2010, 09:01:08 AM
How about making it impossible to pick things up during combat if you don't have any hands free?
Krath no, please. There are already penalties for doing this, but don't let's make getting disarmed more of a death sentence than it presently is.
Quote from: brytta.leofa on September 03, 2010, 10:37:29 AM
Quote from: Spoon on September 03, 2010, 09:01:08 AM
How about making it impossible to pick things up during combat if you don't have any hands free?
Krath no, please. There are already penalties for doing this, but don't let's make getting disarmed more of a death sentence than it presently is.
If you get disarmed, you'll have a hand free, therefore you'd be able to pick up an item under Spoon's suggestion.
Quote from: Cutthroat on September 03, 2010, 12:56:20 PM
Quote from: brytta.leofa on September 03, 2010, 10:37:29 AM
Quote from: Spoon on September 03, 2010, 09:01:08 AM
How about making it impossible to pick things up during combat if you don't have any hands free?
Krath no, please. There are already penalties for doing this, but don't let's make getting disarmed more of a death sentence than it presently is.
If you get disarmed, you'll have a hand free, therefore you'd be able to pick up an item under Spoon's suggestion.
D'oh. Which would actually balance things a little more toward the disarmee. I recant my objection.
...or you could pull another weapon so that you won't be quite as screwed by picking something up in combat. Wait, under this idea you can't. Sorry, disarming is powerful enough already. If the penalties from picking up in combat were lessened, I'd be happy with this realism added, but as it stands, playability trumps realism in this situation, imho.
If it made impossible to pick up a felled weapon of an opponents, then I want a kick weapon i(direction) command. Realistically I could boot the weapon out of reach, stand on or over it, and or keep it from being retrieved. So picking up a felled weapon in this regard kind of makes since.
Perhaps taking the disarmed weapon into inventory should be another potential consequence of a highly-skilled critical success.
Uh, no.
The idea seems to have zipped over a few heads.
The 'advantage' would be with the person who was disarmed. Though there would be no advantage, as everything would be exactly the same as before.
It would stop the combatant who has his hands full from picking up another weapon. If they -really- want to pick it up, they can sheathe a weapon. Imagine someone with two weapons trying to pick up another weapon -whilst- fighting.
Seriously, it's not very complicated! ;)
Have you noticed we have an inventory system, not a strict "you can only carry one thing in each hand" system like SoI? Personally, I'm a fan of inventory.
Quote from: Synthesis on September 03, 2010, 07:04:42 PM
Have you noticed we have an inventory system, not a strict "you can only carry one thing in each hand" system like SoI? Personally, I'm a fan of inventory.
You know what? In combat, if you pick up a fallen longsword while dual wielding scimitars, I think that's fucking retarded. While in combat, you can only pick up something if one or more hands are free - It makes sense. So that raiders can't '>disarm; disarm; get all' like an unrealistic twink.
We still have "inventory" room but we aren't suddenly able to 'get all' while in combat, anymore.
If you really want to disarm & steal someone's weapon to keep them from fighting back, then you'll have to sheathe one weapon so you can grab up the fallen weapon/item.
Quote from: Spoon on September 03, 2010, 06:16:37 PM
It would stop the combatant who has his hands full from picking up another weapon. If they -really- want to pick it up, they can sheathe a weapon. Imagine someone with two weapons trying to pick up another weapon -whilst- fighting.
This is a very nice idea and would -love- to see it implemented into Arm 1.0.
Quote from: Gunnerblaster on September 03, 2010, 07:17:56 PM
Quote from: Synthesis on September 03, 2010, 07:04:42 PM
Have you noticed we have an inventory system, not a strict "you can only carry one thing in each hand" system like SoI? Personally, I'm a fan of inventory.
You know what? In combat, if you pick up a fallen longsword while dual wielding scimitars, I think that's fucking retarded. While in combat, you can only pick up something if one or more hands are free - It makes sense. So that raiders can't '>disarm; disarm; get all' like an unrealistic twink.
We still have "inventory" room but we aren't suddenly able to 'get all' while in combat, anymore.
If you really want to disarm & steal someone's weapon to keep them from fighting back, then you'll have to sheathe one weapon so you can grab up the fallen weapon/item.
Quote from: Spoon on September 03, 2010, 06:16:37 PM
It would stop the combatant who has his hands full from picking up another weapon. If they -really- want to pick it up, they can sheathe a weapon. Imagine someone with two weapons trying to pick up another weapon -whilst- fighting.
This is a very nice idea and would -love- to see it implemented into Arm 1.0.
I still say one should be able to kick the weapon into another room, or something else to keep a weapon from be retrievable while maintaining a realistic ideal of not being able to pick it up with full hands. Argue as you may, if you limit one aspect you should offer an alternative aside from sheathing a weapon, because kicking it out of range would not require that action being taken.
You already knock the weapon out of the room if you're badass enough.
If you're not badass enough, you can't.
My question on this, is how people find this to be an issue, when the disarmee can pick up their weapon before the disarmer, in most engagements. The disarmee gets an attack of opportunity to the person stopping combat, just like regular DnD, and regular DnD allowed it. You stopping to pick up the weapon is you pausing in the combat, rolling over the weapon, grabbing it, and tucking it somewhere.
My RTW: I would really like it if max cooking recipes would produce like "a full turkey dinner", provide like 8 filling eats, and add a minor bonus to endurance and strength, and sap agility.
In D&D there are ways to avoid attacks of opportunity too, but those don't exist in Armageddon.
You don't always get an attack on someone picking something up.
Quote from: Twilight on September 04, 2010, 01:28:36 AM
You don't always get an attack on someone picking something up.
Depends on your offensive/defensive skills, I believe.
>skill tailoring
>skill amor tailoring
>skill bow adjustment
For NPCs to stop picking everything up that is in a room.
1. It's annoying.
2. Some of us like to drop/arrange items to add flavor and variety to the world.
>A raptor viciously bludgeons you on your head.
Quote from: Kiara on September 04, 2010, 08:26:52 PM
>A raptor viciously bludgeons you on your head.
You're telling me THAT is your RTW?
Weirdo
Quote from: FantasyWriter on September 04, 2010, 08:50:50 AM
>skill amor tailoring
Adjusting the size of your lover's tool so it's a perfect fit?
Larger range for weight in certain races.
From my damn cooking experience:
Change the text on the skills list:
novice -> You suck.
apprentice -> Wow, done it how many times? You still suck.
journeyman -> Think you're getting somewhere huh?
advanced -> Just like grandma.
master -> Thought you were dead. Oh, you still suck.
Quote from: Qzzrbl on September 05, 2010, 01:24:13 AM
Larger range for weight in certain races.
Larger range for weight and height for multiple races.
Quote from: hyzhenhok on September 05, 2010, 12:47:43 PM
Quote from: Qzzrbl on September 05, 2010, 01:24:13 AM
Larger range for weight in certain races.
Larger range for weight and height for multiple races.
Hells yeah.
I once played a massively obese man. I was disappointed with how narrow the weight range is. In the end, I just chose the heaviest weight and hoped anyone who noticed would be able to suspend their disbelief.
For the line editor's autoformating to not turn entries with multiple paragraphs into mush.
Quote from: Samira on September 06, 2010, 02:28:05 PM
For the line editor's autoformating to not turn entries with multiple paragraphs into mush.
I believe ".i" may be what you're looking for.
A decent editor. One that formats nicely. One that has some sort of substitute command (like "1,10 subs/black/ebony" to substitute all instances of black with ebony in range lines 1 to 10). One that shows you what you have written while in it (like "1,10" to show lines 1 to ten), can take you to a specific line (like "5" to get to line five). Nevermind commands to delete out one specific line, append another line behind your current line, insert a line in front of you current line, etc.
This would likely have to be a two state editor...ie one state like we have now where you write, and one state where you save, substitute and do all the other commands.
I want white-robed templars (or some appropriate analogue) to be attached to Allanaki military units during major campaigns to ensure that proper devotion is shown. "Political officers," if you will.
I have no idea whether this makes good IC sense or matches the sekret docs.
Quote from: brytta.leofa on September 06, 2010, 10:45:33 PM
I want white-robed templars (or some appropriate analogue) to be attached to Allanaki military units during major campaigns to ensure that proper devotion is shown. "Political officers," if you will.
I have no idea whether this makes good IC sense or matches the sekret docs.
That would be hella cool. But you need major battle campaigns first and foremost.
My random tiny want: somebody start a god damn war. I'd love to see a major civilization get vanquished, or just several hundred soldiers killed (again) before my arm career meets its end.
Quote from: Rhyden on September 06, 2010, 11:03:45 PM
... before my arm career meets its end ...
What the hell does that mean?
Arm 2. :)
Arm 1.
Arm 40k.
Now, if only to lure Utep upon that golden throne ..
Items held in hands should have ultimate keyword priority for emotes and actions.
Quote from: Marauder Moe on September 07, 2010, 11:09:17 AM
Items held in hands should have ultimate keyword priority for emotes and actions.
Absolutely. Can't tell you how many times I've swung a sparring dummy rather than a sparring sword in past sparring emotes. Rather that, or used a weapon that was supposed to be on my belt in an emote rather than the one in my hand. -.-
Quote from: Ampere on August 29, 2010, 06:20:23 PM
Throwing without a target.
throw fruit west
you throw a fruit west
especially torches
Quote from: Rhyden on September 06, 2010, 11:03:45 PM
My random tiny want: somebody start a god damn war. I'd love to see a major civilization get vanquished, or just several hundred soldiers killed (again) before my arm career meets its end.
Hell, they seem to start fairly often, but they always either get handled "politically" or virtually against Non-PC groups.
Quote from: Decameron on September 07, 2010, 11:16:21 AM
Quote from: Marauder Moe on September 07, 2010, 11:09:17 AM
Items held in hands should have ultimate keyword priority for emotes and actions.
Absolutely. Can't tell you how many times I've swung a sparring dummy rather than a sparring sword in past sparring emotes. Rather that, or used a weapon that was supposed to be on my belt in an emote rather than the one in my hand. -.-
That or taken a weapon off your belt and drop it into a chest, rather then the thing in your hand.
Quote from: The7DeadlyVenomz on September 07, 2010, 01:13:04 AM
Quote from: Rhyden on September 06, 2010, 11:03:45 PM
... before my arm career meets its end ...
What the hell does that mean?
It means we should roll up a dwarven warrior/elven assassin comedy+kickass duo one last time, for old times sake.
I'm not ok with that.
No quitting.
I wanted, hoped for an end of summer.. HRPT.
Quote from: Aruven on September 08, 2010, 02:16:19 PM
Quote from: Potaje on September 08, 2010, 05:04:24 AM
I wanted, hoped for an end of summer.. HRPT.
:'(
There's always Halloween.
Seems like a good day for an HRPT.
Maybe I'm dreaming.
More aggro NPCs in the Salt Flats (especially near a certain landmark) to make the danger of salting correspond with the fortune one can make doing it.
Quote from: FantasyWriter on September 08, 2010, 07:21:15 PM
More aggro NPCs in the Salt Flats (especially near a certain landmark) to make the danger of salting correspond with the fortune one can make doing it.
Its already quite dangerous as it is. Having more Aggro NPCs would just be a minor disturbance while someone used the millions of 'sid they earn from it hiring the Byn to rid the flats.
Quote from: FantasyWriter on September 08, 2010, 07:21:15 PM
More aggro NPCs in the Salt Flats (especially near a certain landmark) to make the danger of salting correspond with the fortune one can make doing it.
Dude, just wait 'till the local D-elf tribe picks up.
The danger's there.
Quote from: Riev on September 08, 2010, 09:46:18 PM
Quote from: FantasyWriter on September 08, 2010, 07:21:15 PM
More aggro NPCs in the Salt Flats (especially near a certain landmark) to make the danger of salting correspond with the fortune one can make doing it.
Its already quite dangerous as it is. Having more Aggro NPCs would just be a minor disturbance while someone used the millions of 'sid they earn from it hiring the Byn to rid the flats.
If the people earning millions of 'sid to hire the Byn, that would be awesome. I approve.
Quote from: Potaje on May 01, 2009, 12:16:58 PM
I would like to see Drum beat echo for multiple rooms and grow fainter as they reach out.. seems more in keeping, especially in the open land.. say someone is in the grass, or a canyon, maybe the canyon walls would carry the echos even further confusing people as they try to follow it, making them become even more lost.. but when someone plays drum it would be cool to have reach out: Amos is riding around in the grass, and the faint beating of drums in the distance can be heard... Amos thinks could this be a celebration or war preperations?
I submitted an object like this once - a war horn. Thought it might be practical in coordinating battles.
Don't list what creatures are aggressive. Find out in-game or IC.
More skills for mundanes.
Quote from: FantasyWriter on September 04, 2010, 08:50:50 AM
>skill tailoring
>skill amor tailoring
>skill bow adjustment
skill tattooing
skill strangle
skill crush
skill preach
the tall man begins a sermon
you become tired
your eyes roll back in your head
you crumple
the tall woman crumples
the young man crumples
the elf crumples
ignoring the sermon, the tall dark man drunkenly looks around in confusion at all the sleeping people, then at the Tall man with the tithing dish collecting coins from those asleep.
More undead.
Sometimes you just want to bash zombies.
>behead zombie (with a mutha-fuckin' bone sword!)
I would give my first-born child for the ability to cancel standard apps.
A command to allow us to place logs in a bundle and store on a mount - or perhaps a pack saddle that would allow us to put the logs directly on a mount rather than use a bag.
Quote from: DustMight on September 10, 2010, 03:54:49 PM
A command to allow us to place logs in a bundle and store on a mount - or perhaps a pack saddle that would allow us to put the logs directly on a mount rather than use a bag.
What's wrong with the bag workaround?
Quote from: Synthesis on September 10, 2010, 05:06:14 PM
Quote from: DustMight on September 10, 2010, 03:54:49 PM
A command to allow us to place logs in a bundle and store on a mount - or perhaps a pack saddle that would allow us to put the logs directly on a mount rather than use a bag.
What's wrong with the bag workaround?
Realism.
(http://images.jambase.com/fans/Deadphishbiscuits/JuanValdez-F.jpg)
=/=
(http://www.klondikedays.org/images/horse%20pull2.jpg)
Perhaps more uses for actually using rope... binding logs and hitching rope to mount, thus dragging the logs behind it. Larger the mount the more logs
Quote from: Qzzrbl on September 10, 2010, 04:59:10 AM
I would give my first-born child for the ability to cancel standard apps.
Yeah, this is a great idea dude, I sure wish staff would implement this.
Huh? Aren't children stealing gypsies already implemented?
Targeted shouting:
shout templar (flipping !templar off) Eat a bag of dicks!
Quote from: Qzzrbl on September 11, 2010, 04:22:05 AM
Quote from: Qzzrbl on September 10, 2010, 04:59:10 AM
I would give my first-born child for the ability to cancel standard apps.
Yeah, this is a great idea dude, I sure wish staff would implement this.
Yeaaah, I really wish something like this were IG.... It sucks realizing you missed a few parts of a description, or coming up with a better name or concept entirely
after the app's put through.
Quote from: Ampere on September 11, 2010, 11:56:43 PM
Targeted shouting:
shout templar (flipping !templar off) Eat a bag of dicks!
tell templar (shouting as he throws !templar the bird) Eat a bagodix!
Quote from: FantasyWriter on September 12, 2010, 12:05:14 AM
Quote from: Ampere on September 11, 2010, 11:56:43 PM
Targeted shouting:
shout templar (flipping !templar off) Eat a bag of dicks!
tell templar (shouting as he throws !templar the bird) Eat a bagodix!
tell templar (adjusting ~glasses on his nose as he looks ~paper over) Well Lord Templar... From what I can see here, I'm gonna have to write you up a prescription for Bagodixâ„¢.
Quote from: Qzzrbl on September 12, 2010, 12:25:43 AM
â„¢
Unicode support, if for no other reason than to support Mr. Herbal's use case.
Quote from: DustMight on September 09, 2010, 12:04:44 AM
Quote from: Potaje on May 01, 2009, 12:16:58 PM
I would like to see Drum beat echo for multiple rooms and grow fainter as they reach out..
I submitted an object like this once - a war horn. Thought it might be practical in coordinating battles.
I'd like to be able to whistle, and it to be heard in adjoining rooms.
whistle two short sharp blasts
From the east, you hear someone whistle two short sharp blasts
Quote from: Booya on September 12, 2010, 04:53:44 PM
Quote from: DustMight on September 09, 2010, 12:04:44 AM
Quote from: Potaje on May 01, 2009, 12:16:58 PM
I would like to see Drum beat echo for multiple rooms and grow fainter as they reach out..
I submitted an object like this once - a war horn. Thought it might be practical in coordinating battles.
I'd like to be able to whistle, and it to be heard in adjoining rooms.
whistle two short sharp blasts
From the east, you hear someone whistle two short sharp blasts
That is the best new Idea I have heard in a loooong time.
This would be unnecessary if the 'watch' command simply picked up emotes.
Quote from: Synthesis on September 12, 2010, 05:28:10 PM
This would be unnecessary if the 'watch' command simply picked up emotes.
watch picks up socials, though.
Quote from: Synthesis on September 12, 2010, 05:28:10 PM
This would be unnecessary if the 'watch' command simply picked up emotes.
Not that I'm opposed to 'watch' picking up emotes, but it seems kind of strange that you would have to 'watch' somebody in order to hear them whistle.
Whistling would be cool, but having a variety of horns would be even better, in my opinion.
Quote from: Drayab on September 12, 2010, 08:30:10 PM
Quote from: Synthesis on September 12, 2010, 05:28:10 PM
This would be unnecessary if the 'watch' command simply picked up emotes.
Not that I'm opposed to 'watch' picking up emotes, but it seems kind of strange that you would have to 'watch' somebody in order to hear them whistle.
Whistling would be cool, but having a variety of horns would be even better, in my opinion.
Well, emotes CAN create sound (think bardic instrumental performances), but to emulate the volume of noise generated by a horn or something similar, they fall a bit short. I actually like both ideas, for different reasons.
guard tent
100/100hp 90/90stun 115/120stam>
You begin guarding a tent.
guard tent T'zai Byn
100/100hp 90/90stun 115/120stam>
You begin guarding a tent, allowing only T'zai Byn past.
guard tent none
100/100hp 90/90stun 115/120stam>
You begin guarding a tent, allowing no one past.
guard tent T'zai Byn House Kadius
100/100hp 90/90stun 115/120stam>
You begin guarding a tent, allowing only T'zai Byn and House Kadius past.
guard tent House Oash
100/100hp 90/90stun 115/120stam>
You are not a member of that clan.
Quote from: FantasyWriter on September 12, 2010, 05:25:07 PM
Quote from: Booya on September 12, 2010, 04:53:44 PM
Quote from: DustMight on September 09, 2010, 12:04:44 AM
Quote from: Potaje on May 01, 2009, 12:16:58 PM
I would like to see Drum beat echo for multiple rooms and grow fainter as they reach out..
I submitted an object like this once - a war horn. Thought it might be practical in coordinating battles.
I'd like to be able to whistle, and it to be heard in adjoining rooms.
whistle two short sharp blasts
From the east, you hear someone whistle two short sharp blasts
That is the best new Idea I have heard in a loooong time.
That is
one of the best new ideas I have heard in a loooong time.
Affordable food in Allanak.
Just add a templar who'll dispense the Highlord's Blessing or whatever on the cheap. Of course, it'll disappear if not consumed.
Quote from: Ampere on September 16, 2010, 01:44:47 AM
Affordable food in Allanak.
Just add a templar who'll dispense the Highlord's Blessing or whatever on the cheap. Of course, it'll disappear if not consumed.
There was an NPC merchant that was still selling normal priced food after the food shortage began in Allanak. I typo'd it and it got fixed.
Then I started to regret it.
The ability to return your last purchased item (given a small time window).
Quote from: Decameron on September 16, 2010, 02:19:51 AM
The ability to return your last purchased item (given a small time window).
Good God yes-- nothing sucks more than being in a shop and accidentally hitting "b" instead of "n" and buying the first thing on the (usually way overpriced) list.
Quote from: DustMight on September 10, 2010, 03:54:49 PM
A command to allow us to place logs in a bundle and store on a mount - or perhaps a pack saddle that would allow us to put the logs directly on a mount rather than use a bag.
Eh, just be creative. You can do it already with a little imagination. Even beyond what is realistic.
The diminutive human girl slings her axe around her shoulder while looking at the four fallen logs around her.
The diminutive human girl holds her rope.
The diminutive human girl begins tying her logs together, and then links them to an erdlu's harness.
The diminutive human girl gets her heavy baobab log.
The diminutive human girl gets her heavy baobab log.
The diminutive human girl gets her heavy baobab log
The diminutive human girl gets her heavy baobab log.
The diminutive human girl jumps on an erdlu's back.
An erdlu walks south, carrying the diminutive human girl on its back.
I pity the fool who follows your advice. Pity the fool!
A tregil could whip a human's ass if they had four logs in their inventory.
Some kind of psi kryptonite that can be placed in rooms, nullifying people's use of contact in the area. Maybe make it a massive piece of magnetic rock that's pretty tricky to move around, but can be placed in single rooms for interrogation and such. Could well make psions immune, or course.
HELL no don't make psionicists immune to this. I think your idea has merit.
RTW: It's been said before but...track ability. Make it passive.
I dunno, I wouldn't like to make them any less dangerous. I would like I stop psi squealing though.
Edited for IC info.
Quote from: Spoon on September 16, 2010, 07:05:23 AM
Some kind of psi kryptonite that can be placed in rooms, nullifying people's use of contact in the area. Maybe make it a massive piece of magnetic rock that's pretty tricky to move around, but can be placed in single rooms for interrogation and such. Could well make psions immune, or course.
Dude, psi kryptonite already exists. Find out IC, I guess...although, really, it should be common knowledge.
You can also just make your detainee contact you and let him know in no uncertain terms that if you feel the contact drop, he's dead meat.
Quote from: Synthesis on September 16, 2010, 06:06:00 PM
Dude, psi kryptonite already exists. Find out IC, I guess...although, really, it should be common knowledge.
It's not common knowledge, and it's not in the documentation, therefore it should not be common knowledge. Let's keep it that way. Let's not ruin it for anyone. Thanks.
If you're looking for psi kryptonite, it's called alcohol.
Quote from: Synthesis on September 16, 2010, 06:06:00 PM
Quote from: Spoon on September 16, 2010, 07:05:23 AM
Some kind of psi kryptonite that can be placed in rooms, nullifying people's use of contact in the area. Maybe make it a massive piece of magnetic rock that's pretty tricky to move around, but can be placed in single rooms for interrogation and such. Could well make psions immune, or course.
Dude, psi kryptonite already exists. Find out IC, I guess...although, really, it should be common knowledge.
You can also just make your detainee contact you and let him know in no uncertain terms that if you feel the contact drop, he's dead meat.
Yeah, I know about that. First time I saw someone tell someone to contact them and stay in their mind I shuddered a little. It's such a crappy workaround.
edit: All my point of view. I dislike it because I'm one of those people who doesn't like everyone having contact, though at the same time see it as an invaluable tool for playability.
The ability to tell what type (slashing, stabbing, etc.) a weapon is, regardless of guild.
I may be missing something, but I don't see why this has to be restricted to guilds having the skill -- especially when in the mdesc of many items it's explained what type of weapon it is... Just not all of them.
Quote from: TwilightOr, more interestingly to me at least, if you consider that it is probably the way the elven mind works that gives rise tribes in the first place (since each and every single one should have a tribe), and I would propose to the purpose of creating an identifying, specifically elven culture (which I would argue elves need), and every culture has this aspect to it, there is something there, beyond culture, probably at the same level as the drive to belong to tribes, that elves -literally can't- get past in their minds in order to ride. And staff says this extends to wagons and skimmers as well. Okay.
I want another city-elf tribe, not just one in Tuluk.
There are two coded city-elf tribes, one in Tuluk and one in Allanak. May I introduce you to the Jaxa Pah (http://www.armageddon.org/ic/#Jaxa%20Pah)?
No, one in Tuluk and one in the Rinth.
The 'Rinth is in Allanak, so point is moot.
Quote from: Talia on September 17, 2010, 03:14:26 PM
There are two coded city-elf tribes, one in Tuluk and one in Allanak. May I introduce you to the Jaxa Pah (http://www.armageddon.org/ic/#Jaxa%20Pah)?
Check & Mate.
Guess whose rolling a 'rinther, next character?
(Probably not me, but still!)
Rinth has own culture, accent, start locs, being in allanak does not make it allanak. If that was the case you would not be known as a rinther, you would just be allanak scum. Oh, and rinthers are not allanak citizens.
So, allanak does not have a coded celf tribe.
Very technically, Rinthers are Allanaki Citizens.
Just like Compton, California, is refered to as part of L.A., since it is in Los Angeles County.
Don't mistake the coded aspects that differentiate the Allanakis from the Rinthis for other things.
I wish accounts had 'profiles' that could be accessed from in-game, by targeting a PC. Each profile would have a few standard settings that the player could fill out, as desired.
>lookup amof
I'm sorry, that character isn't here.
>lookup amos
>Reading the tall, muscular man's player profile...
Standard playtimes: off-peak. interact with me plz!
Consent status: Torture OK, Kidnapping OK, Rape BAD!
Player location: down under
Even if you ignore the coded aspects, which is IMO silly, rinthis are not treated the same, they do not treat nakkis the same, the non-coded aspects making them other then nak are actually greater then the coded.
They are still considered Allanaki citizens, just ones that are not respected and not trusted because they come from an unlawful portion of the city. Their 'hunting grounds' if (to speak metaphorically) includes the same range that any 'Nakki would. They are inside Allanak.
Hey guys? This debate is not very important, completely off-topic for this thread, and also pretty much comes down to a matter of opinion on either side. If you want to debate it, please open a different thread for that. Thanks.
Thread started, since it's so goddamn important.
My random tiny want is that people would spend less time arguing over minutia. Can we code that?
My random want?
Make the "up" and "down" directions entirely unaffected by darkness or storm code....
I simply -cannot- reasonably justify going north when I'm trying to climb a cliff face.
::Edited to add::
Also, I wish all characters had a low-capped climb skill, at the very least....
Everyone can climb a little!
I condone this.
Quote from: Qzzrbl on September 18, 2010, 07:12:50 AM
My random want?
Make the "up" and "down" directions entirely unaffected by darkness or storm code....
I simply -cannot- reasonably justify going north when I'm trying to climb a cliff face.
::Edited to add::
Also, I wish all characters had a low-capped climb skill, at the very least....
Everyone can climb a little!
Everyone does have a small chance to succeed at climbing, even without the skill. It seems to be about a 10% chance for success for ordinary-difficulty climbs. You can even get an inix to climb up the shield wall, if you're patient enough.
Quote from: Malifaxis on September 17, 2010, 05:12:56 PM
Thread started, since it's so goddamn important.
My random tiny want is that people would spend less time arguing over minutia. Can we code that?
Check out my sig, bro!
For backstab to be a passive skill that affects throw, if you are hidden.
Quote from: Reiloth on September 19, 2010, 10:01:24 PM
For backstab to be a passive skill that affects throw, if you are hidden.
Throw is already pretty deadly at high levels. Saying this from someone who occasionally one-hits stuff while throwing.
Quote from: MeTekillot on September 19, 2010, 11:03:40 PM
Quote from: Reiloth on September 19, 2010, 10:01:24 PM
For backstab to be a passive skill that affects throw, if you are hidden.
Throw is already pretty deadly at high levels. Saying this from someone who occasionally one-hits stuff while throwing.
It's pretty easy to one-hit stuff via various methods when you're playing a half-giant. Hint: strength.
Maybe not for Arm 1.0 but for 2.0, I'd like to see the value of money increased.
Everything should be less. Carrying around, on average, 200-500 'sid seems ridiculous to me, in realistic standards.
I'd rather that bottle of wine NOT cost a pound of black rock.
Maybe 1 coin has the equivalence of 3/5?
I feel stupid when I emote pulling a 'small' coin pouch of 500+ coins from my sash/swordbelt/cloak to pay for a drink >.>
Quote from: Synthesis on September 20, 2010, 12:29:57 PM
Quote from: MeTekillot on September 19, 2010, 11:03:40 PM
Quote from: Reiloth on September 19, 2010, 10:01:24 PM
For backstab to be a passive skill that affects throw, if you are hidden.
Throw is already pretty deadly at high levels. Saying this from someone who occasionally one-hits stuff while throwing.
It's pretty easy to one-hit stuff via various methods when you're playing a half-giant. Hint: strength.
I've never played a half-giant, so I wouldn't know much about that.
Anyway.
For Arm to maybe loosely implement a speech correction system. Namely, just capitalizing the first letter of every sentence, and MAYBE for sentences to end in periods.
I know you're playing a garble-mouthed, rough character, but that doesn't mean I have to be annoyed OOCly watching you talk, sir.
Quote from: MeTekillot on September 20, 2010, 03:48:45 PM
For Arm to maybe loosely implement a speech correction system. Namely, just capitalizing the first letter of every sentence, and MAYBE for sentences to end in periods.
This made me lol inside.
While we're at it, how about capitalizing personal pronouns, adding apostrophes to contractions and using coordinating conjunctions properly.
One can dream :-[
Quote from: Kiara on September 21, 2010, 01:45:25 AM
Quote from: MeTekillot on September 20, 2010, 03:48:45 PM
For Arm to maybe loosely implement a speech correction system. Namely, just capitalizing the first letter of every sentence, and MAYBE for sentences to end in periods.
This made me lol inside.
While we're at it, how about capitalizing personal pronouns, adding apostrophes to contractions and using coordinating conjunctions properly.
One can dream :-[
Solution: Remove Dwarves, Rinthis and Bynners from the game. :)
Unfortunately, it has spread to other places. And it's a shame. I tend not to read books that are written poorly. Like those books, I tend to view characters who are presented lazily the same way - worthless. I can understand language barriers and the like. These aren't language barriers. It's people who are too lazy to capitalize a sentence and put a period at the end.
It's ruining my story. In reality, it's also ruining yours.
Quote from: Gunnerblaster on September 20, 2010, 03:46:56 PM
Maybe not for Arm 1.0 but for 2.0, I'd like to see the value of money increased.
Everything should be less. Carrying around, on average, 200-500 'sid seems ridiculous to me, in realistic standards.
I'd rather that bottle of wine NOT cost a pound of black rock.
Maybe 1 coin has the equivalence of 3/5?
I feel stupid when I emote pulling a 'small' coin pouch of 500+ coins from my sash/swordbelt/cloak to pay for a drink >.>
Eh, I just imagine them to be very small coins.
Also, no one is forcing you to keep all of your 'sid in a single 500+ coin stack. I keep 1 or 2 small in my character's belt or cloak pocket and the rest in the backpack or the bank.
Quote from: hyzhenhok on September 21, 2010, 02:42:16 AM
Quote from: Gunnerblaster on September 20, 2010, 03:46:56 PM
Maybe not for Arm 1.0 but for 2.0, I'd like to see the value of money increased.
Everything should be less. Carrying around, on average, 200-500 'sid seems ridiculous to me, in realistic standards.
I'd rather that bottle of wine NOT cost a pound of black rock.
Maybe 1 coin has the equivalence of 3/5?
I feel stupid when I emote pulling a 'small' coin pouch of 500+ coins from my sash/swordbelt/cloak to pay for a drink >.>
Eh, I just imagine them to be very small coins.
Also, no one is forcing you to keep all of your 'sid in a single 500+ coin stack. I keep 1 or 2 small in my character's belt or cloak pocket and the rest in the backpack or the bank.
Well, hell - Even 50 coin 'stacks' are alot.
How big are these coins & if they're so small, that just seems like another reason to scale their value up so our characters don't have to spend so much time counting them. It's not like every commoner walks around with an abacus strapped to their wrists/forearms for every-day use.
Emoting tossing down several coins for a mug of ale seems more fluid with the rough & tumble world of Zalanthas then your typical 'counts out five stacks & pushes them to the bartender' scene.
Quote from: Gunnerblaster on September 21, 2010, 04:45:37 AM
Quote from: hyzhenhok on September 21, 2010, 02:42:16 AM
Quote from: Gunnerblaster on September 20, 2010, 03:46:56 PM
Maybe not for Arm 1.0 but for 2.0, I'd like to see the value of money increased.
Everything should be less. Carrying around, on average, 200-500 'sid seems ridiculous to me, in realistic standards.
I'd rather that bottle of wine NOT cost a pound of black rock.
Maybe 1 coin has the equivalence of 3/5?
I feel stupid when I emote pulling a 'small' coin pouch of 500+ coins from my sash/swordbelt/cloak to pay for a drink >.>
Eh, I just imagine them to be very small coins.
Also, no one is forcing you to keep all of your 'sid in a single 500+ coin stack. I keep 1 or 2 small in my character's belt or cloak pocket and the rest in the backpack or the bank.
Well, hell - Even 50 coin 'stacks' are alot.
How big are these coins & if they're so small, that just seems like another reason to scale their value up so our characters don't have to spend so much time counting them. It's not like every commoner walks around with an abacus strapped to their wrists/forearms for every-day use.
Emoting tossing down several coins for a mug of ale seems more fluid with the rough & tumble world of Zalanthas then your typical 'counts out five stacks & pushes them to the bartender' scene.
I've sometimes played it as having some coins be a larger denomination than the rest, for playability's sake. I mean, handing someone 10000 coins just seems a bit ridiculous, and counting through them all. So I figured Nenyuk would give you a large coin marker, or several, for that amount of withdrawal.
Quote from: Reiloth on September 21, 2010, 04:31:54 PM
Quote from: Gunnerblaster on September 21, 2010, 04:45:37 AM
Quote from: hyzhenhok on September 21, 2010, 02:42:16 AM
Quote from: Gunnerblaster on September 20, 2010, 03:46:56 PM
Maybe not for Arm 1.0 but for 2.0, I'd like to see the value of money increased.
Everything should be less. Carrying around, on average, 200-500 'sid seems ridiculous to me, in realistic standards.
I'd rather that bottle of wine NOT cost a pound of black rock.
Maybe 1 coin has the equivalence of 3/5?
I feel stupid when I emote pulling a 'small' coin pouch of 500+ coins from my sash/swordbelt/cloak to pay for a drink >.>
Eh, I just imagine them to be very small coins.
Also, no one is forcing you to keep all of your 'sid in a single 500+ coin stack. I keep 1 or 2 small in my character's belt or cloak pocket and the rest in the backpack or the bank.
Well, hell - Even 50 coin 'stacks' are alot.
How big are these coins & if they're so small, that just seems like another reason to scale their value up so our characters don't have to spend so much time counting them. It's not like every commoner walks around with an abacus strapped to their wrists/forearms for every-day use.
Emoting tossing down several coins for a mug of ale seems more fluid with the rough & tumble world of Zalanthas then your typical 'counts out five stacks & pushes them to the bartender' scene.
I've sometimes played it as having some coins be a larger denomination than the rest, for playability's sake. I mean, handing someone 10000 coins just seems a bit ridiculous, and counting through them all. So I figured Nenyuk would give you a large coin marker, or several, for that amount of withdrawal.
When playing higher-uppy PCs who would have access to that amount of coin on a regular basis, I often RP the Nenyuk transfer as the clerk merely writing a figure on a chit and saying he'll put the funds in the other account. It's not like they just have huge crates with nametags on them and dump coins in them when deposited.
(Though that would be awesome.)
QuoteIt's not like every commoner walks around with an abacus strapped to their wrists/forearms for every-day use.
I dunno...speak for yourself...!
I want Nenyuk to service only clan leaders, nobles and templarate.
More cash laying around = more fun for everyone. (Fun meaning worry, opportunity, betrayal and havoc. You know, fun!)
Don't restrict all banking to only those few; instead, levy a fee on all transactions (percentage based, scaling with amount deposited) on all non-noble, non-templarate figures. Negate fee for clan transactions so sergeants, advisors, overseers can still function with relative ease, but leave the fee in place for personal accounts.
We've had the bank debate before.
Welp, I still want it.
Add another want: a +1 or -1 way to mod posts like Slashdot or facebook.
You could always search-fu for an old thread or start another one instead of turning the Tiny Wants thread into a big want. :)
Quote from: Wolfsong on September 22, 2010, 09:31:31 AM
Don't restrict all banking to only those few; instead, levy a fee on all transactions (percentage based, scaling with amount deposited) on all non-noble, non-templarate figures. Negate fee for clan transactions so sergeants, advisors, overseers can still function with relative ease, but leave the fee in place for personal accounts.
Cool idea, but if you had a higher percentage taken for larger transactions then some players would just make several smaller ones.
My RTW: The ability to quit out when asleep.
I think you should be able to give whatever you're holding/wielding to other people.
Quote from: Rhyden on September 28, 2010, 10:51:55 PM
I think you should be able to give whatever you're holding/wielding to other people.
Only if you have to do it this way:
GIVE EP/ES PERSON
... to avoid some really annoying syntax problems.
I want to be able to hide objects in a room.
Syntax:
> hide backpack
You look around for a place to hide your bone-studded backpack.
Digging a shallow pit, you hide your bone-studded backpack in the shifting sands.
> search pack
You begin searching the area.
You don't find any 'pack' here.
- Anyone can do it.
- Perception skills (indoor or outdoor) give a bonus to both search and hide in the appropriate terrain.
- The search skill gives a large bonus to both search and hide.
- It's easier to find things you hid yourself.
- Hidden objects are only saved in save rooms, if that makes things substantially easier to code. Whatever.
- If you're hiding, you can hide small objects without breaking your hide status.
- You can search while hidden, but with a penalty against success and a chance of breaking hide.
+1 at the above post.
+2
+3
I feel the Search skill is widely underused, and only useful in rooms where the thing you're searching for isn't BLATANTLY obvious in the room description. Having things you can hide, or tell people "Check underneath the bench" and have them constantly searching the room for that bag of coin would be GREAT. Then, you could have soldiers coming by, wondering what it is you're searching for and it'd be awesome.
+4
Quote from: brytta.leofa on September 29, 2010, 12:06:46 AM
- The search skill gives a large bonus to both search and hide.
I didn't make this clear, but I envisioned that objects would be hidden at a certain level, not just "hidden" or "not hidden"--the goodness of the hiding depending on your skills and a random roll. If you've mastered search and city scan, you can hide things in your apartment very well indeed.
Since the skills required to find stuff are the same as to hide stuff
and you get a bonus for finding things you hid yourself, you should always be able to eventually find stuff you've hidden.
However, it might be sensible to always penalize hide in the city and search in the wilderness. It's easier for your stuff to get discovered indoors; it's harder to find it again outdoors.
I do not like the idea of two perception skills being used in conjunction like that.
Quote from: brytta.leofa on September 29, 2010, 12:06:46 AM
I want to be able to hide objects in a room.
Syntax:
> hide backpack
You look around for a place to hide your bone-studded backpack.
Digging a shallow pit, you hide your bone-studded backpack in the shifting sands.
> search pack
You begin searching the area.
You don't find any 'pack' here.
- Anyone can do it.
- Perception skills (indoor or outdoor) give a bonus to both search and hide in the appropriate terrain.
- The search skill gives a large bonus to both search and hide.
- It's easier to find things you hid yourself.
- Hidden objects are only saved in save rooms, if that makes things substantially easier to code. Whatever.
- If you're hiding, you can hide small objects without breaking your hide status.
- You can search while hidden, but with a penalty against success and a chance of breaking hide.
- You ALWAYS find things you hid yourself.
- Scan can alert you to the presence of hidden objects.
Quote from: Ampere on September 29, 2010, 05:30:36 PM
- You ALWAYS find things you hid yourself.
- Scan can alert you to the presence of hidden objects.
I think you should expect to sometimes lose stuff you hide in the dessert. This is Armageddon; we got to keep things a little bit frustrating. ;)
Really I think search is a better skill match for both abilities (hide object/find object) than either hide or scan. But AFAIK it's a much rarer skill.
I know I already said it, but I would like to elaborate.
Muttering:
A mixture between 'say' and the language code.
>Mutter (grimacing) Suk Krath be damned.
You mutter in sirihish, grimacing:
"Suk Krath be damned."
Others hear:
The Amos-like, Amos-ee guy mutters in sirihish, grimacing:
"Suk ...th b... dam..."
Speech embedded in emotes. For example,
em "Good morning, Lord Fancy Pants," @ says with a tip of ~hat to ~fancy. "I hope you are well."
I want this because I would find it aesthetically pleasing to write prose that appears more like what you find in books.
Obviously, the needed change is that the code needs to know that the text between double quotes is affected by the language code like any other mode of spoken communication.
Quote from: Drayab on September 30, 2010, 01:42:48 AM
Speech embedded in emotes. For example,
em "Good morning, Lord Fancy Pants," @ says with a tip of ~hat to ~fancy. "I hope you are well."
I want this because I would find it aesthetically pleasing to write prose that appears more like what you find in books.
Obviously, the needed change is that the code needs to know that the text between double quotes is affected by the language code like any other mode of spoken communication.
I won't lie. I would orgasm. Or at least get hard.
Quote from: bcw81 on September 29, 2010, 09:46:36 PM
I know I already said it, but I would like to elaborate.
Muttering:
A mixture between 'say' and the language code.
>Mutter (grimacing) Suk Krath be damned.
You mutter in sirihish, grimacing:
"Suk Krath be damned."
Others hear:
The Amos-like, Amos-ee guy mutters in sirihish, grimacing:
"Suk ...th b... dam..."
Just modify whisper to include one's self, as in: whisper self/me.
Edit to Add:
Never mind. I'm a fool.
For all you would-be gamblers & Smokers! ;D
Quote
Roll (General)
This command allows your character to roll an object, typically a die or some dice. If you are near a table, you can roll the dice on the table. Once the dice are rolled others can use 'look <dice>' or 'look <dice> <table>' to see the result.
Syntax:
roll <object>
roll <object> <table>
Example:
> roll dice
> roll dice bar
QuoteMake (Equipment)
This command allows those with the know-how, to craft raw materials into finished goods. Currently, rolling smokes is the only action possible using this command which does not require the appropriate crafting skill. In order to roll a cigarette properly, one needs a suitable type of paper, and a spice to be rolled into it.
This command is also used when pitching tents.
Syntax:
make <object> <component 1> <component 2> ...
Example:
> make smoke vellum ginka
> make tent
Make tattoos visible on a PC corpse. Mostly when we die we got robbed, pants and boots and all, faster than a bolt of lightning, it would be nice to have something of yours left behind and still on your short-lived rotting remains.
Plus there is no IC reason why you wouldn't be able to see these tattoos on a body. One could argue wounds/decay whatever would destroy them, but since no wounds/decay are currently implemented, to any recognisable level, I think you should be able to see the tattoos on a corpse.
Quote from: Scarecrow on September 30, 2010, 07:04:21 PM
Make tattoos visible on a PC corpse. Mostly when we die we got robbed, pants and boots and all, faster than a bolt of lightning, it would be nice to have something of yours left behind and still on your short-lived rotting remains.
Plus there is no IC reason why you wouldn't be able to see these tattoos on a body. One could argue wounds/decay whatever would destroy them, but since no wounds/decay are currently implemented, to any recognisable level, I think you should be able to see the tattoos on a corpse.
I'm happy we have ldescs saved on bodies now, but tattoos too would be awesome.
Quote from: Scarecrow on September 30, 2010, 07:04:21 PM
Make tattoos visible on a PC corpse. Mostly when we die we got robbed, pants and boots and all, faster than a bolt of lightning, it would be nice to have something of yours left behind and still on your short-lived rotting remains.
Plus there is no IC reason why you wouldn't be able to see these tattoos on a body. One could argue wounds/decay whatever would destroy them, but since no wounds/decay are currently implemented, to any recognisable level, I think you should be able to see the tattoos on a corpse.
I agree wholeheartedly. It should be easy to identify almost anyone by their tattoos, in Tuluk, Allanak, Luirs, the Tablelands, heck...E'rryone's got tattoos.
My random want.
I want settable PC flags verses intelligent NPCs (other then clanning)
Example, Your PC travels a certain area every day for three years, in that time he/she kills 1500 gith (because they attack him/her) Staff is able to set a flag of race_gith_neutral. This would cause gith that do not have the guardian flag to leave your PC alone. If you started attacking them anyway, Maybe staff could then set the flag to race_gith_flee Which would cause gith to actively evade your PC if seen within 1-2 rooms.
Of course that flag should have a script to echo on staff channels if your PC does shoot/engage gith and help them react to the menace.
I like that a lot.
Quote from: X-D on October 15, 2010, 05:26:19 PM
My random want.
I want settable PC flags verses intelligent NPCs (other then clanning)
Example, Your PC travels a certain area every day for three years, in that time he/she kills 1500 gith (because they attack him/her) Staff is able to set a flag of race_gith_neutral. This would cause gith that do not have the guardian flag to leave your PC alone. If you started attacking them anyway, Maybe staff could then set the flag to race_gith_flee Which would cause gith to actively evade your PC if seen within 1-2 rooms.
Of course that flag should have a script to echo on staff channels if your PC does shoot/engage gith and help them react to the menace.
Yes!
I've wanted something like that for a long time, I just wasn't able to state it elegantly, as X-D said.
So the converse would be race_gith_aggressive, right, where every gith in 50 rooms tracks straight to your PC to bring him down?
I like.
Well, I prefer for that to be staff animated, the intent is to get them to act like they have some kind of brains and emotions, Sadly code and even staff often treat intelligent NPCs like mindless mobs flinging them wholesale into things they KNOW they are going to get slaughtered on and for no good reason.
Lets face it, the reason that gith is in my Sig is because it is the ONLY npc to ever act in a realistic fashion when confronted with a known battle master.
It was when I was playing Kon, Somebody who was known and yes, even to gith, Halflings, Mantis and more, to be one bad mofo who would not hunt them but would not run either.
And these are supposed to be thinking beings with language, some even have written language, they talk to each other, after a while they are going to stop throwing themselves into death for no reason.
Specially gith, gith culture is very much might makes right, they respect that, they would respect somebody who has proven they are mighty. But no, the code will keep throwing them at you, over and over and over and over.
X-D you can also take this in another direction. Most gith don't fight to the death - Some will try to escape.
If you, part of a war-based race, took down someone your race regarded as frightfully powerful, don't you think you have something pretty massive to gain from killing them?
Quote from: Gunnerblaster on October 16, 2010, 03:09:48 AM
X-D you can also take this in another direction. Most gith don't fight to the death - Some will try to escape.
If you, part of a war-based race, took down someone your race regarded as frightfully powerful, don't you think you have something pretty massive to gain from killing them?
Yeah. Another thing which would be nice is if lone gith or small groups of gith would avoid attacking large groups of heavily armed soldiers and mercs traveling through their territory, or would run away if attacked by overwhelming numbers.
HTX, most of those scenarios should be done in the realm of an RPT which staff should be notified of so that they can make things react appropriately, to the best of their ability and knowledge, and they have plenty of other staff to consult with.
Actually, MOST gith DO fight to the death, only a small % do not.
Next, it is not about gith, it is about supposedly smart beings that throw themselves at things in a lemming type manner because the code is a yes/no deal.
And far as..
QuoteIf you, part of a war-based race, took down someone your race regarded as frightfully powerful, don't you think you have something pretty massive to gain from killing them?
They are not war based, but let us assume they are, Now assume again that they can THINK, just for a moment please. Now This frightfully powerful being has CRUSHED the BEST Champion your entire species has to offer, but since it was "fair" combat left that champion live as well. Now, as a thinking feeling being, what are the odds that if you cannot beat that champion, you are going to think it is a good idea to throw yourself at the one that beat him years later when you KNOW they are even more powerful? (The above really did happen)
You would not attack the dragon alone, Sure, you know that if you killed him you would be real famous and all that, but you KNOW it is pointless to even try.
But keep in mind, the entire Want, is simply for a bit of flagging and a few simple scripts to go with them that allows for more robust and smart NPC action without writing 120 new scripts and without the need for staff intervention each time.
And I think people have harassed the idea enough for the RTW, which the staff have asked us not to spam. Leave it alone, huh, guys?
Quote from: Marshmellow on October 16, 2010, 12:51:33 PM
And I think people have harassed the idea enough for the RTW, which the staff have asked us not to spam. Leave it alone, huh, guys?
I don't understand this or Nyr's locking of a previous post for "[topic] already being discussed, and we're done."
1. This is a discussion board.
2. If people want to discuss a topic (and it doesn't violate game rules), it might as well be done on a discussion board.
3. Who is anyone else to say when a topic is done. That's a very parental attitude.
I'm tempted to open up a discussion board for topics that don't violate game rules but that are locked from discussion for silly reasons like "We don't want to hear about it anymore" or "Leave it alone guys."
Clearly if someone wants to beat a dead horse, let them. What's the horse to you? You don't have to read it.
Quote from: DustMight on October 16, 2010, 03:26:32 PM
Clearly if someone wants to beat a dead horse, let them. What's the horse to you? You don't have to read it.
Actually, staff do.
Quote from: bcw81 on October 16, 2010, 05:06:12 PM
Quote from: DustMight on October 16, 2010, 03:26:32 PM
Clearly if someone wants to beat a dead horse, let them. What's the horse to you? You don't have to read it.
Actually, staff do.
Welcome to responsibility. The still have a choice whether to engage or not. Stopping discussion has rarely been fruitful in my experience.
The point is that this isn't the point of this thread. This thread is for throwing out ideas, not for discussing them. If you want to tangent into a discussion of an idea, make a new thread and link back to the post in this thread that you're referencing. That easy. Now, I'm out of this thread so as to not further contribute to spamming it.
Quote from: bcw81 on October 16, 2010, 05:06:12 PM
Quote from: DustMight on October 16, 2010, 03:26:32 PM
Clearly if someone wants to beat a dead horse, let them. What's the horse to you? You don't have to read it.
Actually, staff do.
If that's true, that's quite possibly the worst rule I've ever heard. There is absolutely no reason why the staff should have to read every post/thread on the GDB, since 90% of it is unrelated to the game, player-player banter, or pointless debates that go nowhere.
I wish the staff would ease up on the GDB censorship, too. That's probably my least-favorite thing in the game right now.
RTW: A warning system for when your character is about to move from a room with decent weather to a room with complete sandstorm nastiness. It really sucks to go from a drifting sands to omgwtf sandstorm in one room, and not be able to get back.
>w
You are about to head into a sandstorm that will blind and confuse you, and you may not be able to find your way back! Type 'west' to continue.
Look west
[near]
Nothing but a fine day.
[far]
Nothing but a sandstorm.
[Super far]
Gith
sandstorm
Quote from: Old Kank on October 17, 2010, 12:56:46 AM
RTW: A warning system for when your character is about to move from a room with decent weather to a room with complete sandstorm nastiness. It really sucks to go from a drifting sands to omgwtf sandstorm in one room, and not be able to get back.
Corollary to this, it would be nice to get a warning when you're about to walk over the edge of a precipice and plummet to the ground. Sometimes 'On a Ledge Overhanging the Scenic 5 Mile Abyss' isn't actually a ledge but the beginning of the 5 mile abyss.
It would also be cool to be able to walk up to these edges and deliberately type 'down' to try to climb down. I always feel like I'm Wile E. Coyote and running out into open air, then scrambling to find some way back to something solid, even when the climb check succeeds.
Quote from: Kronus on October 17, 2010, 11:27:16 AM
Corollary to this, it would be nice to get a warning when you're about to walk over the edge of a precipice and plummet to the ground. Sometimes 'On a Ledge Overhanging the Scenic 5 Mile Abyss' isn't actually a ledge but the beginning of the 5 mile abyss.
It would also be cool to be able to walk up to these edges and deliberately type 'down' to try to climb down. I always feel like I'm Wile E. Coyote and running out into open air, then scrambling to find some way back to something solid, even when the climb check succeeds.
Yes, god, yes, please.
Quote from: DustMight on October 17, 2010, 04:12:34 PM
Quote from: Kronus on October 17, 2010, 11:27:16 AM
Corollary to this, it would be nice to get a warning when you're about to walk over the edge of a precipice and plummet to the ground. Sometimes 'On a Ledge Overhanging the Scenic 5 Mile Abyss' isn't actually a ledge but the beginning of the 5 mile abyss.
It would also be cool to be able to walk up to these edges and deliberately type 'down' to try to climb down. I always feel like I'm Wile E. Coyote and running out into open air, then scrambling to find some way back to something solid, even when the climb check succeeds.
Yes, god, yes, please.
You send to an intimidating templar:
"I'm riding that golden kank back now, it will be with you within the hour"
The intimidating templar sends you:
"Ah good, you will be greatly rewarded for this, maybe a promotion is in store for you..."
you send to an intimidating templar:
"Thank you sir, I will not fail y- aaah"
an intimidating templar sends you,
"What happened!? Gith?"
you send an intimidating templar
"I've fallen... and I can't get up..."
Quote from: Kronus on October 17, 2010, 11:27:16 AM
Quote from: Old Kank on October 17, 2010, 12:56:46 AM
RTW: A warning system for when your character is about to move from a room with decent weather to a room with complete sandstorm nastiness. It really sucks to go from a drifting sands to omgwtf sandstorm in one room, and not be able to get back.
Corollary to this, it would be nice to get a warning when you're about to walk over the edge of a precipice and plummet to the ground. Sometimes 'On a Ledge Overhanging the Scenic 5 Mile Abyss' isn't actually a ledge but the beginning of the 5 mile abyss.
It would also be cool to be able to walk up to these edges and deliberately type 'down' to try to climb down. I always feel like I'm Wile E. Coyote and running out into open air, then scrambling to find some way back to something solid, even when the climb check succeeds.
I so completely and totally agree with this.
I would love it if the flag for 'nosave combat' also stopped auto-attack swings after you use a 'combat' skill such as kick or disarm. Love it to death. Pretty please with a cherry on top?
I wanna be silty instead of dusty when I take a swim in the Sea. Rawr!
"exits" listing enterable buildings?
More quit-safe rooms spread throughout random rooms of the desert.
Sometimes I want to just be able to log-out, rather than having to cross a quarter of the known world to reach that old cave-turned fort where your character can bunk down for a few days.
We don't have to read this thread, but a lot of us that have the ability to manipulate the code of the game even in small ways DO read this thread. If you keep posting over and over on the same topic in a thread meant to display many topics, you should post your derail in its own topic. Other legitimate ideas might get squashed because you can't be bothered to make a new thread.
I think it would be great to have shields be sheatheable on your back, as you can with larger weapons. This suggestion was raised years ago, so sayeth search, but doesn't appear to have been implemented.
The majority of characters are going to wear packs on their back slot, the typical wear slot of a shield, because there are few alternative containers which hold any worthwhile amount (would be great to get some shoulder slot bags or something, as a side note). This means that you're left carrying your big shield in your 'hands,' or having to pull it in and out of your pack, when the size difference there is probably redonkulous.
Quote from: Akoto on October 22, 2010, 02:02:48 PM
- I think it would be great to have shields be sheatheable on your back, as you can with larger weapons.
- would be great to get some shoulder slot bags or something, as a side note
THIS!Edited to Add:
And the Ability to watch a direction while sitting.
>sit (hunkering down in the scrub)
>watch west
I'd like to be able to roll whole tubes of spice! I always feel a bit short changed.
Three way Waying.
I wouldn't be surprised if that sort of thing was a mindbender skill.
I'd like it if tailors/armor repair people could fix blackened/burned items.
Quote from: Akoto on October 22, 2010, 02:02:48 PM
I think it would be great to have shields be sheatheable on your back, as you can with larger weapons. This suggestion was raised years ago, so sayeth search, but doesn't appear to have been implemented.
How are you going to fit a shield AND a backpack on your back? Shields are big. If you're attaching the shield
to the backpack then the 'sheath back' slot isn't the appropriate way to represent that, either.
Having a shield offers numerous very powerful coded advantages. Using up the backpack slot is the price you pay for them. You can still carry a lot of things with a quiver/waistpack (waist slot), belt, and in your cloak; if you really really want more carry space, there are bandoliers, strap-sheathes, pouched boots, pants with pockets, pouches you can wear in practically every slot, sashes, etc... I bet you could even get Salarr to make you an axe with pouches on it so you can have an axe in your axe. There are plenty of non-backpack options.
I'm glad that PCs can't wear a backpack and a shield at the same time-you trade carrying capacity for combat power. Characters using large bows run into similar problems, since those end up using a sheath or backpack slot as well, and again it's a tradeoff. You should just carry less shit, dude.
Because it's silly that you can't strap a bow, shield, quiver, or whatever else over your shoulder or to your pack, when it's entirely feasible to do so.
Also, anyone that really wants a pack and a shield will wear the pack and carry the shield. What is actually gained from preventing them from hanging the shield from their pack?
Quote from: HavokBlue on October 24, 2010, 03:56:27 PM
Also, anyone that really wants a pack and a shield will wear the pack and carry the shield. What is actually gained from preventing them from hanging the shield from their pack?
Yeah, I've just seen people get around the problem by putting the shield
in the pack, or just equipping the shield constantly (the latter been by far the most jarring, especially when it's an enormous tower shield, but I usually try to just imagine it's strapped to their wrist or something).
If you think the shield skill is overpowered (haven't used it for ages so I can't comment on that personally)... well... I'd much rather see the skill balanced in other ways than minor inconveniences such as not having anywhere to put it.
Maybe a shoulder strap (wearable on the shoulder) used to carry a shield? Just an idea.
It would be neat to be able to wear smaller shields on the forearms.
I think there are bucklers you can wear on your wrists. But I don't even know if those work as shields, and I doubt they do.
If they don't, my random tiny want is that they should function as shields :>
I believe they do and some people use to wear two of them and then wear a tower shield.
I havn't seen -any- of them in a long time.
I don't think those bucklers work. Or at least they didn't seem to for me. Thought they looked cool, though!
Quote from: Zoltan on October 24, 2010, 07:06:49 PM
I don't think those bucklers work. Or at least they didn't seem to for me. Thought they looked cool, though!
They're super fancy wrist armor, and that's about it.
My random tiny want is for pet objects (hawks, songbirds, snakes, lizards) to function like weapons do when bloodied, etc. and be unable to stain.
Quote from: spicemustflow on October 27, 2010, 03:20:12 AM
Actually, why are NPCs so tall? When a petite woman or a sickly child are taller than my taller-than-average warrior, you bet I'll make a towering freak next time.
For NPC's to be resized.
I looked at a "kid" once and he was mature for his age, weighed more then me and was basically a head taller.
WTF?
A lot of NPCs have their height/weight randomized each time they're loaded, perhaps their other stats too?
Quote from: Marshmellow on October 27, 2010, 07:27:23 AM
A lot of NPCs have their height/weight randomized each time they're loaded, perhaps their other stats too?
If I remember correctly, stats are randomized too.
Same with mounts, each time you rent and offer ticket.
I want to see "unit" NPC's removed and replaced with an equal amount of "single" NPC's or higher with actual weapons.
To have a "unit" NPC walk into the room and "hit" you (unarmed) hard on the body is -200 stun, at the least.
Quote from: Gunnerblaster on November 03, 2010, 07:42:18 PM
I want to see "unit" NPC's removed and replaced with an equal amount of "single" NPC's or higher with actual weapons.
To have a "unit" NPC walk into the room and "hit" you (unarmed) hard on the body is -200 stun, at the least.
Had this happen to a character of mine during the most recent Tuluk-Allanak war (7 RL years ago?), I was hit by a unit of Half Giants - not fun.
Yeah, I'd much rather that 'units' simply spawn aggro NPCs if you engage them in combat. Sucks less, more realistic.
I'd like a command that assesses the difficulty of a particular climb check. Not in numbers of course, but just easy, moderate or difficult would already be helpful. Any climber who is not blind should realistically be able to look at a cliffside and make a statement about the number of footholds and the roughness of the rock.
Quote from: HTX on November 05, 2010, 05:42:26 AM
Yeah, I'd much rather that 'units' simply spawn aggro NPCs if you engage them in combat. Sucks less, more realistic.
Yeah, if it spawned like 10 at a time, that could beat you down just as effectively as the unit PC.
No one in Zalanthas should be able to take on 10 people at a time, or 1 unit NPC. No one.
We aren't fucking Jet Li.
Quote from: Malifaxis on November 11, 2010, 11:57:26 AM
Quote from: HTX on November 05, 2010, 05:42:26 AM
Yeah, I'd much rather that 'units' simply spawn aggro NPCs if you engage them in combat. Sucks less, more realistic.
Yeah, if it spawned like 10 at a time, that could beat you down just as effectively as the unit PC.
No one in Zalanthas should be able to take on 10 people at a time, or 1 unit NPC. No one.
We aren't fucking Jet Li.
Jet Li wields his super sweet lirapet in both hands.
Quote from: Dan on November 11, 2010, 12:10:34 PM
Quote from: Malifaxis on November 11, 2010, 11:57:26 AM
Quote from: HTX on November 05, 2010, 05:42:26 AM
Yeah, I'd much rather that 'units' simply spawn aggro NPCs if you engage them in combat. Sucks less, more realistic.
Yeah, if it spawned like 10 at a time, that could beat you down just as effectively as the unit PC.
No one in Zalanthas should be able to take on 10 people at a time, or 1 unit NPC. No one.
We aren't all fucking Jet Li.
Jet Li wields his super sweet lirapet in both hands.
Point taken. Fixed.
I don't think (or hope) the question was ever "should someone be able to beat a unit of 50+ half-giant?" but rather "should someone have a chance or two to flee away before getting one-shot for -200 stun damage?"
To not have scan/listen turn off unless I tell it to. :/
I like the atmosphere it brings to the game, seeing a 'Unit' of soldiers actively patrolling, etc. but I don't like the mental image of
30 soldiers falcon punching a 'rinther pickpocket to death.
(http://www.motifake.com/image/demotivational-poster/0810/falcon-punch-abortion-falcon-lol-demotivational-poster-1223285111.jpg)
We believe in falcon punches.
Quote from: Nyr on November 11, 2010, 04:07:37 PM
We believe in falcon punches.
I have to agree, the picture there sort of sold me on it.
I am not jet li but can I be Bruce Lee???? please!!!!
I like the unit npc's it adds more flavor....would be cool if they randomly did things, if any npc did something randomly. LIke complain bout the weather, scratch themselves.
Shout idle profanity saw that in another mud thought it was cool....cept for the noone ever staid DEAD....
Quote from: MeTekillot on October 24, 2010, 06:35:52 PM
I think there are bucklers you can wear on your wrists. But I don't even know if those work as shields, and I doubt they do.
If they don't, my random tiny want is that they should function as shields :>
They didn't act as shields at all.
Quote from: Malifaxis on November 11, 2010, 11:57:26 AM
Quote from: HTX on November 05, 2010, 05:42:26 AM
Yeah, I'd much rather that 'units' simply spawn aggro NPCs if you engage them in combat. Sucks less, more realistic.
Yeah, if it spawned like 10 at a time, that could beat you down just as effectively as the unit PC.
No one in Zalanthas should be able to take on 10 people at a time, or 1 unit NPC. No one.
We aren't fucking Jet Li Elithan.
FTFY
Unit's of soldiers already exist as echo's. Why do they need to exist as physical entities?
I say remove/replace them. Unless there is some world-shattering HRPT/RPT going on, they are just PC Overkill.
Quote from: Gunnerblaster on November 12, 2010, 04:04:27 AM
Unit's of soldiers already exist as echo's. Why do they need to exist as physical entities?
I say remove/replace them. Unless there is some world-shattering HRPT/RPT going on, they are just PC Overkill.
While I understand your position on this, no. Repeating yourself over and over is not going to make this happen.
Also, flaming/trolling on the GDB will get you banned nowadays. (I edited out another post that received this attention)
Quote from: Nyr on November 12, 2010, 08:06:29 AM
Quote from: Gunnerblaster on November 12, 2010, 04:04:27 AM
Unit's of soldiers already exist as echo's. Why do they need to exist as physical entities?
I say remove/replace them. Unless there is some world-shattering HRPT/RPT going on, they are just PC Overkill.
While I understand your position on this, no. Repeating yourself over and over is not going to make this happen.
Alright.
I'm done.
I wish Armageddon had a spend system with Karma, similar to SoI. I think if people had to spend their karma for an app rather than be fairly certain that can just poop out another [insert karma class] they would treat the apps more seriously.
Quote from: Majikal on November 15, 2010, 11:36:43 AM
I wish Armageddon had a spend system with Karma, similar to SoI. I think if people had to spend their karma for an app rather than be fairly certain that can just poop out another [insert karma class] they would treat the apps more seriously.
This would be okay if the average PC on Armageddon lived as long as the average PC on SoI. However, I believe it's vastly more difficult to keep a magicker alive on Armageddon than it is to keep a karma-required character alive on SoI. My first magicker lived about 4 hours. If I'd spent karma on it, I would've been helluva pissed.
But I really think spendable karma sends the wrong message about what karma is on Armageddon. It isn't bonus points you get for roleplaying well. It's more like a system of security clearances.
Quote from: Synthesis on November 15, 2010, 11:43:15 AM
Quote from: Majikal on November 15, 2010, 11:36:43 AM
I wish Armageddon had a spend system with Karma, similar to SoI. I think if people had to spend their karma for an app rather than be fairly certain that can just poop out another [insert karma class] they would treat the apps more seriously.
This would be okay if the average PC on Armageddon lived as long as the average PC on SoI. However, I believe it's vastly more difficult to keep a magicker alive on Armageddon than it is to keep a karma-required character alive on SoI. My first magicker lived about 4 hours. If I'd spent karma on it, I would've been helluva pissed.
But I really think spendable karma sends the wrong message about what karma is on Armageddon. It isn't bonus points you get for roleplaying well. It's more like a system of security clearances.
And on top of what Synth said, Staff don't have the time to pass out Karma like candy. In fact, it's pretty hard earning Karma (or at least it was for me).
Quote from: Gunnerblaster on November 15, 2010, 03:36:59 PM
Quote from: Synthesis on November 15, 2010, 11:43:15 AM
Quote from: Majikal on November 15, 2010, 11:36:43 AM
I wish Armageddon had a spend system with Karma, similar to SoI. I think if people had to spend their karma for an app rather than be fairly certain that can just poop out another [insert karma class] they would treat the apps more seriously.
This would be okay if the average PC on Armageddon lived as long as the average PC on SoI. However, I believe it's vastly more difficult to keep a magicker alive on Armageddon than it is to keep a karma-required character alive on SoI. My first magicker lived about 4 hours. If I'd spent karma on it, I would've been helluva pissed.
But I really think spendable karma sends the wrong message about what karma is on Armageddon. It isn't bonus points you get for roleplaying well. It's more like a system of security clearances.
And on top of what Synth said, Staff don't have the time to pass out Karma like candy. In fact, it's pretty hard earning Karma (or at least it was for me).
Nor do they really on SOI, at least not when I was roleplay admin and had to take care of that. That was my job, ensuring the people who had the RPP, roughly ARM's equivalent to karma, were deserving of it, and either taking it away or adding to their pool. Like ARM, a lot of stellar people were overlooked until I was able to spotlight them.
That being said, the approval process here, especially in regards to special apps and karma being more indicative of the level of trust the staff empower you with, is a much better system. I honestly don't think someone needs more or less the equivalent to play a god damn Arnorian Dunadan.
Quote from: Nyr on November 12, 2010, 08:06:29 AM
Quote from: Gunnerblaster on November 12, 2010, 04:04:27 AM
Unit's of soldiers already exist as echo's. Why do they need to exist as physical entities?
I say remove/replace them. Unless there is some world-shattering HRPT/RPT going on, they are just PC Overkill.
While I understand your position on this, no. Repeating yourself over and over is not going to make this happen.
Yo. Ever thought about instituting a mobprog for units based on the same math as the combat system? The mobprog would mute normal combat messages and insert messages appropriate for a mass of people fighting you.
For instance:A unit of Allanaki soldiers hits you on the head, doing unspeakable damage....could be turned into...Four of the soldiers in a unit of Allanaki soldiers penetrate your defensive maneuvers and land heavy blows....and:You solidly slash a unit of Allanaki soldiers....turns into...You land a decent blow to two of the fighters in a unit of Allanaki soldiers.Replacing the generic combat messages for units, which are fine for single entity on single entity, allows a more fluid and interesting scene when faced with fighting units.
Would it be plausible to have Unit NPC's default to doing one of the four categories of damage (or all types, randomly), ie; Slashing, Bludgeoning, Piercing and/or Chopping damage?
Quote from: The7DeadlyVenomz on November 15, 2010, 11:42:58 PM
Yo. Ever thought about instituting a mobprog for units based on the same math as the combat system? The mobprog would mute normal combat messages and insert messages appropriate for a mass of people fighting you.
For instance:
A unit of Allanaki soldiers hits you on the head, doing unspeakable damage.
...could be turned into...
Four of the soldiers in a unit of Allanaki soldiers penetrate your defensive maneuvers and land heavy blows.
...and:
You solidly slash a unit of Allanaki soldiers.
...turns into...
You land a decent blow to two of the fighters in a unit of Allanaki soldiers.
Replacing the generic combat messages for units, which are fine for single entity on single entity, allows a more fluid and interesting scene when faced with fighting units.
We've got an idea about that floating around for Arm 2. I know for sure I've been involved in a discussion about it.
edit to add the quote I meant
I have a strange two-sided reaction when I hear about Arm 2.
I think:
1) Oh wow! All new Armageddon game, yay yay yay yay!
and
2) OMG Armageddon is going to end and all be over noes noes noes!
As you can imagine this causes some inner turmoil and conflict. ???
For all I know this could exist, but I want a tag: (dead for over a year) tacked on to dead characters on your list of characters.
I have no skills at remembering how much time has passed. :-[
An effing reboot.
(edit: whoops, was supposed to be quoted, cut and posted elsewhere.)
Quote from: Nahara on November 18, 2010, 09:07:52 AM
For all I know this could exist, but I want a tag: (dead for over a year) tacked on to dead characters on your list of characters.
I have no skills at remembering how much time has passed. :-[
Request your account notes.
Quote from: Ampere on November 18, 2010, 04:31:38 PM
Quote from: Nahara on November 18, 2010, 09:07:52 AM
For all I know this could exist, but I want a tag: (dead for over a year) tacked on to dead characters on your list of characters.
I have no skills at remembering how much time has passed. :-[
Request your account notes.
Or just check your e-mail and look for the "Death of...." e-mail you get when a char dies and check the date you received it.
Quote from: Qzzrbl on November 18, 2010, 04:42:37 PMOr just check your e-mail and look for the "Death of...." e-mail you get when a char dies and check the date you received it.
Has that been live for a year? I'm not sure.
Whoever suggested "whisper self" - I never really gave it much thought. And then, today, I gave it much thought. What an awesome idea.
Being able to whisper softly, to no one specific...and the opportunity for particularly astute, attentive people to overhear you. You could play someone who thinks out loud...I think this is genius.
Hmmm, that would be an awesome PC there, Lizzie.
For %w to show if you are riding, instead of needing %k also on your prompt. Just without the short description of the critter and only saying 'ridding'.
Would make my prompt 50% less. lol
More cheese.
The "dot syntax" for the new forage code.
Thanks Aaron Goulet for pointing that out.
Quote from: Lizzie on November 18, 2010, 06:29:48 PM
Whoever suggested "whisper self" - I never really gave it much thought. And then, today, I gave it much thought. What an awesome idea.
Being able to whisper softly, to no one specific...and the opportunity for particularly astute, attentive people to overhear you. You could play someone who thinks out loud...I think this is genius.
Agree! A big improvement over the
>emote mutters that I have long relied on.
Quote from: hyzhenhok on November 20, 2010, 04:08:45 AM
Quote from: Lizzie on November 18, 2010, 06:29:48 PM
Whoever suggested "whisper self" - I never really gave it much thought. And then, today, I gave it much thought. What an awesome idea.
Being able to whisper softly, to no one specific...and the opportunity for particularly astute, attentive people to overhear you. You could play someone who thinks out loud...I think this is genius.
Agree! A big improvement over the >emote mutters that I have long relied on.
hemote mutters [stuff]
is probably the best way to fake this for now.
Quote from: lordcooper on November 20, 2010, 05:17:47 AM
Quote from: hyzhenhok on November 20, 2010, 04:08:45 AM
Quote from: Lizzie on November 18, 2010, 06:29:48 PM
Whoever suggested "whisper self" - I never really gave it much thought. And then, today, I gave it much thought. What an awesome idea.
Being able to whisper softly, to no one specific...and the opportunity for particularly astute, attentive people to overhear you. You could play someone who thinks out loud...I think this is genius.
Agree! A big improvement over the >emote mutters that I have long relied on.
hemote mutters [stuff]
is probably the best way to fake this for now.
No, it's a Bad Thing to use speech that bypasses the language code. Only people who are both attentive listeners and understand mirukkim should be able to understand a muttering dwarf, for example.
(h)emote mutters
think blah blah blah blah
Is a better approximation.
Is better.
Quote from: hyzhenhok on November 20, 2010, 07:36:29 AM
Quote from: lordcooper on November 20, 2010, 05:17:47 AM
Quote from: hyzhenhok on November 20, 2010, 04:08:45 AM
Quote from: Lizzie on November 18, 2010, 06:29:48 PM
Whoever suggested "whisper self" - I never really gave it much thought. And then, today, I gave it much thought. What an awesome idea.
Being able to whisper softly, to no one specific...and the opportunity for particularly astute, attentive people to overhear you. You could play someone who thinks out loud...I think this is genius.
Agree! A big improvement over the >emote mutters that I have long relied on.
hemote mutters [stuff]
is probably the best way to fake this for now.
No, it's a Bad Thing to use speech that bypasses the language code. Only people who are both attentive listeners and understand mirukkim should be able to understand a muttering dwarf, for example.
(h)emote mutters
think blah blah blah blah
Is a better approximation.
Is better.
You're right, I guess. People should ignore it if they don't know the language, but that could be pretty hard to do.
I would absolutely love to be able to 'whisper mug' though.
Can we 'tell' inanimate objects?
Again, no, you can not use targeted communications (tell, whisper) with an object as the target.
I want... laser-like eyes.
Quote from: Lizzie on November 18, 2010, 06:29:48 PM
Whoever suggested "whisper self" - I never really gave it much thought. And then, today, I gave it much thought. What an awesome idea.
Being able to whisper softly, to no one specific...and the opportunity for particularly astute, attentive people to overhear you. You could play someone who thinks out loud...I think this is genius.
That was me. Mutterers of the land, unite!
I want an 'ignore' function on the GDB, so I don't have to accidentally read posts from people I think are complete morons while I'm browsing through the topics.
I want a read the last post button so I don't scroll down.
Quote from: Synthesis on November 26, 2010, 09:16:05 AM
I want an 'ignore' function on the GDB, so I don't have to accidentally read posts from people I think are complete morons while I'm browsing through the topics.
Me too. I also want it to display who is ignoring my posts so I can mark them ignored as well. That way people won't be responding to other's posts who aren't reading their responses anyway.
I want to be able to ignore entire sections....non-arm mainly.
Seriously, I installed tampermonkey. (I use chrome.) I put the four people whose posts actually upset me on that list. I'm much happier now.
But...what if one of those people makes an awesome post of awesomeness and you miss it?
Quote from: Barzalene on November 26, 2010, 11:28:21 PMSeriously, I installed tampermonkey. (I use chrome.) I put the four people whose posts actually upset me on that list. I'm much happier now.
Even people that upset me can come up with gems once in a while. I have to agree with lordcooper. That's just asking for ignorance. :(
You mean if they come up with the secret of the universe, or give out the winning lottery numbers? If they decide that the game's rules will now change? If they say something that isn't unpleasant and meaningful? Like that?
Eh, I'll risk it.
I got this neat-o thing where I just... manually ignore people if I want to. With my eyeballs. Which honestly isn't often, at all. In fact, I'm realizing that I may be just a big old Carebear after all. :-\
Of course, every time I peruse the Minecraft forums I see what idiotic, mean-spirited posters are -really- like, so I guess it inoculates me.
Quote from: Zoltan on November 27, 2010, 12:33:35 PM
I got this neat-o thing where I just... manually ignore people if I want to. With my eyeballs. Which honestly isn't often, at all. In fact, I'm realizing that I may be just a big old Carebear after all. :-\
I wish I were mature enough to be able to handle it this way.
Quote from: Barzalene on November 27, 2010, 01:36:49 PM
Quote from: Zoltan on November 27, 2010, 12:33:35 PM
I got this neat-o thing where I just... manually ignore people if I want to. With my eyeballs. Which honestly isn't often, at all. In fact, I'm realizing that I may be just a big old Carebear after all. :-\
I wish I were mature enough to be able to handle it this way.
I wish I were a big old Carebear.
Quote from: Marshmellow on November 20, 2010, 11:25:10 AM
Again, no, you can not use targeted communications (tell, whisper) with an object as the target.
For a tell, just direct it? Slightly different echo, but close enough. For a whisper.. well you're boned.
say (to ~pipe) Your smokin' today.
Yes, you can do that. I was simply saying that all directed communication (tells and whispers) can only be directed to a PC or NPC.
Preconditions: You are drunk or otherwise intoxicated. Your mind is in contact with another's via the Way.
Want: Aside from any other effects, sometimes "think" turns into "psi."
Quote from: brytta.leofa on November 29, 2010, 01:54:29 PM
Preconditions: You are drunk or otherwise intoxicated. Your mind is in contact with another's via the Way.
Want: Aside from any other effects, sometimes "think" turns into "psi."
Quote from: brytta.leofa on November 29, 2010, 01:54:29 PM
Preconditions: You are drunk or otherwise intoxicated. Your mind is in contact with another's via the Way.
Want: Aside from any other effects, sometimes "think" turns into "psi."
Haha, awesome!
Timer that lowers the probability of blocking after a succesful block. Just enough to give dual wielders a little advantage in overwhelming someone with high block skill.
Strike from two places at once.
Quote from: Mendel on November 30, 2010, 01:45:58 AM
Timer that lowers the probability of blocking after a succesful block. Just enough to give dual wielders a little advantage in overwhelming someone with high block skill.
Strike from two places at once.
Against two-handed, perhaps.... Shield-use could cover both attacking weapons.
Pshaw...block is already weaksauce. It seriously does not need to be nerfed.
Quote from: Synthesis on November 30, 2010, 05:55:48 AM
Pshaw...block is already weaksauce.
Well.... Until paired with parry, sure.
But you make sense.
Quote from: brytta.leofa on November 29, 2010, 01:54:29 PM
Preconditions: You are drunk or otherwise intoxicated. Your mind is in contact with another's via the Way.
Want: Aside from any other effects, sometimes "think" turns into "psi."
Quote from: helpfiles on "poison"Loosetongue:
Made from an unknown fungal growth found at the end of the northern grasslands, loosetongue is also known as 'Giant's Tongue.' It causes the victim to lose control of the volume of their voice, often speaking unintentional thoughts. The only known cure is said to grow deep in the Grey Forest.
Quote from: Qzzrbl on November 30, 2010, 06:08:31 AM
Quote from: Synthesis on November 30, 2010, 05:55:48 AM
Pshaw...block is already weaksauce.
Well.... Until paired with parry, sure.
But you make sense.
My apologies for not having an epic, and expansive knowledge of the game mechanics. I only know what's been happening to my character.
And, to make it clear that I am amiable, and not bitter: 8) 8) 8) 8) 8)
In retrospect it sill sounds bitter, even with the cool dudes. Why can't cool dudes fix everything?
Quote from: Synthesis on November 30, 2010, 05:55:48 AM
Pshaw...block is already weaksauce. It seriously does not need to be nerfed.
Hmm...I must be missing something. As far as I've seen, shields are rock-solid.
However, there does seem to be an overwhelming number of people who want to play the whirling blade-storm; a fact the crack in my shield can attest to.
I've seen two warriors go at it sword & board and be pretty matched, only to have one of the warriors drop his shield and change to etwo style and kick the shit out of the shield user. I guess it really depends on a lot of things. I've seen no reason to change shield skills. I certainly don't want to see them lowered, that's for sure!
I purpously "gave" my key to the key-holder of my building as I said my final goodbyes. (this was -after- my rent was overdue)
So now when I try to leave they ask me for my key... and when I try to go back in they tell me I don't rent an appartment here.
I suggest you make all the "renters" non-acceptant. Don't let us give them anything; and this wont be a problem for anyone else.
Quote from: Mendel on November 30, 2010, 01:45:58 AM
Timer that lowers the probability of blocking after a succesful block. Just enough to give dual wielders a little advantage in overwhelming someone with high block skill.
Strike from two places at once.
I think that if you find fighting someone with a shield to difficult, you rethink your own strategy as oppose to looking for a change in code to fit your frustration.
Quote from: Mendel on November 30, 2010, 01:45:58 AM
Timer that lowers the probability of blocking after a succesful block. Just enough to give dual wielders a little advantage in overwhelming someone with high block skill.
Strike from two places at once.
Also, it also depends of proficiency with a weapon/fighting style.
Trust me, you'll notice a big difference in a Master Shield Use Vs. Master Dual Wield but if your dual wielder is below advanced dual wield vs. master shield use, chances are - You're going to see a good deal of your attacks blocked but also keep in mind you're 2 weapons vs. their 1 - So you have a greater chance to actually strike and/or parry them.
Dear Staff....
STOP WITH THE BLINDING SANDSTORMS ALL NIGHT EVERY NIGHT
I really want to have a chance to mug other PCs in that tiny window of opportunity.
Yours truly, Qzzrbl
Qzzrbl, there's about one night every 15 or so days that isn't a blinding sandstorm, when the moons are out.
Weather is different in each part of the world. Can you be more specific, or was that hyperbole intended to just be venting?
Nah, it's almost always storming at night in Allanak. It's not pitch blackness, but it's dark enough that you can't see people enter and/or leave.
Although...I wonder if the 'watch' command would allow you to at least see figures moving toward your location?
Also, as of this moment in Zalanthas, the greatest warrior in the known uses dual swords, not a sword and shield.
I've had a master shield character, they can deflect and block a lot, but also suffer in attack power. Keep in mind also a master dual wield master parry warrior would be parrying like all hell, and might not even need a shield.
Dat's what I think, anyways.
How do you know who the greatest warrior in the Known is, Scarecrow?
Quote from: Scarecrow on December 06, 2010, 10:06:11 PM
Also, as of this moment in Zalanthas, the greatest warrior in the known uses dual swords, not a sword and shield.
I've had a master shield character, they can deflect and block a lot, but also suffer in attack power. Keep in mind also a master dual wield master parry warrior would be parrying like all hell, and might not even need a shield.
Dat's what I think, anyways.
(http://img262.imageshack.us/img262/5811/orry0fi.jpg)
Shields are rad. So rad that I think subguild guard is one of the best subguilds.
I disagree about just who's the Biggest Baddest Melee PC right now, but that's not a kosher avenue for discussion. Let's move on.
Quote from: Nyr on December 06, 2010, 03:38:01 PM
Weather is different in each part of the world. Can you be more specific, or was that hyperbole intended to just be venting?
Erm, yeah....
It's Allanak.
Like clockwork, every time, BLINDINGSANDSTORMLOL from Late Night through Before Dawn.
He will be the best until someone knocks him off his pedastal.
Quote from: MeTekillot on December 06, 2010, 10:11:13 PM
How do you know who the greatest warrior in the Known is, Scarecrow?
One word Luirs
Welcome to the city of Allanak! I hope you brought desert navigation.
Ok. I can look into Allanaki sandstorms. I wouldn't say you can't mug people because your PC can't navigate or can't see at night in the city, though.
Quote from: Nyr on December 07, 2010, 08:05:03 AM
Ok. I can look into Allanaki sandstorms.
Cool, thanks. ;D
Unfortunately, Nyr didn't tell you that most everyone's sandstorm dials go up to 10, and they're all set to 8 or 9 right now.
Nyr's, however, goes up to 11.
And that's what he's turning it to, now that you've gotten him to look at the problem.
n (stumbling out of the Gaj)
A Whirling, Maddening Sandstorm of Unknown Force
You can't see anything here, because your eyes have already been ripped from your sockets.
You feel your bones getting rapidly exposed to open air and sand. Then the pain sets in.
Your world goes black.
You think: Mommy.
Quote from: Clavis on December 06, 2010, 11:38:55 PM
Quote from: MeTekillot on December 06, 2010, 10:11:13 PM
How do you know who the greatest warrior in the Known is, Scarecrow?
One word Luirs
Yes, because, as we all know, no player ever misses an RPT put on that dusty little burg.
Quote from: Bilanthri on December 07, 2010, 06:44:44 PM
Quote from: Clavis on December 06, 2010, 11:38:55 PM
Quote from: MeTekillot on December 06, 2010, 10:11:13 PM
How do you know who the greatest warrior in the Known is, Scarecrow?
One word Luirs
Yes, because, as we all know, no player ever misses an RPT put on that dusty little burg.
I thought he meant Luirs was the greatest warrior in the Known.
I ain't gonna say it, but everyone not two hours old and been living under the Silt Sea knows who I'm talking about. I would also suggest anyone who disputes otherwise to step up and challenge him, I think you'd get smacked down, and hard.
Just my opinion.
Enough IC penis measuring.
"Greatest warrior" is all perspective. Just because someone's tough shit in melee doesn't mean they won't go down like a heavy sack of shit after some poisoned arrows punches a hole through their neck.
My character has the biggest penis.
Seriously, I had to spec app for this.
Quote from: Gunnerblaster on December 08, 2010, 02:59:50 AM
"Greatest warrior" is all perspective. Just because someone's tough shit in melee doesn't mean they won't go down like a heavy sack of shit after some poisoned arrows punches a hole through their neck.
Wouldn't that be Bestest Archer of All Time, instead of Greatest Warrior, though?
Poison evens the odds. I like this.
Meh, I think poisons have gotten a little out of hand lately, thanks to the pretty easy availability of the more dangerous sorts.
Cures are more easily attainable too.
Quote from: BleakOne on December 08, 2010, 03:11:59 AM
Quote from: Gunnerblaster on December 08, 2010, 02:59:50 AM
"Greatest warrior" is all perspective. Just because someone's tough shit in melee doesn't mean they won't go down like a heavy sack of shit after some poisoned arrows punches a hole through their neck.
Wouldn't that be Bestest Archer of All Time, instead of Greatest Warrior, though?
Winner gets to call himself whatever the hell he damn well pleases.
Quote from: Synthesis on December 08, 2010, 03:39:25 AM
Meh, I think poisons have gotten a little out of hand lately, thanks to the pretty easy availability of the more dangerous sorts.
Quit the derailing. You guys are making this thread useless for its intended purpose. Also, arguments about who are the "greatest" are just dumb and pointless, because you don't actually know. And those of us who could look at stats and skills to figure it out don't care. So knock it off.
I wish all sparring weapons were bludgeoning weapons (but still used/trained the appropriate skill). Or I wish there was some other way to make them not get bloodied or bloody your opponent's armor. I understand that Zalanthan sparring is rough and breaking the skin wouldn't be uncommon, but I think the "bloodied" equipment tag really is just for serious, real wounds.
Quote5. Deliberately derailing a thread (posting nonsense, disrupting the topic etc) will be treated as trolling. Idle commentary and discussion that is off topic belongs in the OOC topic forum.
While I wouldn't push to ban people for the typical 7 day period for this in a lot of cases, I will if you do it directly after a staff member requests that people not derail a thread. Please keep this thread relevant by keeping it limited to code discussion of random things you'd like to see implemented.
I'd like to see it done so that if you 'behead' someone, you can then 'skin' the head to get a skull of that race.
That'd be damn nice. It'd also make it a bit easier to return a head for a bounty when the bounty-payer isn't online.
Damn. Nice.
I'd like it if more herb shops sold (and bought) cures.
Quote from: BleakOne on December 08, 2010, 04:48:18 PM
I'd like it if more herb shops sold (and bought) cures.
I think most of them do buy them. The problem is, they pay so little for them that it isn't cost-effective for PCs to sell the cures, because in most cases you can sell the raw herbs the cures are made from for more than the cure itself. Ergo, nobody sells them to the shops.
Simple fix would be to adjust the value of cures upward. Of course, then you'd have to pay more to buy them, but I think I'd rather have something expensive and available than not available at all.
On the other hand, it may be by design that the staff don't want cures easily available, since it would render most poisons useless, other than for killing NPCs. On the other hand, it's always been pretty easy to get cures from other PCs.
Quote from: Synthesis on December 08, 2010, 04:58:51 PM
On the other hand, it may be by design that the staff don't want cures easily available, since it would render most poisons useless, other than for killing NPCs. On the other hand, it's always been pretty easy to get cures from other PCs.
I don't think staff would think with this approach, and I also don't think that having cures widely available in NPC shops will render most poisons useless. What makes poisons effective is that they're delivered by surprise and in a way to where having a cure is practically useless, anyways.
Quote from: Archbaron on December 08, 2010, 05:27:31 PM
Quote from: Synthesis on December 08, 2010, 04:58:51 PM
On the other hand, it may be by design that the staff don't want cures easily available, since it would render most poisons useless, other than for killing NPCs. On the other hand, it's always been pretty easy to get cures from other PCs.
I don't think staff would think with this approach, and I also don't think that having cures widely available in NPC shops will render most poisons useless. What makes poisons effective is that they're delivered by surprise and in a way to where having a cure is practically useless, anyways.
Heh, yeah....
I've had it happen a couple of times where I died to poisons that I had a pocket full of cures for, because I was stuck in, "Oh shit, I've gotta get away, wait, fuck, where'd I put those cures?!" mode.
Weight loss/gain code based on eating and drinking habits.
My big bag of dung to not automagically empty if I have to log out.
Quote from: Marauder Moe on December 08, 2010, 12:12:06 PM
I wish all sparring weapons were bludgeoning weapons (but still used/trained the appropriate skill). Or I wish there was some other way to make them not get bloodied or bloody your opponent's armor. I understand that Zalanthan sparring is rough and breaking the skin wouldn't be uncommon, but I think the "bloodied" equipment tag really is just for serious, real wounds.
+100
nevermind
Quote from: lordcooper on December 09, 2010, 02:47:18 AM
My big bag of dung to not automagically empty if I have to log out.
Same with corpses, plz....
It's a bitch to get a newb head collection when they disappear every time I log out....
I really need to get an apartment one of these days. >~<
Quote from: Qzzrbl on December 09, 2010, 08:39:05 AM
Quote from: lordcooper on December 09, 2010, 02:47:18 AM
My big bag of dung to not automagically empty if I have to log out.
Same with corpses, plz....
It's a bitch to get a newb head collection when they disappear every time I log out....
I really need to get an apartment one of these days. >~<
I'm pretty sure heads disappear on reboots anyway, so an apartment wouldn't solve your collection problem.
Quote from: Synthesis on December 09, 2010, 10:33:23 AM
Quote from: Qzzrbl on December 09, 2010, 08:39:05 AM
Quote from: lordcooper on December 09, 2010, 02:47:18 AM
My big bag of dung to not automagically empty if I have to log out.
Same with corpses, plz....
It's a bitch to get a newb head collection when they disappear every time I log out....
I really need to get an apartment one of these days. >~<
I'm pretty sure heads disappear on reboots anyway, so an apartment wouldn't solve your collection problem.
Well fuck!
There is a way to collect heads though and not have them go away:)
My random want, Blood trails to be vis without using the hunt skill.
Visible blood trails would pile on yet another pretty large risk, predominantly on newbie characters who are a) less likely to be in a clan, b) less likely to be able to afford an apartment, c) more likely to get fucked up in the first place, d) less likely to be able to bandage themselves effectively.
There are plenty of ways to die, already. I'd rather not add "every curious passerby" to the list.
Quote from: zakattack on December 09, 2010, 12:20:33 AM
Weight loss/gain code based on eating and drinking habits.
Quote from: tortall on December 09, 2010, 05:27:27 PM
Quote from: zakattack on December 09, 2010, 12:20:33 AM
Weight loss/gain code based on eating and drinking habits.
This reminds me of the Sims.
...And, I think most of my characters would be anorexic since I ignore being hungry so often to maintain continuity. o_o
If you have the hunt skill, I'd like to automatically see trails of blood in a room, ie: a trail of blood leads to the east/west/south/north.
Maybe I should have been clearer, Without having to type hunt, you would still need to own the skill.
I could agree with it if it were something like...you can only see the blood tracks of people you were recently involved in combat with, and you lose the bonus as soon as their noquit timer expires. This would give you a chance to quickly track people who were within sword reach of you just a few moments ago, but now have inexplicably teleported several leagues away. In fact, if the bonus were set up this way, I'd be much more amenable to everyone getting it.
I wouldn't want people with the hunt skill to be able to pick up blood trails indiscriminately, without having to actually stop and look. I mean, the hunt skill is already pretty damn powerful.
I'd still like the character's ldesc (is standing here, is sitting at, is fighting...) added to assess character
when you are unconscious... I kind of don't want to know what sex you are.
"someone grins to someone before dropping to his knees before someone."
Quote from: Chettaman on December 10, 2010, 01:00:30 AM
when you are unconscious... I kind of don't want to know what sex you are.
"someone grins to someone before dropping to his knees before someone."
I'm pretty sure this is because the emoter is literally typing "his" in the emote, instead of ^me.
Quote from: Archbaron on December 10, 2010, 01:18:11 AM
Quote from: Chettaman on December 10, 2010, 01:00:30 AM
when you are unconscious... I kind of don't want to know what sex you are.
"someone grins to someone before dropping to his knees before someone."
I'm pretty sure this is because the emoter is literally typing "his" in the emote, instead of ^me.
Yeah, I for one always type it out without the symbols. Aids my separation from the character and the flow of my emotes.
As do I..
The me my his her him hers their short of it is....
This works perfectly fine if no-one else is in the room. ;) (for sure)
If ever in doubt I would use the coded !@#$%^&
If you can remember what they all stand for.
Quote from: Archbaron on December 10, 2010, 01:18:11 AM
Quote from: Chettaman on December 10, 2010, 01:00:30 AM
when you are unconscious... I kind of don't want to know what sex you are.
"someone grins to someone before dropping to his knees before someone."
I'm pretty sure this is because the emoter is literally typing "his" in the emote, instead of ^me.
It wouldn't make a difference if he'd typed '^me'. I'm pretty sure that being invisible (or observer unconscious, etc) doesn't mask gender in coded pronouns.
I hate how some shelves you have to type look IN shelves.
Then you look in the next set of shelves and you get back That is not a container.
It just makes me angry. I wish they were all one way or the other for this and other furniture types :P.
I wish shelves were consistent, but tables and desks and beds and rugs? I'm fine with looking at them and seeing what's on them. You should have to look in things like chests, though.
> unhitch all
Enough said.
To be able to watch a direction while sitting (I am sure this has probably been a want of others as well).
Quote from: Potaje on December 12, 2010, 03:35:44 PM
To be able to watch a direction while sitting (I am sure this has probably been a want of others as well).
ZOMG, YES PLEASE.
Yes, I'd like to be able to watch in directions when sitting to.
The vast majority of the salt flats really ought to be flagged no-hide...except maybe at night or something. Sneak, even, is debatable.
Quote from: Synthesis on December 12, 2010, 05:42:56 PM
The vast majority of the salt flats really ought to be flagged no-hide...except maybe at night or something. Sneak, even, is debatable.
I had a half-elf a few years ago that invested in a white suit of armor, cloak and miscellaneous equipment for the sole purpose of lying prone and crawling through the salt flats (coded sneak/hiding through it, with emoting). I think a much better solution would be applying penalties and bonuses to people that aren't/are properly equipped, if such penalties and bonuses don't already exist, to the Salt Flats and other places.
Quote from: Cutthroat on December 12, 2010, 05:57:20 PM
Quote from: Synthesis on December 12, 2010, 05:42:56 PM
The vast majority of the salt flats really ought to be flagged no-hide...except maybe at night or something. Sneak, even, is debatable.
I had a half-elf a few years ago that invested in a white suit of armor, cloak and miscellaneous equipment for the sole purpose of lying prone and crawling through the salt flats (coded sneak/hiding through it, with emoting). I think a much better solution would be applying penalties and bonuses to people that aren't/are properly equipped, if such penalties and bonuses don't already exist, to the Salt Flats and other places.
Yeah, I seriously doubt the staff are going to waste their time going through every wearable item in the game to check if a "bonus-to-hide-on-salt-flats" flag needs to be added. Much simpler to no-hide flag the salt flats, and then have someone add a little script that removes the flag at night. Since, really...low-crawling across the salt flats? Really? I'm not buying it.
Only thing I'd be worried about is if they can't sneak and hide, maybe they'd think shooting is the only option. :-\
Quote from: Synthesis on December 12, 2010, 06:12:35 PM
Much simpler to no-hide flag the salt flats, and then have someone add a little script that removes the flag at night. Since, really...low-crawling across the salt flats? Really? I'm not buying it.
NPCs, too?
Quote from: brytta.leofa on December 12, 2010, 07:15:44 PM
Quote from: Synthesis on December 12, 2010, 06:12:35 PM
Much simpler to no-hide flag the salt flats, and then have someone add a little script that removes the flag at night. Since, really...low-crawling across the salt flats? Really? I'm not buying it.
NPCs, too?
Humanoid NPCs hiding on the salt flats is just as dumb as PCs doing it.
As for the other things...do they really need to be hiding? It's not like anyone who's hunting them ever fails to bring a ranger along, anyway. The fact that they're coded as hiding is a little silly, anyway. A better workaround would be something akin to how gurth pull into their shells, with "inside shell" as the default state.
I could actually easily imagine a camo suit that would blend in on the salt flats, but only at a couple rooms distance.
It depends on how flat they really are. If you have just a few feet of rise that is enough to hide in easily.
Well yeah, being out of sight is pretty good camo too....
Crawling and being hidden is possible, not easy but possible. I saw something about U.S. Army Ranger Snipers, in urban camo, who could crawl along beside a city curb and remain unseen. It was freaky, but impressive.
BUT.
If the Salt Flats are entirely flat, like, smooth glass table not a single bump flat, the best you could realistically hope for was hiding laying down if you wearing lots of white. But I agree with Synthesis, I doubt the collosal catalog of wearables are going to be flagged/not flagged for Salty Helpfulness or Not.
You could dig? The salt worms dig, and that is why they are "hidden" in rooms sometimes...it is supposed to represent being under the ground And I'm sure the constant glare and heat haze is very distracting.
Quote from: LauraMars on December 13, 2010, 02:22:13 AM
And I'm sure the constant glare and heat haze is very distracting.
This is what I think of in regards of hiding in the salt flats. If anything give a slight neg to the use of the skill which would give a lessened degree of success and higher probability of failure. But flagging it as 'no-hide' would be silly in my opinion.
I wish people either:
Roleplayed when they were watching someone
-or-
Watching someone amends your ldesc. (I.E. So-and-so is sitting on a stump, watching the short, fat dwarf.)
l elf [watching !elf]
There's a reason that watching doesn't automatically append that stuff.
I know plenty of reasons -not- to do it. I just havn't seen any valid and ethical reasons. I see a lot of people always emoting that they are talking with someone at the bar, while they are watching some random bad guy that is behind them somewhere, but never emoting that they are in fact paying any sort of attention to that shadow.
I am required to assess constantly to ensure those minions are paying attention to me and not to that random skinny skulking about.
No worries. I am not the RP police.
Passive-aggressive FTW.
I wish
<worn around wrist> a something-something bracer
<worn around wrist> a something-something bracer
was automatically replaced with
<worn around wrists> a pair of something-something bracers
and likewise with other bodyparts of which there of two, such as ears, shoulders, and ankles.
Quote from: Drayab on December 13, 2010, 09:47:56 PM
I wish
<worn around wrist> a something-something bracer
<worn around wrist> a something-something bracer
was automatically replaced with
<worn around wrists> a pair of something-something bracers
and likewise with other bodyparts of which there of two, such as ears, shoulders, and ankles.
I have an alias for bracers. alias: bracers = send: wear bracer <enter> wear bracer <enter>
The way the code is now allows PCs to mix and match. (one earring, two different bracelets, one epaulet, two different ankle bracelets,etc)
Goldberry is right.
I do like the idea of matching items occupying one visual slot, though. If the code realized that you had two identical items on in paired locations, it could visually do this. When one item changed states or some other such, by becoming used or bloodied or whatever, then it could simply revert to the system we currently use.
A magnifying glass
I'd go out hunting with it every mid-day.
To be able to act upon people who fail a steal attempt....
It's just -really- screwy that whenever you see, "The tall, muscular man tries to steal from you, but fails" and can't do shit about it-- even though you -saw- them fail, you can't watch, subdue, attack, do -anything- to them if they're hidden.
You can start doing what all the other non-law-enforcement NPCs do and start shouting about the thief. You can wish up and provide the sdesc of the target so that the staff can decide.
Same thing with, "Someone blocks you from going through the east exit."
That's something that should break hide.
Quote from: Marshmellow on December 14, 2010, 02:58:37 PM
You can start doing what all the other non-law-enforcement NPCs do and start shouting about the thief. You can wish up and provide the sdesc of the target so that the staff can decide.
Yeaaaah, I could.
But, by the time I do that, the thief's more than likely long-gone.
Doubly buggered out if they're hooded.
Hey, if your character didn't get a good look at the person and just a glance, you shouldn't be able to do anything, in my mind. Legally you should NEVER be allowed to do something in the city.
Quote from: Marshmellow on December 14, 2010, 03:06:46 PM
Hey, if your character didn't get a good look at the person and just a glance, you shouldn't be able to do anything, in my mind. Legally you should NEVER be allowed to do something in the city.
Someone is within my proximity of my character.
Close enough to reach
into my character's -pocket-, close enough for my character to
see who it is.
Unless they're a magicker, they shouldn't be able to just *poof* into nowhere.... But then again, even if they were a magicker, I wouldn't have been able to glance at them in the first place.
And yeah, I might get crimmed for trying to react, but I don't really care.
I, the victim of the failed theft, who saw the thief who was well within arm's reach, should be able to react accordingly.
Quote from: Qzzrbl on December 14, 2010, 02:54:23 PM
To be able to act upon people who fail a steal attempt....
It's just -really- screwy that whenever you see, "The tall, muscular man tries to steal from you, but fails" and can't do shit about it-- even though you -saw- them fail, you can't watch, subdue, attack, do -anything- to them if they're hidden.
Quote from: Qzzrbl on December 14, 2010, 03:00:02 PM
Same thing with, "Someone blocks you from going through the east exit."
That's something that should break hide.
I agree with this.
Someone was close enough that you obviously DIDN'T get a good look at, just because you got a glance at the person doesn't mean you can get a good glance, and most pick-pockets are in the city where there are plenty of other pedestrians. No, you shouldn't be able to react unless you react fast enough before the person slips back into the crowds, so set up a trigger if you really want to be able to react. The rest is unnecessary.
Quote from: Qzzrbl on December 14, 2010, 03:00:02 PM
Same thing with, "Someone blocks you from going through the east exit."
That's something that should break hide.
Didn't even know this was possible. If someone can block me from going in a direction, I best damn see who the hell they are.
Quote from: Marshmellow on December 14, 2010, 03:19:37 PM
Someone was close enough that you obviously DIDN'T get a good look at, just because you got a glance at the person doesn't mean you can get a good glance, and most pick-pockets are in the city where there are plenty of other pedestrians. No, you shouldn't be able to react unless you react fast enough before the person slips back into the crowds, so set up a trigger if you really want to be able to react. The rest is unnecessary.
A trigger wouldn't solve anything, and assuming there is a crowd, the failed thief would have to move -with- the crowd to blend effectively.... Not just chill there and try again as soon as the delay ends.
I agree with Qzzbrl. If someone shoves a hand in your pocket and you catch em, chances are you saw who it was, otherwise you wouldn't have noticed said person trying to pick your pocket.
Even if it just said something like:
The figure in a dark, hooded cloak has tried to pick your pocket!
Oh, and if a thief fails to sneak past someone guarding, they should be revealed. The city sneaking is defined by using shadows and crowd blending, if you got blocked, obviously you fucked up sneaking past someone and made a mistake, and become just as visible as any other person.
Quote from: The7DeadlyVenomz on December 14, 2010, 12:23:43 AM
Goldberry is right.
I do like the idea of matching items occupying one visual slot, though. If the code realized that you had two identical items on in paired locations, it could visually do this. When one item changed states or some other such, by becoming used or bloodied or whatever, then it could simply revert to the system we currently use.
That's what I meant of course. It doesn't make sense to try to make a pair out of things that don't match.
Quote from: Gunnerblaster on December 14, 2010, 03:20:57 PM
Quote from: Qzzrbl on December 14, 2010, 03:00:02 PM
Same thing with, "Someone blocks you from going through the east exit."
That's something that should break hide.
Didn't even know this was possible. If someone can block me from going in a direction, I best damn see who the hell they are.
You can break hide on NPCs that do this.
Not sure about PCs
Quote from: Medivh on December 15, 2010, 03:17:34 PM
Quote from: Gunnerblaster on December 14, 2010, 03:20:57 PM
Quote from: Qzzrbl on December 14, 2010, 03:00:02 PM
Same thing with, "Someone blocks you from going through the east exit."
That's something that should break hide.
Didn't even know this was possible. If someone can block me from going in a direction, I best damn see who the hell they are.
You can break hide on NPCs that do this.
Not sure about PCs
How?
Because there are a certain few NPCs that do this all the time in a certain area IG, and they never break hide-- ever.
Quote from: Qzzrbl on December 14, 2010, 03:00:02 PM
How?
Because there are a certain few NPCs that do this all the time in a certain area IG, and they never break hide-- ever.
Fairly sure the certain NPCs in that certain IG area were the same NPCs who I figured that out on.
Any more info is code Sikrits, I think.
Quote from: Medivh on December 15, 2010, 03:24:05 PM
Quote from: Qzzrbl on December 14, 2010, 03:00:02 PM
How?
Because there are a certain few NPCs that do this all the time in a certain area IG, and they never break hide-- ever.
Fairly sure the certain NPCs in that certain IG area were the same NPCs who I figured that out on.
Any more info is code Sikrits, I think.
Ah....
About figures that a common annoyance requires sekrits to deal with.
Does anyone else find it somewhat odd that lost hitpoints, which represent physical damage to your character, can be recovered while standing...but stamina points, which only represent a little fatigue, must be recovered while sitting or resting?
Really seems like it ought to be the other way around.
Absolutely agreed.
Quote from: Synthesis on December 16, 2010, 08:58:38 PM
Does anyone else find it somewhat odd that lost hitpoints, which represent physical damage to your character, can be recovered while standing...but stamina points, which only represent a little fatigue, must be recovered while sitting or resting?
Really seems like it ought to be the other way around.
That one can not regain stamina while sitting atop a mount, after all, your sitting.
I would really rather not know a certain PC is not my race just by assessing them. I would assume it's rather annoying to play a hidden half elf only to be assaulted by someone who just assessed them.
(In case you don't get what I'm talking about; If they are not the same race as you, the ass -v command will not show "He is younger than you.")
Quote from: bcw81 on December 17, 2010, 09:29:27 PM
I would really rather not know a certain PC is not my race just by assessing them. I would assume it's rather annoying to play a hidden half elf only to be assaulted by someone who just assessed them.
(In case you don't get what I'm talking about; If they are not the same race as you, the ass -v command will not show "He is younger than you.")
This was fixed a few months ago.
A half elf can now decide at chargen if he wants to look elven, human, or breedish.
Thanks again to the coders?
Quote from: FantasyWriter on December 17, 2010, 09:37:20 PM
Quote from: bcw81 on December 17, 2010, 09:29:27 PM
I would really rather not know a certain PC is not my race just by assessing them. I would assume it's rather annoying to play a hidden half elf only to be assaulted by someone who just assessed them.
(In case you don't get what I'm talking about; If they are not the same race as you, the ass -v command will not show "He is younger than you.")
This was fixed a few months ago.
A half elf can now decide at chargen if he wants to look elven, human, or breedish.
Thanks again to the coders?
Noice.
Yeah, if they show as non-human they don't intend their PC to look human, so you're in the clear.
I played a half-elf passing as human one time before that switch. He was the darling of Tuluk for a month and starred in a play. One guy tried to pull that ASS -V SAYS UR A BREED shit with me, so I had the Legion murder him.
These days it's all fair.
I wish you could add people to your bank account like you can add people to your apartment.
They would have unlimited access and Nenyuk not responsible if they rob you. Most people may
never trust someone enough but my character has.
I think it would be cool if you could bury containers in places with solid ground (i.e. not in the air, somewhere with sands which shift too much, ect), and draw maps...
Quote from: BleakOne on December 18, 2010, 08:34:26 PM
I think it would be cool if you could bury containers in places with solid ground (i.e. not in the air, somewhere with sands which shift too much, ect), and draw maps...
+1
Quote from: Barsook on December 18, 2010, 08:43:22 PM
Quote from: BleakOne on December 18, 2010, 08:34:26 PM
I think it would be cool if you could bury containers in places with solid ground (i.e. not in the air, somewhere with sands which shift too much, ect), and draw maps...
+1
Burglars and scavengers should be better able to read those maps when stolen/found on a dead guy.
Quote from: Jingo on December 18, 2010, 09:27:53 PM
Quote from: Barsook on December 18, 2010, 08:43:22 PM
Quote from: BleakOne on December 18, 2010, 08:34:26 PM
I think it would be cool if you could bury containers in places with solid ground (i.e. not in the air, somewhere with sands which shift too much, ect), and draw maps...
+1
Burglars and scavengers should be better able to read those maps when stolen/found on a dead guy.
I'd say rangers, but rangers already get so much cool shit it's disgusting.
Rangers and warriors are the dudes that protect the treasure hunter out in the desert.
Or kill him and take the treasure. Because I know someone here will bring it up.
Besides, they don't get the search skill.
I want mercy to be infallible.
It is a RPI let us decide when the mistakes happen.
At least then I can toss in a cool emote or something. It really bugs me, there is no reason why mercy on can't set it so you cannot knock somebody below say -8hp.
Quote from: X-D on December 18, 2010, 11:54:18 PM
I want mercy to be infallible.
It is a RPI let us decide when the mistakes happen.
At least then I can toss in a cool emote or something. It really bugs me, there is no reason why mercy on can't set it so you cannot knock somebody below say -8hp.
I guess mistakes happen, even in real life. I can see your point though.
I want dung mounds to allow brawling in the area.
Quote from: X-D on December 18, 2010, 11:54:18 PM
I want mercy to be infallible.
It is a RPI let us decide when the mistakes happen.
At least then I can toss in a cool emote or something. It really bugs me, there is no reason why mercy on can't set it so you cannot knock somebody below say -8hp.
I've killed PC's I intended to make a nice scene for.. I felt like an ass.
Quote from: X-D on December 18, 2010, 11:54:18 PM
I want mercy to be infallible.
It is a RPI let us decide when the mistakes happen.
At least then I can toss in a cool emote or something. It really bugs me, there is no reason why mercy on can't set it so you cannot knock somebody below say -8hp.
I think this would be the #1 change of the year if it happened, and there have been some damn good changes this year.
Quote from: Majikal on December 19, 2010, 03:36:47 AM
Quote from: X-D on December 18, 2010, 11:54:18 PM
I want mercy to be infallible.
It is a RPI let us decide when the mistakes happen.
At least then I can toss in a cool emote or something. It really bugs me, there is no reason why mercy on can't set it so you cannot knock somebody below say -8hp.
I've killed PC's I intended to make a nice scene for.. I felt like an ass.
Heh, a long time ago, I was playing a d-elf and a sorc came along and [did something nasty that incapacitated me]. He was about to launch into his evil genius MUAHAHA! monologue when a halfling hunter NPC came in and smoked me. I've always wondered if that guy meant to kill me, or if he was like *facepalm*.
Quote from: Synthesis on December 19, 2010, 01:37:07 PM
Quote from: Majikal on December 19, 2010, 03:36:47 AM
Quote from: X-D on December 18, 2010, 11:54:18 PM
I want mercy to be infallible.
It is a RPI let us decide when the mistakes happen.
At least then I can toss in a cool emote or something. It really bugs me, there is no reason why mercy on can't set it so you cannot knock somebody below say -8hp.
I've killed PC's I intended to make a nice scene for.. I felt like an ass.
Heh, a long time ago, I was playing a d-elf and a sorc came along and [did something nasty that incapacitated me]. He was about to launch into his evil genius MUAHAHA! monologue when a halfling hunter NPC came in and smoked me. I've always wondered if that guy meant to kill me, or if he was like *facepalm*.
Hahah, I've been in a similar situation.
"So...the question is...should we let you live or..."
*random npc aggro enters the room and attacks*
*BEEP*
OOC: ...Dammit...
Thats my thing, I almost always keep mercy on, even if I intend to kill, just so, hopefully we each can get that last emote, think, feel, etc in.
But mercy simply does not work with ranged at all, and the damage in ranged is so variable that it is not possible to be careful in most cases.
Shoot dude west, look west, bleeding heavy, shoot dude west, look west, bleeding heavy, shoot dude west, look west, nothing, w, w, corpse...ooc DAMMIT.
Get up there and stab 'em like a man, X-D. Bows are for elves and sodomites.
Quote from: MeTekillot on December 19, 2010, 04:41:46 PM
Get up there and stab 'em like a man, X-D. Bows are for elves and sodomites.
Nothing wrong with sodomites.
Quote from: MeTekillot on December 19, 2010, 04:41:46 PM
Get up there and stab 'em like a man, X-D. Bows are for elves and sodomites.
I hope you're not using sodomite as a placeholder for 'faggot' on the GDB, man. That shit will not fly around these parts.
Quote from: X-D on December 18, 2010, 11:54:18 PM
I want mercy to be infallible.
It is a RPI let us decide when the mistakes happen.
At least then I can toss in a cool emote or something. It really bugs me, there is no reason why mercy on can't set it so you cannot knock somebody below say -8hp.
Yeah, I agree. Mercy should either always or almost always work, or it should be a skill which is fairly easy to train and which at a reasonable level always or almost always works. (I wouldn't mind if you could 'fail a mercy check', and either check your blow too much or too little, once in a while. But not all the time!)
As far as I know, the mercy code is kind of messed up in regards to backstab (and possibly sap), as well. If mercy was more usable with ranged attacks (archery/throw) and 'ambush' attacks (backstab/sap) it might be easier and more fun to play a Zalanthan bounty hunter; I think that's reason enough to put it on the priority list, since bounty hunters are rad as fuck. As it stands, mercy seems to work as intended only when engaging in plain vanilla melee, and how often do you get in plain melee vanilla combat in Armageddon PVP?
I want jstorrie to watch Mr. Woodcock so he'll get my reference.
anyway i'm not welcome in this here discussion since i have literally never PVP'd for reals.
There are tools you can use to make it more likely you incapacitate them rather than killing them. If you're actually trying to do so, you should make use of them.
"Kill" tells the game you want to kill someone. "Mercy on" means you do not want to attack anyone who's already been incapacitated. There's a realistic narrow gap between the two, especially if you're using axes or swords or bows. It's absurd to think it's so simple to fight mercifully. With guns, it's not a matter of "just aiming for the legs." I expect something similar is true for all weapons.
Maybe mercy can be infallible if you're a master at the weapon you're using. Otherwise, no.
First off, yes, everybody knows that, but we are not talking guns, real life or even realism, we are talking RP.
Being a master in a weapon helps in one direction and hurts in another by the way. My PCs with a weapon mastery were actually far more likely to kill even with mercy on simply because of how much damage they did in a swing.
The tools as you say, to help make it easier to not kill also don't work often enough to even be mentioned. And again, I'm not even talking about that, I'm more talking about intent to kill but being that it is a ROLEPLAY mud, the ability to give that last bit of roleplay for both sides.
Still, ignoring all of that stuff, I, the player should be the one to decide if an accident did in fact happen, But even barring that, if you could have mercy stop from a PC going below like I said, -8 is a good number, no matter the attack, it allows that final bit of RP for both parties. Specially when using magick (which mercy is worthless on) Ranged, Mercy also worthless there, oh and the couple poisons that you think would stop that problem work so rarely that you will usually kill the PC before they work. Backstab, mercy does not work at all because if your backstab would kill the PC mercy will not even let you try, so somebody with the skill is forced by code to leave it off.
Many people have mentioned before how much they would love to have a point before actual death where they could do that final think, emote, feel. This would almost always allow it. And from the attackers side it allows that final emote etc as well.
And really, who exactly is it hurting to have an infallible mercy code? I think the current mercy code is outdated, it is from a time when most players thought hack and slash and it was helpful to RP to have code in which accidents can happen. But I think most arm players today are past the need for such a thing and mercy should be changed to facilitate roleplay instead of ending it prematurely.
Or hell, failing all of the above, put in a command, let us call it ending, then add in -10 through -15 HP, if you have ending toggled on you will stop combat at -10, then have it so a PC cannot come back from neg 10 and will tick down 1 HP per RL minute and expire at -15.
I once had a PC, due to a certain bug go to -21, and though he was dead, I was able to get off a couple emotes and a think before final death...and honestly, I think it was the best death any of my PCs ever had. The other players got in the final emotes as well, PC still dead, nobody harmed woohoo.
I think infallible mercy may have negative repercussions.
The consequences for 'accidentally' killing a fellow bynner while sparring would likely rise, as people would know OOC'ly that it was intended.
I understand the desire to have moments of closure on death and the like, but infallible mercy isn't the way to do it. There are too many other repercussions.
I think the desire for a "dead, but aware" zone after you reach -10 hp has been suggested before, and I agree with it.
I definitely do not want to see people changing their behavior regarding deadly combat, which I feel would be the result of a change to the mercy code.
See, and that has always been a problem with arm, specially compared to other RPI, lack of trust in the fellow player.
I've actually been trusting my fellow player more, and a revamped mercy code just continues that. The arguement on sparring accidents holds no water anyway, there is no way for you to know now if the person had mercy on or not and you could easily assume it was off now. And OOC should remain OOC, giving trust to players should be more then karma.
Like when I play a raider, just 5 years ago playing a raider was tough because the player maturity level was rather low, 75% of the time the target would just spam away. Now though, the maturity is higher, 85% will stay and play out the scenes with emotes and says etc, no use of code at all. Now, let us continue fostering that trust in the players by allowing RP in death or near death etc. I mean hell, as so many of you are quick to point out, if somebody abuses it, there is always player complaint via request tool.
Sure, there are repercussions, all of them good.
Quote from: X-D on December 18, 2010, 11:54:18 PM
I want mercy to be infallible.
It is a RPI let us decide when the mistakes happen.
At least then I can toss in a cool emote or something. It really bugs me, there is no reason why mercy on can't set it so you cannot knock somebody below say -8hp.
Completely agree. It may not be completely realistic, but the enhancement to RP would more than make up for it.
What about crim flag not taking effect for 1 ic hour after combat initiates unless there is a NPC nearby of course?
I agree with X-D. Entirely. it's been proposed several times over the years, and it literally takes nothing away from the game.
watch man east
You begin watching the tall, muscular man far to the east.
I hate catching sight of things then rapidly loosing them. If I can see them, can't I watch them?
Brawling everywhere!
That k wouldn't default to kiss and would instead default to "key".
Brandon
Quote from: FuSoYa on December 22, 2010, 11:10:52 AM
That k wouldn't default to kiss and would instead default to "key".
Brandon
alias k key
For 'sing' dialogue lines to be longer. I want my songs to be four lines with each 'sing' thank you very much. :(
Quote from: MeTekillot on December 23, 2010, 02:47:19 PM
For 'sing' dialogue lines to be longer. I want my songs to be four lines with each 'sing' thank you very much. :(
You can break up your song into multiple lines by using '|', '/' or '\'.
There is a limit of five lines per use of the sing command (so you can do at most four seperators in a line).
help sing
Quote from: FantasyWriter on December 23, 2010, 02:36:46 PM
Quote from: FuSoYa on December 22, 2010, 11:10:52 AM
That k wouldn't default to kiss and would instead default to "key".
Brandon
alias k key
That's the FIRST thing I do... normally after I accidentally kiss someone.
Brandon
Quote from: Potaje on December 23, 2010, 03:10:49 PM
Quote from: MeTekillot on December 23, 2010, 02:47:19 PM
For 'sing' dialogue lines to be longer. I want my songs to be four lines with each 'sing' thank you very much. :(
You can break up your song into multiple lines by using '|', '/' or '\'. There is a limit of five lines per use of the sing command (so you can do at most four seperators in a line).
help sing
Strumming your guitar, you sing, in sihirish:
"There once was a man on a rock
He spent all his time raising a flock
The one day a wolf came by
And caused his flock to go..."
That's what I meant by logner lines. Not an actualy example but you know what I mean.
Quote from: MeTekillot on December 23, 2010, 03:30:17 PM
Quote from: Potaje on December 23, 2010, 03:10:49 PM
Quote from: MeTekillot on December 23, 2010, 02:47:19 PM
For 'sing' dialogue lines to be longer. I want my songs to be four lines with each 'sing' thank you very much. :(
You can break up your song into multiple lines by using '|', '/' or '\'. There is a limit of five lines per use of the sing command (so you can do at most four seperators in a line).
help sing
Strumming your guitar, you sing, in sihirish:
"There once was a man on a rock
He spent all his time raising a flock
The one day a wolf came by
And caused his flock to go..."
That's what I meant by logner lines. Not an actualy example but you know what I mean.
Yes, Yes.. I can fully get behind this thought. Can really kill a song.
RTW: For the background section in character creation to have no/a much higher character limit.
Quote from: lordcooper on December 25, 2010, 07:50:00 PM
RTW: For the background section in character creation to have no/a much higher character limit.
Yes, please.
ldesc limit really gets on my nerves lately
Quote from: spicemustflow on December 26, 2010, 11:33:22 PM
ldesc limit really gets on my nerves lately
I pick short sdesc's for this very reason, never had a problem.
You atramental, silver-green-eyed woman/man make the sacrifice. ;D
Quote from: Majikal on December 26, 2010, 11:39:41 PM
You atramental, silver-green-eyed woman/man make the sacrifice. ;D
lol. from now on I'll be "the man"
Quote from: spicemustflow on December 26, 2010, 11:53:17 PM
Quote from: Majikal on December 26, 2010, 11:39:41 PM
You atramental, silver-green-eyed woman/man make the sacrifice. ;D
lol. from now on I'll be "the man"
With a description like that, you don't NEED a long ldesc! Just:
>change ldesc is here.
Your new ldesc is:
The man is here.
aha, that's the idea :)
Instead of change ldesc is here, setting up a scaffolding.
You can save a lot of character limit just going
change ldesc sets up scaffolding here.
The "Here" isn't even necessary, considering everyone knows you're in that area.
People who are on the rentee list being able to get the key when they follow someone who is also on the rent list through the room with the landlord or lady.
Being able to open containers while resting? - That's sort of a maybe, but the top one, omg. :<
>Peek east
You open the door slightly to see...
- the man is standing here.
- the woman is standing here.
and then it should act like watch so you could see the stuff goin' on.
Quote from: Chettaman on December 27, 2010, 08:39:25 PM
>Peek east
You open the door slightly to see...
- the man is standing here.
- the woman is standing here.
and then it should act like watch so you could see the stuff goin' on.
What skill should it use / require to detect?
Peek?
Sneak?
Would peer in room work for this reason also?
Guard direction not to always echo to the entire room.
Quote from: lordcooper on December 27, 2010, 08:46:30 PM
Quote from: Chettaman on December 27, 2010, 08:39:25 PM
>Peek east
You open the door slightly to see...
- the man is standing here.
- the woman is standing here.
and then it should act like watch so you could see the stuff goin' on.
What skill should it use / require to detect?
Sleight of Hand to Use
Scan or Watch to detect
Sneak/scan?
QuoteThis skill allows your character to enter and leave areas without being detected, and to avoid more easily persons who would do you harm. It functions for a certain time after a successful use.
QuoteThis skill allows a keen use of observational techniques and good vision to spot invisible and hidden persons.
Quote from: Potaje on December 27, 2010, 11:02:46 PM
Guard direction not to always echo to the entire room.
I want to for look at someone to.
Having 'look' as a hemote/semote has been discussed, in length, and the staff response to it was a 'No.'
I'm not 100% positive but I'm relatively sure it won't change in the foreseeable future.
Training weapons to take less HP and more stun.
Quote from: FantasyWriter on December 28, 2010, 09:52:50 AM
Training weapons to take less HP and more stun.
It'd make it a lot more difficult to assess where someone's at.
Yeah KO'ing PC's is pretty easy as it is. Not to mention the good ole mercy off KO, not pretty.
Had a beloved die to that. Still sour.
The ability to roll two characters/account for anyone with four karma or greater.
A way to clear ldesc, so far as I've found, you can set your ldesc as something, but need to stand, sit, or move to clear it.
Quote from: Mooney on January 07, 2011, 08:47:16 PM
A way to clear ldesc, so far as I've found, you can set your ldesc as something, but need to stand, sit, or move to clear it.
change ldesc stands here.
"change ldesc none"
"stand" (presuming you're already standing).
I really dis-like how it's hard-coded that when I look at someone I can 'tell' if their Watching me.
Yes it's handy if you WANT someone to notice your hemotes.. but if I was sitting on the opposite end of the room, watching you casualy, would you KNOW that I was? would you really?
If I look at you and I always see you either glancing in my direction, or watching my direction. I'd assume you were watching me.
I dislike it immensely when people ARE watching me, but never once emote HOW they are watching me. So I can only assume you are staring at me obviously, or you are looking at me after every laugh, emote, and sentence. It is up to me if you don't RP it.
And if they're roleplaying it through hemotes that you didn't catch? It's usually good to give people the benefit of the doubt.
Quote from: perfecto on January 08, 2011, 06:27:26 AMI really dis-like how it's hard-coded that when I look at someone I can 'tell' if their Watching me.
Yes it's handy if you WANT someone to notice your hemotes.. but if I was sitting on the opposite end of the room, watching you casualy, would you KNOW that I was? would you really?
You only have a chance to notice them, actually.
Quote from: a strange shadow on January 08, 2011, 08:16:57 AM
And if they're roleplaying it through hemotes that you didn't catch? It's usually good to give people the benefit of the doubt.
I am including those as RP.
Tiny want: I dont want to burn meat 3/4 of the time with advanced cooking, and a frying pan.
c'mon. my eight year old son can cook a steak well done. " I take it off before it's black dad"
Quote from: Fredd on January 13, 2011, 06:58:59 AM
Tiny want: I dont want to burn meat 3/4 of the time with advanced cooking, and a frying pan.
c'mon. my eight year old son can cook a steak well done. " I take it off before it's black dad"
But can he do it while camping? I agree it's frustrating, but we're not talking the most advanced cooking methods.
My random tiny want: Arm2.0 will have different cooking methods for various parts of the world.
Quote from: Fredd on January 13, 2011, 06:58:59 AM
Tiny want: I dont want to burn meat 3/4 of the time with advanced cooking, and a frying pan.
c'mon. my eight year old son can cook a steak well done. " I take it off before it's black dad"
Cooking could do with a similar overhaul that Ride got. Right now there's only one fail result, and it's horribly obnoxious to have it happen to you over and over and over...
Cooking could totally be overhauled with lesser degrees of failure, and maybe even different outcomes. A minor failure would be similar to the "Your mount veers towards a plant" failure: instead, you get a "this tastes kind of funny" echo when you eat it, or maybe the cooked item gets "a repugnant smell clings to this item." But a more serious fail could be even worse than burning. Maybe you can't tell you failed, but you get food poisoning only after you eat it.
Quote from: hyzhenhok on January 14, 2011, 02:25:40 PM
Quote from: Fredd on January 13, 2011, 06:58:59 AM
Tiny want: I dont want to burn meat 3/4 of the time with advanced cooking, and a frying pan.
c'mon. my eight year old son can cook a steak well done. " I take it off before it's black dad"
Cooking could do with a similar overhaul that Ride got. Right now there's only one fail result, and it's horribly obnoxious to have it happen to you over and over and over...
Cooking could totally be overhauled with lesser degrees of failure, and maybe even different outcomes. A minor failure would be similar to the "Your mount veers towards a plant" failure: instead, you get a "this tastes kind of funny" echo when you eat it, or maybe the cooked item gets "a repugnant smell clings to this item." But a more serious fail could be even worse than burning. Maybe you can't tell you failed, but you get food poisoning only after you eat it.
Preferably poisoning that doesn'y neccessarily kill you. Kinda like a spice comedown would be nice.
Quote from: lordcooper on January 14, 2011, 03:01:10 PM
Quote from: hyzhenhok on January 14, 2011, 02:25:40 PM
Quote from: Fredd on January 13, 2011, 06:58:59 AM
Tiny want: I dont want to burn meat 3/4 of the time with advanced cooking, and a frying pan.
c'mon. my eight year old son can cook a steak well done. " I take it off before it's black dad"
Cooking could do with a similar overhaul that Ride got. Right now there's only one fail result, and it's horribly obnoxious to have it happen to you over and over and over...
Cooking could totally be overhauled with lesser degrees of failure, and maybe even different outcomes. A minor failure would be similar to the "Your mount veers towards a plant" failure: instead, you get a "this tastes kind of funny" echo when you eat it, or maybe the cooked item gets "a repugnant smell clings to this item." But a more serious fail could be even worse than burning. Maybe you can't tell you failed, but you get food poisoning only after you eat it.
Preferably poisoning that doesn'y neccessarily kill you. Kinda like a spice comedown would be nice.
I imagine you'd have minor poisonings that are like spice debuffs, and more major poisonings that still aren't any more serious than the common coded diseases.
I want to be able to regain stamina while standing up with penalties depending on location and climate.
I would love a "refill cup/mug/tankard" script that would let you pay for new alcohol without having to buy a whole new cup.
A truly tiny want.
Quote from: Spice Spice Baby on January 15, 2011, 11:08:04 PM
I would love a "refill cup/mug/tankard" script that would let you pay for new alcohol without having to buy a whole new cup.
A truly tiny want.
I imagine the water-seller code could just be adapted to this. I randomly want this tiny thing too.
Oh, that'd be super-cool.
I would get so drunk in taverns.
I always assumed you didn't actually buy the cup and it was theft if you left with it.
Now I wanna see an elf frantically hoarding their collection of mugs that they pinched from the Gaj.
Quote from: Rhyden on January 15, 2011, 10:53:00 PM
I want to be able to regain stamina while standing up with penalties depending on location and climate.
And while riding (if you're good). And mounts slowly regenerate stamina while standing if no one is riding them.
The result being that, if you trade off walking and riding and move no faster than one room every 20 seconds, you can pretty much go forever. No more ride ride ride ride ride ride ride ride ride ride ride OKAY EVERYBODY REST.
Quote from: lordcooper on January 15, 2011, 11:23:04 PM
I always assumed you didn't actually buy the cup and it was theft if you left with it.
Now I wanna see an elf frantically hoarding their collection of mugs that they pinched from the Gaj.
Did it, with a human clepto. It was FUNNY.
Quote from: brytta.leofa on January 16, 2011, 12:35:26 AM
Quote from: Rhyden on January 15, 2011, 10:53:00 PM
I want to be able to regain stamina while standing up with penalties depending on location and climate.
And while riding (if you're good). And mounts slowly regenerate stamina while standing if no one is riding them.
The result being that, if you trade off walking and riding and move no faster than one room every 20 seconds, you can pretty much go forever. No more ride ride ride ride ride ride ride ride ride ride ride OKAY EVERYBODY REST.
Why can't you just move one room, rest for 20 seconds, mount back up, then move another room and repeat?
This is what I do anyway, if I know I can't make an entire trip on "one tank of gas" in the mount. Better to keep it at high stamina while nothing's after you than it is to exhaust it and -hope- nothing comes along that you can't outrun in 2-3 rooms.
Of course, the Known World is so small, and most mounts have so much stamina, that this is only infrequently necessary.
I don't really give a shit about mount's regaining Stamina while standing but I would like to see something, other than 'sit', 'rest', and 'sleep' as a way of regaining lost stamina, for a PC.
When I go for a jog, if I need to catch my breath, I walk - or stop, if I have to. You never see me flat out drop on my ass and sit there, like a fucking retard.
Quote from: Synthesis on January 16, 2011, 12:55:16 PM
Why can't you just move one room, rest for 20 seconds, mount back up, then move another room and repeat?
This is what I do anyway, if I know I can't make an entire trip on "one tank of gas" in the mount. Better to keep it at high stamina while nothing's after you than it is to exhaust it and -hope- nothing comes along that you can't outrun in 2-3 rooms.
Of course, the Known World is so small, and most mounts have so much stamina, that this is only infrequently necessary.
Because that method only helps to underscore the tediousness of traveling unmounted. And; rest rest, ... wait... stand mount n, rest rest, ... wait... stand mount n...etc Makes your character look lake he's insane.
Might keep the elves away, actually...
Quote from: Gunnerblaster on January 16, 2011, 01:09:51 PM
I don't really give a shit about mount's regaining Stamina while standing but I would like to see something, other than 'sit', 'rest', and 'sleep' as a way of regaining lost stamina, for a PC.
When I go for a jog, if I need to catch my breath, I walk - or stop, if I have to. You never see me flat out drop on my ass and sit there, like a fucking retard.
I dunno if I should or not, but I just use the rest command and then change my ldesc to something like stands here, catching his breath.
I want to be able to poison things even if I don't have the skill.
At least fail every single time. I just want to be able to do it.
I want to be able to poison doors.
Quote from: bcw81 on January 20, 2011, 05:58:51 PM
I want to be able to poison doors.
Um, why and how will that work?
Doorknob/handle/pushplate.
Contact poison.
But what if the person has gloves on?
if [handsocket] = [gloves]
[contact] = no
I have no idea what the arm code is like, but something like that.
I had a character that researched poison gases.
It required too much coding to use.
It couldn't require that much coding, just make sure that if someone opens a poisoned door without gloves they get poisoned.
Quote from: lordcooper on January 20, 2011, 06:13:09 PM
Contact poison.
You suffer from use of the Way.
Their mind is too foreign for you.
addkeyword poison
Quote from: bcw81 on January 20, 2011, 06:29:11 PM
It couldn't requite that much coding, just make sure that if someone opens a poisoned door without gloves they get poisoned.
Contact poison code is already IG in at least once instance, I believe.
Quote from: Nyr
View Profile Personal Message (Offline)
Re: A forums all out own
« Reply #1 on: Today at 09:25:58 AM »
Quote from: jhunter on October 27, 2004, 10:22:39 AM
Quote
) No new clans will be opened (or re-opened). This includes staff and player-driven clans, as well as currently closed clans. This is true unilaterally; no exceptions will be made. We'll re-examine this policy at the end of three months.
Player-driven clans? You mean we can't make a clan completely ICly now?
Quote from: Xygax on October 27, 2004, 10:37:28 AM
You can form associations with other PCs, of course. This rule simply means that you will not receive much (if any) staff support for them.
Quote from: Sanvean on October 27, 2004, 11:28:28 AM
You can roleplay as you like, and if part of that involves forming IC groups, or running family/tribe members, you are welcome to. However, you cannot form a clan and expect us to provide the following: board forums, clan code; clan-specific items, crafting, scars, tattoos, accents, languages, mounts, etc. This is not to imply that we have been providing all of the above for player-driven clans, but are numbered among the things that have been requested in the past for them.
I'de like that since this post says it would be reevaluated in three months and it's been 7 years.... You Know... it be revaluated as a " case by case basis, don't expect fast reply's" sort of deal.
Quote from: Fredd on January 20, 2011, 08:56:53 PM
Quote from: Nyr
View Profile Personal Message (Offline)
Re: A forums all out own
« Reply #1 on: Today at 09:25:58 AM »
Quote from: jhunter on October 27, 2004, 10:22:39 AM
Quote
) No new clans will be opened (or re-opened). This includes staff and player-driven clans, as well as currently closed clans. This is true unilaterally; no exceptions will be made. We'll re-examine this policy at the end of three months.
Player-driven clans? You mean we can't make a clan completely ICly now?
Quote from: Xygax on October 27, 2004, 10:37:28 AM
You can form associations with other PCs, of course. This rule simply means that you will not receive much (if any) staff support for them.
Quote from: Sanvean on October 27, 2004, 11:28:28 AM
You can roleplay as you like, and if part of that involves forming IC groups, or running family/tribe members, you are welcome to. However, you cannot form a clan and expect us to provide the following: board forums, clan code; clan-specific items, crafting, scars, tattoos, accents, languages, mounts, etc. This is not to imply that we have been providing all of the above for player-driven clans, but are numbered among the things that have been requested in the past for them.
I'de like that since this post says it would be reevaluated in three months and it's been 7 years.... You Know... it be revaluated as a " case by case basis, don't expect fast reply's" sort of deal.
Yeah not only that, but several clans have closed, and re-open, since that post. And there -have- been new "official" clans formed since then as well. So, that information was valid in 2004. It has already been proven obscure and incorrect, since.
Quote from: Lizzie on January 20, 2011, 09:03:28 PM
Yeah not only that, but several clans have closed, and re-open, since that post. And there -have- been new "official" clans formed since then as well. So, that information was valid in 2004. It has already been proven obscure and incorrect, since.
I'm not really surprised to see this (even from a seasoned GDB arguer), but sure, I'll toss in:
<insert more recent quotes about no new clans>
Quote from: Sanvean on May 16, 2008, 03:59:05 PM
As noted in the staff announcements post, after talking about it at the AIM, we're going to lift the moratorium on building for Arm 1.0, but keep to the no new clans policy. By building, I mean the creation of rooms with accompanying objects and NPCS, but this could also include sets of objects or NPCs.
This policy has been in effect, really, since after the announcement of Armageddon Reborn. I'm not really going to dig around for a more recent post about this. I'm certain there is one.
<insert fresh quote that just says "no, we're not making a forum for whatever indie clan idea you have, sorry, we appreciate you playing but we're not changing policy on this">
Quote from: Nyr, talking right nowThis has (more or less) always meant "no new clans," and if there was a review between the original post in 2004 and the quoted post referring to an earlier post in 2008, it doesn't really matter at this point in time. We've created some occasional new clans to fill gaps, and closed some occasional clans due to them either not fitting in the game world or to open room for another clan. There were no city-elf clans that were accessible to all manner of mundane PCs; we added two of those (thanks to Shaloonsh). The Council was created and dissolved with IC actions. The "expansion division" (awesome though it was) was created and dissolved IC and wasn't its own clan, it was within another clan. The Atrium was created before this, and is "closed" now because it's, ah, closed. The Haruch Kemad was something something IC. Halflings were something something IC. House Nenyuk is closed for OOC reasons.
Feel free to make new clans, but there's no guarantee that we'll support it with coded stuff or a forum (and more than likely, we probably will not).
edited to attribute first statement correctly
Quote from: Nyr on January 20, 2011, 09:54:38 PM
I'm not really surprised to see this (even from a seasoned GDB arguer), but sure, I'll toss in:
<insert more recent quotes about no new clans>
Quote from: Sanvean on May 16, 2008, 03:59:05 PM
As noted in the staff announcements post, after talking about it at the AIM, we're going to lift the moratorium on building for Arm 1.0, but keep to the no new clans policy. By building, I mean the creation of rooms with accompanying objects and NPCS, but this could also include sets of objects or NPCs.
This policy has been in effect, really, since after the announcement of Armageddon Reborn. I'm not really going to dig around for a more recent post about this. I'm certain there is one.
<insert fresh quote that just says "no, we're not making a forum for whatever indie clan idea you have, sorry, we appreciate you playing but we're not changing policy on this">
Quote from: Nyr, talking right nowThis has (more or less) always meant "no new clans," and if there was a review between the original post in 2004 and the quoted post referring to an earlier post in 2008, it doesn't really matter at this point in time. We've created some occasional new clans to fill gaps, and closed some occasional clans due to them either not fitting in the game world or to open room for another clan. There were no city-elf clans that were accessible to all manner of mundane PCs; we added two of those (thanks to Shaloonsh). The Council was created and dissolved with IC actions. The "expansion division" (awesome though it was) was created and dissolved IC and wasn't its own clan, it was within another clan. The Atrium was created before this, and is "closed" now because it's, ah, closed. The Haruch Kemad was something something IC. Halflings were something something IC. House Nenyuk is closed for OOC reasons.
Feel free to make new clans, but there's no guarantee that we'll support it with coded stuff or a forum (and more than likely, we probably will not).
Am i a seasoned GDB arguer? Man, I got a bad rep i guess.
I didn't mean to argue, I just wanted to bring up that the info was outdated, massively. But I see now that it is updated to be much more fair. Thank you :)
Edit: my post was less about the forums this time, and more for "wow this old polocy ruins both of my current pc's long term goals in creating something/ helping create something
If that makes sense? I am sorry if i seemed like a whiny person. It wasn't meant to be a cheap shot.
Oh, no! I meant the post after yours. While I was quoting, I should have quoted that, too. My apologies!
Quote from: Nyr on January 20, 2011, 11:42:28 PM
Oh, no! I meant the post after yours. While I was quoting, I should have quoted that, too. My apologies!
Ahh! whew! LOL I was worried for a moment!
Coded healers.
Instead of sleeping it off. Coded healers that will take your money for some spit that call a healing balm and a reassuring pat on the arm.
Quote from: Chettaman on January 23, 2011, 05:06:27 PM
Coded healers.
Instead of sleeping it off. Coded healers that will take your money for some spit that call a healing balm and a reassuring pat on the arm.
Yes please.
I dig that idea.
To be able as a crafter subguild, be able to obtain the materials that you need for your craft. Seems silly and unrealistic that one cannot do something as easy as break a bone into pieces without having the skinning skill.
wear bandolier shoulder
You can't wear that on your shoulder.
:/
The shoulder location is for things perched directly on top of the shoulder, like a parrot.
Bandoliers go on torso, which means you are uber-badass if you're wearing a bandolier. (Because you're not wearing a breastplate.)
Similarly, I think codpieces go on the legs. (So you can't wear pants.)
You wear your coil of braided rope over your left shoulder.
I thought cod-pieces were on the waist ...
Also, RTW: All guilds should get skinning.
Cod=pieces go on waist.
talk person (emote) should turn into tell person (emote)
Don't ask, random want.
Quote from: MeTekillot on January 23, 2011, 08:07:42 PM
You wear your coil of braided rope over your left shoulder.
No, you're balancing it there, on-end.
Okay, not really.
But what I said is what the help files say about the shoulder location. Those braided ropes need to be typoed and fixed.
To be able to pack tents onto mounts without the bag.
Bandoliers can also be worn about the body.
Probably like just tying the rope around your shoulder.
Stun having to be positive before hps will heal. For PCs and NPCs.
Quote from: Twilight on January 25, 2011, 10:35:12 PM
Stun having to be positive before hps will heal. For PCs and NPCs.
Interesting but not something I'd want implemented into the game.
I don't see why there would be a connection between the level of your mental awareness affecting the way your body heals from wounds, etc.
When we sleep, at night, our bodies don't just turn off with our brain.
I would like to see food have more noticeable effects on recovering health, stun and/or stamina though. Possible that they already do - We just don't notice.
There are a number of situations, like long falls, beastie encounters, etc. where you never get the RP opportunity, and you never get the disadvantage of, being wounded. Because by the time you wake up, you've completely healed.
I would like warnings for the "sit" and "rest" commands when you're hanging on walls.
"But you'll fall!"
instead of just - "bad move, you plummet to the ground below."
I also want "and are still hanging to the wall" to be added to "you carefully climb [direction]" or for you to be on ground when you reach a ledge to stand on.
Quote from: Twilight on January 25, 2011, 10:53:43 PM
There are a number of situations, like long falls, beastie encounters, etc. where you never get the RP opportunity, and you never get the disadvantage of, being wounded. Because by the time you wake up, you've completely healed.
I wish they'd make a health regen toggle...
Quote from: Twilight on January 25, 2011, 10:53:43 PM
There are a number of situations, like long falls, beastie encounters, etc. where you never get the RP opportunity, and you never get the disadvantage of, being wounded. Because by the time you wake up, you've completely healed.
There's nothing stopping you from rp'ing it. We also have tdesc which is useful in such situations as well. Why do people insist that they have every little thing coded in order to roleplay it? I really don't get this line of thinking.
Because, in the end, this is a MUD, not a MUSH.
Just ask the people who have died of thirst/hunger in bars, clan compounds, etc how many got rez'ed.
In the end, code trumps RP.
And in the end when every little thing is coded for you where is the rp? Did they do that because they chose to rp something realistically on their own and show some talent? Or did they do it because every little detail is coded to the point where almost all decision in regards to realistic roleplay has been taken out of our hands? IMO, the code should provide a somewhat -loose- frame to rp in, not dictate every little detail of our RP.
I love my "grey area" which is slowly dwindling away. It's the warm fuzzy place that I do alot of my actual roleplaying in. I'm not looking for it to be a complete simulation. It was still a mud when there was less stuff coded. A mush has -nothing- coded. Not over doing it on coding does not in any way make it no longer a mud.
I want idle-logout for Arm 1.0. ::)
Oh yeah, that's a issue with that idea. Maybe idle-logout off and on?
Timers, fixed.
I have a timer set to save every 2 min 30 seconds. Also doubles as letting me keep track of hours in Zalanthas.
What client is for this for?
Ironically, the problem with timers is that if you fall asleep at the keyboard or otherwise have to leave while the client is running, the code that IS in place to keep you from dying from being AFK won't work, and you'll still possibly die of thirst/dehydration.
Picking subguild nomad (or being placed in one of the coded human tribes) should lower a human's sirihish skill down to about what dwarves start with.
Pretty sure stumps start with fluent sirihish, just like humans.
Would -love- it if any guild that Mastered Cooking could submit Mastercraft items.
Quote from: Xeran Van Houten on January 27, 2011, 03:01:00 PM
Pretty sure stumps start with fluent sirihish, just like humans.
They didn't used to.
Quote from: LauraMars on January 27, 2011, 03:04:50 PM
Quote from: Xeran Van Houten on January 27, 2011, 03:01:00 PM
Pretty sure stumps start with fluent sirihish, just like humans.
They didn't used to.
Yeah it used to be a royal pain as a new dwarf pc because of that.
Quote from: DesertT on January 27, 2011, 03:02:48 PM
Would -love- it if any guild that Mastered Cooking could submit Mastercraft items.
If you are a "master" at a crafting skill on your skill list...
Quote from: Nyr on January 27, 2011, 03:40:49 PMQuote from: DesertT on January 27, 2011, 03:02:48 PMWould -love- it if any guild that Mastered Cooking could submit Mastercraft items.
If you are a "master" at a crafting skill on your skill list...
...that is all the requirements necessary to submit mastercraft items.
http://www.zalanthas.org/gdb/index.php/topic,38156.0.html (http://www.zalanthas.org/gdb/index.php/topic,38156.0.html)
I was going off of the quoted section of this thread, Question 2, then below Answer 2.
Thank-you for this though!!
*runs off to submit a mastercraft request*
;D
edited to fix link -- nyr
That (besides being a bad link) was compiled last year before the changes to show skill levels in general terms. After the change (April 1, 2010), the helpfile for mastercrafting was changed:
QuoteMastercrafting (Crafting)
Characters who have advanced to the top of the field in their crafting
skills are given the option to create new items to be used in the game.
You can chose at creation if you would like to make this something that
can be crafted by others (or just your tribe), or if it is just a one-time
special creation.
If you have questions about this, or are unsure about what is a
mastercraft, contact your clan staff.
The rules are:
o When you type 'skills', the craft skill must show (master).
o All mastercrafts should be submitted through the request tool.
o You can submit one entry per month, no matter how many mastercraft-
ranked skills you have.
o If you have no tribe any crafts you create will have no tribe. If you
join a tribe you can opt to have the mastercrafting recipe as clan-only
or not.
o The Recipe may be as exorbitant or as low-quality as you want, but it
still counts as a mastercraft.
o You will submit every last teeny-tiny detail, including the crafting
echos. There will be certain code aspects that staff will determine
during production, but everything else is in your hands.
See Also:
craft, Request Tool, skills
That's cool. I was under the mistaken impression this pertained to merchant guild pcs only. 8)
I as well thought that only merchants could mastercraft.
Anyone with a master-level crafting skill can?
Quote from: Nyr on January 27, 2011, 04:21:54 PM
That (besides being a bad link) was compiled last year before the changes to show skill levels in general terms. After the change (April 1, 2010), the helpfile for mastercrafting was changed:
QuoteMastercrafting (Crafting)
Characters who have advanced to the top of the field in their crafting
skills are given the option to create new items to be used in the game.
You can chose at creation if you would like to make this something that
can be crafted by others (or just your tribe), or if it is just a one-time
special creation.
If you have questions about this, or are unsure about what is a
mastercraft, contact your clan staff.
The rules are:
o When you type 'skills', the craft skill must show (master).
o All mastercrafts should be submitted through the request tool.
o You can submit one entry per month, no matter how many mastercraft-
ranked skills you have.
o If you have no tribe any crafts you create will have no tribe. If you
join a tribe you can opt to have the mastercrafting recipe as clan-only
or not.
o The Recipe may be as exorbitant or as low-quality as you want, but it
still counts as a mastercraft.
o You will submit every last teeny-tiny detail, including the crafting
echos. There will be certain code aspects that staff will determine
during production, but everything else is in your hands.
See Also:
craft, Request Tool, skills
This needs the following link added to show everyone just HOW to provide every little detail:
http://www.zalanthas.org/ArmDocs/Community/format.html#crafting
Does it? You already get that automatically when you put in a request.
Ah, I didn't know that. Thanks!
Quote from: brytta.leofa on January 27, 2011, 02:55:25 PM
Picking subguild nomad (or being placed in one of the coded human tribes) should lower a human's sirihish skill down to about what dwarves start with.
I don't think being subguild nomad does it(since you'd start in the cities), but I know if you're a coded human tribal then your sirihish REALLY sucks.
i really, really wish that, when we don't have characters currently alive IG, we could apply for ghost characters who, wouldn't be able to do anything but observe the world, and after applying for a new character of any type, be unable to play for a few days in order to prevent the abuse of the system. there's so many stories out there. and some areas like the nobles quarters could be off limits and such. unfortunately i'd actually be very worried about system abuse or IC-sensitives if this were ever to be implemented.
Ain't gonna work.
Quote from: Barsook on January 28, 2011, 10:43:56 AM
Ain't gonna work.
sigh. yeah, i kinda knew that. but its fun to dream.
Quote from: Cindy42 on January 28, 2011, 10:37:27 AM
i really, really wish that, when we don't have characters currently alive IG, we could apply for ghost characters who, wouldn't be able to do anything but observe the world, and after applying for a new character of any type, be unable to play for a few days in order to prevent the abuse of the system. there's so many stories out there. and some areas like the nobles quarters could be off limits and such. unfortunately i'd actually be very worried about system abuse or IC-sensitives if this were ever to be implemented.
Thats the kind of post I'd expect Nyr would hit me for if I made it.
Quote from: Cindy42 on January 28, 2011, 10:37:27 AM
i really, really wish that, when we don't have characters currently alive IG, we could apply for ghost characters who, wouldn't be able to do anything but observe the world, and after applying for a new character of any type, be unable to play for a few days in order to prevent the abuse of the system. there's so many stories out there. and some areas like the nobles quarters could be off limits and such. unfortunately i'd actually be very worried about system abuse or IC-sensitives if this were ever to be implemented.
One of the many Fallacies with in this thinking is that of having to go a head and wait longer to actually play. I would preffer to suffer the one day, maybe two at most to wait for my new character, rather than be a fly on the wall that can effect no change, give me information that I should not use, but ultimately then know and for god sake we all know that knowing something and not telling others is like having weed in your pipe and not smoking.. Or the best candy in the world and not eating it, or the hottest person in your bed wanting sex and not ever having sex, or Christmas presents and not opening them, ever... what.
I have a word for this thought, Re-cock-u-lace.
Quote from: FantasyWriter on January 26, 2011, 05:55:42 AM
Because, in the end, this is a MUD, not a MUSH.
Just ask the people who have died of thirst/hunger in bars, clan compounds, etc how many got rez'ed.
In the end, code trumps RP.
And this is why I love this game.. no matter how much trouble you get yourself into... it's your fault, nobody is going to bail you out.
Unless Krath exploded while you were staring at it... then maybe...
[/quot.
Unless Krath exploded while you were staring at it... then maybe...
[/quote]
Stop giving away m' special app'ed powers on the GDB.
I want at least some sentient NPCs to have mercy on, and just take a bunch of valuable shit from players, leaving them for dead instead of making sure their dead.
Harsh is cool, but I really don't like getting killed before 'flee' even has the chance to work. It really isn't fun at all. Death /can/ be fun and acceptable.
If I'm around a silt horror, fine, just crush my torso in. I don't think a mugger should just chop your fucking head off.
Maybe it's just me. Being grumpy.
Quote from: Feco on January 30, 2011, 12:33:09 PM
I want at least some sentient NPCs to have mercy on, and just take a bunch of valuable shit from players, leaving them for dead instead of making sure their dead.
Harsh is cool, but I really don't like getting killed before 'flee' even has the chance to work. It really isn't fun at all. Death /can/ be fun and acceptable.
If I'm around a silt horror, fine, just crush my torso in. I don't think a mugger should just chop your fucking head off.
Maybe it's just me. Being grumpy.
Some
do have mercy on, and strip valuable things from you.
Quote from: Synthesis on January 30, 2011, 12:38:48 PM
Quote from: Feco on January 30, 2011, 12:33:09 PM
I want at least some sentient NPCs to have mercy on, and just take a bunch of valuable shit from players, leaving them for dead instead of making sure their dead.
Harsh is cool, but I really don't like getting killed before 'flee' even has the chance to work. It really isn't fun at all. Death /can/ be fun and acceptable.
If I'm around a silt horror, fine, just crush my torso in. I don't think a mugger should just chop your fucking head off.
Maybe it's just me. Being grumpy.
Some do have mercy on, and strip valuable things from you.
Well.
That's good, I guess. Random tiny want accomplished?
They have mercy on, strip your valuable shit, then club you back down to negative health when you wake back up. Wheeee.
Quote from: MeTekillot on January 30, 2011, 02:19:57 PM
They have mercy on, strip your valuable shit, then club you back down to negative health when you wake back up. Wheeee.
NPCs gotta train skills too, man!
Quote from: Feco on January 30, 2011, 12:33:09 PM
I want at least some sentient NPCs to have mercy on, and just take a bunch of valuable shit from players, leaving them for dead instead of making sure their dead.
Harsh is cool, but I really don't like getting killed before 'flee' even has the chance to work. It really isn't fun at all. Death /can/ be fun and acceptable.
If I'm around a silt horror, fine, just crush my torso in. I don't think a mugger should just chop your fucking head off.
Maybe it's just me. Being grumpy.
I had an EFFING AWESOME death one time. i was actually happy i died. wonderfuly detailed, surprising, yet not random, beautiful. like a deadly opera where i'm the main character, and you guys saw my bloody insides, and learned that my intestines were yellow and my pancreas green.
i could have fleed but it was too fast and too awesome.
Quote from: Cindy42 on January 30, 2011, 03:06:29 PM
I had an EFFING AWESOME death one time. i was actually happy i died. wonderfuly detailed, surprising, yet not random, beautiful. like a deadly opera where i'm the main character, and you guys saw my bloody insides, and learned that my intestines were yellow and my pancreas green.
i could have fleed but it was too fast and too awesome.
You too? I don't feel as special now.
*highfive* by the way.
Quote from: Chettaman on January 30, 2011, 08:06:22 PM
Quote from: Cindy42 on January 30, 2011, 03:06:29 PM
I had an EFFING AWESOME death one time. i was actually happy i died. wonderfuly detailed, surprising, yet not random, beautiful. like a deadly opera where i'm the main character, and you guys saw my bloody insides, and learned that my intestines were yellow and my pancreas green.
i could have fleed but it was too fast and too awesome.
You too? I don't feel as special now.
*highfive* by the way.
One of my favs involved an assassin stepping from the shadows and leveling a hand-crossbow on a noble and their aide.
He didn't survive the ensuing violence.
Edit to add something relevent:
I want it to be slightly safer to navigate the Sea of Silt.
Stackable coins when you put them in a container.
Quote from: Barsook on January 31, 2011, 09:18:16 PM
Stackable coins when you put them in a container.
I like being able to group coins into "purses" of 100 coins, or whatever the character does.
Quote from: FantasyWriter on January 31, 2011, 09:34:19 PM
Quote from: Barsook on January 31, 2011, 09:18:16 PM
Stackable coins when you put them in a container.
I like being able to group coins into "purses" of 100 coins, or whatever the character does.
You can:
put # sid [container]
they only group in a lump sum if you put them in your inventory.
> i
In your inventory:
145 coins
> craft coins into stack of coins
You begin crafting
You assemble a bunch of coins into a stack.
> i
In your inventory:
A stack of 100 coins.
45 coins
?
I'd rather everybody have a coinpurse object, limiting the amount of coin easily accessible on your person. Everything over that amount has to be stored elsewhere. You do not have to 'get coins coinpurse', it counts as in your inventory, and different types have varying securities from thieves who can steal coinpurses from everyone.
Always wanted some form of this done, just to make things...more real than a bunch of people carrying loads of coins in their backpack and taking them all out every time they buy something.
Have you thought that one through, Armaddict? Your coin's all in your inventory? Time to roll up a pick-pocket if that change goes in.
Why not buy -actual- pouches and put said number of coins in each and put -those- in your backpack?
If there isn't a person already, I want someone to sell bags up north. So I can do this now too.
WTF did I say, I meant when you put coins in they get added to the count in the bag.
You mean for containers to have piles of coins joined together as they are in your inventory? No thanks. I actually like occasionally putting them in in chunks so that I don't have to get out all 1000 coins in one go. Sometimes, also, you could prevent yourself being able to get the coins out if you keep putting coins into a chest, for example, because the combined pile would be too heavy for you to lift.
No, not all your coins in your inventory. Read through it more carefully, it's actually to keep coins -out- of your inventory.
Mostly...just because the way money is used in the game is ridiculous. Heh.
I feel bad for making Barsook type, "WTF".
"Get # coins bag" Would be awesome. Just like withdraw and deposit - without the bank.
Dung battle, Krath dammit. I seriously want to be able to fight over the poop.
>Dung battle amos
You get into a fist fray with the tall, muscular man!
Quote from: Marshmellow on February 01, 2011, 06:09:13 AM
You mean for containers to have piles of coins joined together as they are in your inventory? No thanks. I actually like occasionally putting them in in chunks so that I don't have to get out all 1000 coins in one go. Sometimes, also, you could prevent yourself being able to get the coins out if you keep putting coins into a chest, for example, because the combined pile would be too heavy for you to lift.
That what banks are for. Er, nevermind.
Quote from: Barsook on February 01, 2011, 08:22:15 AM
Quote from: Marshmellow on February 01, 2011, 06:09:13 AM
You mean for containers to have piles of coins joined together as they are in your inventory? No thanks. I actually like occasionally putting them in in chunks so that I don't have to get out all 1000 coins in one go. Sometimes, also, you could prevent yourself being able to get the coins out if you keep putting coins into a chest, for example, because the combined pile would be too heavy for you to lift.
That what banks are for. Er, nevermind.
Not everyone can (or would want to) use a bank. The way money works now allows for more flexibility.
...
My random tiny want: Voting links for TMS and TMC in the MOTD.
Quote from: Barsook on February 01, 2011, 05:33:25 AM
WTF did I say, I meant when you put coins in they get added to the count in the bag.
tested:
You get your pile of allanaki coins from chest.
There were several small in coins.
It is very light.
put 100 sid bag
You put your pile of allanaki coins into your plain bag of cloth.
put 100 sid bag
You put your pile of allanaki coins into your plain bag of cloth.
put 100 sid bag
You put your pile of allanaki coins into your plain bag of cloth.
l in bag
In a plain bag of cloth (carried) :
a few piles of allanaki coins
Thanks, never knew that.
Wait, NO! That's want I don't want! I want ONE pile.
Quote from: Barsook on February 02, 2011, 08:49:03 PM
Wait, NO! That's want I don't want! I want ONE pile.
Oh i get it, to be able to pull an exact or precises number of coins from a single pile in a bag or pack, ie.
get 10 sid pack (drawing from the pile of coins)
with out having to break it up or pull them all out. Yes that would be nice.
lol. Everyone is getting so confused over this.
QuoteYou are carrying:
100 coins
In a generic bag:
20 coins
>put coins bag
In a generic bag:
120 coins
That's what she wants. For the coins to automatically stack.
Yeah. I'd like that.
I hate having to constantly 'get coins pack', 'put coins pack'.
I'd like to just put the coins into my pack without having to get the other pile out - and still have them "mass" together as one item instead of multiples.
As others have noted, it's entirely possible to accumulate a pile of 'sid that your character is codedly unable to pick up at one time. If coins automatically stacked, it would lead to situations where you stuffed 10 more coins in your pack and suddenly you couldn't get any of the goddamn coins out of the pack until you dropped some armor or something.
I think it would be cool if there was a way that the Armageddon system stored old kudos. Right now you can, via the request tool, look at kudos you have sent, but there is no way (to my knowledge) to look at kudos that you have received. You can look at requests, and biographies of dead characters, why not have a way to look at all the kudos you have received?
Open gmail, search for "kudos".
Having something serverside that did this would be difficult, because kudos are not automatic. The staff actually physically 'delivers' them - via email - to their intended target.
Quote from: Wasteland Raider on February 03, 2011, 01:58:48 PM
Open gmail, search for "kudos".
Having something serverside that did this would be difficult, because kudos are not automatic. The staff actually physically 'delivers' them - via email - to their intended target.
The problem with this is that if for some reason an email fails to send, or if you have a wonky spam filter on (it does happen sometimes, spam filters can do random things), you might never see the kudos and there's no record of it that you can see. It would be nice if you could have a spot to check it, logged with the other stuff. Maybe there could be some way to set it up where when the staff emails it out, it also adds it to a spot on the website, without any extra input work. I don't know if this is actually possible, but I would really love it.
I would like to see more "you are hungry" messages when smoking all sorts of spice.
Quote from: Chettaman on February 04, 2011, 06:51:33 PM
I would like to see more "you are hungry" messages when smoking all sorts of spice.
Spice isn't marijuana.
I know one sort of spice gives you that message.
I also want to see more nievity of more people who seem to join certain groups with so much knowledge of what's going on and how things are done.
(http://ano.lolcathost.org/pics/1256359111473.jpg)
to be able to make more than only one scrap of cloth from a length of cloth.
Moderated a post out of here. Please limit this thread to unrelated code wants, limiting the tangents they go off on. Thanks!
inv
A urban-camouflaged facewrap
wear facewrap
you wear an urban-camouflaged facewrap about your throat
raise facewrap
you raise your urban-camouflaged facewrap to your face
lower facewrap
you pull the urban-camouflaged facewrap down around your throat
You know how in the first series of Spartacus: Blood for sands, or whatever, they had the arena, then they had the lower class or ranking, pits which seemed to be no more than some large open room some place in the city. I wish there where a couple of places around Nak for such, more low brow betting/ fighting competitions. Perhaps with one southside or even in the Rinth that a certain two underworld guilds co-owned and made reasonably safe for south siders to attend. Of coarse only reasonably safe. For one could still be target'd in the crowd for assassination, though somewhat frowned on, else the whole thing would simply fall apart and not be attended.
Having made it through the first few episodes, it seems to me the clearest parallel between that show and Armageddon is how obnoxiously long it takes for the main character to get good at doing things.
If this hasn't been suggested/turned down already, I'd like to see
Dream <etc etc dream>
dream A massive carru head leers at you, demanding a game of Kruth cards:
becomes either:
You dream a massive carru head leers at you, demanding a game of Kruth cards
or a stand alone
A massive carru head leers at you, demanding a game of Kruth cards.
I see it as an extension of Think, and it allows sleep to actually contribute to RP as opposed to being something that I can see many people skipping since it cuts into the day.
Since we're able to emote in our sleep (at least I think we are) you could flesh it out with
emote tosses and turning, mumbling about carru.
Try ">Think" while sleeping.
An 'urgent' flag for character reports.
Unless maybe this already exists?
Quote from: Erythil on February 11, 2011, 02:06:07 AM
An 'urgent' flag for character reports.
Unless maybe this already exists?
This would be lovely.
One thing I miss about being able to add subjects to my report emails was being able to add "URGENT" or "IMPORTANT" to the front.
Sometimes even a five day turnaround is too long. And that's assuming your reports actually get answered within five days.
Quote from: Nyr on February 08, 2011, 11:56:46 PM
Moderated a post out of here. Please limit this thread to unrelated code wants, limiting the tangents they go off on. Thanks!
Bolded for emphasis, moderated again.
I want simple meat (no complex recipe) to not burn anymore at advanced skill level. :-\
It's a bit silly when it -still- burns after 50 failures... shouldn't the character in question eventually learn to watch the meat, and turn it over in time?
Yeah, cooking is way wonk.
I want the interaction between backstab and mercy to be more complex, such that a skilled assassin could in fact use them both at the same time.
Am I bringing up "murmur/whisper self' again? You bet'cha I am.
Please? :(
Command emote for "knock".
knock door
The tall, muscular man knocks on the door.
Someone knocks on the door from the other side.
knock door (slams on the door three times)
The tall, muscular man slams on the door three times.
Someone slams on the door three times from the other side.
knock curtain
The tall, muscular man knocks on the curtain.
Someone knocks on the curtain from the other side.
knock curtain (rustles the curtain)
The tall, muscular man rustles the curtain.
Someone rustles the curtain from the other side.
Instead of a command emote why not just make it an emote that is heard on the other side of the door?
Quote from: jstorrie on February 12, 2011, 04:30:24 PM
I want the interaction between backstab and mercy to be more complex, such that a skilled assassin could in fact use them both at the same time.
I've never instakill-backstabbed someone with mercy on, but I've mort-wounded several folks. I suppose it's possible that my skills/stats were simply in the sweet-spot. At any rate, I'd be surprised if it weren't already taken into account.
Anyway, if you're -that- skilled at backstab, but you don't want to kill them, might I suggest skill_sap?
I think it would be cool if people could try to break a locked door open with sheer brute force. However, doing so in public or a hallway would get you crimcoded. That wouldn't stop the Templar's giants from knocking the door down when sneaky criminal runs into his apartment and locks the door, however.
Quote from: BleakOne on February 13, 2011, 01:33:39 AM
I think it would be cool if people could try to break a locked door open with sheer brute force. However, doing so in public or a hallway would get you crimcoded. That wouldn't stop the Templar's giants from knocking the door down when sneaky criminal runs into his apartment and locks the door, however.
You only think it would be cool because you haven't thought it all the way through to its game-destroying potential for twinkish abuse.
Quote from: Synthesis on February 13, 2011, 01:02:38 AMI've never instakill-backstabbed someone with mercy on, but I've mort-wounded several folks. I suppose it's possible that my skills/stats were simply in the sweet-spot. At any rate, I'd be surprised if it weren't already taken into account.
Anyway, if you're -that- skilled at backstab, but you don't want to kill them, might I suggest skill_sap?
You can suggest it but it's not what I'm looking for, Synthesis.
Quote from: Synthesis on February 13, 2011, 01:49:27 AM
Quote from: BleakOne on February 13, 2011, 01:33:39 AM
I think it would be cool if people could try to break a locked door open with sheer brute force. However, doing so in public or a hallway would get you crimcoded. That wouldn't stop the Templar's giants from knocking the door down when sneaky criminal runs into his apartment and locks the door, however.
You only think it would be cool because you haven't thought it all the way through to its game-destroying potential for twinkish abuse.
Probably true.
Quote from: Drayab on January 26, 2011, 02:38:09 PM
I want idle-logout for Arm 1.0. ::)
This is in for Arm2 so don't worry.
Quote from: jstorrie on February 13, 2011, 01:51:13 AM
Quote from: Synthesis on February 13, 2011, 01:02:38 AMI've never instakill-backstabbed someone with mercy on, but I've mort-wounded several folks. I suppose it's possible that my skills/stats were simply in the sweet-spot. At any rate, I'd be surprised if it weren't already taken into account.
Anyway, if you're -that- skilled at backstab, but you don't want to kill them, might I suggest skill_sap?
You can suggest it but it's not what I'm looking for, Synthesis.
I thought of Sap, first thing as well, but then I thought, perhaps its the desire to whisper something into their ear just before they die, such as " Should of payed your taxes. (This message is Templar approved.)"
My tiny want is to have a conceal command for objects in a room, so that they are openly hidden, like under a table that has cloth draped over it.
I believe perhaps something in 2.Arm is slated for this, but if not, I hope it is considered.
To be able to cancel/edit your own f-in' regular application.
This would save much player grief and staff work.
The short, bearded man sits here waiting on the upcoming "be more careful during chargen" reply to his ask the staff post.
Something like Atonement's hide function where you can hide items in a room based on your hide skill.
It's not the best, but it's better than nothing.
Holy shit this thing is still going? lol
A 'behind the ear' slot so all the bald humanoids can slip a tube of spice there instead of 'in their hair'.
Quote from: DesertT on February 16, 2011, 08:19:38 AM
A 'behind the ear' slot so all the bald humanoids can slip a tube of spice there instead of 'in their hair'.
Or for everyone.
Probably asked for a million times...
Conditions on weapons, like armor, that can be repaired.
An actual item when a weapon breaks, that can potentially be salvaged.
a bar command that lets you order drinks for other people and have tha bartender serve it to them.
Quote from: Potaje on February 16, 2011, 06:16:37 PM
a bar command that lets you order drinks for other people and have tha bartender serve it to them.
OOOO, nice. Maybe it could work like the "backroom" code.
>round #5 me amos malik sinewy breed
Quote from: Potaje on February 16, 2011, 06:16:37 PM
a bar command that lets you order drinks for other people and have tha bartender serve it to them.
That would be great. I support this.
To be able to throw echos into the next room.
Something like
echo laughter filters in from another room.
You can overhear talking, but you can't hear the tone or any laughter or such. Would be cool to be able to send your own echos to the next room I think.
Quote from: Tenua on February 16, 2011, 07:24:36 PM
To be able to throw echos into the next room.
Something like
echo laughter filters in from another room.
You can overhear talking, but you can't hear the tone or any laughter or such. Would be cool to be able to send your own echos to the next room I think.
Before Synthesis says it:
Easily abused, but otherwise a good idea, if the player-base were responsible enough for it.
More flavor with bar-room brawls would be nice.
I want shout emotes to travel to the next room. I want all overheard things from other rooms to carry the emotes actually.
Quote from: Marshmellow on February 16, 2011, 10:47:14 PM
I want shout emotes to travel to the next room. I want all overheard things from other rooms to carry the emotes actually.
How could you tell they were waving their hands in the air like they just don't care from the other side of a door though?
I'm sure our coders could put in a check so that if exit->flag IS_DOOR is set and door is closed, you don't see the echo, just the shout.. maybe even muffle it a bit.
I'm not 100% sure if this is or isn't a problem?
I'd really like to be able to use Templar as a keyword when I'm trying to find a templar's mind.
Maybe this already works.. and maybe I've just never done it successfuly, but I have NEVER done it successfuly.
Feedback?
Quote from: perfecto on February 17, 2011, 05:55:05 AM
I'd really like to be able to use Templar as a keyword when I'm trying to find a templar's mind.
"contact templar" definitely works.
"contact templar rugged" might work.
"contact templar samos" probably doesn't work, if Samos is the given name of the desired templar. (As described by other folks, mixing names and keywords seems to be problematic.)
Emoting is easily abused, as is the "kill" command. Crafting is easily abused. Pretty much anything is easily abused. So.... I've never took much stock in that being a reason to not have it.
Quote from: BleakOne on February 16, 2011, 11:10:52 PMQuote from: Marshmellow on February 16, 2011, 10:47:14 PMI want shout emotes to travel to the next room. I want all overheard things from other rooms to carry the emotes actually.
How could you tell they were waving their hands in the air like they just don't care from the other side of a door though?
How can you see me smiling when I emote in the dark or when your character is unconscious? I'm responsible for using an emote that makes sense. If I shout "angrily" or "mockingly" though, I want it to make it to those people I'm shouting at.
For liquids to have smells.
I wish we had sheaths and scabbards.
Quote from: Drayab on February 17, 2011, 05:46:14 PM
I wish we had sheaths and scabbards.
We do, but they're not very widely used. :(
They're not necessary for belt-sheathing so they often get avoided. Wearing a sheath on your back gives you another 'weapon slot', but in exchange you must forego wearing a bow or shield or backpack back there.
Special sheaths which go on arms, wrists, ankles etc are conversely very popular and generally more common.
Well, I know about those ankle/wrist sheaths, but they are only for little weapons. What I am talking about is a real sheath or scabbard you hang on your belt to put a sword in, or a harness and loop on your back to secure that giant axe. Some sword belts and such describe tooling to secure weapons, but I wish it was a separate object so that I could remove the scabbard and sword as a single item to, for example, stow away in my chest of phat loots.
I've never seen one of these back sheaths before, but it sounds like what I'm wishing I could find.
Scabbards are indeed in the game.
If they are, they should be more widely available.
Updated RTW: I want shops that sell weapons to also sell these mythical scabbards as a standard item. It makes no sense that they should be so rare.
Don't see how the echoes into the next room thing could be abused really. To suggest not adding something because of the .05% abuse rate vs th 99.95% badass awesome add is ridiculous to me.
Random tiny want:
Fist weapons to be their own weapon type. Not just bludgeoning.
Wish the 'taste' of spices/seasonings added to something like 'a loaf of bread' would transfer over to 'a slice of bread' that you cut/craft from it.
I wish there were more digging sticks in the game.
Quote from: solera on February 18, 2011, 01:00:05 PM
I wish there were more digging sticks in the game.
I've never seen one, but I would really like to have one.
Digging sticks are craftable. I can not remember if that was a clan-specific craft, though. If it was, they are no longer craftable by anyone in game... so you could talk to staff about that in a request if you think you should be able to make one. (Pretty sure it was crafted using the 'tool making'.)
Quote from: BleakOne on February 16, 2011, 06:21:48 PM
Quote from: Potaje on February 16, 2011, 06:16:37 PM
a bar command that lets you order drinks for other people and have tha bartender serve it to them.
That would be great. I support this.
I've done this with just emotes, letting a VNPC serve the drinks.
Quote from: daedroug on April 21, 2009, 11:25:21 PM
Changed title because I'm adding some other tiny little changes I'd like in new posts
just a quick change easy change for making the position in your prompt make a little more sense as well as to follow the fact that when your fighting it shows it and who your fighting. Anyways, it seems odd to me that it would show that and not the fact that your mounted and what your mounted on, rather then needing to add another variable to show what your mounted on.
This will be in next reboot. Gone a bit further with it than requested. '%s' [position] will show what you are sleeping/resting/sitting/standing on, as well as what you are riding.
Note that '%k' [riding] was not altered.
Soldiers in Allanak and Tuluk have immunity from crime-code; they aren't incriminated when they attack someone. However, the person they attack will be crimeflagged (I think, at least if he doesn't instantly disengage), and militia/legion NPCs will immediately assist, in a glourious mass beatdown that kills the average PC within a round or two.
PC soldiers would be scarier if they could turn on a nosave-style flag called "no assist." Here's what it would do: when you turn on no-assist,
- NPCs in your clan will not assist you, and
- PCs whom you attack will not be crime-coded for defending themselves.
- Turning the flag back off while in combat allows your NPC clannies to come to your aid.
This is also applicable to clans besides the militias; there've been plenty of mixups while Sparring Near Guards, for instance, and I bet the Kuraci Fist, stuck up there in Odessa without a fully-functional crime system, would be grateful for the greater selectivity. But my primary objective is to let soldiers hand out beatdowns without actually instakillin' th' fool.
Quote from: brytta.leofa on February 21, 2011, 12:58:59 PM
Soldiers in Allanak and Tuluk have immunity from crime-code; they aren't incriminated when they attack someone. However, the person they attack will be crimeflagged (I think, at least if he doesn't instantly disengage), and militia/legion NPCs will immediately assist, in a glourious mass beatdown that kills the average PC within a round or two.
PC soldiers would be scarier if they could turn on a nosave-style flag called "no assist." Here's what it would do: when you turn on no-assist,
- NPCs in your clan will not assist you, and
- PCs whom you attack will not be crime-coded for defending themselves.
- Turning the flag back off while in combat allows your NPC clannies to come to your aid.
This is also applicable to clans besides the militias; there've been plenty of mixups while Sparring Near Guards, for instance, and I bet the Kuraci Fist, stuck up there in Odessa without a fully-functional crime system, would be grateful for the greater selectivity. But my primary objective is to let soldiers hand out beatdowns without actually instakillin' th' fool.
Dude, awesome. Yes please.
I've always held back with Militia characters for this very reason.
I dig that idea too.
Quote from: Morgenes on February 19, 2011, 11:31:25 PM
Quote from: daedroug on April 21, 2009, 11:25:21 PM
Changed title because I'm adding some other tiny little changes I'd like in new posts
just a quick change easy change for making the position in your prompt make a little more sense as well as to follow the fact that when your fighting it shows it and who your fighting. Anyways, it seems odd to me that it would show that and not the fact that your mounted and what your mounted on, rather then needing to add another variable to show what your mounted on.
This will be in next reboot. Gone a bit further with it than requested. '%s' [position] will show what you are sleeping/resting/sitting/standing on, as well as what you are riding.
Note that '%k' [riding] was not altered.
Totally dig the new patch.
(standing at: a boxy wooden bar)
Quote from: brytta.leofa on February 21, 2011, 12:58:59 PM
Soldiers in Allanak and Tuluk have immunity from crime-code; they aren't incriminated when they attack someone. However, the person they attack will be crimeflagged (I think, at least if he doesn't instantly disengage), and militia/legion NPCs will immediately assist, in a glourious mass beatdown that kills the average PC within a round or two.
PC soldiers would be scarier if they could turn on a nosave-style flag called "no assist." Here's what it would do: when you turn on no-assist,
- NPCs in your clan will not assist you, and
- PCs whom you attack will not be crime-coded for defending themselves.
- Turning the flag back off while in combat allows your NPC clannies to come to your aid.
This is also applicable to clans besides the militias; there've been plenty of mixups while Sparring Near Guards, for instance, and I bet the Kuraci Fist, stuck up there in Odessa without a fully-functional crime system, would be grateful for the greater selectivity. But my primary objective is to let soldiers hand out beatdowns without actually instakillin' th' fool.
Barring a half-giant soldier's advance with an arm before cracking his knuckles, the burly, tall man says, in southern-accented sirihish:
"Stand down, I want to take down this law-breaker myself."
I like it, makes PC militia even more scary.
Quote from: brytta.leofa on February 21, 2011, 12:58:59 PM
Soldiers in Allanak and Tuluk have immunity from crime-code; they aren't incriminated when they attack someone. However, the person they attack will be crimeflagged (I think, at least if he doesn't instantly disengage), and militia/legion NPCs will immediately assist, in a glourious mass beatdown that kills the average PC within a round or two.
PC soldiers would be scarier if they could turn on a nosave-style flag called "no assist." Here's what it would do: when you turn on no-assist,
- NPCs in your clan will not assist you, and
- PCs whom you attack will not be crime-coded for defending themselves.
- Turning the flag back off while in combat allows your NPC clannies to come to your aid.
This is also applicable to clans besides the militias; there've been plenty of mixups while Sparring Near Guards, for instance, and I bet the Kuraci Fist, stuck up there in Odessa without a fully-functional crime system, would be grateful for the greater selectivity. But my primary objective is to let soldiers hand out beatdowns without actually instakillin' th' fool.
Quote from: brytta.leofa on February 21, 2011, 12:58:59 PM
Soldiers in Allanak and Tuluk have immunity from crime-code; they aren't incriminated when they attack someone. However, the person they attack will be crimeflagged (I think, at least if he doesn't instantly disengage), and militia/legion NPCs will immediately assist, in a glourious mass beatdown that kills the average PC within a round or two.
PC soldiers would be scarier if they could turn on a nosave-style flag called "no assist." Here's what it would do: when you turn on no-assist,
- NPCs in your clan will not assist you, and
- PCs whom you attack will not be crime-coded for defending themselves.
- Turning the flag back off while in combat allows your NPC clannies to come to your aid.
This is also applicable to clans besides the militias; there've been plenty of mixups while Sparring Near Guards, for instance, and I bet the Kuraci Fist, stuck up there in Odessa without a fully-functional crime system, would be grateful for the greater selectivity. But my primary objective is to let soldiers hand out beatdowns without actually instakillin' th' fool.
This is like the best idea ever posted on this whole forum.
Quote from: Spice Spice Baby on February 22, 2011, 02:47:42 AM
Quote from: brytta.leofa on February 21, 2011, 12:58:59 PM
Soldiers in Allanak and Tuluk have immunity from crime-code; they aren't incriminated when they attack someone. However, the person they attack will be crimeflagged (I think, at least if he doesn't instantly disengage), and militia/legion NPCs will immediately assist, in a glourious mass beatdown that kills the average PC within a round or two.
PC soldiers would be scarier if they could turn on a nosave-style flag called "no assist." Here's what it would do: when you turn on no-assist,
- NPCs in your clan will not assist you, and
- PCs whom you attack will not be crime-coded for defending themselves.
- Turning the flag back off while in combat allows your NPC clannies to come to your aid.
This is also applicable to clans besides the militias; there've been plenty of mixups while Sparring Near Guards, for instance, and I bet the Kuraci Fist, stuck up there in Odessa without a fully-functional crime system, would be grateful for the greater selectivity. But my primary objective is to let soldiers hand out beatdowns without actually instakillin' th' fool.
This is like the best idea ever posted on this whole forum.
This would give me an excuse to roll up my bad ass militia officer I've been waiting to play.
Quote from: brytta.leofa on February 21, 2011, 12:58:59 PM
Soldiers in Allanak and Tuluk have immunity from crime-code; they aren't incriminated when they attack someone. However, the person they attack will be crimeflagged (I think, at least if he doesn't instantly disengage), and militia/legion NPCs will immediately assist, in a glourious mass beatdown that kills the average PC within a round or two.
PC soldiers would be scarier if they could turn on a nosave-style flag called "no assist." Here's what it would do: when you turn on no-assist,
- NPCs in your clan will not assist you, and
- PCs whom you attack will not be crime-coded for defending themselves.
- Turning the flag back off while in combat allows your NPC clannies to come to your aid.
This is also applicable to clans besides the militias; there've been plenty of mixups while Sparring Near Guards, for instance, and I bet the Kuraci Fist, stuck up there in Odessa without a fully-functional crime system, would be grateful for the greater selectivity. But my primary objective is to let soldiers hand out beatdowns without actually instakillin' th' fool.
I like this.
Quote from: aphex on April 29, 2009, 08:42:42 PM
I want to be able to assess or value a container and be able to see it's "about half full" or what without having to drop/pick up the container or get it from another container.
Next reboot this will be in. Only caveat is that you have to have equipped or in inventory to get the 'It is very light' part of the message.
Quote from: Redheart on February 22, 2011, 01:57:06 PM
Quote from: Taven on February 22, 2011, 01:34:46 PM
The thing I prefer about doing a bio In-Game is that it tells you if you're over the character limit by skipping lines.
I think a character counter/ticker would be something easily enough added to the web tool.
/offtopic You beat me to that. ;)
One or two extra foods/drinks to buy at bars, and a few more than that at exclusive, get-out-sharp bars. Or just a couple more things available at fancy bars to further exaggerate how much better they are than the Gaj or such. a humans-only bar, since half the time i'm kind of seeing a grey area where discrimination against non-round ears is concerned, as opposed to the concrete elves are crap area. you wouldn't have no funny elf or dwarven food in that bar either, just awesome human food.
A bar slightly closer to either Hathor's Way or one of the two main gates whose general aura provides for most walks of life to be there, like the Kadian bar. that way, the unwashed masses could get a glimpse of noble politicking. I think someone suggest this already. also, adding one more bar might help give Allanak the bigger-than-Tuluk feel I think could be added onto, as Tuluk, just from a single person's standpoint, seems to have more market area in total to walk through.
juice. if there is juice to be drunk in-game, i haven't seen it. coffee? i think i've seen coffee somewhere, but it isn't widely available. might be mistaken. i would really love to see more coffee and juice. also i'd like to see mead, as it is a low-techly made alcohol. i'd like to see corn in-game, mostly for popcorn. i think having small bags of plain, buttered, caramel and honey popcorn would be insanely cool. have a dwarf invent corn or find wild corn or something, and maybe make it a signature meal of a certain area, the way siltfruit is for Red Storm. all you'd need to make it yourself is coded honey/butter/caramel, coded corn, a container and a fire.
kalan, ginka, petoch, and siltfruit juice. tequila. with the introduction of corn: corn chips, cream corn in a bowl. hummus to dip corn chips in as a coded seasoning. i think its a middle-eastern food.
A lot of that stuff is already in-game.
Corn doesn't exist.
Command emotes for the 'knock' commad that transmit to the next room.
Quote from: Marshmellow on February 22, 2011, 11:29:16 PM
Command emotes for the 'knock' commad that transmit to the next room.
Do command emotes transfer when opening a door?
I do not know. I've never seen them, if people were using them.
Would be nice if burning incense would change the SMELL of the room.
sniff room
You smell...blah blah blah incense haze whatever :)
I have incense burning in the room, but I can still smell the spice, sweat and other less pleasant bodily odors.
Not the incense.
And you can't SNIFF HAZE. :(
A replacement for the old %s in prompt.
My prompt of years is all fubar'd when I sit at tables :-( My imeersichun!
> craft rock
You could craft a rock into a small rock.
You could craft a rock into a couple of small rocks.
> craft rock into small
There are multiple matches; please be more specific.
> bug rock Solike overlapping recipes, can u fix? thanks.
Your bug report has been filed.
> craft rock into small
There are still multiple matches, sucker. Like it takes some time to fix this stuff.
> sigh
You sigh.
> craft rock into 1.small
You cleverly craft your rock into a small rock.
Statistics on the request tool regarding the activity of player accounts. Ie, how many of each type of request has been filed, and account activity per month.
Quote from: valeria on February 25, 2011, 11:14:56 AM
Statistics on the request tool regarding the activity of player accounts. Ie, how many of each type of request has been filed, and account activity per month.
Have you seen the info on the Weekly Update (http://www.armageddon.org/general/updates/view.php)? It summarizes the number of requests resolved (not submitted, but resolved), and how long it took for them to be resolved on average. It also indicates the # of unique accounts that have logged in that week.
Quote from: Marc on February 25, 2011, 03:00:33 AM
A replacement for the old %s in prompt.
My prompt of years is all fubar'd when I sit at tables :-( My imeersichun!
This wouldn't be too bad an idea if you could decide between "simple" prompts and "sdesc of whichever item you're sitting at/on".
Quote from: Morgenes on February 25, 2011, 01:05:42 PM
Quote from: valeria on February 25, 2011, 11:14:56 AM
Statistics on the request tool regarding the activity of player accounts. Ie, how many of each type of request has been filed, and account activity per month.
Have you seen the info on the Weekly Update (http://www.armageddon.org/general/updates/view.php)? It summarizes the number of requests resolved (not submitted, but resolved), and how long it took for them to be resolved on average. It also indicates the # of unique accounts that have logged in that week.
I know! It's a cool resource, that's kind of why I want one--I meant for my player account as a player, not for the mud as a whole. So I can easily figure out how many character reports I've submitted when, how many kudos when. Just was kind of wondering about my monthly activity, like if I play less in the summer, and if I've stopped giving as many kudos as I used to or if that's just my perception. Sorting by date or type and then trying to count manually is kind of tedious. It really is both a random and a tiny want, but I'd find it useful.
Ah, your activity, I get it. Sure that's possible. What kind of statistics would you like to see?
Morg, on the bio/desc viewer page, I would love to see the final skill sheets of past characters...especially those we played before skill levels were displayed.
Actually, my sole reason for wanting this is to see how badd Jakub really was (or wasn't, heh).
That wouldn't be so easy. The descs are stored in a file that I can easily access and parse. The skills are not as much. Also the conditional display of the 'how good' would have to be kept in synch between the game and the web tool (not a huge deal, but still something else to consider)
Quote from: Morgenes on February 25, 2011, 08:47:17 PM
That wouldn't be so easy. The descs are stored in a file that I can easily access and parse. The skills are not as much. Also the conditional display of the 'how good' would have to be kept in synch between the game and the web tool (not a huge deal, but still something else to consider)
Just uncorpsify our beloved ex-characters and pop 'em into a secret, undisclosed location in the game (or on the testin' port or whatever). Force them to type "skills." Capture the output. Run through webby magic. How hard can it be? ;)
Or if you want to really be cathartic, let us disconnect from our living character and connect to a dead one...but logging in puts us in a temporary, private, simply-furnished room that is wholly isolated from the game itself. We can call it
The Grieving Chamber.
Morg: In terms of what I'd find useful, it would be how many of each type of request (ie, Character Reports: total # , Player Kudos: total #) and then maybe total # of requests week by week, or at least by month. :D
Quote from: brytta.leofa on February 25, 2011, 08:53:17 PM
Quote from: Morgenes on February 25, 2011, 08:47:17 PM
That wouldn't be so easy. The descs are stored in a file that I can easily access and parse. The skills are not as much. Also the conditional display of the 'how good' would have to be kept in synch between the game and the web tool (not a huge deal, but still something else to consider)
Just uncorpsify our beloved ex-characters and pop 'em into a secret, undisclosed location in the game (or on the testin' port or whatever). Force them to type "skills." Capture the output. Run through webby magic. How hard can it be? ;)
Or if you want to really be cathartic, let us disconnect from our living character and connect to a dead one...but logging in puts us in a temporary, private, simply-furnished room that is wholly isolated from the game itself. We can call it The Grieving Chamber.
I dig this!
Hunt to be effected by daylight in the same way that forage is.
Would make being a bastard in the dead of night more promising and a posse has to track their quarry before night on most days.
For watch direction to work on sneak.
IE, sneak should not automatically defeat watch direction whether you have the skill or not.
And on that note, For watch direction to see emotes.
draw boomstick es
Quote from: Majikal on February 26, 2011, 01:11:50 PM
Hunt to be effected by daylight in the same way that forage is.
Would make being a bastard in the dead of night more promising and a posse has to track their quarry before night on most days.
I like this one. Maybe not make it impossible, but make it more difficult. I like the idea of the night being extra dangerous for most because it's the preferred time for ne'er-do-wells to crawl out from under their rocks.
Quote from: Drayab on February 26, 2011, 03:41:24 PM
Quote from: Majikal on February 26, 2011, 01:11:50 PM
Hunt to be effected by daylight in the same way that forage is.
Would make being a bastard in the dead of night more promising and a posse has to track their quarry before night on most days.
I like this one. Maybe not make it impossible, but make it more difficult. I like the idea of the night being extra dangerous for most because it's the preferred time for ne'er-do-wells to crawl out from under their rocks.
It's been awhile but I thought Hunt already works like this...?
Maybe it does, but...
Quote from: help hunt
Skill Hunt (Perception)
This skill involves the act of carefully searching the terrain that the
character is in, to find who has passed through the vicinity. Depending on
what environment the character is used to, their ability to find a quarry's
tracks will be adjusted accordingly. Rangers are best suited in the desert,
while in the cities they will be penalised. This applies conversely for
other guilds which might get the skill.
Tracks are only left if something has passed through the location. Thus,
in order to track something accurately, one should know where the trail has
begun.
Syntax:
hunt
Note:
Light levels typically do not strongly affect the ability, but weather
conditions do. It is almost impossible to track someone through a
sandstorm, for example. All stride & weight related messages should be
assumed to be relative to an average human.
Delay: before
I personally haven't noticed much effect, but the help file implies a modest penalty.
Quote from: Drayab on February 26, 2011, 03:54:58 PM
Maybe it does, but...
Quote from: help hunt
Skill Hunt (Perception)
This skill involves the act of carefully searching the terrain that the
character is in, to find who has passed through the vicinity. Depending on
what environment the character is used to, their ability to find a quarry's
tracks will be adjusted accordingly. Rangers are best suited in the desert,
while in the cities they will be penalised. This applies conversely for
other guilds which might get the skill.
Tracks are only left if something has passed through the location. Thus,
in order to track something accurately, one should know where the trail has
begun.
Syntax:
hunt
Note:
Light levels typically do not strongly affect the ability, but weather
conditions do. It is almost impossible to track someone through a
sandstorm, for example. All stride & weight related messages should be
assumed to be relative to an average human.
Delay: before
I personally haven't noticed much effect, but the help file implies a modest penalty.
It's not impossible to find tracks at night, in-game or in real life - given you have some good lighting in the area (ie: torch, strong moonlight with calm weather).
Knowing nothing of tracking personally, I defer to those that know better. I just like night being the providence of ne're-do-wells. It just seems like common sense to me that it would be significantly harder to track at night, everything else being equal.
Quote from: X-D on February 26, 2011, 02:11:00 PM
For watch direction to work on sneak.
IE, sneak should not automatically defeat watch direction whether you have the skill or not.
And on that note, For watch direction to see emotes.
Yeah, the watch function definitely needs to call checks vs. listen (or scan, I suppose) when someone is sneaking into a watched room.
Quote from: Drayab on February 26, 2011, 04:09:20 PM
Knowing nothing of tracking personally, I defer to those that know better. I just like night being the providence of ne're-do-wells. It just seems like common sense to me that it would be significantly harder to track at night, everything else being equal.
You also have to take into account terrain. For example; it's infinitely harder to track someone through a forest, at night versus tracking them through a desert, at night.
Yeah, so I found out that when they say you can only submit ONE mastercraft item per month, it does NOT mean one in January, one in February, one in March and so on.
I submitted on the 30th of January and even today, the 28th of February, I cannot submit another mastercraft item.
My want?
That 'the system' could differentiate between the actual months so that I could submit one item on the 30th of January, then turn around and submit another on the 5th of February. :(
It may be a little saddening to hear, but we did it this way on purpose, I promise--for the reason you indicated you want it.
Nyr,
You are -all- about denying me. :-[
No tattoo.
No mastercraft.
No LOVE!!
;D
Quote from: Gunnerblaster on February 26, 2011, 03:56:08 PM
Quote from: Drayab on February 26, 2011, 03:54:58 PM
Maybe it does, but...
Quote from: help hunt
Skill Hunt (Perception)
This skill involves the act of carefully searching the terrain that the
character is in, to find who has passed through the vicinity. Depending on
what environment the character is used to, their ability to find a quarry's
tracks will be adjusted accordingly. Rangers are best suited in the desert,
while in the cities they will be penalised. This applies conversely for
other guilds which might get the skill.
Tracks are only left if something has passed through the location. Thus,
in order to track something accurately, one should know where the trail has
begun.
Syntax:
hunt
Note:
Light levels typically do not strongly affect the ability, but weather
conditions do. It is almost impossible to track someone through a
sandstorm, for example. All stride & weight related messages should be
assumed to be relative to an average human.
Delay: before
I personally haven't noticed much effect, but the help file implies a modest penalty.
It's not impossible to find tracks at night, in-game or in real life - given you have some good lighting in the area (ie: torch, strong moonlight with calm weather).
you remember aragorn in the second LOTR movie touching the ground, and (even if it was dark) touching the tracks might still good you clear enough indication that you don't need light.
"A hobbit lay here."
basically, i want hunt to stay the same.
and:
i would really like for the mount animals available for sale to be more random than two to seven different animals available; like: say this is the list.
1. a sunlon
2. a war beetle
3. a plains-ox
4. an inix
5. a mekillot-WTF
and then when you bought one the appearance is randomized from a pool of different sdesc/mdesc sets so that, for the most part, you could tell the different between your ox and someone else's ox. like yours is "the large, brown-black plains-ox" and their's is "the one-horned, shaggy plains-ox" or something.
Quote from: Cindy42 on February 28, 2011, 03:30:31 PM
and then when you bought one the appearance is randomized from a pool of different sdesc/mdesc sets so that, for the most part, you could tell the different between your ox and someone else's ox. like yours is "the large, brown-black plains-ox" and their's is "the one-horned, shaggy plains-ox" or something.
I love this. Rather than having
3. a war beetle,
4. a cool war beetle, and
5. an other cool war beetle,
make the only beetle option "a war beetle," but autogenerate a plausibly unique beetle for the purchaser.
I'd love to be able to purchase inix in more locations, too, but maybe it's good for the game that I can't.
Quote from: brytta.leofa on February 28, 2011, 03:53:10 PM
Quote from: Cindy42 on February 28, 2011, 03:30:31 PM
and then when you bought one the appearance is randomized from a pool of different sdesc/mdesc sets so that, for the most part, you could tell the different between your ox and someone else's ox. like yours is "the large, brown-black plains-ox" and their's is "the one-horned, shaggy plains-ox" or something.
I love this. Rather than having
3. a war beetle,
4. a cool war beetle, and
5. an other cool war beetle,
make the only beetle option "a war beetle," but autogenerate a plausibly unique beetle for the purchaser.
I'd love to be able to purchase inix in more locations, too, but maybe it's good for the game that I can't.
I'd use something like the tattoo code or the custom clothing code so people could customize it. Otherwise you'd get people sending in requests like "my dwarf's focus is to never touch anything green, but the code made me buy a green beetle! Can someone please make it a blue beetle instead?"
Odd little idea I had from the 'beep' portion of the nifty things thread:
Ping
The ping command can be used on another player, without breaking stealth or alerting the other player, for those that suspect the individual is linkdead and unable to respond to attempts at roleplay.
> ping muscular
The tall, muscular man appears to be connected to the game normally.
> ping short
The short, skinny man appears to be disconnected from the game. Staff has been notified of their status.
If you ping someone that is indeed linkdead, then it sends a message to staff that a linkdead player is in a position where their presence demands interaction that they are incapable of doing. This allows staff to note if someone is intentionally using ping feedback to oocly 'prey' on certain people, and if not allows them to force-log that individual out after the would-be interacter has moved on.
Example situation would be a PC guard in a clan barrack. They SHOULD be at training, but physically aren't - if they were offline, then they are virtually at training, there's not repercussions about that. If they are online then they are clearly skipping training and that might be a problem. However, if their commanding PC pings them, and realizes that they are offline (disconnected) then its more to their discretion on how to treat it. Gives them more information regarding an OOC situation without having to go to OOC communication within game. Just a thought. :)
Quote from: Praetorian on March 01, 2011, 08:23:02 AM
Odd little idea I had from the 'beep' portion of the nifty things thread:
Ping
The ping command can be used on another player, without breaking stealth or alerting the other player, for those that suspect the individual is linkdead and unable to respond to attempts at roleplay.
> ping muscular
The tall, muscular man appears to be connected to the game normally.
> ping short
The short, skinny man appears to be disconnected from the game. Staff has been notified of their status.
If you ping someone that is indeed linkdead, then it sends a message to staff that a linkdead player is in a position where their presence demands interaction that they are incapable of doing. This allows staff to note if someone is intentionally using ping feedback to oocly 'prey' on certain people, and if not allows them to force-log that individual out after the would-be interacter has moved on.
Example situation would be a PC guard in a clan barrack. They SHOULD be at training, but physically aren't - if they were offline, then they are virtually at training, there's not repercussions about that. If they are online then they are clearly skipping training and that might be a problem. However, if their commanding PC pings them, and realizes that they are offline (disconnected) then its more to their discretion on how to treat it. Gives them more information regarding an OOC situation without having to go to OOC communication within game. Just a thought. :)
I dig this.
Quote from: Barsook on March 01, 2011, 08:39:34 AM
Quote from: Praetorian on March 01, 2011, 08:23:02 AM
Odd little idea I had from the 'beep' portion of the nifty things thread:
Ping
The ping command can be used on another player, without breaking stealth or alerting the other player, for those that suspect the individual is linkdead and unable to respond to attempts at roleplay.
> ping muscular
The tall, muscular man appears to be connected to the game normally.
> ping short
The short, skinny man appears to be disconnected from the game. Staff has been notified of their status.
If you ping someone that is indeed linkdead, then it sends a message to staff that a linkdead player is in a position where their presence demands interaction that they are incapable of doing. This allows staff to note if someone is intentionally using ping feedback to oocly 'prey' on certain people, and if not allows them to force-log that individual out after the would-be interacter has moved on.
Example situation would be a PC guard in a clan barrack. They SHOULD be at training, but physically aren't - if they were offline, then they are virtually at training, there's not repercussions about that. If they are online then they are clearly skipping training and that might be a problem. However, if their commanding PC pings them, and realizes that they are offline (disconnected) then its more to their discretion on how to treat it. Gives them more information regarding an OOC situation without having to go to OOC communication within game. Just a thought. :)
I dig this.
I dig that dig, and the original idea.
It's already been said a hundred times that the game sucks at being able to tell whether a PC is linkdead or not.
If someone doesn't respond to you when you tell them, "Hey, jerkoff, get your ass to the sparring hall," how about you just assume they're linkdead?
I would love to be able to use the command "sap" with bare fists.
Quote from: FantasyWriter on March 03, 2011, 08:22:46 PM
I would love to be able to use the command "sap" with bare fists.
> necksnapOn a serious note, I think that given the way sap seems to work this might be a very bad idea, unless it were nerfed significantly for the bare-fisted approach. On the other hand, I would -love- someone to fail a sap on me and be weaponless for that kind of lag period. This literally would be old lennypoppo's necksnap command: if you hit it, you win...if you miss it, you might as well snap your own neck, because you are fuuuuuuuucked.
Quote from: Synthesis on March 03, 2011, 10:20:04 PM
Quote from: FantasyWriter on March 03, 2011, 08:22:46 PM
I would love to be able to use the command "sap" with bare fists.
> necksnap
On a serious note, I think that given the way sap seems to work this might be a very bad idea, unless it were nerfed significantly for the bare-fisted approach. On the other hand, I would -love- someone to fail a sap on me and be weaponless for that kind of lag period. This literally would be old lennypoppo's necksnap command: if you hit it, you win...if you miss it, you might as well snap your own neck, because you are fuuuuuuuucked.
Who the Hell was that guy, anyways? (Lennypoppo)
And, put into a different light, as Synth has mentioned - I'd like this.
I didn't so much mean to beable to sap with your barehands as sap currently exist, but to be able to attempt to one-hit KO someone.
As said above, the vulnerability after a miss would balance out the advantage quite well.
You all do realize that getting truly KO'd due to blunt force trauma to the head often results in permanent brain damage, right? The one-hit, Captain Kirk style KO is also grossly realistic. A real KO, like in real boxing, isn't someone being unconscious, just ridiculously punch drunk and unable to properly manage gross muscle movement and with little to no coordination.
Quote from: Marshmellow on March 04, 2011, 04:44:24 AM
You all do realize that getting truly KO'd due to blunt force trauma to the head often results in permanent brain damage, right? The one-hit, Captain Kirk style KO is also grossly realistic. A real KO, like in real boxing, isn't someone being unconscious, just ridiculously punch drunk and unable to properly manage gross muscle movement and with little to no coordination.
So we should start derping out once we're sapped?
I'm game.
Quote from: Feco on March 04, 2011, 09:45:55 AM
Quote from: Marshmellow on March 04, 2011, 04:44:24 AM
You all do realize that getting truly KO'd due to blunt force trauma to the head often results in permanent brain damage, right? The one-hit, Captain Kirk style KO is also grossly realistic. A real KO, like in real boxing, isn't someone being unconscious, just ridiculously punch drunk and unable to properly manage gross muscle movement and with little to no coordination.
So we should start derping out once we're sapped?
I'm game.
Anything'd be better than being out for several IG hours after a little tap on the chin brings you barely over the KO threshold.
Shiny beetles.
Quote from: Reiteration on March 04, 2011, 11:09:49 AM
Shiny beetles.
Quote from: www.dictionary.comir·i·des·cent
–adjective
1. displaying a play of lustrous colors like those of the rainbow.
Quote from: www.dictionary.comlus·trous
–adjective
1. having luster; shining; luminous
Looks like it's your lucky day.
Something that conjugates the # usage in emotes.
Example:
emote As #amos snore, @ knits a beret for ~amos.
Currently, this yields:
To you/room
As he snore, the tracty, tressied woman knits a beret for the tall, muscular man.
To target
As you snore, the tracty, tressied woman knits a beret for you.
Alternately, you could see how adding the 's' doesn't make this correct, either.
I don't know if this topic's been discussed before, and I don't really have time to dig for it. Perhaps by adding an 's' to the verb that almost always follows #, or he/she in a sentence (or in the case that the word ends in 's' then, add 'es'), you would be grammatically correct 99 times out of 100, at least. If I'm wrong, feel free to correct me.
Quote from: Kismetic on March 04, 2011, 08:56:06 PM
Something that conjugates the # usage in emotes.
Example:
emote As #amos snore, @ knits a beret for ~amos.
Currently, this yields:
To you/room
As he snore, the tracty, tressied woman knits a beret for the tall, muscular man.
To target
As you snore, the tracty, tressied woman knits a beret for you.
Alternately, you could see how adding the 's' doesn't make this correct, either.
I don't know if this topic's been discussed before, and I don't really have time to dig for it. Perhaps by adding an 's' to the verb that almost always follows #, or he/she in a sentence (or in the case that the word ends in 's' then, add 'es'), you would be grammatically correct 99 times out of 100, at least. If I'm wrong, feel free to correct me.
Arm 2
Nice!
> em with a chuckle at %amos snores, @ knits a hat for !amos.
I want a beetle made of glow crystal then, one that lights up rooms.
Quote from: Reiteration on March 05, 2011, 12:16:08 AM
I want a beetle made of glow crystal then, one that lights up rooms.
You could ride an irrig beetle, if your size was "tiny."
I want all of those fucking bullshit sinkholes fucking removed. All of them. Fuck everything.
You know, sinkholes and pits and cliffs seem to kill a fuckload of people (and wagons) on this game.
I propose a new ranger skill that shouts HOLY SHIT THAT IS A CLIFF ARE YOU SURE when you try to go into a pit.
I wish the bandaging skill wasn't trumped entirely by just typing "sleep".
I wish there was an anywhere log-out command for when RL unexpected important stuff come out. I also wish that it would have safeguards to stop miserable twinks abusing it. I also wish that people would carefully consider my idea, then reject it.
Quote from: BleakOne on March 05, 2011, 07:36:52 AM
I wish there was an anywhere log-out command for when RL unexpected important stuff come out. I also wish that it would have safeguards to stop miserable twinks abusing it. I also wish that people would carefully consider my idea, then reject it.
actually I'm under the impression that hunger and thirst don't go down when you log out at random... but unfortunately this is a game based on realism and its not realistic to see people randomly disappear into midair all the time. magick can't be used as an excuse due to its rarity and the widespread fear and dread of the few who know it.
Quote from: Qzzrbl on March 05, 2011, 06:06:13 AM
I wish the bandaging skill wasn't trumped entirely by just typing "sleep".
It isn't. Not by a long shot. For at least 4 reasons:
1) Bandage is instantaneous. You can get up to 60hp instantly, without having to wait for mana, without having to wait for the tick timer, without having to wait for shit. Just *BAM* +60hp, better than fucking magick. Also, you don't leave blood trails all over the place, leading potential Bad Guys to your cozy, unconscious soon-to-be-corpse.
2) Bandage is weather-independent. Go ahead, try sleeping off a near-mortal wound in a sandstorm, and let us know how that works out for you.
3)
Quote from: help bandageA truly talented individual, using high quality bandages may even be able to cure some poisons through skilled first aid.
4) Bandage doesn't prohibit you from waking up if you also happen to be drained of stamina.
Yeah... bandage is pretty much awesome.
One thing I do wish was slightly different about it is that I wish you could bandage minor wounds. It doesn't make a whole lot of practical IC sense to train newbie medics on people in your clan that are actually injured. I mean, it makes sense from a "we gotta get this guy trained up" standpoint, but should a clan really trust their least talented medic to treat real moderate injuries on valuable members of the team? Start him off on nicks and grazes, man!
Quote from: Spice Spice Baby on March 05, 2011, 04:21:22 PM
Yeah... bandage is pretty much awesome.
One thing I do wish was slightly different about it is that I wish you could bandage minor wounds. It doesn't make a whole lot of practical IC sense to train newbie medics on people in your clan that are actually injured. I mean, it makes sense from a "we gotta get this guy trained up" standpoint, but should a clan really trust their least talented medic to treat real moderate injuries on valuable members of the team? Start him off on nicks and grazes, man!
The only way I can see to counter-balance this is through IC training. If there are other capable medics, then it would make sense for the intermediate medic to learn the ropes from the more seasoned - Salves, brews, and proper bandaging technique.
If, for example, there is only one medic in the group - Then the best way for them to learn is to try their hand when it's most needed. You're not going to really need a wound dressing on a grazed arm, but emoting applying proper saps could always be logged and sent in for a skill bump.
I still want corn.
Seriously, a dwarf with a farming background could have this Focus: Invent (insert synonym for corn here).
Corn is just grain commodities. Common usage in American refers to maize as corn, but it is not. You can have corn already!
Bandage is the skill I miss most when my PC does not have it.
I want mount tickets to have a picture of the mount.
Quote from: X-D on March 05, 2011, 08:10:39 PM
I want mount tickets to have a picture of the mount.
And I want tailor tickets to have indication of what shop they come from.
Quote from: Majikal on March 05, 2011, 08:14:35 PM
Quote from: X-D on March 05, 2011, 08:10:39 PM
I want mount tickets to have a picture of the mount.
And I want tailor tickets to have indication of what shop they come from.
Holy shit. These times a million.
Best fucking ideas right there. If anyone codes that I will personally send a crow-skull necklace.
Quote from: Yam on March 05, 2011, 11:17:42 PM
Best fucking ideas right there. If anyone codes that I will personally send a crow-skull necklace.
This is terrifying, and will probably dissuade anyone from approaching the task.
Quote from: HavokBlue on March 05, 2011, 11:53:29 PM
Quote from: Yam on March 05, 2011, 11:17:42 PM
Best fucking ideas right there. If anyone codes that I will personally send a crow-skull necklace.
This is terrifying, and will probably dissuade anyone from approaching the task.
What the Hell are you talking about?
Whoever plays ARM and -doesn't- want a crow-skull necklace is... Weird.
I'm just curious where one would get a crow skull necklace? Is it a real crows skull??
1. Kill a crow (or find a dead one).
2. Set said crow atop an anthill. (may be necessary to cover the carcass and hill with some sort of box and a heavy stone on top to help keep away larger scavengers)
3. Return 24 hour later to claim your prize.
Imagine (Communication)
This command is used to express what your character is imagining. Use
this as a role playing tool for things other than words floating around in your character's head.
This command can also be used to dream while asleep.
Syntax:
imagine <message>
Examples:
> imagine a rabid carru charging into the stout, hunched templar.
You imagine a rabid carru charging into the stout, hunched templar.
Note:
Use of this command will not interrupt any ongoing movements such as
picking locks, and will not take you out of hiding.
See also:
feel, think
Fuck yes.
Arm 2
Quote from: FantasyWriter on March 06, 2011, 05:26:58 PM
1. Kill a crow (or find a dead one).
2. Set said crow atop an anthill. (may be necessary to cover the carcass and hill with some sort of box and a heavy stone on top to help keep away larger scavengers)
3. Return 24 hour later to claim your prize.
Boiling them works just as efficiently but your way is more pro-nature.
Quote from: Is Friday on March 06, 2011, 08:32:16 PM
Fuck yes.
> imagine Is Friday using the imagine command during mudsturbation.
Quote from: Synthesis on March 06, 2011, 11:43:28 PM
Quote from: Is Friday on March 06, 2011, 08:32:16 PM
Fuck yes.
> imagine Is Friday using the imagine command during mudsturbation.
> imagine the busty, curvaceous sergeant stripping her bloodied battle gear in front of you.
> think Oh Krath, YES!
You wake and sit up.
> think Krath feckin' dammit!
caveman bone necklaces, where the end of the bones hang from the necklace, rough, caveman necklace, not dainty ones.
you see an elf coming towards you--- he's not only got warpaint and a three-bladed obsidian sword and is mounted on a mekillot but DAMN IT, he's got a bone necklace!!! RUN!!!
I wouldn't run. I'd sit there wondering why an elf was mounted.
Quote from: HavokBlue on March 07, 2011, 02:12:19 AM
I wouldn't run. I'd sit there wondering why an elf was mounted.
Crap, sorry.
he's a half-elf who looks completely like an elf, and is on a mekillot to both frighten and confuse you thereyougo.
Quote from: Synthesis on March 06, 2011, 11:43:28 PM
Quote from: Is Friday on March 06, 2011, 08:32:16 PM
Fuck yes.
> imagine Is Friday using the imagine command during mudsturbation.
imagine buxom dwarf with wig.
A longer delay for everything-- for me only. Everyone else can stay the same.
But Qzz, even with it aliased to "1", can't seem to bust out the "stop" command quickly enough in most situations.
Quote from: Qzzrbl on March 07, 2011, 03:58:15 PM
A longer delay for everything-- for me only. Everyone else can stay the same.
But Qzz, even with it aliased to "1", can't seem to bust out the "stop" command quickly enough in most situations.
Alias it to pressing ENTER with the command line empty.
GENIUSO
coded makeup, though due to the ease of tdesc makeup it shouldn't matter.
small clay pots for the commoners, small onyx and carved stone pots for rich people, lined with silt pearls and rubies and shit.
you'd have cool colors (blue, purple, maroon) available in tuluk and warm colors (red, gold, brown) available in allanak in terms of eyeshadow.
lip balm in small clay pots, as a mini bandage skill that can give you ten to fifteen hp or something, once an hour. you try to spam it, it'll give you You've already used it. and it could go on your face wear location.
each little pot would have twenty or so uses.
just the thought of carmex in zalanthas makes me happy.
and, like someone else suggested, a behind ear location for muls and dwarves who can't wear spice tubes behind their ears. how unfortunate! i dig this.
Some of that exists in-game.
Quote from: HavokBlue on March 08, 2011, 12:43:40 AM
Some of that exists in-game.
Though not easy to get ahold of.
Quote from: Reiteration on March 07, 2011, 06:19:55 PM
Quote from: Qzzrbl on March 07, 2011, 03:58:15 PM
A longer delay for everything-- for me only. Everyone else can stay the same.
But Qzz, even with it aliased to "1", can't seem to bust out the "stop" command quickly enough in most situations.
Alias it to pressing ENTER with the command line empty.
I don't see that ending well.
Because I often press "enter" in situations where STOP would be a very, very bad idea. D:
I'm with Q. I use that to update my prompt a lot... or just to make sure that the game or me isn't lagged.
You plummet to the ground below.
Quote from: HavokBlue on March 08, 2011, 01:23:22 AM
You plummet to the ground below.
Way to make me seriously miss one of my favorite characters.
Asshole.
I always read this as Random Tiny Warts.
Lag removed for skills attempted in impossible situations. The echos usually say you can't even make the attempt, so why are we lagged? i.e. trying bash while mounted
Quote from: Gunnerblaster on March 06, 2011, 11:24:39 PM
Quote from: FantasyWriter on March 06, 2011, 05:26:58 PM
1. Kill a crow (or find a dead one).
2. Set said crow atop an anthill. (may be necessary to cover the carcass and hill with some sort of box and a heavy stone on top to help keep away larger scavengers)
3. Return 24 hour later to claim your prize.
Boiling them works just as efficiently but your way is more pro-nature.
I would think that would make the bone brittle, but I don't know.
Quote from: FantasyWriter on March 09, 2011, 06:39:56 PM
I would think that would make the bone brittle, but I don't know.
Quote from: The Bone Room (http://www.boneroom.com/faqs/bones.html)
I found a bone, how do I clean it?
First of all, don't boil or bleach bone! Boiling causes fat to soak into the bone, resulting in a greasy, yellowish specimen. Superficial grease can be removed with ammonia and certain industrial solvents, but this is an unpleasant process and cannot remove deep grease which will eventually migrate to the bone surface. Chlorine based bleach irreparably damages the bone itself, resulting in chalky, weak, extremely porous specimens that will turn to bone meal with age.
So, how do you really clean bone?
Maceration - Using bacterial action to clean bone
This is the simplest method of cleaning bone.
1. Remove any remaining tissue or hide from the bone
2. Immerse the bone in a container of water.
3. Leave the container in a warm location where you won't mind the smell.
4. Periodically pour the greasy, smelly water out (gardens love it!) and replace with fresh water.
5. When the water runs clear, the bacteria have run their course.
6. Soak the bone in regular drugstore strength hydrogen peroxide until it reaches the whiteness you prefer. This also sterilizes the bone.
7. You're done!
- or -
Dermestids - our favorite beetle.
If you're going to continue cleaning bones, or are working with very delicate specimens, you may want to start a dermestid colony. Dermestids or museum beetles are a group of small meat-eating beetles whose larvae do a marvelous job of stripping tissue from even the most delicate of bones. This is the method used by professional preparators. Dermestid beetles can be obtained from biological supply houses, local natural history museums or university zoology departments. Once a colony is set up in a warm place, they require minimal maintenance and are capable of stripping entire skulls in a day or two.
I suspect that the second method would be more commonplace on Zalanthas due to the limited supply of water.
>l i box
Inside a small wooden box:
several palmfuls of large ants
a humanoid skull
Quote from: Bilanthri on March 09, 2011, 07:52:38 PM
Quote from: FantasyWriter on March 09, 2011, 06:39:56 PM
I would think that would make the bone brittle, but I don't know.
Quote from: The Bone Room (http://www.boneroom.com/faqs/bones.html)
I found a bone, how do I clean it?
First of all, don't boil or bleach bone! Boiling causes fat to soak into the bone, resulting in a greasy, yellowish specimen. Superficial grease can be removed with ammonia and certain industrial solvents, but this is an unpleasant process and cannot remove deep grease which will eventually migrate to the bone surface. Chlorine based bleach irreparably damages the bone itself, resulting in chalky, weak, extremely porous specimens that will turn to bone meal with age.
So, how do you really clean bone?
Maceration - Using bacterial action to clean bone
This is the simplest method of cleaning bone.
1. Remove any remaining tissue or hide from the bone
2. Immerse the bone in a container of water.
3. Leave the container in a warm location where you won't mind the smell.
4. Periodically pour the greasy, smelly water out (gardens love it!) and replace with fresh water.
5. When the water runs clear, the bacteria have run their course.
6. Soak the bone in regular drugstore strength hydrogen peroxide until it reaches the whiteness you prefer. This also sterilizes the bone.
7. You're done!
- or -
Dermestids - our favorite beetle.
If you're going to continue cleaning bones, or are working with very delicate specimens, you may want to start a dermestid colony. Dermestids or museum beetles are a group of small meat-eating beetles whose larvae do a marvelous job of stripping tissue from even the most delicate of bones. This is the method used by professional preparators. Dermestid beetles can be obtained from biological supply houses, local natural history museums or university zoology departments. Once a colony is set up in a warm place, they require minimal maintenance and are capable of stripping entire skulls in a day or two.
So THAT's what that grey water sold in that one place is.... :)
Well you win most creepy website of the month.
That's absolutely awesome.
Random Tiny Want: Gataz.
guard <target> <direction>
Attempts to block projectiles coming from that direction from hitting the target. Most/only effective when equipped with a shield.
guard <direction> <target>
Attempts to prevent <target>, and no one else, from moving in that direction.
Pata gauntlets.
(http://img854.imageshack.us/img854/8099/255330.jpg)
Quote from: Xeran Van Houten on March 10, 2011, 06:58:53 PM
You want Val Kilmer?
I don't think this is the right thread...
Sometimes a thousand words is just too many, huh?
You want Val Kilmer?
I don't think this is the right thread...
A code designed where finally, after a 14 hour RL hour stint, your character at last decides that it's time to snooze a bit.
Or is that called player logging off >.>?
Required sleeping would piss me off more than anything.
Quote from: Is Friday on March 11, 2011, 08:53:10 AM
Required sleeping would piss me off more than anything.
+1
Quote from: Is Friday on March 11, 2011, 08:53:10 AM
Required sleeping would piss me off more than anything.
Yeah.
However, as said frequently in the past, optional tavern bedroom rentals would be amazing, for those who do want to sleep briefly, but not pay vast amounts of coins to rent an apartment for a week or so.
I'd even design 4-5 bedrooms for Allanak + Tuluk if staff gave the good ole thumbs up.
On pain of losing stuff, why not sleep in the commons xD?
Quote from: Saellyn on March 11, 2011, 09:49:32 AM
On pain of losing stuff, why not sleep in the commons xD?
I've had a few characters sleep in the commons.
Same here
rescue to break the subdue.
so if your mate is subdues you could attempt to wrestle them free.
Quote from: Potaje on March 11, 2011, 01:53:59 PM
rescue to break the subdue.
so if your mate is subdues you could attempt to wrestle them free.
You might have more success with
> kill subduer
You think:
"Krath. It's been over two days since I've seen a bed.
The very tired, bleary-eyed man collapses onto the bedroll
You go to sleep
-------quit
Stand up first.
:'(
Quote from: Synthesis on March 11, 2011, 02:05:22 PM
Quote from: Potaje on March 11, 2011, 01:53:59 PM
rescue to break the subdue.
so if your mate is subdues you could attempt to wrestle them free.
You might have more success with > kill subduer
see I want non leathal, none crime code style
Quote from: jalden on March 11, 2011, 02:16:37 PM
You think:
"Krath. It's been over two days since I've seen a bed.
The very tired, bleary-eyed man collapses onto the bedroll
You go to sleep
-------quit
Stand up first.
:'(
+1
Quote from: Barsook on March 11, 2011, 02:25:17 PM
Quote from: jalden on March 11, 2011, 02:16:37 PM
You think:
"Krath. It's been over two days since I've seen a bed.
The very tired, bleary-eyed man collapses onto the bedroll
You go to sleep
-------quit
Stand up first.
:'(
+1
I'm pretty sure you can quit while sitting and resting now... Don't know about during sleep, but you could always just go >wake >quit real fast. It's what I've done. >.>
Quote from: Zoltan on March 11, 2011, 03:27:36 PM
Quote from: Barsook on March 11, 2011, 02:25:17 PM
Quote from: jalden on March 11, 2011, 02:16:37 PM
You think:
"Krath. It's been over two days since I've seen a bed.
The very tired, bleary-eyed man collapses onto the bedroll
You go to sleep
-------quit
Stand up first.
:'(
I'm pretty sure you can quit while sitting and resting now... Don't know about during sleep, but you could always just go >wake >quit real fast. It's what I've done. >.>
+1
> think Krath, I've been awake too long. Time for some sleep.
> emote goes to sleep.
> quit
That would work better.
If you could quit while sleeping, it would lead to silly things like
You plummet to the ground below.
Your vision goes black.
4/87/0
who
There are 43 players online.
quit
*Asshat proceeds to wait until there are less people online who might stumble across him*
Quote from: HavokBlue on March 11, 2011, 03:53:07 PM
If you could quit while sleeping, it would lead to silly things like
You plummet to the ground below.
Your vision goes black.
4/87/0
who
There are 43 players online.
quit
*Asshat proceeds to wait until there are less people online who might stumble across him*
Except for the fact that the code can distinguish between sleeping and unconsciousness.
lit torches to double as weapons. Chance to get snuff during moments of swingyness.
Lighting something on fire doesn't actually make it that much more dangerous, since burns usually take several seconds to form and be painful.
draw longsword
es torch
kill gith
A fugly, yellow-skinned gith deftly parries your slash.
You thrust your lit, large bone-handled torch into a fugly, yellow-skinned gith's face!
A fugly, yellow-skinned gith flinches, drawing back from the flame!
You slash a fugly, yellow-skinned gith very hard on the head.
A fugly, yellow-skinned gith reels from the blow.
Quote from: MeTekillot on March 11, 2011, 08:16:16 PM
Lighting something on fire doesn't actually make it that much more dangerous, since burns usually take several seconds to form and be painful.
Yeah, but torches are made out of hunks of bone or wood that would make perfectly acceptable clubs, regardless of whether they were lit or not. Furthermore, if you smack someone in the face with an oil-soaked rag, chances are, some of that oil is going to stay on their face. If the oil is also burning, well, that's plenty of time for it to inflict burn damage.
Quote from: Majikal on March 11, 2011, 08:10:05 PM
lit torches to double as weapons. Chance to get snuff during moments of swingyness.
Have an Aragorn character concept?
I want to dual wield torches, and I want them to be flail-torches. I will tell everyone I'm a Krathi.
I want a stealth command that is either its own skill, or based off of sneak/hide that lets you open a door silently, slip within, then close it without being noticed.
Quote from: bcw81 on March 11, 2011, 09:40:55 PM
I want a stealth command that is either its own skill, or based off of sneak/hide that lets you open a door silently, slip within, then close it without being noticed.
LOL. Yeah. No, you don't. Trust me on this one, bro. One of the last things the game needs is
another way for an assassin to kill you.
Quote from: Synthesis on March 11, 2011, 10:22:08 PM
Quote from: bcw81 on March 11, 2011, 09:40:55 PM
I want a stealth command that is either its own skill, or based off of sneak/hide that lets you open a door silently, slip within, then close it without being noticed.
LOL. Yeah. No, you don't. Trust me on this one, bro. One of the last things the game needs is another way for an assassin to kill you.
*innocenteyes.jpg*
Quote from: Majikal on March 11, 2011, 08:10:05 PM
lit torches to double as weapons. Chance to get snuff during moments of swingyness.
Only if you immediately lose the torch the first time you parry.
a way to douse someone in oil and then set them on fire--- another way for templars to kill their boredom.
is it codedly possibly to drown someone? say a templar wants to drown a guy who's tried to steal his water, by having a half-giant submerge his head in a small bucket of water.
Quote from: Cindy42 on March 12, 2011, 01:10:30 AM
a way to douse someone in oil and then set them on fire--- another way for templars to kill their boredom.
is it codedly possibly to drown someone? say a templar wants to drown a guy who's tried to steal his water, by having a half-giant submerge his head in a small bucket of water.
I'd imagine there's always a staffer or two who'd jump at the chance after a wish up.
My random tiny want: take away "closed" gates/stores during night.
It makes sense to have the gates closed when there's dangerous beasts about, but otherwise it's a playability issue. Gates close at dusk, you have to wait half an hour.
For shops, it's understandable they wouldn't be open 24/7, but couldn't there be unemployed commoners taking up "night shifts" to maximize profits? It's about the playability thing here too, except with shops you have to wait longer (worse for those shops that are opened like half of the day, lazy asshats). ;)
Really, what I'm asking here is to save us all some time, and especially for offpeakers and also those of us who don't have three hours to spend getting a little bit done.
Warriors branching scan with high blind fighting or watch.
Quote from: MeTekillot on March 14, 2011, 08:45:37 PM
Warriors branching scan with high blind fighting or watch.
I don't see why not, really. Even primary-guild scan is pretty much useless except for spotting noobs and a few critters that aren't worth much anyway...and you don't even start to spot those until it's nearly at (master) level. Subclass-capped scan would be nothing more than a skill in your list. Completely useless, as a matter of practicality.
Quote
It makes sense to have the gates closed when there's dangerous beasts about, but otherwise it's a playability issue. Gates close at dusk, you have to wait half an hour. [endquote]
> bribe gate
> you pay the guard 30 sids and he lets you pass
Quote
For shops, it's understandable they wouldn't be open 24/7, but couldn't there be unemployed commoners taking up "night shifts" to maximize profits? It's about the playability thing here too, except with shops you have to wait longer (worse for those shops that are opened like half of the day, lazy asshats). ;)
Really, what I'm asking here is to save us all some time, and especially for offpeakers and also those of us who don't have three hours to spend getting a little bit done.
[endquote]
I think enough shops are open 24/7 this isn't a huge deal.
2 sids, it took me a bit to figure out where your posts were because you left them in quote tags.
Which shops are open 24/7? Bars?
Quote from: MeTekillot on March 14, 2011, 08:45:37 PM
Warriors branching scan with high blind fighting or watch.
This.
This.
A million times this.
Please.
Quote from: Synthesis on March 14, 2011, 08:58:14 PM
Quote from: MeTekillot on March 14, 2011, 08:45:37 PM
Warriors branching scan with high blind fighting or watch.
I don't see why not, really. Even primary-guild scan is pretty much useless except for spotting noobs and a few critters that aren't worth much anyway...and you don't even start to spot those until it's nearly at (master) level. Subclass-capped scan would be nothing more than a skill in your list. Completely useless, as a matter of practicality.
Presumably because it would break the rock-paper-scissors between people who can turn invisible, people who can target people who are invisible, and people who can kick the asses of those who can target people who are invisible.
Quote from: jstorrie on March 14, 2011, 11:24:13 PM
Quote from: Synthesis on March 14, 2011, 08:58:14 PM
Quote from: MeTekillot on March 14, 2011, 08:45:37 PM
Warriors branching scan with high blind fighting or watch.
I don't see why not, really. Even primary-guild scan is pretty much useless except for spotting noobs and a few critters that aren't worth much anyway...and you don't even start to spot those until it's nearly at (master) level. Subclass-capped scan would be nothing more than a skill in your list. Completely useless, as a matter of practicality.
Presumably because it would break the rock-paper-scissors between people who can turn invisible, people who can target people who are invisible, and people who can kick the asses of those who can target people who are invisible.
Eh, a warrior with scan wouldn't be any more dangerous to invisible-type 'gickers than a ranger would be...and giving them scan wouldn't make them any more dangerous to (non-noob) rangers...so I'm not sure if that would upset any kind of balance. Having the skill would merely be false hope.
In fact, it's probably best for warriors that they -can't- see invisible-types, because if they could, they'd be tempted to actually attack them, and that would almost always end badly for the warrior, not the 'gicker.
So let's steer this in another direction, 'cause we're already veering extremely close to sensitive material.
All I want to say is, Synth is wrong.
New want, custom subguild. IE, you pick option ZZ, then you get to pick 3 skills or percs from the list, all are already in subs and you do not get them past the highest that the subs get.
I'm gonna agree with X-D in that, Synth is wrong on that one.
I think that scan vs. [IC Sensitive Stuff Other than the Hide Skill] is balanced just fine. The guilds with scan as a high level skill can get to a point where they have a good chance of detecting this sort of thing.
But Scan vs. Hide is, imo, a bit whack. I think it's because there is lots and lots of equipment one can get in game that will boost up their hide skill, and not so much equipment one can get that will boost up their scan. Hence, hiding and sneaking for the guilds that get that relatively high, is probably the most effective method of stealth the game has.
Even a "master scanner" won't see a sneaky type if they're properly decked out; because ... to pick a completely random set of numbers for the sake of illustration, maybe both sneaky man and scanning man have their respective skills maxed out at 50, but the sneaky man can get gear that boosts his up to 95.
Let's not break this thread, too!
I want NPC chalton herds. With megascripted scary ranger NPC guards. Young desert elves will rustle 'em for food, and on dares.
Quote from: brytta.leofa on March 15, 2011, 08:49:57 AM
Let's not break this thread, too!
I want NPC chalton herds. With megascripted scary ranger NPC guards. Young desert elves will rustle 'em for food, and on dares.
Cattle rustlers FTW.
This want is not tiny, but I hope that in Arm 2 settlements (and monster lairs) will spawn these sort of groups, relatively randomly but in odds that IC events will dictate - so that every few days a trading caravan will travel from Trader Town to Mud Land, or the Catdudes of Caveonia will send their kids on a mushroom hunt. Then you could encounter these groups in the wild, to trade with or raid or flee from or just wave to.
Quote from: brytta.leofa on March 15, 2011, 08:49:57 AM
Let's not break this thread, too!
I want NPC chalton herds. With megascripted scary ranger NPC guards. Young desert elves will rustle 'em for food, and on dares.
i thought of this, pastoral societies. unfortunately in real life, like in africa, for one example, this only works in well-rained savannas where lots of grass grows.
so if pastoral societies exist, they're not going to be large; although i guess you can ignore the idea and just plop three tribes below luir's with huge herds that seem to feed off sand going around and being guarded by the tribe's best warriors. you could probably code the animals to eat salt off the salt flats or sand instead.
EDIT: coffee. i wish coffee were widely available in at least one tavern.
Musashi is correct and I agree, Another want, More +scan gear, try to get some kind of balance, I have played enough stealthy types to know you can be perfectaly invis with stealth, too easily, nobody should ever be so sure they are undetected.
A pair of bone and leather infra-red goggles?
For scan to get a bonus with each pulse where you are present in the same room. Therefore a ranger scanning and watching the same dune for a long amount of time is bound to notice anything odd eventually. That's my suggested fix for scan.
Just a random thought I had:
Do you get a bonus to defense against ranged weapons when you're sitting and reclining?
If not, you should. Especially against attacks from other rooms.
Quote from: hyzhenhok on March 15, 2011, 08:43:16 PM
If not, you should. Especially against attacks from other rooms.
> ep shield; rest (hitting the dirt)I love it, especially since you can't retaliate whilst reclining.
> shout Sarge! We're pinned down!
A simple rest gives + to shield use would be nice. I've done a bit of swordplay and whenever I was downed from a good strike I tended to defend better while knelt.
And yes, I seriously want that idea of Scan getting a bonus for staying in a room for x amount of pulses. Things like shooting, foraging, attacking and hunting would reset the bonus or whatever, but it would be totally nice if scan could ACTUALLY trump hide. As X-D said, you should never be so comfortable with your safety when you type 'hide'.
Resting isn't kneeling. I would want to keep the vulnerability to melee that sitting and resting gives, while giving it a bonus against ranged attacks.
Quote from: musashi on March 16, 2011, 10:31:50 AM
And my all time personal favorite since tdesc went in ... barber! ;D
Want: be able to either "arrange" or tdesc unconscious people.
That would rock so hard!
Give them a chance at waking up if they're just sleeping, but if they're out cold ... let the shenanigans commence!
I wish nobody had the ability to wake up another person on command.
Quote from: Qzzrbl on March 18, 2011, 01:42:55 AM
I wish nobody had the ability to wake up another person on command.
If you don't want anyone to wake you up, just barrier;cease;barrier;cease;barrier;cease until you pass out. Repeat if some concerned citizen administers undesired first aid.
I just wanna play a heavy sleeper sometimes, still wanna have the ability to wake up when I choose, and gain the ability to decide if anyone else's wake attempt is enough to actually wake my char.
Quote from: Qzzrbl on March 18, 2011, 02:19:14 AM
I just wanna play a heavy sleeper sometimes, still wanna have the ability to wake up when I choose, and gain the ability to decide if anyone else's wake attempt is enough to actually wake my char.
So pose that? People will roll with it typically I bet. Just retype sleep.
Stop suggesting silly workarounds and let my random tiny want be a random tiny want, jeeze!
T^T
I'd like to italicize speech to indicate emphasis. Using characters for -emphasis- is fine too, but not that great. I remember playing Betrayal at Krondor, which used quite a lot of italics, and it seemed to really get the feel better.
Quote from: SMuz on March 18, 2011, 01:26:58 PM
I'd like to italicize speech to indicate emphasis. Using characters for -emphasis- is fine too, but not that great. I remember playing Betrayal at Krondor, which used quite a lot of italics, and it seemed to really get the feel better.
+1
But would THIS work too, for emphasis. Or is that more like shouting?
Quote from: Barsook on March 18, 2011, 01:30:31 PM
Quote from: SMuz on March 18, 2011, 01:26:58 PM
I'd like to italicize speech to indicate emphasis. Using characters for -emphasis- is fine too, but not that great. I remember playing Betrayal at Krondor, which used quite a lot of italics, and it seemed to really get the feel better.
+1
But would THIS work too, for emphasis. Or is that more like shouting?
I'd really like italics, too. But usually, when a good suggestion like this comes along, Morg will come and say: "Arm 2."
Arm 2 sounds awesome.
Also, I usually don't take something like THIS as shouting. THIS IS SHOUTING, OK?
Deleted.
Quote from: Kismetic on March 18, 2011, 01:35:19 PM
Quote from: Barsook on March 18, 2011, 01:30:31 PM
Quote from: SMuz on March 18, 2011, 01:26:58 PM
I'd like to italicize speech to indicate emphasis. Using characters for -emphasis- is fine too, but not that great. I remember playing Betrayal at Krondor, which used quite a lot of italics, and it seemed to really get the feel better.
+1
But would THIS work too, for emphasis. Or is that more like shouting?
I'd really like italics, too. But usually, when a good suggestion like this comes along, Morg will come and say: "Arm 2."
Arm 2 sounds awesome.
Also, I usually don't take something like THIS as shouting. THIS IS SHOUTING, OK?
Wow, you beat me to it. Arm 2 has built in support for emphasis in speech:
/text/ =>
text *text* =>
text _text_ =>
textUnfortunately due to command-emotes parsing we haven't figured out how to have -text- also be italics.
Coolness.
That's gonna be sweet.
My RTW: Assess to show illness/poison. (Does it?)
Quote from: Kismetic on March 18, 2011, 02:49:07 PM
That's gonna be sweet.
My RTW: Assess to show illness/poison. (Does it?)
If you're knowledgable in such things. Yesh.
Would be cool if assess -v on pc/npcs was expanded to include rudimentary diagnosis if the related skills were there.
He is young compared to you.
He appears young for his race.
He is shorter than you.
You are slightly heavier than him.
The amos amos man is in moderate condition
The amos amos man does not appear tired.
He appears to be sweating profusely.
He appears very pale.
His eyes appear to be out of focus.
Or whatever. Could already be in game.
We don't really need to be able to tell if someone is poisoned by assessing them ... I mean, it's pretty obvious in most cases save perhaps one.
And in regards to that one, if they aren't massively cluing you in via their RP they're kind of twinking.
Quote from: musashi on March 19, 2011, 07:49:42 AM
We don't really need to be able to tell if someone is poisoned by assessing them ... I mean, it's pretty obvious in most cases save perhaps one.
And in regards to that one, if they aren't massively cluing you in via their RP they're kind of twinking.
I don't tell you your wants are unneeded hamsammie. Don't rain on my parade! Empathy! Support! That's your calling on the GDB Musashi :D
RTW: All +hide/+sneak bonuses removed and a lot of -hide/-sneak penalties added to gear in an attempt to balance the hide to scan relationship.
Greater variety of waist armor.
You don't like your codpiece? :D
We need more than just -one- codpiece.
Hey! There are ... ... 2.
While we're wanting that kind of stuff though, I'd like to have some more stuff that goes on the shoulder. Especially in the armor department.
Quote from: musashi on March 19, 2011, 05:33:42 PM
Hey! There are ... ... 2.
While we're wanting that kind of stuff though, I'd like to have some more stuff that goes on the shoulder. Especially in the armor department.
Leather pauldrons plz.
I'd also like to see more waist armor, or an armor system where certain pieces of armor protect different parts of the body.
Because a cuirass does not just protect your body exclusively.
I've seen some pauldrons, craftable one too.
As for waist armor I would definitely like to see a couple more than a few codpieces and a couple breechguards.
Quote from: Majikal on March 19, 2011, 07:37:46 PM
I've seen some pauldrons, craftable one too.
As for waist armor I would definitely like to see a couple more than a few codpieces and a couple breechguards.
So have I, just saying, moar varietiez.
I should probably do some research on different kinds of shoulder armor...
>Help Merchant
>Help Subguild_Armormaker
>Help Mastercraft
Quote from: bcw81 on March 19, 2011, 07:46:28 PM
>Help Merchant
>Help Subguild_Armormaker
>Help Mastercraft
Help current_character
Help multiplay
HELP MOTHER!
Anyways, I'm just saying, it would be cool for more mastercrafted pauldron recipes and waist recipes to go in for armors.
Quote from: musashi on March 19, 2011, 05:33:42 PM
Hey! There are ... ... 2.
While we're wanting that kind of stuff though, I'd like to have some more stuff that goes on the shoulder. Especially in the armor department.
Waist is a location that you can actually be hit in, though. Shoulder armor has a different function.
I've only seen two things worn on the waist that could be described as "armor," and only one of those was heavy armor.
My random tiny want.
A clear-cut way on how Staff judges whether a person deserves karma or not.
Karma is measured by the player's:
Degree of maturity and responsibility as a role-player, as evidenced by playing roles 'realistically.'
Knowledge of the game world, and an appreciation of the way in which the various races, guilds, and so on, interact.
Role-playing skill, as evidenced by role-playing in such a way as to show that they are really involved in the game world, and also enriching the game world for other players.
Quote from: musashi on March 19, 2011, 10:27:36 PM
Karma is measured by the player's:
Degree of maturity and responsibility as a role-player, as evidenced by playing roles 'realistically.'
Knowledge of the game world, and an appreciation of the way in which the various races, guilds, and so on, interact.
Role-playing skill, as evidenced by role-playing in such a way as to show that they are really involved in the game world, and also enriching the game world for other players.
In other words... Vague stuff. Sort of.
Quote from: Saellyn on March 19, 2011, 10:10:19 PM
My random tiny want.
A clear-cut way on how Staff judges whether a person deserves karma or not.
Don't play for the karma, play for the game, karma will follow.
I do play for the game, but sometimes it's nice to have some karma so you can access a role that you couldn't play before. And there are certain roles that I reallyreallyreallyreally want to play that I can't right now.
Quote from: Saellyn on March 19, 2011, 10:43:42 PM
Quote from: musashi on March 19, 2011, 10:27:36 PM
Karma is measured by the player's:
Degree of maturity and responsibility as a role-player, as evidenced by playing roles 'realistically.'
Knowledge of the game world, and an appreciation of the way in which the various races, guilds, and so on, interact.
Role-playing skill, as evidenced by role-playing in such a way as to show that they are really involved in the game world, and also enriching the game world for other players.
In other words... Vague stuff. Sort of.
Yes, it's subjective. How could it be otherwise?
If that's a problem for you...I recommend against majoring in the humanities.
So what are you looking for?
A straight after X amount of time you get X amount of karma?
If you play X, Y, and Z roles you get X amount of karma?
The stuff listed isn't really vague at all in my opinion. Subjective, yes. Vague, no.
Degree of maturity and responsibility as a role-player. <--- Don't twink.
Knowledge of the game world and an appreciation of the races, guilds, ect. <--- Dwarves don't have hair. Elves don't ride things.
Being involved in the game world and enriching it for others <--- Send in frequent character updates, and get in on all the plots you can.
Quote from: musashi on March 19, 2011, 11:44:22 PM
So what are you looking for?
A straight after X amount of time you get X amount of karma?
If you play X, Y, and Z roles you get X amount of karma?
The stuff listed isn't really vague at all in my opinion. Subjective, yes. Vague, no.
Degree of maturity and responsibility as a role-player. <--- Don't twink.
Knowledge of the game world and an appreciation of the races, guilds, ect. <--- Dwarves don't have hair. Elves don't ride things.
Being involved in the game world and enriching it for others <--- Send in frequent character updates, and get in on all the plots you can.
Looking more for more information on what those three things are. Interpretation is fine, but I like to know what staffers are looking for specifically. Is that a bad thing?
That is not a code want. Please leave this thread for code wants only.
In that case, items that improve your sight distance in a storm.
Quote from: Saellyn on March 20, 2011, 01:24:01 AM
Quote from: musashi on March 19, 2011, 11:44:22 PM
So what are you looking for?
A straight after X amount of time you get X amount of karma?
If you play X, Y, and Z roles you get X amount of karma?
The stuff listed isn't really vague at all in my opinion. Subjective, yes. Vague, no.
Degree of maturity and responsibility as a role-player. <--- Don't twink.
Knowledge of the game world and an appreciation of the races, guilds, ect. <--- Dwarves don't have hair. Elves don't ride things.
Being involved in the game world and enriching it for others <--- Send in frequent character updates, and get in on all the plots you can.
Looking more for more information on what those three things are. Interpretation is fine, but I like to know what staffers are looking for specifically. Is that a bad thing?
Not A Staff Member, but here's some things I would consider more specific:
Degree of maturity and responsibility as a role-player:
- Realistically responding to events in the game, i.e. realistic RP of injuries.
- Allowing your PC to be put into disadvantageous situations.
- Refraining from discussing current IC events with other players on the GDB/AIM/IRC.
- Not abusing known exploits or code features.
- Refraining from massive killing sprees for loot.
Knowledge of the game world and documentation:
- Properly RPing different cultures.
- Being aware of the cultural differences between the city-states and tribes.
- Knowing the limitations that certain cultures and races have on them and obeying those limitations.
- Playing a variety of roles, guilds, and cultural backgrounds that express a well-rounded knowledge of Zalanthas.
- Maybe trying on a sponsored role or two and portraying your clan/family in an accurate way.
Being involved in the game world and enriching it for others:
- Inviting other PCs to assist your PC with things, thus creating plots.
- Giving your clannies exciting and interesting things to do whether you're a leader or not.
- Delegating tasks and effectively managing your clan if you are a leader.
- Adhering to the documentation when you interact with others, but not ignoring them outright even if they're a breed or gemmer.
- Informing your staff of what your PC is up to so they can keep up with your hijinks.
- Helping new players if you come across someone struggling in the game.
It's all optional stuff, but that's a list of the sort of things I'd consider if I was a staffer looking to potentially plunk a karma or two onto somebody's account.
Nyr, I'd already typed all that up by the time you posted, so I'M LEAVING IT HERE. >:[ Hopefully ending the derail, though.
I kinda want a better way to guestimate how old another race is... It's quite annoying to not be able to tell if they're twenty or thirty.
Quote from: bcw81 on March 20, 2011, 05:43:26 AM
I kinda want a better way to guestimate how old another race is... It's quite annoying to not be able to tell if they're twenty or thirty.
yeah, the difference between a twenties-years-old and a forty year old should be visible, even in an environment like zalanthas, which i'm assuming ages folks prematurely compared to here, what with the mental and physical strain and oppression of the most heavily-populated areas. Would be pretty cool. also for significant differences in height. i like the idea of not being able to tell in inches or years what they look like, but an estimate in relation to oneself.
Height is already an estimate based upon your own height.
Yeah I remember feeling super frustrated because no matter what height I selected, tall or short, I was always just "the figure in a so and so cloak" ... ... then I found out height is subjective relative to the character.
Opps!
seriously? huh.
was wondering that one time, why everyone was so freakin' tall.
Yeah. Play a HG and everyone is puny. Play a dwarf and everyone is towering.
You are always juuuuust right.
Same with attributes for the record. They are relative to the race.
A HG with poor strength has poor strength ... for a half giant. They're still stronger than the most absolutely incredibly strong elf.
Quote from: Marc on March 19, 2011, 02:47:34 PM
RTW: All +hide/+sneak bonuses removed and a lot of -hide/-sneak penalties added to gear in an attempt to balance the hide to scan relationship.
Or just increase scan bonus? IMO, hiding should be something really tough to do. If I were some Vietnam war veteran and you were hiding in my closet at home or standing behind me, I should pretty easily be able to sense you there if I took a good long look around the room :P
Heck, scan should be available to most people, if not everyone. I'm sure that even if a merchant kept getting stalked he'd learn to spot someone hiding in the bushes.
Quote from: SMuz on March 20, 2011, 04:11:43 PM
Quote from: Marc on March 19, 2011, 02:47:34 PM
RTW: All +hide/+sneak bonuses removed and a lot of -hide/-sneak penalties added to gear in an attempt to balance the hide to scan relationship.
Or just increase scan bonus? IMO, hiding should be something really tough to do. If I were some Vietnam war veteran and you were hiding in my closet at home or standing behind me, I should pretty easily be able to sense you there if I took a good long look around the room :P
Heck, scan should be available to most people, if not everyone. I'm sure that even if a merchant kept getting stalked he'd learn to spot someone hiding in the bushes.
A skill which allows me to turn nasty, icky poisons into ready-to-eat meals.
Or is that called 'poison food'?
A "toss" command, that uses your "throw" skill.
Something that lets you throw stuff at people without trying to brain them.
Quote from: Qzzrbl on March 20, 2011, 11:02:42 PM
A "toss" command, that uses your "throw" skill.
Something that lets you throw stuff at people without trying to brain them.
Or invoke the crim code.
I believe there are certain things you can throw that will not induce crime code... I believe.
Quote from: Potaje on March 20, 2011, 11:37:48 PM
I believe there are certain things you can throw that will not induce crime code... I believe.
You are correct, but it'd be nice to be able to use a different command that you knew would not invoke the crim code. Then again -- One could argue this is give fruit dude (Tossing it across the room).
I wish you could, in a non-aggressive manner, throw any item into another room.
I cannot begin to tell you how many times I have wished for a:
>toss torch east
You toss a light, flaming torch to the east.
>look east
[Near]
A pack of hungry bahamets are here.
Think Good thing I'm smart enough to toss torches into darkened areas.
Quote from: Gunnerblaster on March 21, 2011, 12:05:32 AM
I wish you could, in a non-aggressive manner, throw any item into another room.
I cannot begin to tell you how many times I have wished for a:
>toss torch east
You toss a light, flaming torch to the east.
>look east
[Near]
A pack of hungry bahamets are here.
Think Good thing I'm smart enough to toss torches into darkened areas.
Yes! Yesyesyes!
Or even:
say (while holding ~pack over the ledge of the cliff) Sorry, Amos - But this is what you get when you piss me off.
While holding a large backpack over the ledge of the cliff, the cloaked figure says, in southern-accented sirihish,
"Sorry, Amos - But this is what you get when you piss me off."
Thrusting his hand out in a vain attempt to grab the dangling pack, the tall, muscular man says, in northern-accented sirihish,
"No, don't!"
>toss pack west (snickering)[over the cliff]
Snickering, the cloaked figure tosses a large backpack west, over the cliff.
Or, your buddy falls into a hole to the east.
toss rope east
I've wanted this kinda code in for years. :)
You can already do it with arrows :[
Quote from: Gunnerblaster on March 21, 2011, 12:05:32 AM
>toss torch east
You toss a light, flaming torch to the east.
>look east
I hate snakes. (http://www.youtube.com/watch?v=dp7H3Uauxzg)
Quote from: Gunnerblaster on March 21, 2011, 12:05:32 AM
I wish you could, in a non-aggressive manner, throw any item into another room.
I cannot begin to tell you how many times I have wished for a:
>toss torch east
You toss a light, flaming torch to the east.
>look east
[Near]
A pack of hungry bahamets are here.
Think Good thing I'm smart enough to toss torches into darkened areas.
this harkens unto a want, to be able to see from a dark room into a light, but not the other way around.
I thought that was already the case for rooms that are dark at least. If you're in an outdoor room for example, and you "look in cave" or something like that, if it's dark inside, you get told it's dark inside.
I'd like for this to extend to weather though. Like ... it's weird to me that if I am one room north of a huge sandstorm and I look south I can see for 3 rooms. But if I walk south then try to look north I can only see for 1 room.
I'd rather looking south give me just 1 room along with some kind of "there's a big storm there obscuring your vision" the same way that the code would tell you "it's completely dark over there".
Quote from: musashi on March 21, 2011, 12:49:47 PM
I thought that was already the case for rooms that are dark at least. If you're in an outdoor room for example, and you "look in cave" or something like that, if it's dark inside, you get told it's dark inside.
I'd like for this to extend to weather though. Like ... it's weird to me that if I am one room north of a huge sandstorm and I look south I can see for 3 rooms. But if I walk south then try to look north I can only see for 1 room.
I'd rather looking south give me just 1 room along with some kind of "there's a big storm there obscuring your vision" the same way that the code would tell you "it's completely dark over there".
Yea, yea, you must of missed my point, it was simply to look into a lite room while standing in a dark room, with out it making it possible to do it in reverse as well.
Oh you can't be in a dark room and look out into a lit one? I thought you could.
Quote from: Gunnerblaster on March 21, 2011, 12:05:32 AM
I wish you could, in a non-aggressive manner, throw any item into another room.
I cannot begin to tell you how many times I have wished for a:
>toss torch east
You toss a light, flaming torch to the east.
>look east
[Near]
A pack of hungry bahamets are here.
Think Good thing I'm smart enough to toss torches into darkened areas.
> You notice to the east: a light, flaming torch ignites a patch of dried grass, starting a raging flame
Quote from: Reiteration on March 21, 2011, 04:19:30 PM
Quote from: Gunnerblaster on March 21, 2011, 12:05:32 AM
I wish you could, in a non-aggressive manner, throw any item into another room.
I cannot begin to tell you how many times I have wished for a:
>toss torch east
You toss a light, flaming torch to the east.
>look east
[Near]
A pack of hungry bahamets are here.
Think Good thing I'm smart enough to toss torches into darkened areas.
> You notice to the east: a light, flaming torch ignites a patch of dried grass, starting a raging flame
> You notice to the east: a raging flame dies out swiftly as sands swirl around it!
Spooked by the fire, a pack of raging behamets runs in from the east, trampling you.
Quote from: FantasyWriter on March 21, 2011, 05:39:07 PM
Spooked by the fire, a pack of raging behamets runs in from the east, trampling you.
think Why, oh why, did I toss that torch!?
Welcome to Armageddon!
Quote from: musashi on March 21, 2011, 01:53:17 PM
Oh you can't be in a dark room and look out into a lit one? I thought you could.
Pretty sure when you are in a dark room, if you try to look anywhere, you get the darkness message.
This code would be pretty awesome to implement, though. C'mon Morgenes! Toss!
Making poles to be part of spear making, it's such a let down to think that a spear-maker had no clue how to fashion a stick to attach a spearhead too.
Quote from: askaran on March 22, 2011, 03:58:24 PM
wish I could assess weapons/items when held
This. And also, use count in containers you're wearing. And pretty much any other restriction that works in 'inventory,' 'room' and 'target,' but can't be used on items worn by the self.
Quote from: Majikal on March 22, 2011, 02:47:08 PM
Making poles to be part of spear making, it's such a let down to think that a spear-maker had no clue how to fashion a stick to attach a spearhead too.
Quote from: BlackMagic0 on March 22, 2011, 06:02:06 PM
Quote from: Majikal on March 22, 2011, 02:47:08 PM
Making poles to be part of spear making, it's such a let down to think that a spear-maker had no clue how to fashion a stick to attach a spearhead too.
Yes x1000000
Quote from: Majikal on March 22, 2011, 02:47:08 PM
Making poles to be part of spear making, it's such a let down to think that a spear-maker had no clue how to fashion a stick to attach a spearhead too.
Pole recipes, as they are currently coded, consist of cutting raw timber into multiple, straight shafts. This certainly seems like the trade of a lumberjack or woodworker.
However, I would think that a skilled spearmaker should be able to shape spear hafts individually from certain long bones and branches.
Talking mounts.
Tiredly, an Inix exclaims, in sirihish:
"... Get your fat arse off me!
Confused, you ask and Inix, in sirihish:
"Did you just say something?"
Inix are wonderful listeners.
Quote from: Rhyden on March 22, 2011, 07:27:13 PM
Quote from: BlackMagic0 on March 22, 2011, 06:02:06 PM
Quote from: Majikal on March 22, 2011, 02:47:08 PM
Making poles to be part of spear making, it's such a let down to think that a spear-maker had no clue how to fashion a stick to attach a spearhead too.
Yes x1000000
Yeah... Making a pole out of a log makes alot've sense for a SPEAR MAKER.
Last I checked, it wasn't "spear HEAD maker".
Quote from: Gunnerblaster on March 22, 2011, 08:51:05 PM
Quote from: Rhyden on March 22, 2011, 07:27:13 PM
Quote from: BlackMagic0 on March 22, 2011, 06:02:06 PM
Quote from: Majikal on March 22, 2011, 02:47:08 PM
Making poles to be part of spear making, it's such a let down to think that a spear-maker had no clue how to fashion a stick to attach a spearhead too.
Yes x1000000
Yeah... Making a pole out of a log makes alot've sense for a SPEAR MAKER.
Last I checked, it wasn't "spear HEAD maker".
Make friends with a lumberjack. Problem solved. Crafting does not need to be an insular activity even if it usually is.
Quote from: Marc on March 22, 2011, 11:49:45 PM
Crafting does not need to be an insular activity even if it usually is.
As much as that's true, it makes it no less silly that a spearcrafter can't make a spear haft.
more crude looking weapons, less beautiful and etched stuff and more shard of rock tied to a stick, jagged piece of bone wrapped with leather.
Oh hey, I can make a finely crafted spearhead long as your arm from this obsidian, and another from this bone, and another from this shell...but for the life of me I cannot figure out how to take this six foot long branch and turn it into a spear shaft..or this nice long bone of the perfect width...But hey, if you come up with a pole, I can smooth it down, engrave the entire length and carve a sharp point on it...What, that branch which is the same size and everything...um, no.
That is like a fletcher who can only make arrowheads, or the tailor that can only sew...no cutting allowed.
You can apply the same logic to lumberjacking in total. Why can't my extremely wise human not learn to cut a plank from a log over the course of a lifetime. Hell, you can almost apply it to any mundane skill.
I know it's a RTW and thats cool and specifically to spears, sure, why not? I don't see a problem that is not entirely dwarfed by the armorcrafting subguild. That said there are other examples of crafting recipes that need two skills not available from the same sub guild to make AND spear recipes that do not need poles (albeit not a whole hell of a ton that I know of).
To sum up: Cool! but you could always meet a friend/partner/merchant to get poles too. trade is another form of interaction and on EVE online trade is PVP!
Cepting that the ones who can make poles tend to be rather rare.
And the spears that do not require them number what...3? And at least one of them is a clan item.
Lumberjacks get to do everything they need to do to go with the skills/sub Including many things far beyond what you would expect comparable to the number of things an armorcrafter can do...and sure, an armorcrafter has 1 item he can make that requires a lumberjack or merchant and even that item has More versions that do not require them then do, meanwhile the spearcrafting skill has maybe 2 items that do NOT require them.
AND, all other crafting skills are mostly self supporting, and the ones that are not, the subs come with the supporting skill. But even a weaponscrafter does not come with the supporting skill to make spears.
And as somebody said, the skill is called Spearcrafting...Not Spearhead making.
And no Marc, it does not apply, If your PC has the lumberjacking skill, he can process wood, far beyond even the cutting and making of planks and poles, If your PC has the spearmaking skill He can make spearheads. If your PC has neither skill then he cannot do either, big deal, that part is the way this game works.
And to be honest, if you want to pull the, "find a lumberjack" card then limit that sub to cutting trees down and making planks, poles, blocks and no carving or furniture etc, then at least there would be a glut of poles and planks for the other PCs with the need. As it sits, the moment a lumberjack gets to where he can craft other higher priced and useful items, getting poles out of them is like asking a templar to clean vomit.
Someone is actually arguing against the ability for a spearcrafter to make.. spears? ::)
Anyways, it's my random tiny want and you let me fucking want it.
Just give whatever subguilds come with spearcrafting lumberjacking. I don't know why they don't already have it, to be honest.
Subguild_forester comes with lumberjacking and a whole bunch of other imba stuff, so it's not like it would be breaking a monopoly that merchant PCs have.
Quote from: hyzhenhok on March 23, 2011, 03:02:07 AM
Just give whatever subguilds come with spearcrafting lumberjacking. I don't know why they don't already have it, to be honest.
Subguild_forester comes with lumberjacking and a whole bunch of other imba stuff, so it's not like it would be breaking a monopoly that merchant PCs have.
Maybe a low-enough cap on lumberjacking to be able to make 1-3 poles from a log, but nothing else.
Quote from: hyzhenhok on March 23, 2011, 03:02:07 AM
Just give whatever subguilds come with spearcrafting lumberjacking. I don't know why they don't already have it, to be honest.
Subguild_forester comes with lumberjacking and a whole bunch of other imba stuff, so it's not like it would be breaking a monopoly that merchant PCs have.
I like this idea.
lumberjacking gets tons of stuff, better to simply add spearcrafting to the already existing craft of making poles, that way spearcrafters get no tree chopping bonus or make planks, etc etc etc.
Take all of 5 minutes.
Lumberjacking doesn't get much that's useful, except as materials in further crafting, so I'm fine with more people getting it. It's woodworking that gets the good stuff.
Both solutions would work, but I don't see lumberjacking as being so unbalancing. It's not direction sense or parry. Throw in a spiel "They know how to find basic materials for handles and shafts" to the description for subguild_weaponcrafter and give them lumberjacking.
A way to look at items that are sitting on tables.
Unless there is one and I'm just an idiot. (but if there is it isn't in the look helpfile and I can't figure it out by trial and error :( )
look <item> in/on <table>
Problem is, the keyword you use can't be shared by anything else in the room.
I once did that, several years ago for the first time, looking into a bin, in salarr and I used the keyword "leather".
I nearly had a heart attack as there was so much spam I thought staff had loaded 200 mantis and that was the combat spam.
Quote from: X-D on March 23, 2011, 10:51:20 AM
I once did that, several years ago for the first time, looking into a bin, in salarr and I used the keyword "leather".
I nearly had a heart attack as there was so much spam I thought staff had loaded 200 mantis and that was the combat spam.
A mantis-shelled leather cuirass * 200
<--- What actually was.
An army of mantis
<--- What X-D saw.
I would like the ability to cultivate farm fields, and from that became the greatest farmer ever.
To repeat firstly: It's a RTW. Cool! If they put it in, awesome!
I can think of four spearmaking recipies without needing poles. None are clan specific. I'm trying to remember how many club making/axe making/tent making recipes there are available..........
You explain why every character in the known world should not be able to make a bone nail given a lifetime and I'll justify why spearmakers cannot make a straight pole to save their lives. I have never had a "nomad" subguild unable to get poles with even a modicum of effort. Turn it into a damn quest. It's an excuse to seek out others. And even that isn't really needed. All the places in the world where wood is readily available I'm willing to bet a few hours after most reboots there are poles available for purchase. A quick check confirms at least two shops with poles that I know about right this second.
Yes, it makes -0- sense that a spearMAKER cannot make poles. Apply that same logic to practically every other 'class' and mundane skills they do not get. What you mean my merchant can't learn to kick? Why can't my pickpocket backstab? Why can't my krathi tan a hide? Take an appropriate subguild? Ok, you too.
Edited to add: If spearmaking is jacked because of poles, why is no one complaining about toolmaking/tinker? That class is pure flocked without poles. Guess lots of people like that cool tribal accent....
Quote from: a strange shadow on March 23, 2011, 10:23:35 AM
look <item> in/on <table>
Problem is, the keyword you use can't be shared by anything else in the room.
I swear I tried this (repetitively) and all I got back was "You do not see that here." but next time it comes up I'll try it again. ;D
I want there to be a traveling circus, with rare animals in cages and performers, that move from area to area. In large cities they would set up in the arenas. In smaller villages they would set up just outside the village or outpost.
Erdlu trick riders, contortionist, a place for all those mutant types, mul strong man. Half giant clowns in an extra small wagon.
Quote from: Potaje on March 23, 2011, 01:01:09 PM
I want there to be a traveling circus, with rare animals in cages and performers, that move from area to area. In large cities they would set up in the arenas. In smaller villages they would set up just outside the village or outpost.
Erdlu trick riders, contortionist, a place for all those mutant types, mul strong man. Half giant clowns in an extra small wagon.
You also need gypsies that tell fortunes from their gypsy wagon.
...wait.
Quote from: Marc on March 23, 2011, 11:15:06 AM
Edited to add: If spearmaking is jacked because of poles, why is no one complaining about toolmaking/tinker? That class is pure flocked without poles. Guess lots of people like that cool tribal accent....
Then they should have lumberjacking, too.
Didn't expect
that one, did you? :p
We are not talking about a seriously overpowered skill, or giving it to subguilds with too much cool stuff already. And as is often the sentiment around here, I think a change that make it harder to guild sniff should be welcome. Just because someone can make poles, you shouldn't be able to assume they are a guild_merchant or subguild_forester or whatever other guilds may or may not come with the skill.
the zalanthan version of monastic orders---- perhaps involving certain types of combat training or certain spiritual codes, or the worship of one of the two Highlords, or the Sand Lord, or an elemental plane. they get a uniform, certain tattoos or piercings which look the same, and for the most part, are the same race with some of the same coloration, mostly to strongly hint at a shared ancestry. or something.
killer monks!
This is totally doable IG.
It would be cool if NPCs didn't regenerate from [completely fucked up] to [ready to eat your face] in a such an incredibly short time.
i'm not a leader-type at all but i would DOMINATE in a monastic order. we should have more than one too, like two, with varying principles. the ones that use staves, or the ones that wield twin shortswords. the ones that accepts all races, or the ones that accept just humans and half-elves based on some spiritual principle about human blood.
it kind of scares me how quickly npcs recharge. is that to prevent a type of twinking i can't think of?
The movie was called Equilibrium and it was bad (!!I actually love this movie!!). Start a monastic order that uses hand-crossbow kata. Mastercraft crossbows with daggers implanted in their stocks.
Edit for content because I cannot read and thought this was random thoughts: I want the ability to paint on canvas/paper based on the currently existing scribble code.
Possibly needed rant:
Is it too much to expect fans of a roleplaying game based in a textual world to read?
CODE
I've added this to every title in the thread plus the thread title itself, as it may not be evident.
Stop derailing with stuff you want that isn't code. This is the code forum.
I don't code. I sometimes petition coders to do stuff with varying results, or ask them to take a look at a post, or they may look at it here. Sometimes I can fix some things that are code-related. Anyway, we all look at this from time to time, and filling it up with your flavor of the month roleplay wants, world wants, or a lengthy derail into the random want du jour just makes it even harder for us to scan this thread for recent posts for ideas. Would I want to ban someone a week for derailing a thread meant to be about an assortment of one, two, or perhaps a few posts elaborating on a code idea? No. I want to ban people that are complete jerks on the GDB. The fact that I consider it from time to time over itty bitty things like this (and could act on it, based on one of the forum rules (http://www.zalanthas.org/gdb/index.php/topic,28823.msg513537.html#msg513537), but don't) should be a warning in and of itself.
Rant derail over, please post responsibly, and consider things before you write them down.
Quote from: Potaje on March 21, 2011, 12:42:06 PM
Quote from: Gunnerblaster on March 21, 2011, 12:05:32 AM
I wish you could, in a non-aggressive manner, throw any item into another room.
I cannot begin to tell you how many times I have wished for a:
>toss torch east
You toss a light, flaming torch to the east.
>look east
[Near]
A pack of hungry bahamets are here.
Think Good thing I'm smart enough to toss torches into darkened areas.
this harkens unto a want, to be able to see from a dark room into a light, but not the other way around.
Yes to all the above. Toss FTW.
RTCW: I want there to be one more wearable slot on the back.
Quote from: Reiloth on March 24, 2011, 07:34:37 PM
RTCW: I want there to be one more wearable slot on the back.
+1
Quote from: Nyr on March 24, 2011, 07:14:44 PMAnyway, we all look at this from time to time, and filling it up with your flavor of the month roleplay wants, world wants, or a lengthy derail into the random want du jour just makes it even harder for us to scan this thread for recent posts for ideas.
I've been lurking in this thread
since it started looking for something I can implement.
Scribble code on canvas/paper items. Do it!
I will send you a kitten.
Or I guess you could use the existing writing/title code with a universal art language. For various not written sketches, paintings, and diagrams.
It would be nice if certain mundane skills (common sense can dictate which skills are mundane).. ie: climb, search, flee. Would eventually branch with enough use. Even then with certain subguilds that even get these skills they are capped kind of low so that you will eventually fail which doesn't make much sense to me.
Since this already applies to the ride (and another skill I'm pretty sure), skill why wouldn't it apply to other mundane skills?
A way to temporarily codedly revoke clan status.
I'm having trouble imagining a realistic need for that, care to elaborate?
Well, I don't think it would have universal utility. Only a few sparse cases. It probably wouldn't be worth it. It's a tiny code want.
I believe this has been mentioned before, particularly in usage with the "guard" command.
A way to hitch a mount to the room that is both time consuming to do and time consuming to undo.
This would let you hitch kank room. wait 30 seconds. and then know anyone who wants to steal your kank will have to sit there for 30 seconds unhitching it instead of the ol s;hitch kank;mount;run;n
It would be neat if, when our stun dropped below a certain percentage (15%-25% range), we would get an echo of 'feeling dizzy' or something similar.
Quote from: Marc on March 24, 2011, 11:24:05 PM
A way to hitch a mount to the room that is both time consuming to do and time consuming to undo.
This would let you hitch kank room. wait 30 seconds. and then know anyone who wants to steal your kank will have to sit there for 30 seconds unhitching it instead of the ol s;hitch kank;mount;run;n
This. Mounts are way too easy to steal, and -way- too vital in the middle of the desert.
It's not that hard to steal someone's mount when they're not looking. I think of Zalanthas as more like the Wild West, and less like "That guy stole my car ... I'm tracking him with my GPS."
Maybe a slight lag. But even so, they're gonna take off with your mount regardless, aren't they?
Edit: I do understand this is also a playability issue.
Quote from: MeTekillot on March 24, 2011, 10:34:29 PM
A way to temporarily codedly revoke clan status.
Actually... a way to give clan status temporarily.
Quote from: Kismetic on March 25, 2011, 12:05:03 AM
It's not that hard to steal someone's mount when they're not looking. I think of Zalanthas as more like the Wild West, and less like "That guy stole my car ... I'm tracking him with my GPS."
Maybe a slight lag. But even so, they're gonna take off with your mount regardless, aren't they?
Edit: I do understand this is also a playability issue.
RTCW: If not a way to bind mounts in place for short periods then enough variety and a way to brand mounts in addition to making recently rented mounts somehow visible in the stables so that "hustlers" can be caught instead of the race to a stables/slaughterhouse to turn the mount into a ticket/obsidian coins. Stealing kanks is an awesome activity in theory, it's classic western, but in practice the risk/reward factor is all flocked up IMHO
edited to address another point: They will get the mount anyway, but it's not a "who can type faster/mad rush/alias/trigger" affair like it is now. I guess I didn't stipulate that while the mount would be hitched to the ground, you could instantly hitch it back to yourself (frozen in spot for the same amount of time or whatever). This means you could move one room away. Go into a tavern. Go into a shop and if you're paying attention you might notice the jerkface messing with your kank and can go back outside to confront the would be thief. If you leave your kank in the wilds, yeah, 30 seconds or whatever isn't a very long time at all. They'll get your kank sure'nuff.
for scan to be useful versus hide, for a percentage of half-breeds to, as i'm interpreting the docs, pass for either human or elf (which does not happen IG, and i think this could be tweaked with the sdesc) and possible changes to one's sdesc, like tdesc, which can be cleared to reveal your original sdesc. i think the keyword command kind of trumps that though, and that it'd be too hard to implement without changing other things like that.
Quote from: Marc on March 25, 2011, 12:20:46 AM
They will get the mount anyway, but it's not a "who can type faster/mad rush/alias/trigger" affair like it is now.
This sounds like a character complaint. I have a handful of aliases for mundane things, but using triggers seems out of line (isn't it against the rules?). Either way, sometimes, to do something dirty, you gotta get away fast.
A suggestion, though: use watch.
Quote from: Case on March 25, 2011, 12:06:25 AM
Actually... a way to give clan status temporarily.
So many times something like
recruit amos 10
you recruit amos to the arm of the dragons for duration 10 minutes.
would have been badass.
Quote from: Cindy42 on March 24, 2011, 05:41:44 PM
the zalanthan version of monastic orders---- perhaps involving certain types of combat training or certain spiritual codes, or the worship of one of the two Highlords, or the Sand Lord, or an elemental plane. they get a uniform, certain tattoos or piercings which look the same, and for the most part, are the same race with some of the same coloration, mostly to strongly hint at a shared ancestry. or something.
killer monks!
Quote from: Cindy42
..we should have more than one too, like two, with varying principles. the ones that use staves, or the ones that wield twin shortswords...
Hate to rain on your idea parade, but they're called Jihaens. Perhaps you've seen one or two!
Quote from: Cindy42 on March 25, 2011, 01:06:34 AM
for a percentage of half-breeds to, as i'm interpreting the docs, pass for either human or elf (which does not happen IG
Yes it does. Quit talking if you don't know what you're talking about.
Quote from: maxid on March 25, 2011, 03:05:03 AM
Quote from: Cindy42 on March 25, 2011, 01:06:34 AM
for a percentage of half-breeds to, as i'm interpreting the docs, pass for either human or elf (which does not happen IG
Yes it does. Quit talking if you don't know what you're talking about.
Seriously? you can change your breed's racial appearance on the fly? Or do you not know what the hell I'm talking about?
To change kick into a more diverse "extra attack," containing anything from a roundhouse kick, to a knee thrust, to an elbow to the face.
Quote from: Cindy42 on March 25, 2011, 03:28:47 AM
Quote from: maxid on March 25, 2011, 03:05:03 AM
Quote from: Cindy42 on March 25, 2011, 01:06:34 AM
for a percentage of half-breeds to, as i'm interpreting the docs, pass for either human or elf (which does not happen IG
Yes it does. Quit talking if you don't know what you're talking about.
Seriously? you can change your breed's racial appearance on the fly? Or do you not know what the hell I'm talking about?
No, you cannot change it on the fly. At chargen, you can decide if you want to be an elven-looking-half-elf, a human-looking-half-elf, or pass for human (Perhaps you are unaware you are a half-elf).
Scan is also useful versus hide.
Quote from: Kismetic on March 25, 2011, 03:38:34 AM
To change kick into a more diverse "extra attack," containing anything from a roundhouse kick, to a knee thrust, to an elbow to the face.
Hell yeah. Or just a more generic "strike" command as has been discussed before.
Headbutt command.
Just because.
EDIT: OOPS, I should only post tiny code wants instead of derailing.
Want: Half-elves who choose to appear fully elven being granted master-rank allundean.
A stress system, things like not eating, taking damage maybe even foraging increase stress. Too much will weaken/cause your character to attack random people/hallucinate as though they've taken Skellebain.
reduced by having a nice long rest, eating or taking spice.
Not really a tiny want, but I think it'd be cool.
Quote from: hyzhenhok on March 25, 2011, 09:50:39 AMEDIT: OOPS, I should only post tiny code wants instead of derailing.
Want: Half-elves who choose to appear fully elven being granted master-rank allundean.
Tossing an idea out, building on this, and using made-up numbers...
So right now, all half-elves get something like 100% sirihish and 80% allundean, or close to that, from my observing... anyway, what if those looking human kept these numbers, those looking elven had them reversed and those looking obviously half-elven get to choose at chargen based on background?
Quote from: Marshmellow on March 25, 2011, 12:51:11 PM
Quote from: hyzhenhok on March 25, 2011, 09:50:39 AMEDIT: OOPS, I should only post tiny code wants instead of derailing.
Want: Half-elves who choose to appear fully elven being granted master-rank allundean.
Tossing an idea out, building on this, and using made-up numbers...
So right now, all half-elves get something like 100% sirihish and 80% allundean, or close to that, from my observing... anyway, what if those looking human kept these numbers, those looking elven had them reversed and those looking obviously half-elven get to choose at chargen based on background?
If that's not the way it currently works, it totally should.
Eh. The reason starting sirihish was bumped for full city elves and dwarves was because it didnt make since they wouldn't speak the common tongue. Doesn't reason that half-elves would suddenly have that problem.
Both languages should be 100%. It starts out high enough and the learning curve on languages by that point is infinitesimal that all it serves is pointing out newbs.
100%, both languages. All the time. What's it gonna break?
(or get rid of half-elves. kank disease should kill the kanks best friend too ;-)
New RTCW: For walking around in silt to AUTO dusty things in the correct ranges of clothing.
there isn't a person on our planet that doesn't have a complete knowledge of one tongue by the time they're an adult, save the ones with mental problems. half-elves having no culture, should also not have their own special language. i agree with the ones looking like elves should get reversed language talents from the current setup though. just not the half-elves having an incomplete knowledge of both. maybe give those a choice?
I would rather they get a separate choice about their language preference, instead of tying it to what they look like.
I mean why should being born looking more like an elf than a human have any bearing whatsoever on what language you're more exposed to as a character?
What if you look more like an elf, but you were raised by your human mother because your Red Fang rapist of a father was nowhere to be seen?
I say make language preference an option just like the option for whether you want to look like a human, a breed, or an elf.
Just bringing up again that I would give Yam's firstborn child for linguists to be able to choose which languages they speak at chargen. Sometimes being able to speak Cavilish or Bendune just fits a character concept more, but they aren't actually a nomad or a merchant-guild.
Fortunately there's another subguild that offers bendune, but no such luck with Cavilish. :(
Help caravan_guide
The saddle objects to function as a means to better ride, as well to be placeable on mounts.
Quote from: Cindy42 on March 25, 2011, 06:54:28 PM
there isn't a person on our planet that doesn't have a complete knowledge of one tongue by the time they're an adult, save the ones with mental problems.
Or people who are not exposed to one language, or people who are exposed to some of the language...
Quote from: Potaje on March 25, 2011, 07:42:50 PM
The saddle objects to function as a means to better ride, as well to be placeable on mounts.
pack saddle beetle
want: coded cannons, or at least that boom stick from the original star trek.
Quote from: Case on March 25, 2011, 07:57:31 PM
Quote from: Cindy42 on March 25, 2011, 06:54:28 PM
there isn't a person on our planet that doesn't have a complete knowledge of one tongue by the time they're an adult, save the ones with mental problems.
Or people who are not exposed to one language, or people who are exposed to some of the language...
oh, right, like creoles--- literally, a language spoken by a people who had have exposure to two already established languages, creating a hodge-podge of both. pidgins are languages where only trade words have creeped in. is this what you mean?
agreeing with musashi, here. some of my halfies' background don't work as smoothly with what my halfies can speak.
Quote from: Cindy42 on March 25, 2011, 09:51:53 PM
Quote from: Case on March 25, 2011, 07:57:31 PM
Quote from: Cindy42 on March 25, 2011, 06:54:28 PM
there isn't a person on our planet that doesn't have a complete knowledge of one tongue by the time they're an adult, save the ones with mental problems.
Or people who are not exposed to one language, or people who are exposed to some of the language...
oh, right, like creoles--- literally, a language spoken by a people who had have exposure to two already established languages, creating a hodge-podge of both. pidgins are languages where only trade words have creeped in. is this what you mean?
Creoles are a full, 'proper' language, they just grow out of a pidgin language. Pidgin languages are more of an issue of expedience.
The situations I mentioned above:
1. Somebody who grows up without exposure to spoken language. I imagine support for deaf people in Zalanthas is minor. Somebody who grows up alone perhaps.
2. Somebody who is only exposed to partial language, possibly pidgin. It could be their language mentor was somebody who spoke poorly, or spoke little.
I would say a lot of this would come about from child abuse/neglect, a la Kaspar Hauser.
It doesn't make sense that all halfbreeds speak some allundean - perhaps this could be chosen at chargen? If the 'breed looks elven, perhaps it could start higher too.
I just want a way for half-elves to be able to pass as elven without having to take the linguist subguild. I don't really care how that's achieved.
Hey guys, lets not derail the thread with a discussion on languages. Take it here instead.
http://www.zalanthas.org/gdb/index.php/topic,40915.0.html#new (http://www.zalanthas.org/gdb/index.php/topic,40915.0.html#new)
I'd like to see a few really large rocks (granite, obsidian, marble and such) that can only reasonably be picked up and carried by a half-giant or a robust dwarf placed about the world. Stone workers could hire people to go out and fetch one in.
Quote from: Salt Merchant on March 26, 2011, 08:45:37 AM
I'd like to see a few really large rocks (granite, obsidian, marble and such) that can only reasonably be picked up and carried by a half-giant or a robust dwarf placed about the world. Stone workers could hire people to go out and fetch one in.
That is a pretty damn awesome idea.
Quote from: FantasyWriter on March 26, 2011, 09:16:24 AM
Quote from: Salt Merchant on March 26, 2011, 08:45:37 AM
I'd like to see a few really large rocks (granite, obsidian, marble and such) that can only reasonably be picked up and carried by a half-giant or a robust dwarf placed about the world. Stone workers could hire people to go out and fetch one in.
That is a pretty damn awesome idea.
+1
Yay. Another reason for everyone to cultivate a pet half-giant or pet companion dwarf.
Quote from: Salt Merchant on March 26, 2011, 08:45:37 AM
I'd like to see a few really large rocks (granite, obsidian, marble and such) that can only reasonably be picked up and carried by a half-giant or a robust dwarf placed about the world. Stone workers could hire people to go out and fetch one in.
Or, even better, Half-giants can forage 'gigantic fucking rocks'.
I'm for anything that is "randomly" spawned and can be cultivated only by a number of people, or half-giants/dwarves.
Even if its just the regular stones, so you can have a half-giant carry back a "ginormous, rough-edged block of sandstone", hell yeah.
Quote from: Reiloth on March 27, 2011, 02:31:52 PM
Quote from: Salt Merchant on March 26, 2011, 08:45:37 AM
I'd like to see a few really large rocks (granite, obsidian, marble and such) that can only reasonably be picked up and carried by a half-giant or a robust dwarf placed about the world. Stone workers could hire people to go out and fetch one in.
Or, even better, Half-giants can forage 'gigantic fucking rocks'.
>get obsidian.deposit
I'd like to see a flag system for consent
>consent torture on
>consent rape off
>Check x's consent
x's consent is: torture is on, rape is off, enslavement is on, dryhumping is on etc etc
coded dryhumping
Quote from: NOFUN on March 27, 2011, 04:47:50 PM
I'd like to see a flag system for consent
>consent torture on
>consent rape off
>Check x's consent
x's consent is: torture is on, rape is off, enslavement is on, dryhumping is on etc etc
the less ooc communication the better. i vote win. my torture would totally be on; the more gruesome my death is the more fun to watch.
Yes, I suggested the flag system some years ago, maybe time to put it up again.
Somebody find the thread.
Quote from: Cindy42 on March 27, 2011, 04:58:57 PM
Quote from: NOFUN on March 27, 2011, 04:47:50 PM
I'd like to see a flag system for consent
>consent torture on
>consent rape off
>Check x's consent
x's consent is: torture is on, rape is off, enslavement is on, dryhumping is on etc etc
the less ooc communication the better. i vote win. my torture would totally be on; the more gruesome my death is the more fun to watch.
Sure, provided that all the consents are toggled off when you first get into the game. That way there isn't ever a case of someone forgetting to set them and not remembering until the other person is balls deep into the emotes.
Yeah, I'd like consent toggle on too. It's a bit awkward to ask, and definitely breaks character.
> ooc Uhh... my character would like to rape yours.
> ooc Is that fine?
> ooc Because if it's not.. I could just kill you
> ooc I mean, Not that I'll kill you because you wouldn't OOC let me rape her, but because it's something he'd do
> ooc Well, he'll kill her anyway even with the rape, i just thought that like it's more in character, and better to end it that way.
> ooc Not that I'm saying rape is good. From an OOC.. and IC perspective. It's just something we could roleplay.
> ooc Not saying that you're into it either.. unless you are. Because I'm not... unless you are.
> ooc Oh never mind, this is kinda weird.
> backstab woman
Even more awkward to do this with NPCs, and sometimes I can't tell who's an NPC and who's just a link dead person.
try:
>OOC Consent rape?
next time. They should only OOC yes or no back.
Strapped glow crystals not being lit when you log in. If they were off when you logged in, people might actually wear them all the time, instead of always taking them off.
My last character had that problem but with irrig staffs. If they're strapped to your back, they turn themselves on when you log in without your knowledge.
Quote from: Taven on March 27, 2011, 07:12:58 PM
Strapped glow crystals not being lit when you log in. If they were off when you logged in, people might actually wear them all the time, instead of always taking them off.
Oh hell yes. I tend to bug and typo a lot and somehow I have never though to bug or idea this, or post about it on the gdb. It would be great to not have to remember to turn them off on login.
Quote from: SMuz on March 27, 2011, 05:50:05 PM
> ooc Uhh... my character would like to rape yours.
> ooc Is that fine?
> ooc Because if it's not.. I could just kill you
> ooc I mean, Not that I'll kill you because you wouldn't OOC let me rape her, but because it's something he'd do
> ooc Well, he'll kill her anyway even with the rape, i just thought that like it's more in character, and better to end it that way.
> ooc Not that I'm saying rape is good. From an OOC.. and IC perspective. It's just something we could roleplay.
> ooc Not saying that you're into it either.. unless you are. Because I'm not... unless you are.
> ooc Oh never mind, this is kinda weird.
> backstab woman
If only the quote space were a little longer. This was funny.
Quote from: Taven on March 27, 2011, 07:12:58 PM
Strapped glow crystals not being lit when you log in. If they were off when you logged in, people might actually wear them all the time, instead of always taking them off.
+1 to this. But until that day, just set up a login-script client side that extinguishes your glow crystals every time you enter the game. That's what I do when I have characters who wear these.
Quote from: SMuz on March 27, 2011, 04:06:09 PM
Quote from: Reiloth on March 27, 2011, 02:31:52 PM
Quote from: Salt Merchant on March 26, 2011, 08:45:37 AM
I'd like to see a few really large rocks (granite, obsidian, marble and such) that can only reasonably be picked up and carried by a half-giant or a robust dwarf placed about the world. Stone workers could hire people to go out and fetch one in.
Or, even better, Half-giants can forage 'gigantic fucking rocks'.
>get obsidian.deposit
Does that work?
And does it have a normal ldesc when it's dropped again, or does it appear to still be out in the desert?
Also, what about other sorts of stone?
I wish there was a date command.
No, not that kind of date.
I wish when something significant happened in your PC's life you could type "record date" and it would record the date, much how it records your birthday. Yes, I know that bios are written on specific dates. However, the idea is that when you type "dates" it would show the event title, the date, and how many IC days/months/years it's been since then, just like it does with birthdays (not exactly, but close enough).
Also calling it a "Date command" just amuses me.
Cool idea, although in all fairness you could just "date" your bio entries for right now.
Quote from: musashi on March 28, 2011, 11:36:42 PM
Cool idea, although in all fairness you could just "date" your bio entries for right now.
No, you're missing the main point. Bio entries already automatically record the IC date they are created. This command would allow you to see exactly how much time has passed since then, or alternately how much time there is before that time comes around again. "It's only thirty days until the day me n' my mate Talia met, I remember it well!"
I wish we could add charms and or adorn spears.
Quote from: Taven on March 28, 2011, 11:43:22 PM
Quote from: musashi on March 28, 2011, 11:36:42 PM
Cool idea, although in all fairness you could just "date" your bio entries for right now.
No, you're missing the main point. Bio entries already automatically record the IC date they are created. This command would allow you to see exactly how much time has passed since then, or alternately how much time there is before that time comes around again. "It's only thirty days until the day me n' my mate Talia met, I remember it well!"
No no I get it. It would be cool. I'm just saying that till then, you can include IC dates in the actual text of your bio entry so you can have the information on hand.
Let us eat/drink more with a single use of the command.
For example,
eat pizza 6
results in eating the whole pie.
Quote from: Drayab on March 29, 2011, 01:57:56 AM
Let us eat/drink more with a single use of the command.
For example,
eat pizza 6
results in eating the whole pie.
Why not "eat all of pizza"?
Quote from: Taven on March 28, 2011, 11:43:22 PMNo, you're missing the main point. Bio entries already automatically record the IC date they are created. This command would allow you to see exactly how much time has passed since then, or alternately how much time there is before that time comes around again. "It's only thirty days until the day me n' my mate Talia met, I remember it well!"
We can't do that in real life without some tool to keep track of this. Why should we be able to do this with our characters? Why should our characters, for that matter, have such a good concept of what day it is on a regular basis? We only are able to follow this stuff because of calendars and the like, things which illiterate people don't have much of.
Quote from: Drayab on March 29, 2011, 01:57:56 AM
Let us eat/drink more with a single use of the command.
For example,
eat pizza 6
results in eating the whole pie.
As long as it's followed by a tiny coded possibility of choking and losing hp/stun, based on size. I'd bet that if a small guy tried to eat a whole pizza in half a minute, he'd have trouble, while a half giant or elf might not.
I like the > eat all idea. Just take in as much food as in your inv This would be esp good for groups instead of massive spamming
+1 for the eat all and maybe give all too.
Only thing to remember with eat all/drink all is poison. You going to be happy if instead of a single bite of poison you've now ingested the entire thing? "I would have stopped right away!" Not sure how the code works with this ala if it's just on/off or if poisons have varying degrees, but something to consider.
+1 to eliminating spam
-1 removing control from pcs.
eat pizza all (taking a lot of little bites and chewing each bite very carefully)
As for poison, the dose will still only depend on whether you use eat or taste. Whether you use 'eat pizza all' or 'eat pizza' determines if there is leftover poison pizza for your pals. I don't think that is a big deal.
I'm, not sure how complicated it would be, but it could go like:
>
eat all pizza
>The tall, muscular man starts eating a pizza.
(long pause)
> The tall, muscular man finishes eating a pizza.
or...
>
eat all pizza
> The tall, muscular man starts eating a pizza
> You feel ill!
>
stop
> The tall, muscular man stops eat a partially-eaten pizza.
But I think now we've moved on from having a random /tiny/ want.
Quote from: Feco on March 29, 2011, 04:10:30 PM
>
eat all pizza
> The tall, muscular man starts eating a pizza
> You feel ill!
>
stop
> The tall, muscular man stops eat a partially-eaten pizza.
But I think now we've moved on from having a random /tiny/ want.
I think that way will work the best.
Quote from: SMuz on March 27, 2011, 05:50:05 PM
Yeah, I'd like consent toggle on too. It's a bit awkward to ask, and definitely breaks character.
> ooc Uhh... my character would like to rape yours.
> ooc Is that fine?
> ooc Because if it's not.. I could just kill you
> ooc I mean, Not that I'll kill you because you wouldn't OOC let me rape her, but because it's something he'd do
> ooc Well, he'll kill her anyway even with the rape, i just thought that like it's more in character, and better to end it that way.
> ooc Not that I'm saying rape is good. From an OOC.. and IC perspective. It's just something we could roleplay.
> ooc Not saying that you're into it either.. unless you are. Because I'm not... unless you are.
> ooc Oh never mind, this is kinda weird.
> backstab woman
Even more awkward to do this with NPCs, and sometimes I can't tell who's an NPC and who's just a link dead person.
I laughed and laughed.
To have replies to requests through the request tool (not the staff replies, but your replies to staff replies) have an option to get sent to your email like the original request does.
Because I search everything through my email search function.
I doubt this would be a tiny code want. Though its something I've always wanted.
For all characters to get certain base skills, OR be able to learn those base skills via use and get them on their skills list.
Climb. Skinning. Value. Etc...
Mundane skills anyone can pick up pretty easily...
Quote from: valeria on April 01, 2011, 11:27:44 AM
To have replies to requests through the request tool (not the staff replies, but your replies to staff replies) have an option to get sent to your email like the original request does.
Because I search everything through my email search function.
Done.
I also added a search to your History page.
Enjoy, and no, that's not an April Fool's Joke.
Quote from: Morgenes on April 01, 2011, 04:45:09 PM
Quote from: valeria on April 01, 2011, 11:27:44 AM
To have replies to requests through the request tool (not the staff replies, but your replies to staff replies) have an option to get sent to your email like the original request does.
Because I search everything through my email search function.
Done.
I also added a search to your History page.
Enjoy, and no, that's not an April Fool's Joke.
Oh I will. I definitely will. You are awesome ;D
Adapted from that certain tavern:
Some desert-elf's hawk screeches in your ear.
Some desert-elf's hawk screeches in your ear.
Some desert-elf's hawk screeches in your ear.
brief echo
either that or
shoot desert-elf's hawk s
but in all seriousness, can echoes be tuned down a bit in high-population rooms? I enjoy the occasional echo as much as the next bloke but it seems taverns kick up echos in overdrive mode.
Or better yet, the room could try to detect the number of PCs in the room and adjust how common the echos are accordingly.
While nice, it's a freaken bird that said jackass can't keep quiet. Handle it IC. Teach um to leave their pets at home or buy something quiet. Same with babies, slaves, parrots, whatever. How do you handle it IRL? I know when my friends bring over loud slaves I give them an ear full!
A way to brief all echo's is pretty cool though. Not necessary, but wants are wants and in high-spam situations every little bit helps :-) +1
Quote from: Marc on April 02, 2011, 02:06:36 AM
While nice, it's a freaken bird that said jackass can't keep quiet. Handle it IC. Teach um to leave their pets at home or buy something quiet. Same with babies, slaves, parrots, whatever. How do you handle it IRL?
True, but even getting pissed and nuking the entire tavern with a maxxed krathi won't stop the "stupid fucking bird squawks in your ear" echoes.
If I am alone in a bar and getting blasted with echoes, I ignore some that are a little too 'in your face' to happen multiple times, and roll with ones that are more atmospheric.
RTCW:
For hunt to include different types of shoes. Boots, sandals, shoes, bare feet.
Quote from: Reiloth on April 02, 2011, 09:17:57 PM
For hunt to include different types of shoes. Boots, sandals, shoes, bare feet.
Seconded. This would be an awesome addition but I think only with somewhat trained hunt. Beginner hunt, no.
Quote from: jhunter on April 03, 2011, 02:14:54 AM
Quote from: Reiloth on April 02, 2011, 09:17:57 PM
For hunt to include different types of shoes. Boots, sandals, shoes, bare feet.
Seconded. This would be an awesome addition but I think only with somewhat trained hunt. Beginner hunt, no.
Yeah, definitely.
A many legged insect moved through here recently, headed north. It was wearing sandals.
Sorry, couldn't help myself.
To be able to remove items via location.
remove left wrist
remove wrist wrist
remove neck
etc.
Quote from: Majikal on April 03, 2011, 03:59:40 AM
To be able to remove items via location.
remove left wrist
remove wrist wrist
remove neck
etc.
+1
Quote from: Majikal on April 03, 2011, 03:59:40 AM
To be able to remove items via location.
remove left wrist
remove wrist wrist
remove neck
etc.
"Remove all" would be handy too, as the counterpart to the already existing "wear all".
For the record, 'remove all' is in Arm2.
Quote from: Morgenes on April 03, 2011, 10:56:21 AM
For the record, 'remove all' is in Arm2.
This proves Morgenes is a diehard mudsex0r. Proves it.
RTCW:
Deadbolts for doors/Breakable doors/Repairable doors. Ways to secure yourself behind a door so a single lockpick is not the end, but also to make doors fallible to good ol door bash. Dunno how to balance it so the next half-giant rolled doesn't come through and open every door in town. More dynamic doors!
More dynamic doors are in Arm 2. You can install and uninstall doors and locks in doors.
Quote from: Morgenes on April 03, 2011, 01:18:01 PM
More dynamic doors are in Arm 2. You can install and uninstall doors and locks in doors.
Touche on the mudsex0r parry, sir.
RTCW:
The ability to assign keywords to pcs/npcs just like you can for mounts ONLY that they do not work for other people.
Example:
Blue-man says his name is frank. Frank is not a keyword. You addkeyword blue frank.
Now blue-man has the keyword frank to you only. Frank would still not work for anyone else.
Quote from: musashi on April 03, 2011, 07:17:20 AM
Quote from: Majikal on April 03, 2011, 03:59:40 AM
To be able to remove items via location.
remove left wrist
remove wrist wrist
remove neck
etc.
+1
Quote from: Morgenes
Arm 2 is amazing and you should drool over it. [paraphrase]
Yes. Drooling. Right here. That's drool.
Quote from: Marc on April 03, 2011, 01:25:31 PM
The ability to assign keywords to pcs/npcs just like you can for mounts ONLY that they do not work for other people.
Example:
Blue-man says his name is frank. Frank is not a keyword. You addkeyword blue frank.
Now blue-man has the keyword frank to you only. Frank would still not work for anyone else.
We are calling these private keywords in Arm 2. It is the way most keywording will work, except for visible sdesc keywords.
A coded option for slum lords to give out extra keys to renters who misplaced theirs, but penalizing days rented for it. So say, someone got his key stolen, or actually wants an extra key just in case. He asks the slum lord for a key and he gives him an extra, but lowers the days rented by a 100. If there is less then a 100 days available, it just puts it into a "pay soon, or lose the apartment" thing.
Granted, it'll allow one of the tenants to kick others out, by exhausting days, then rerenting it for himself alone and keeping all the fun stuff that's stored inside, but that's what big and heavy, skull splitting clubs are for.
Quote from: Morgenes on April 03, 2011, 01:48:26 PM
Quote from: Marc on April 03, 2011, 01:25:31 PM
The ability to assign keywords to pcs/npcs just like you can for mounts ONLY that they do not work for other people.
Example:
Blue-man says his name is frank. Frank is not a keyword. You addkeyword blue frank.
Now blue-man has the keyword frank to you only. Frank would still not work for anyone else.
We are calling these private keywords in Arm 2. It is the way most keywording will work, except for visible sdesc keywords.
I'm a little worried about abuse issues with private keywords.
Take for example a situation in which a person who got robbed discretely keywords their completely cloaked/hidden/I'll kill you if you look at me robber. Then whenever they see a new PC walk into the bar back at the city they "l robber" and see if it pings.
Private keywords probably won't work on cloaked fellows.
I was going to say, that is easy to fix, either have it simply not work if face hid, Or, and this would be more fun IMO, have it work, But if the PC lowers hood, uncovers face, for any reason, the keyword goes away for the other person.
Being able to keyword all your raiding partners with hoods up is useful, but no reason they should stick...besides, then you could re-use them.
I know if I was a byn sarge, I'd be wanting to use Larry, Curly and Moe...alot.
Quote from: X-D on April 03, 2011, 09:26:03 PM
I was going to say, that is easy to fix, either have it simply not work if face hid, Or, and this would be more fun IMO, have it work, But if the PC lowers hood, uncovers face, for any reason, the keyword goes away for the other person.
Being able to keyword all your raiding partners with hoods up is useful, but no reason they should stick...besides, then you could re-use them.
I know if I was a byn sarge, I'd be wanting to use Larry, Curly and Moe...alot.
Actually, that's a really good point. If your Rogue is smart enough to change clothes, people won't be able to recognize him for his crimes by tagging them with a temp keyword.
Sounds good to me. I hope that idea makes it into 2.arm as well.
Quote from: musashi on April 03, 2011, 07:19:40 PM
Quote from: Morgenes on April 03, 2011, 01:48:26 PM
Quote from: Marc on April 03, 2011, 01:25:31 PM
The ability to assign keywords to pcs/npcs just like you can for mounts ONLY that they do not work for other people.
Example:
Blue-man says his name is frank. Frank is not a keyword. You addkeyword blue frank.
Now blue-man has the keyword frank to you only. Frank would still not work for anyone else.
We are calling these private keywords in Arm 2. It is the way most keywording will work, except for visible sdesc keywords.
I'm a little worried about abuse issues with private keywords.
Take for example a situation in which a person who got robbed discretely keywords their completely cloaked/hidden/I'll kill you if you look at me robber. Then whenever they see a new PC walk into the bar back at the city they "l robber" and see if it pings.
It would be a simple case of code abuse and it would be easy enough for the staff to look at the logs and bust them on it if such happened.
Quote from: jhunter on April 03, 2011, 11:29:17 PM
It would be a simple case of code abuse and it would be easy enough for the staff to look at the logs and bust them on it if such happened.
This alone doesn't do it for me. I know staff would surely do that, but they couldn't save your character.
The person would be punished, but the damage would already be done.
> list prostitute
the tall, muscular prostitute has the following goods to trade:
01) a kiss for 10 obsidian coins
02) heavy petting for 24 obsidian coins
03) a striptease for 45 obsidian coins
04) kanking for 80 obsidian coins
05) backdoor kanking for 140 obsidian coins
Quote from: SMuz on April 04, 2011, 04:15:14 AM
> list prostitute
the tall, muscular prostitute has the following goods to trade:
01) a kiss for 10 obsidian coins
02) heavy petting for 24 obsidian coins
03) a striptease for 45 obsidian coins
04) kanking for 80 obsidian coins
05) backdoor kanking for 140 obsidian coins
I dig that!
How about the next time there is a PC whore, you actually value her, instead of either ignoring them, or making it a challenge to get into their pants for free.
Quote from: Dar on April 04, 2011, 10:05:06 AM
How about the next time there is a PC whore, you actually value her, instead of either ignoring them, or making it a challenge to get into their pants for free.
>value whore
You'd probably have to pay a couple small to get him under some furs.
?
I am ok with this code want
Quote from: musashi on April 04, 2011, 04:06:06 AM
Quote from: jhunter on April 03, 2011, 11:29:17 PM
It would be a simple case of code abuse and it would be easy enough for the staff to look at the logs and bust them on it if such happened.
This alone doesn't do it for me. I know staff would surely do that, but they couldn't save your character.
The person would be punished, but the damage would already be done.
I suppose but I prefer to leave it possible for the twinks to show themselves and get weeded out. For every one that abuses something like that there are many who don't and that goes a long way in making me feel better about trusting the majority of players.
Sunslits to reduce vision indoors/in the dark.
Maybe you can't see out of the room you're in?
whisper self
For those times that you want to mutter under your breath, but you want to afford someone the opportunity to hear you if they are listening.
Quote from: Feco on April 06, 2011, 08:26:04 PM
Sunslits to reduce vision indoors/in the dark.
Maybe you can't see out of the room you're in?
My suggestion: Limits visibility by one room, but allows you to see in the room you're in, even during blinding sandstorms.
So if you'd normally see 3 rooms, you only see 2, etc. The trade off is that you'd have an easier time navigating during actual sandstorms.
I don't think visibilty in the bright sun should be limited. Just indoors/dark. Just MHO.
Quote from: Feco on April 06, 2011, 10:08:45 PM
I don't think visibilty in the bright sun should be limited. Just indoors/dark. Just MHO.
Well they
do kinda wreak havoc on peripheral vision.
significantly nix scan if you're wearing sunslits maybe?
Seems like a pointless addition.
Quote from: DesertT on April 06, 2011, 08:43:14 PM
whisper self
For those times that you want to mutter under your breath, but you want to afford someone the opportunity to hear you if they are listening.
I proposed something like this a few years back, looks like it's not likely to happen (in Armageddon 1) :P
Quote from: SMuz on April 07, 2011, 04:11:04 AM
Quote from: DesertT on April 06, 2011, 08:43:14 PM
whisper self
For those times that you want to mutter under your breath, but you want to afford someone the opportunity to hear you if they are listening.
I proposed something like this a few years back, looks like it's not likely to happen (in Armageddon 1) :P
I'd quite like a mutter command...
Mutter Bloody knife ears
The annoying brit mutters softly
Or if your listen skill is high enough:
Listen
You overhear the annoying brit mutter softly "Bloody knife ears"
Since the 'whisper self' vs 'mutter' debate broke out back when it did, I've been a proponent of 'whisper self'. Why add another command instead of just increase the functionality on a command we already have? This goes doubly when the command you're looking for basically duplicates that other command... but is just to self.
Quote from: Booya on September 12, 2010, 04:53:44 PM
Quote from: DustMight on September 09, 2010, 12:04:44 AM
Quote from: Potaje on May 01, 2009, 12:16:58 PM
I would like to see Drum beat echo for multiple rooms and grow fainter as they reach out..
I submitted an object like this once - a war horn. Thought it might be practical in coordinating battles.
I'd like to be able to whistle, and it to be heard in adjoining rooms.
whistle two short sharp blasts
From the east, you hear someone whistle two short sharp blasts
More flexible, a 'signal' command:
signal (pounding the beater on ~drum) two resonant drumbeats
shows to the room: Pounding the beater on her large hide drum, so and so does two resonant drum beats.
shows to every adjacent room: From the south/east/west/north you hear two resonant drum beats.
signal (bringing both thumbs to her lips, hands cupped) an owl-like hoot
shows to the room: Bringing both thumbs to her lips, hands cupped, so and so does an owl-like hoot
shows to adjacent rooms: From the north etc you hear an owl-like hoot
Maybe only people who were actively listening could hear it in adjacent rooms, and if you had mastered 'listen' you could hear it from even further away.
I love the thought of being able to do secret gang whistle codes in the 'rinth. Or co-ordinate hunts and/or raids with only sounds.
Signaling would work.
For you to still be able to interact with a merchant npc when it happens to wander into the same room as a tattooist.
Quote from: Majikal on April 09, 2011, 03:34:47 PM
For you to still be able to interact with a merchant npc when it happens to wander into the same room as a tattooist.
Quote from: Feco on April 09, 2011, 04:04:16 PM
Quote from: Majikal on April 09, 2011, 03:34:47 PM
For you to still be able to interact with a merchant npc when it happens to wander into the same room as a tattooist.
Yes please.
I would like to be able to beep people (and be beeped). Mainly these people who idle during off-peak times waiting for interaction.
help beep
Quote from: HavokBlue on April 10, 2011, 07:04:08 AM
help beep
Oh, hey, I never thought about that. Nobody seems to use it :P
I like to use it randomly to give people adrenaline rushes (just kidding)
Why kidding, I really do.
I think someone might have already suggested this but I wish one could compare similar armor pieces to each other and the same with similar type weapons.
>inv
a black chitin breastplate
a sturdy, bone-studded leather vest
>compare black sturdy
You compare a black chitin breastplate with a sturdy, bone-studded vest.
-A black chitin breastplate would provide more protection than a sturdy, bone-studded vest.
-A black chitin breastplate is heavier than a sturdy, bone-studded vest.
-A sturdy, bone-studded vest is more durable than a black chitin breastplate.
>inv
an obsidan longsword
a bone shortsword
>Compare obsidian bone
You compare an obsidian longsword with a bone shortsword.
-An obsidian longsword would likely do more damage than a bone shortsword.
-An obsidian longsword is heavier than a bone shortsword.
-A bone shortsword is more durable than an obsidian longsword.
Quote from: jhunter on April 10, 2011, 04:55:54 PM
I think someone might have already suggested this but I wish one could compare similar armor pieces to each other and the same with similar type weapons.
>inv
a black chitin breastplate
a sturdy, bone-studded leather vest
>compare black sturdy
You compare a black chitin breastplate with a sturdy, bone-studded vest.
-A black chitin breastplate would provide more protection than a sturdy, bone-studded vest.
-A black chitin breastplate is heavier than a sturdy, bone-studded vest.
-A sturdy, bone-studded vest is more durable than a black chitin breastplate.
>inv
an obsidan longsword
a bone shortsword
>Compare obsidian bone
You compare an obsidian longsword with a bone shortsword.
-An obsidian longsword would likely do more damage than a bone shortsword.
-An obsidian longsword is heavier than a bone shortsword.
-A bone shortsword is more durable than an obsidian longsword.
PROS:
I think this is totally realistic in a way, given only advanced users of the type of weapon (or weapon and armor crafters) can do it accurately, or it is a separate skill that branches from mastering using weapon types.
Lower ability should equal higher errors -- like value.
CONS:
I see a lot of people wearing the same shit once it gets around "this is the best stuff."
Quote from: Feco on April 10, 2011, 05:18:27 PM
I see a lot of people wearing the same shit once it gets around "this is the best stuff."
This already sort of happens (although the 'best stuff' is often really just 'allegedly best stuff'!)
Yeah, I like the idea of making it a skill sort of like value, just call it the compare skill. Give bonuses to your use of the skill dependant upon your character's other skills. Like having value would help but maybe also having the proper weapon skill would help with comparing weapons, etc. I disagree with it taking "master" level ability to do this, I don't think it should be that hard to discern with both items in hand.
I wish there was a hidden open and close option for those sneaky instances when you need to get something out of your closed pack without the whole room noticing you.
I wish there was an option on rescue to single out a specific attacker from someone your trying to save. So that when your spreading them across the line you don't take the one half beat to shit. or get stuck with the toughest one because its the first in the line.
Comparison of ages. If I'm an older middle-aged person and this young lady is eighteen people should be able to see that.
Quote from: perfecto on April 11, 2011, 06:37:54 PM
I wish there was a hidden open and close option for those sneaky instances when you need to get something out of your closed pack without the whole room noticing you.
yes.
Quote from: Cindy42 on April 12, 2011, 04:16:15 AM
Comparison of ages. If I'm an older middle-aged person and this young lady is eighteen people should be able to see that.
assess -v can do some of that, if you were to use it on each person seperately.
Quote from: BleakOne on April 12, 2011, 05:25:08 AM
Quote from: Cindy42 on April 12, 2011, 04:16:15 AM
Comparison of ages. If I'm an older middle-aged person and this young lady is eighteen people should be able to see that.
assess -v can do some of that, if you were to use it on each person seperately.
thank you :3
Quote from: perfecto on April 11, 2011, 06:37:54 PM
I wish there was a hidden open and close option for those sneaky instances when you need to get something out of your closed pack without the whole room noticing you.
I wish more people left containers and inventories open and full for those rare occasions that someone might ACTUALLY roll a pickpocket (what, 1% of the entire playerbase?)
My RTCW:
Rescue to accept an argument, as stated before, only the argument is optional. As in "rescue <person>", "rescue <person> <aggressor>" and "rescue <person> <all>". I ask for all, only because the reason rescue gets people killed more often than not, is because of the immense amount of lag that they are forced to endure, during which they can't flee even though they have 2 more spiders attacking them. Make the check higher for all, or give it a partial fail, but it might result in rescue used more often, and less accidental deaths.
I wish the information from ass -v was just tagged on after the main description when you look at someone. That way look alone gives you the information that you should get from a look instead of having to use two separate commands.
Not wading through 77 pages to see if this has been asked already but I would love to see certain items coded as both armor and weapons. I want to bludgeon somebody to death with my helmet damn it.
I dunno about that, but you can probably find armor items that have weapon-like functions if you look around in-game.
Quote from: HavokBlue on April 12, 2011, 08:49:05 PM
I dunno about that, but you can probably find armor items that have weapon-like functions if you look around in-game.
Sure. But can I wield the bracer and bludgeon somebody to death with it? Realistically you could and it's just awesome in general.
Almost all items should also be coded as bludgeoning in my opinion unless it;'s a fork then it would be stabbing, heh.
Bows too should be weapons. I think I remember seeing one with sharp bone caps on either end so it could pierce but if you wield it and fight in combat it does nothing.
The ability to paralyze with a punch. And the ability to break bones.
Quote from: Saellyn on April 12, 2011, 10:50:33 PM
The ability to paralyze with a punch. And the ability to break bones.
Ex-nay on the paralyze-punching-nay... But I'd be down for damageable limbs (that heal, of course) but I would like to see a vicious slash to the arm temporary drop someone's ability to use arm-related maneuvers (disarming, shield use and/or weapon use).
Throwing maneuvers. The ability to grab a guy, and throw him in a direction without subdue (with an upped fail check of course)
I'm against that. If you got subdue, you can emote the throwing maneuver.
Quote from: Dar on April 13, 2011, 12:02:28 AM
I'm against that. If you got subdue, you can emote the throwing maneuver.
Be nice and stop throwing my random tiny want away!
Quote from: Saellyn on April 12, 2011, 11:34:05 PM
Throwing maneuvers. The ability to grab a guy, and throw him in a direction without subdue (with an upped fail check of course)
I'd like this too. You can't throw someone off a cliff with an emote :P
I'd also like to be able to slam them down and do other wrestling maneuvers for extra stun damage, and higher chance of fail or self injury.
Quote from: SMuz on April 13, 2011, 02:11:45 AM
Quote from: Saellyn on April 12, 2011, 11:34:05 PM
Throwing maneuvers. The ability to grab a guy, and throw him in a direction without subdue (with an upped fail check of course)
I'd like this too. You can't throw someone off a cliff with an emote :P
I'd also like to be able to slam them down and do other wrestling maneuvers for extra stun damage, and higher chance of fail or self injury.
Honestly, this can all be handled through the use of emotes and the subdue command.
When you attempt to subdue someone, you drop everything you have equipped in your hands - Before you even attempt to subdue the target. This, for one, leaves you unarmed - Should you fail to properly capture them. Then they'll go to town on your ass. If you do successfully subdue them, you have the ability to attack them while holding them (unarmed attacks, of course) which, when they connect, have a high potential and punching a fucker out cold.
Same with throwing someone off a cliff. If I codedly subdued you, emoted dragging you to a cliff's edge, and typed 'throw man west' (while he was subdued) - I would promptly push your silly ass over the edge.
Quote from: Gunnerblaster on April 13, 2011, 02:15:55 AM
Quote from: SMuz on April 13, 2011, 02:11:45 AM
Quote from: Saellyn on April 12, 2011, 11:34:05 PM
Throwing maneuvers. The ability to grab a guy, and throw him in a direction without subdue (with an upped fail check of course)
I'd like this too. You can't throw someone off a cliff with an emote :P
I'd also like to be able to slam them down and do other wrestling maneuvers for extra stun damage, and higher chance of fail or self injury.
Honestly, this can all be handled through the use of emotes and the subdue command.
When you attempt to subdue someone, you drop everything you have equipped in your hands - Before you even attempt to subdue the target. This, for one, leaves you unarmed - Should you fail to properly capture them. Then they'll go to town on your ass. If you do successfully subdue them, you have the ability to attack them while holding them (unarmed attacks, of course) which, when they connect, have a high potential and punching a fucker out cold.
Same with throwing someone off a cliff. If I codedly subdued you, emoted dragging you to a cliff's edge, and typed 'throw man west' (while he was subdued) - I would promptly push your silly ass over the edge.
Okay, let me put it this way.
I want an ability that shoves a person, or throws them, without actively putting them in a headlock. Because that's what subdue is. There, happy?
Quote from: Saellyn on April 13, 2011, 02:25:13 AM
Okay, let me put it this way.
I want an ability that shoves a person, or throws them, without actively putting them in a headlock. Because that's what subdue is. There, happy?
Well, both of those things can be handled in code. Just because you 'subdue' someone doesn't necessarily have to mean you put them into a head lock. This is called a Roleplaying game, afterall. Just because you subdue someone doesn't mean you have to put them into a headlock. It can simply mean you grabbed their wrist and twisted it - or you grappled with them and you have a brief moment in the fight where you have control over their motions.
What would be the benefit to making a new code to shove people? Would you be able to move them into another room? If so, that would be a highly abuse able skill since I could literally walk into the same room with you and, if my skill's high enough, '>shove man west' and push you off a cliff. At least with subdue, you have a chance to flee (there is a lag for the subduer).
Like... I just don't understand what you would use it for. Could you maybe give an example; so I might better understand?
Quote from: Gunnerblaster on April 13, 2011, 02:15:55 AM
Same with throwing someone off a cliff. If I codedly subdued you, emoted dragging you to a cliff's edge, and typed 'throw man west' (while he was subdued) - I would promptly push your silly ass over the edge.
Ha, awesome. I didn't know that throw works on people too.
Quote from: Saellyn on April 13, 2011, 02:25:13 AM
Okay, let me put it this way.
I want an ability that shoves a person, or throws them, without actively putting them in a headlock. Because that's what subdue is. There, happy?
I think that for playability reasons it's probably best that this isn't possible. Getting thrown off a cliff by some jerk with killer subdue is already a pain in the neck as it is.
I reserve the right to want a skill I can abuse, regardless of whether I would abuse it.
Yeah, others WILL abuse it, though. We can already do what you want with a skill we already have. I'm against adding another way to toss people off cliffs.
Making glow crystals a throwable object that you can toss in other rooms or better yet, other cavesss
Let's split the difference and invert it. How about releasing somebody from a subdue in a direction without an exit results in 'throwing them against the wall', for minor amounts of damage and stun.
We could recreate the WWE, slamming people into the ground, the walls, everywhere.
/joking
This thread is for random tiny code wants.
The majority of this thread is not random. Derails happen even after warnings.
Only about half of the items in this thread are truly tiny. More often than not, it's a tiny concept that requires a lot of coding for little benefit.
Sometimes, things in this thread aren't even about code.
We've moderated this thread many a time with hopes that it could follow procedure so that coders and pseudo-coders/builders could peep in and maybe snag something that is both easy to change and would have greater benefit.
If you have a tiny (one-liner) code want, you can use the idea command. If you have a larger code want (or a lengthier tiny one), you can create a thread in the code forum and discuss it without fear of worrying about derailing. If you have a want that is not code related, you can use one of the other forum headings.