Recent posts

#1
General Discussion / Re: Restricted Crafts/Objects
Last post by Lizzie - Today at 02:10:58 PM
Quote from: Riev on Today at 01:39:40 PMIt could be as simple as making any custom craft have a keyword for the current season. Like how in the past, a master-craft item would be tagged <Riev_2020> or something similar.

If staff could follow that convention, then they could have a list of items that were created in a particular season, to determine if they should be deleted, or kept.

The struggle I see would be if a future season would add those items back in ... is there an easy way to do so?

Another option would be an extra line on the code to automatically note the date-stamp of the first manual save of a crafted item.  So in roll-back seasons, you can just order the game to reject load-up of any item with a date-stamp between [start_date] and [end_date] of a season that took place in the future.
#2
General Discussion / Re: Restricted Crafts/Objects
Last post by Riev - Today at 01:39:40 PM
It could be as simple as making any custom craft have a keyword for the current season. Like how in the past, a master-craft item would be tagged <Riev_2020> or something similar.

If staff could follow that convention, then they could have a list of items that were created in a particular season, to determine if they should be deleted, or kept.

The struggle I see would be if a future season would add those items back in ... is there an easy way to do so?
#3
General Discussion / Re: Restricted Crafts/Objects
Last post by perfecto - Today at 11:52:59 AM
Classclown definitely brings up a good point.  It's not a matter of if/when it's a for sure going to come up issue when changing the time-line between seasons, especially backwards.  I've been rolling the problem around in my head for a while now and I don't think there's any easy way staff are going to be able to keep track of which items were made in which eras?  We've never had a reason to omit or include items before of any kind, either they exist or they no longer exist...

So it will likely come down to the decision of having to delete every PC made item after each season, or.. let them all exist.  I think we're all fans of growth here and it would pain me to see everyone's hard work on their items land in the waste basket, so you know where my vote stands.

One afterthought I'm having now.. I suppose one way to at least 'govern' which items can be crafted from staff side would be to remove certain craft components from the game world during each season?  ie: copper

Edit: Because I don't see the "ask the staff" thread anywhere, did we nix that for some reason?
I wanted to ask the staff which of allllll the custom crafts over the years holds a special place in  their hearts as their #1 tippy top most very favorite?
#4
General Discussion / Re: Restricted Crafts/Objects
Last post by Usiku - Today at 02:40:04 AM
We haven't moved far enough in time to have crossed that bridge yet. We'll cross that bridge if/when we need to.
#5
General Discussion / Restricted Crafts/Objects
Last post by Classclown - May 14, 2024, 09:34:58 PM
During Seasons, will some crafts/designs be restricted based on time periods? Or new "old" designs. If something was designed a thousand years ago or in the future, it shouldn't be available now or should be outdated, right? Or are we going to ignore that sort of thing?
#6
General Discussion / Re: City elf overhaul
Last post by Dresan - May 14, 2024, 07:30:27 PM
Just wanted to bring this thread up again.

As more information of the season come out, the more the need to update city elves seems to become.

City elves are in a better place than before, thanks to their ability to run on roads outside of cities, and the construction of a new road which benefits everyone.  However, much of the setting makes it difficult for city elves to access all the content within clans they can join, namely kurac and byn.

This isn't a problem with the current setting, season or plots rather this has always been a problem for city elves. Even content within HRPTs in the past has been tough for city elves to join. Again I want to stress how much making new clans for city elves does not work, bejeweled hand in the north felt so forced and proped up by a specific staff member that without that life support it just crumbles. The rinth elf clan was a painful sad experience too. Instead there are plenty of clans which could change to include city elves like crimson wind and salarr.

Of course, this is assuming a few more steps/tweaks are done to allow city elves code and documentation to allow them to participate in the content these clans can offer. Especially with the direction the season is going, city elves still woefully feel lacking compared to the other karma 1 race options. Since they have become karma class already why not consider just making them karma 2 and improving the overall player experience when using them by bringing them in line with desert elves.

#7
General Discussion / Re: Q&A for NEW Advanced Start...
Last post by KawaiiBear - May 14, 2024, 11:44:48 AM
Is there any possibility for fence to opt to get the same bonuses artisan/dune trader gets?
They're almost identical except fence gets boosted stealth and 2 crafting skills set to master vs 6 crafting skills set to master.
Getting 4 crafting skills to master is imo much more valuable than boosted stealth, especially with how low it caps for fence.

I would like to play a fence tbh but the starting bonuses DT/Artisan are so much more massively useful in comparison that I'm reconsidering on that alone.
#8
General Discussion / Re: Q&A for NEW Advanced Start...
Last post by Halaster - May 14, 2024, 08:49:32 AM
Quote from: Abaddon on May 14, 2024, 04:15:28 AMWill there be plans to repeal the one karma requirement for special applications?

No, you must have 1 karma to make a specapp.  This is mostly so that someone can't just make an account, put in a specapp, then as soon as that character dies, make another account and do it again.

That said, going from 0 to 1 karma is designed to be pretty easy on the new system.
#9
General Discussion / Re: Q&A for NEW Advanced Start...
Last post by zealus - May 14, 2024, 07:34:44 AM
Quote from: Riev on May 13, 2024, 05:32:18 PMFor the heavy crafting classes (Fence/Artisan/Trade) it mentions that some skills will be set to master. Assuming these are still for non-branched crafting skills ... but does this mean that you would consider Custom Crafting from Hour 0 on an Advanced Start character?

Having the skill at master is no longer a requirement of custom crafting :) So you can do hour 0 custom crafts on any PC :)

https://www.armageddon.org/help/view/Custom%20Crafting
#10
General Discussion / Re: Q&A for NEW Advanced Start...
Last post by Abaddon - May 14, 2024, 04:15:28 AM
Will there be plans to repeal the one karma requirement for special applications?