Recent posts

#1
General Discussion / Re: State of ArmageddonMUD Cr...
Last post by Halaster - Today at 05:35:10 PM
Quote from: Riev on Today at 05:34:05 PMJust remember, @Halaster ... degradation is fine until it actually affects ME, and I lose a combat scene/character because someone's razor-weapon destroyed my chestplate.

:)

got it.  If account = riev's account { degradation *= 10}
#2
General Discussion / Re: State of ArmageddonMUD Cr...
Last post by Riev - Today at 05:34:05 PM
Just remember, @Halaster ... degradation is fine until it actually affects ME, and I lose a combat scene/character because someone's razor-weapon destroyed my chestplate.

:)
#3
General Discussion / Re: State of ArmageddonMUD Cr...
Last post by Halaster - Today at 05:27:45 PM
As a concept I'm 100% for item degradation, that is a staple in most survival games.  We're an RPI MUD with survival as one of our themes, so I would like to see it implemented... somehow.  We already have armor getting beat up in combat and needing repair, but as we all know that needs some love.  I wouldn't mind seeing the same for weapons, and some other items.

I think item/gear degradation would be an overall net positive for the game, for a few reasons.  One is that it would give crafters more reason to craft things, because as mentioned, typically once someone gets all their favorite armor and weapons, they don't really need anything else made.  Another is it would be a bit of a money sink, as for most (but not all) players, they know how to make a lot of money in the game.

If we did something more with this, it would be a pretty decent-sized project.  Good ideas for the future!
#4
General Discussion / Re: State of ArmageddonMUD Cr...
Last post by Riev - Today at 05:23:52 PM
Outside of all the work done in this season, I admit that I WOULD like to see armor tackled SIMILARLY to the way weapons were.

Not that I want to know the gortok-skin vest is +2 better than the "cured" gortok-skin vest ... but there was a lot to the weapons change, for crafters. I spent a LOT of time learning, and trying to explain IC, all the different things that were put forth in the Salarri docs.


Honestly at this stage, I feel the "independent" crafters are code for "subguild tailor to make that sweet sweet coin" because crafters are back to being the old school Merchant class: Give them the stuff you hunted for and they'll give you coin. Customers don't need you to dye their items, they don't want you to custom-craft a "good" sword for them. I'm not saying I WON'T play a crafter this season, if only to get those sweet sweet Mordat-vibes, but they could use some love AT SOME POINT.
#5
Staff Announcements / Request Tool Changes
Last post by Halaster - Today at 05:07:05 PM
We have made the following changes to the Request Tool that are now live:


We have added character limits to some request, you should see a counter at the bottom as you type.  The following requests have these limits applied:

- Bug / Typo / Idea - 2500
- Character Report - Leader - 5000
- Clan Documentation Request - 2500
- Complaint or Appeal - 2500
- Email Change - 2500
- IP Sharing Notification - 2500
- Item Orders - 2500
- Join a Clan Forum - 2500
- Leave a Clan Forum - 2500
- Player Complaint - 5000
- Player Kudos - 2500
- Game Related | Question - 2500
- Clan Related | Question / Request - 2500
- Reimbursement - 2500
- Staff Complaint - 5000
- Staff Kudos - 2500
- Stat Change - 2500
- Storage - 2500
- Suggestion or Idea - 2500



The following categories have been added:

  • Player Feedback (5000 characters) - When you want to get feedback to a player but it is doesn't rise to the level of complaint.
  • Staff Feedback (5000 characters) - When you want to get feedback to staff but it is doesn't rise to the level of complaint.  Note that these will not go to the Player Committee
  • Out-of-Character (OOC) Request (2500 characters) - for anything OOC that you need to talk with staff about in regards to your character.  This can be used to talk to staff about specific projects or goals your character is attempting.  It is the closest thing to replacing the Character Report, but is not intended for recurring check-ins.



The following categories have been removed.
  • Ext. Subguild / Skill Bump Spec. App - We don't have extended subguilds anymore, and skill bumps are part of Special Applications.  There is no longer a need for 2 categories
  • Character Report - Non-Leader/non-sponsored characters do not need to send in regular reports to staff.  If you want to keep up with what your character has been doing, we highly encourage you to use the bio command (see help biography).  If you are a non-leader/non-sponsored role and you need to communicate something with staff, just use other requests such as Question or Out-of-Character Request.  If you are playing a sponsored role who isn't a leader (such as a sorcerer), you will just go ahead and use the Character Report - Leader category.

#6
General Discussion / Re: Seasons Q&A
Last post by Eurynomos - Today at 04:58:56 PM
Quote from: Norcal on Today at 12:36:43 PMWill GMH operations be limited to the Expansion Divisions and hunting for metal?  Will there still be room for artisans and crafter types to move into merchant positions?

If so, who will do the hiring?

GMH Operations are beginning play at launch with Expansion Division (House Salarr) and Mobile Operations (House Kurac). Both House Salarr and Kurac will hire crafters; they will start in those respective organizations, likely assisting with whatever tasks need doing. As they show more proclivity for crafting, they can be transferred to the Mercantile Branch.

From there, the Merchant Branch of each House can organically grow around player interest/interaction. A crafter can eventually become a Junior Merchant, a Merchant, and so on.

In this way, we are beginning play focused on the Agent Branch and politics and all that goes along with that; however, we are aware many players of the game enjoy crafting and the merchant side of things, so we are leaving that door open for people who want to engage with it.
#7
General Discussion / Re: Seasons Q&A
Last post by Halaster - Today at 04:52:46 PM
Quote from: flurry on Today at 02:34:16 PMIf a player wants to be considered for a sponsored role but has a different special app in mind if the sponsored role app isn't selected, can they apply for both starting today? Or is there a different way you'd want them to proceed?

Yes.  Special Applications are good for 6 months, meaning once it's approved you don't have to start right away, you have up to 6 months to start it.
#8
General Discussion / Re: State of ArmageddonMUD Cr...
Last post by Dresan - Today at 04:09:54 PM
Quote from: Trevalyan on Today at 03:46:38 PMI think you're excessively worried about weapons getting to the same point in Seasons.

No, not really.  Rather I dislike the fact that even the crack dagger or ragtag armors you pick up off the floor will last forever, limiting the demands for anything but the absolute best and dimisnishing the need for crafter all together.

Conflict and war should be more expensive and I dont believe players are entitled to good or even decent gear without the right skills or a steady income.
#9
General Discussion / Re: State of ArmageddonMUD Cr...
Last post by dumbstruck - Today at 03:50:17 PM
I hate a strong dislike for things that needlessly complicate or increase the time and material demand on someone who is just trying to pretend they're making a cheap piece of <thing> here. I've seen people needlessly complicate to the point it's made something I really loved for a long time into something I'm indifferent to at best. (Crafting)

I miss when I didn't need to spend 2 RL hours finding pieces of shit or wood because that's common in the south for my character to make something barely more complicated than travel cakes without going to the Gaj cooking pits to sit where everyone and there brother goes. I remember using a torch and a creative ldesc to /roleplay out/ the things that are now locked into things iterated to be much more difficult than they reasonably would be IRL.

Please don't ask them to keep fixing crafting into shittier items that take more work. I want to not go from indifference to active dislike. No one's making you not go to a crafter. That's a choice on the part of the player. I'd love to see it be easier to actually get custom crafts in game myself. God knows I'm a -0- successfully implemented in 15 years of me playing this game. Something that didn't see someone micro critiquing like 'no use the word box' 'no, that's not a big enough loom' Charlie what? What big looms do we actually have that aren't special room tools for Kadius. I just... Please don't ask for things for people crafting to be changed. I can't imagine the direction which will make the role better. And people already complained so much about playing even a GMH merchant as if the role of a trader for one of her three biggest trade organizations in (IC) existence shouldn't - as a measure of common sense - one shouldn't be expected to spend a great deal of time doing that, like it was their actual job.

First to the point that they got special extra craft roles regardless of what their guild choice, now to the point they're looking for Agents but not Merchants for all the GMH roles. I loved the analyze change because it made crafting more egalitarian and fun and allowed people more ability to customize what they were making. But so many changes have been the exact opposite of that (as regards crafting and crafts specifically) - that the odds are that anything you spur people to change is going to make it more, not less, unenjoyable. Cool, another disposable 8242 tool that's going to work 5 times and be worthless. And the guy's gonna buy the items that come from it for now 10% less (to encourage PC PC interaction! don't sell to shops! spend your time hawking stuff that's not written super well in public like people enjoy a never ending Tupperware party). I just... I have a lot of optimism about a lot of things I've seen, but I've also seen a lot of things that didn't. And only a few times in a decade and a half have those been stuff that I've liked, with crafting. Where it has systematically changed to the point it went from one of my favorite things to do in game to... literally something that makes coin. (I admit part of my bitterness is my track record with attempts at making something new)
#10
General Discussion / Re: State of ArmageddonMUD Cr...
Last post by Trevalyan - Today at 03:46:38 PM
I think you're excessively worried about weapons getting to the same point in Seasons. I could trace at least one very-good quality weapon back to the Masterless, and it lasted for some time IG before finding its way into the hands of someone in Tuluk. Then again, you could have found many good-quality weapons in the lockers and storerooms of the different clans. Hoarding mentality was a major contributor to this issue, and now the slate is clean.

With the reset, all of the high-quality weapons IG will be gone, except for ones in the hands of certain roles. It might be some time before your character even sees an amazing quality weapon. It's very smart for most organizations to keep at least one person around who can produce average or good-quality weapons. It will be pretty easy, even outside the GMHs, and even easier to say no to people insisting on VG quality only. And the GMHs will all be trying to develop high-tier crafters again. That's a lot of pressure to develop successful crafting, you don't need to revamp the weapon system to increase the need for PC crafters. Yet.