Here's a way to spend your downtime constructively. Brainstorm ideas for ways to make Armageddon even better. They can be brilliant, they can be silly, they can be downright wacky. They can be things you're sure the staff would never implement...because you never know, we're a crazy bunch of mo-fos.
TEH ROOLZ:
You cannot reply to anyone else's idea, whether to agree, disagree, make minor changes, etc. No commenting on on others ideas. You can propose your own different idea, without referring to the other idea.
I'll start us off.
--Flying kanks
--rats roaming the cities that you can kill without getting crimmed (and eat, of course)
--reopen Fale
--coded mudsex skill
--ability to repair clothing (and damage it more, of course)
List #1
-A way to end combat that doesn't depend upon physically leaving the room.
-A way to do a single strike against a target, with a suitable after delay, no crimeflag immunity for the action, and that does not trigger the NPC tidal wave of Doom.
-A way to immoblize a target. Bind with ropes or stake out in the desert.
-"Specialist" NPC's that work a bit like shopkeepers, but with coins and barter you can buy knowledge from their pre-defined lists. Like cure recipes, crafting recipes, herb lore, etc.
-Chair objects that PC's can sit in, and others lift and carry. Used for hauling important drunk people around without getting killed for trying to helpfully use the "subdue" command.
-Someway to attach "drop tags" to items too large for a single PC to individually lift.
-Hidden emotes
-A universal, less kludgy way to access the "talk" script on NPCs so you don't have to try "talk topics", "talk rumors", "talk name", "talk hi" to everyone one you meet to activate any script.
-A coded way to immobilize wagons, perhaps something like is already in place to affect kanks.
-More ways for assassins to use the "trap" skill. They should be able to set up needle spikes on doorknobs, spring knives under beds, etc.
Seeker
Laura's First List
:arrow: Tuluki guards should be sneakier and make you "dissapear" when they arrest you. I don't know how this would be accomplished.
:arrow: A forcefeed command.
:arrow: Being able to set a drop description to an object without lifting it.
:arrow: Removal of the look echo.
:arrow: A new fire code. Let's burninate shit. Wagons, buildings, set arrows on fire and shoot them into stuff to set IT on fire.
:arrow: Being able to bake spice into food such as travel cakes, for smuggling and other purposes.
:arrow: More tattoo locations.
:arrow: Being able to target which shoulder or wrist or ankle you want to wear something on.
:arrow: When something gets tattooed over, some kind of indication that shows there's something underneath.
:arrow: Sneaky types being able to make certain things into hidden containers, such as loaves of bread.
:arrow: Actually being able to skin a humanoid and make stuff out of their skin, or whatever you get from them. "A pair of elf-skin boots."
First couple from me...
-What I call the 'Rukkian Time bug' should be fixed.
-A way to see what time it is in another room so that you can 'step to the mouth of the cave' so to speak and see what time it is outside in the real world.
-More merchants should buy containers. (If there's a suspected issue that it would clog the economy up, make the merchants buy them for chump change only, like %25 value or something.)
I'd like to see social aspects happen and change in the world.
Like a weekly update on the ongoings of each and every noble house, and merchant house.
I'd like to see economic changes to the world.
I'd like to see the place where items come from. Show me the Silk Worms and show me the Belshun farms!
I'd like to be able to build items and places. Me. Because I'm awesome.
Laura's Second List
:arrow: Two people on a kank at once. Romantic!
:arrow: A "pick up" command. Also used in romantic situations, and dire ones.
:arrow: Have very light people get picked up by the wind sometimes and hurled backwards when there is a really bad sandstorm.
:arrow: You should be affected by sugar if you eat too much candy. It will raise your agility and stamina to the next level, and then you crash to a lower level quite soon after. You have to eat a LOT of candy though.
:arrow: Stealing something but also having the mark notice that you stole it. So you get crim flagged or in trouble or whatever, but you get to have the 10 coins you grabbed anyway.
:arrow: Being able to throw food at people and make their clothes messy. FOOD FIGHTS, ANYONE?
:arrow: Being able to "sing loudly" so that you are heard as singing from other rooms. And "sing with" for duets.
:arrow: Would be nice if once you barter a deal with an NPC, that price remained for the same items you buy[/sell] for the rest of that day/session with the merchant.
:arrow: Some mechanism for sobering up quickly: could be as simple as sleeping.
:arrow: brew redone as a crafting-type skill.
:arrow: Ability to count within worn containers.
-No room echo when an invisible / hidden character wants to 'stand at' something. A hidden character should be able to crouch directly behind a couch with 2 seated talkers, or under a table / bed. Right now every wannabe spy is absolutely forced to pick a guild / subguild with listen.
-50 more active players across all timezones
-A slightly higher starting skill for the way, would help newbies get more interaction and plot openings right from start
-More off-peak staff who sponsor off peak roles in their clans
-Realistic possibilities for archers to train their skill at least a little bit without needing to go shoot random things or finding a clan with super secret locked away archery practice rooms
-A 'received, thank you' as a generic response to submitted NPCs and items, so the player knows their several hours of effort didnt go lost somewhere.
-Some sort of newbie tutorial for people completely new to MUDs. This could be very short, and take place in a seperate OOC room before starting the game.
:arrow: Drunk/spiced effects work through logoff. When you log back in four IC days later, how do you explain tripping when you got drunk four days ago? How do you explain not coming down for four whole days?
Laura's Third List
:arrow: A room with different crappy starting clothes off the hall of kings to mix and match from so that new characters aren't immediately marked as such.
:arrow: Tuluki caste tattoos automatically applied when you choose that city as a starting point.
:arrow: Make the site more newbie friendly, and reorganization/consolidation/simplification of the documentation. There's so much great information but so much of it is difficult to find.
:arrow: Being able to choose a stat to weigh higher than others at character roll-up.
:arrow: Leaving footprints of blood when you are really badly hurt and bleeding and walking places.
:arrow: Similarily, leaving footprints of mud if your boots are muddy.
:arrow: Sunglasses!
:arrow: Being able to sheathe your sword in some shields and wearing them both on your back.
:arrow: Guards walking around in some apartment buildings - make it harder for burglars.
:arrow: I want it to rain.
:arrow: MORE GUILDS. And a magicker subguild.
I want to be able to pour non-liquids from one container to another. Like a bunch of steaks from a sack into a shelf.
:) A "get all.sword"/put all.sword" type command, that would collect all items with that keyword, much like get all, but searching only for that string. <put all.meat bag>
:D More types of missile weapons. (atlatl, throwing clubs, etc.)
:shock: MUCH Higher levels of armor and weapon breakage (though annoying for anyone in training) combined with lower armor costs. Also, make some armor more damage resistant. (find out IC) (based on material?)
:oops: Cloaks that open/close in the front, revealing what is underneath. Realistic, and good for flashers, too.
8) A "glance" command. See post in Code discussion.
Morrolan
:arrow: More lockable items, like chests, windows and stuff.
:!: Bogre reminded me: All those apartments that have windows you should be able to open and look out of!!
:arrow: being able to use the Hide command to hide items in the room and then change the scan command to a search command to include looking for such items.
:arrow: Fix sneak so that it works against aggressive NPCs and auto-flee NPCs. Right now ranger sneak is close to worthless and city sneak is utterly worthless once you are crime flagged.
:arrow: Throw in an 'alert' command that last about a RL minute. Toggle this before you suspect someone is going to slam a dagger in your back or steal from you and you get a massive bonuses to preventing it. Make it so that the person who is 'alert' echos how they are franatically looking around themself and require that they be standing to get the bonuses. Whacking someone in the back or stealing from someone who expects it should be HARD.
:arrow: I would love to see an improved spice addiction code. I would like to see the benifits for getting spiced be much more dramatic when you are up, and if it had more sever penalities when you are coming down. Throw on top of this the ability to stay spiced up to keep your benifits, and RPed addiction could become interesting.
-> Quartermaster "shopkeep" NPCs who can hold (and by holding them, sort) raw goods in clan halls
http://www.zalanthas.org/phpBB2/viewtopic.php?t=16741
:arrow: the ability to buy a batch of arrows from any given arrow store (provided they have an unlimited supply) -- buy #15 (10) or something
:arrow: the ability to "stand with <target>", in order to use the talk command
:arrow: the ability to "sing with <target>" - you must be standing with that person to do so (see above)
:arrow: make the play command into a skill for bards, and make it useful somehow
:arrow: a shopkeeper who will take your untanned hides, give you a ticket, and tan them for you after 'x' amount of game hours
:arrow: a system built into the mud menu for submitting items, npcs, rooms, tattoos, etc etc. Should be step by step just like character creation.
:arrow: be able to insert biography entries from the mud menu, and also from character generation
:arrow: be able to add keywords to your PC from the mud menu
:arrow: A LIST OF ALL THE ITEMS IN THE KURAC/SALARR/KADIUS DATABASES. STOP HIDING THESE FROM US. IT ISN'T FAIR. WE WANT THE GOOD STUFF. MERCHANTS SHOULD BE ABLE TO KNOW EVERY SINGLE ITEM THAT THEY CAN ORDER FOR YOU. LISTEN TO ME BECAUSE I'M LOUD.
Rooftops in Allanak
In no particular order.
:arrow: Interesting weather effects. It is too easy to ignore/not be aware of the weather conditions. Things like short lived, destructive dust devils and minor electrical storms. In high winds having the winds occasionaly slam something into you or a nearby item. I don't think any of these should be deadly, but should have a minimal amount of damage, enough to wake up the player as to the worlds dangers.
:arrow: I still want to see a more literary style possible for spoken emotes. For example: emote Oh for Krath sake! (@repeating with a heavy tone of exasperation) I should have known you would feck it up as usual. This would yield "Oh for Krath sake!", the short, dull human exclaims, repeating with a heavy tone of exasperation, "I should have known you would feck it up as usual."
:arrow: Forensics as a physician skill. Being able to tell how the person/critter died.
:arrow: Clothing and weapons degrading with time/battles.
:arrow: The glance command, with the ablity add a "glance" description at character creation.
:arrow: A definitive list as to what breaks hide.
:arrow: Character creation possible under a web page as an option.
:arrow: A strong policy of IMMs actively giving unsolicited feedback to the newest of players. Not simply negative or outstanding roleplay, but rather a policy of noting new players strong points and weaknesses and showing an active involvement by the staff to encorage them along. Along with this, have a "leave me alone, except for exceptional good/bad roleplay" flag, so those who don't like involement by staff could have the choice.
:arrow: (jk)A "typing" indicator for slow typists so we can tell as if to wait for a response. :) (jk honestly)
I posted this in the Code Discussion forum before this thread was started.
More Tattoo Locations:
Left Forearm
Right Forearm
Left Thigh
Right Thigh
Chest
Also, allow two tattoos on someone's back and chest perhaps?
Glance, allowing you to see someone's desc but not their attire.
Allow those that can steal, the ability to open someone's pack.
Peek hood, let's you attempt to see someone's sdesc while hooded.
When you barter with a merchant, don't let them offer you a price that they can't afford to pay. I hate bartering a merchant up, then finding out he/she doesn't have the 'sid anyway.
warrior subguild
An incentive program for bringing more players to Arm.
Sexually Transmitted Diseases.
More diseases in general.
- More crafts to make the items we already have in our huge database.
- More documentation on the way of life in Luirs, the Red Storms and Cenyr.
- A true weatherfront code, including minor damage for unprotected flesh during the worst sandstorms.
- Smaller creatures in the salt flats and the southlands.
- Code for true wagons and silt skimmers.
- Spells with a target having range capabilities.
- Nipple piercings. Yes, you read that correctly.
- Warpaint code that works like tattoos and scars.
- Elaborate scarification code that works like tattoos and scars.
- Elaborate sky details, such as the color of the sky and the constellations on clear nights. Perhaps an argument to the weather command.
- Coded diseases and cures.
- A bit more detail to the look of architecture and roads in the game.
- More of a variance in new pc clothing so everyone is dressed in random items.
- Lots more Rinthi clothes. Particularly women's clothes.
- Code for militia, thugs and strongmen to break down doors and gates.
That's it for now.
- ( ) style tag-on emotes for psi sends. People already do it to express feeling via the way. It would be nice to see it be coded in.
- Multiple keyword targetting. I.e. 'sit red.table'.
- An addition to the subdue skill, making it possible to grab someone and pull them one room away. For example, stepping out of an alley on Caravan Road, grabbing that silky aide, and jerking her back into the alley. Crim-code safe if successful and the destination is safe.
- Tag-on emotes to replace the canned emotes on brawl.
- Crim-code tweaks! More time between commiting a crime and having the entire Allanaki Militia cramming their swords down your throat. Or some other sort of tweaks to make combat skills actually mean something in the city.
- More Imm comments. Not necessarily negative or postive notes, just comments and suggestions. Things like "Good, consistant emotes. Fun to watch." or "Don't forget the stigmas between East and Westside 'rinthis." etc. Nothing that denotes being a great or terrible player, karma loss or gain... Just something to let the person know what the Imms think and would like to see out of them.
1) More piercing locations
2) Layered and under clothing
Ill post more when I think of it.
:arrow: force soldiers to chase a sneaking criminal at the regular way of movement, rather than instamove/subdue... this allows enough time for a lucky hide.
:arrow: diversify tribal goods so that not always the same goods are available all times of the game-year
:arrow: more items to buy in the nomadic camps. much more items!
:arrow: less penalties for newbie barrier attempts
:arrow: blinding sandstorms last maximum of 1 real life day and various subclasses (including nomad) can guide through storms, or at least navigate solo.
:arrow: linguist subclass gets accents more easily
a tribe of weak little rat people, that are easily exterminated called spa'mabot
that was a joke :D
Please, please, please give us the ability to stop combat without one person having to flee or being killed/knocked unconscious.
As it stands it's literally impossible to halt combat in a room with blocked exits. This is beyond unrealistic.
[edited by Vanth to remove comment on another idea]
[edited by Vanth to remove comment on another idea]
In any case, my list, hmmm.
:arrow: Weaponcrafting. I want to make custom hilts. Piece of bone + snakeskin. Piece of bone + raptor hide. Then you make blades out the different materials available and craft the two together.
:arrow: The ability to hide a kank. I know that sounds crazy, but in the rocky areas or areas with trees or such (basically, specially flagged rooms), allow kanks to be hidden. Would require a high hide skill. I can see it now, a char walks into the area, then sees this echo "Someone shakes its head and bleats noisily."
Ah, yes, I almost forgot. My personal little pet peeve that I'm sure you're all tired of hearing. But you can't respond to it here! Hahaha!
- Boost to newb contact. It makes it overly frustrating for new players who are trying to find jobs and are frequently told to just "Find X's mind.", then receive psi after psi, simply to pass out on the floor of the Barrel, get robbed, and die of starvation because they couldn't contact their potential employer. Oh yeah, then they also never log back in. That's the important one.
- More powerful previlidges to trusted players. (i.e. Creating basic items)
- Harsher, monarch IMM control over GDB posts, whinnings and on people publicly proved/presented themselves as fools. (like editing this post if you think not suitable)
- More advanced payment/bribe system. There should not be a huge difference for poor templar when there is only one active noble, or five out there.
- More OOC(if not IC) chat chance between leader players and clan imms. (i.e. Some OOC discussions about what is going good or what is not type)
- Some kind of rule that gives responsibility to IMMs to send mails to their clan player leaders at least once in a month. (As like players sending weekly updates.)
- Kicking some clan leaders and forcing them(ICly) if neccesary to make more interaction between cities. (Trade routes, travelling services, etc.)
- Limiting total number of supernatural powerful PCs. (magickers, psi.)
- Reducing number of taverns in Tuluk.
- Longer and larger distance between cities with more rooms, but without increasing number of beasts.
- More strict laws in each city, at least some kind of written law (can be important, or not) that can be known by templars and nobles.
- -Really- different type of nobles, templars, merchants.. (i.e. Working deeper on some different subjects.)
- More crime free land on Tuluk!
- Better informed templar, noble and family merchant players with more complex and detailed documents.
Generally,
I think it would be better, either we would have more players or more IMMs. With more players, plots would be kept and ran by players without much IMM support, -Or- players would have chance to interract with more IMM ran plots. I do not think current (or at least a few months ago) active player/active IMM ratio is as healthy as it was before.
Lift up the Poet's Circle, and Lift up the Tribal Market, and drop it all in the Red Sun Commons. It's a stupid idea to have all the bards in one little corner of Tuluk. They should be the -centre- of Tuluk, and should be impossible to avoid them.
Those are three empty areas. Combine them all to make them more fun and enjoyable.
Take POETS' CICRLE (useful) and the TRIBAL MARKET (also useful) and superimpose them over THE RED SUN COMMONS (fucking useless).
BiMonthly emails from MUD@ginka.armageddon.org about the latest updates and changes to politics, clans and the game code. Comon and spam!
--Open more clans. Those who wish to group together will always find a way or place. More options = more happy time! More happy time = better chance of word-of-mouth advertising! Go happy!
--Open the gith or mantis =)
--I would love to see more (not a lot, but more) Reds, middle/senior nobles, etc
--More presence from figures such as Utep, Tek, The Sand Lord, or their direct underlings. Even if it is just to watch them go past in a wagon or...yeah.
--Religion! I always thought that was the only thing Arm was lacking. Some sort of religious structure with the occasional 'miracle' or some sort of limited interaction for any factions high-priest/pope/whatever.
--Without getting into too much detail, more spells that could effect people from far away. Give them more reasons to fear and hate magickers ;)
-> More intuitive and fleshed out ranged weapon system, including archery, crossbows, slings, and thrown weapons. The ability to throw or shoot from the same room without entering combat.
-> Sneak to work on NPCs.
-> Reasonable movement and combat delay on NPCs.
-> More rooftops in the cities and climbable cliffs in the wastes.
-> Consolidate Tuluk further; Poet's circle where the Red Sun Commons are, Tribal Market left where it is, shorten Poet's Road to end right after the entrance to the tribal Markets, the area past Chatiya's Gate left as is, make Red Sun Commons a small area in the -center- of Poet's Circle surrounded by Ana's Gardens, with a road running smack through the center of it all that leads down to the Commoner's Warrens.
-A merchant in Allanak that buys containers.
-A merchant in Allanak that buys unworked wood (logs, branches, etc)
-A stable in Red Storm East that sells ratlons.
-An account flag that allows trusted players to quit like rangers.
-Merge pick-pocket and burglar into one guild called rogue
-Make city-elves have greater strength
-Allow listening when ethereal
-Change brew to standard craft skill
-Allow poison to effect NPC's and creatures
-Change spearmaking to allow making of poles for spears
---Williamson
NPC trade routes and scripts. I'd like to see more then just Gith and Raptors in the desert. I'd like to see the occasional NPC Wagon train or Nomad caravan out on roads and available to raider PCS. Even if it were over short distances, like the farms outside Allanak to Allanak etc.
Change sneak so that it works against aggressive NPCs and auto-flee NPCs.
Hemote
Strike - Allow one round of combat on a target
Rope, chain code - Allow people to be bound and gagged
More Climbable Places in Cities, Rooftops etc
Linguist subclass get accents more easily
Ability to stop offensive combat without flee (IE go into pure defend mode)
Remove canned emotes from brawl
Provide more incentive to intra-city traders. IE Miners who bring obsidian to tuluk, loggers who bring wood to Allanak etc.
Tdescs! :x
That is all.
:arrow: Seasonings in more shops.
[edited by Vanth to remove comment on another idea]
Use a command to withdraw from combat. If the opponent has mercy on, the fight stops. Otherwise the opponents presses the fight and it continues.
My idea and plea:
PLEASE PUT THE POET'S CIRCLE AND TRIBAL MARKET IN THE RED SUN COMMONS. PLEASE, I AM BEGGING. I HATE WALKING ALL OVER CREATION TO GET HOME. THANKS. SORRY IF I GAVE YOU A SEIZURE. I LOVE YOU. PLEASE.
:arrow: Remove the huge font and color options from the gdb.
:arrow: Stars, I want stars in the night sky. Give a loner in the sands on a dark night something to think about.
:arrow: Forearm wearloc positioned above the 'hands' and 'wrist' locations (and below the 'arms' location)
:arrow: Waist wearloc positioned above the 'belt' location.
:arrow: 'left shoulder' and 'right shoulder' tattoos covered by objects worn 'about body'.
PLZ
Tip the power balance of the OOC player base. TOo many play pompous roles, we need more girt!
Joint bank accounts. No, really, hear me out.
Suppose Tom, Dick, and Harry, general craftspersons, want to start up a business, competing with, say, Kadius. Chance that at least one of them will be killed by a hired assassin: 100%. Amount of working capital they will lose at that point if they're being maximally careful: 33%. Difficulty of running a business with three or more people when you have to coordinate playtimes in order to move any money: high. They could rent an apartment together and dump their earnings on the floor, but we all know it'd wind up in the 'rinth in short order.
I see this as a feature that enhances IC collaboration, even though it reduces the amount of face-to-face contact required, because it makes PC commerce much more viable. When folks can share capital/risk, it makes it way more attractive to band together.
Syntax:
- "deposit 1000 PCname1 PCname2 ... PCnameN" adds money to a bank account shared by the N people named, creating the account if necessary. (Are PC names unique?)
- "withdraw 1000 PCname1 PCname2 ... PCnameN" withdraws money from the joint account; the withdraw-ee must be one of those named.
Code-wise, I imagine that bank balance is part of the character record, so adding joint accounts would mean creating a new data structure.
- Poet's circle and all things art-related should be located in middle of city. Right now it's next to the gate. In an attack, it's the first thing to go? Tribal market can stay where it is.
- Ability for certain classes to disguise their sdesc (bards subguild, burglar / pickpocket / assassin main guilds).
- More rooftops in tuluk. More things to climb on, climb through.
- Tuluk warrens should be a sprawl with a windy, non-convenient road / path system. Not square and logical like now.
- Tuluk warrens should have gangs. A large gang on east side, rival on west side, normal peons in the middle. If rival gang memers wander into the same room as each other, fight ensues. If pc wanders in wearing garb or colors of rival, they're fair game. Think gangs of new york.
- Restrict all non-iso clans from lifetime commitments. More widespread acceptance and support for independents.
- Encourage (require) interclan participation for clans with little outside interaction. ie. Gypsies should take on a rep from each party who interests them and keep them on their land somewhere. Schedule times to meet and interact together, games they can play, etc.
- Wider usage of wagons to independents.
- Loosen requirements of creating your own clan
- Add more abandoned villages and encampments
- Do away with automation for clans as much as possible (ie. water, food, resources). Encourage clan members to gather supplies for mundane needs and not make it a special occurence. Encourage clans to keep an active list of things that are needed and things they have. Allow some special items be made when quotas are met and exceeded.
- Reliable, affordable warehouse space in Luir's for independents and other merchant houses to use.
- More of a separation in goods in what you'll find at each outpost / city.
- More usage of flying mounts, opens up air-to-air combat possibilities.
- More direct benefits to those who can keep a character consistently playing and alive for a long time.
- Allow secondary characters from players with a certain amount of karma. Entertainers, gladiators, etc. Or allow players with certain amount of karma to be able to animate certain NPCs.
- Roll pickpocket and burglar together into one guild.
- Add more subguilds.
- HK
:arrow: Update the GDB to get rid of all the spambots.
:arrow: talk defaults to "say" when not at a table.
:arrow: clasp/unclasp command to make it so a cloak does/does not hide what you're wearing beneath it.
:arrow: less iso clans. nuke all desert elves.
:arrow: Bring back the updates to the Allanaki senate page!
:arrow: Much, much more liberal use of the "Twit" feature on the GDB. Maybe accept nominations.
Way to start your char in one of the starting locations without being a coded citizen.
Brew changed to crafting code and alcahol added in (probly easier anyway)
Sneak working on NPC's
Poison working on non-soldier NPC's (never understood why it was all npc's anyway, was not just add it to a flag, say, all PC's with guardian flag cannot be poisoned?)
Poison cures expiring and either crumbling to dust or simply not working anymore, Hey, lets face it, even todays meds tend to lose effectiveness after a few months.
Uncooked meats should rot.
Sanvean to add more stage skinning to larger animals, I like the ones done so far.
hemote
creep (sneak that attempts hide in each room)
change position once hidden
Longer apartment rent options.
At least one building of super high class apartments in each citystate. But available to commoners.
There's a lot of awesome ideas up here already. At the moment, I only have one other... kinda. Well, it all surrounds the same concept.
:arrow: A greatly expanded fire code. If you get blazed by a Krathi, you shouldn't just have 'burned' armor, you should have 'burning' armor. Burn duration dependant on level of spell cast... a yuqa would burn for maybe a second (causing one extra stage of perhaps 1-2 pts of damage before going out) where as a mon would set items on fire for maybe up to six seconds, at 1-2 pts a second. Expand the extinguish command to include self and other PCs. Some items, naturally, would have more of an ability to burn and not get totally trashed, where as silk would just puff up and vaporize.
:arrow: I would also like to see anything above a moderate sized campfire useable as a source of weaponry as well as an in-room combat extra.
subdue target
throw target campfire/bonfire
Using the leverage of your hold, you force target into a campfire!
Using leverage, subduer forces you into the campfire!
With a quick shove, subduer forces target into the campfire!
At this point, a damage amount would be delivered upon the target, as well as a chance of item ignition.
:arrow: a 'burning' flag for players, so you could mock them from the next room over.
The guy with the seeker-like eyes is standing here.
-He is burning!
:arrow: A 'douse' feature for liquid containers. Perhaps just an expansion to the 'pour' feature. Example: pour waterskin dudeonfire
:arrow: A 'flamability quotient' added to relevant liquids.
This, when combined with the 'douse' or 'pour' idea, could be quite humorous.
:arrow: A 'spit' command useable within five seconds of 'drink item'
spit dude
You spit a mouthload of (liquid type) into dude's face, blinding them!
You spit a mouthload of (liquid type) at dude's face, who quickly avoids it.
Player spits a mouthload of (liquid type) into your face, temporarily blinding you!
Player spits a mouthload of (liquid type) at you, but you quickly avoid it.
Suddenly, player spits a mouthload of (liquid type) at dude's face, who then seems very distracted.
Suddenly, player spits a mouthload of (liquid type) at dude's face, but completely misses.
If possible, the 'spit' command would take into account the liquid type's flamability, which would make certain locations much more valuable for starting bar fights in.
:arrow: Tattoos visible on corpses
:arrow: Coded bind (like high subdue with no PC/NPC subduing) and blindfolds (you wear them on face, you're blind. You cannot remove them while bound)
:arrow: 'Dress' command to force-wear clothing on unconscious/nosaving targets. Oh the possibilities...
:arrow: A way to say how someone died, eventually a way to say how someone got wounded.
One other I don't see in this list-
:arrow: splitting 'talk' into two different commands - standard tabletalk variant and NPC gossip.
-Villages (even 3-5 room affairs would be fine) to reflect every populated location in the game, with NPCs with history to flesh out the village's background. No more psuedo populations. I would be very pleased to take over that project.
:arrow: Alternative Desert Rooms. When you enter a room, a random one pops up. That way it would really seem like the desert's dunes move. Or that you never follow the exact same path.
:arrow: Craftable training weapons?
A transport structure, maybe rickshaw type things for the wealthier inhabitants of Tuluk, linking major areas, taverns etc. They'd be nice places for intrigue, handy if you're intoxicated, and help cut down the chore of the long distances.
Theatre and arena in Tuluk finished (and maybe have them moved to Red Sun Commons?)
Message board in Elementalist square
Help file on brawl
A cheaper, shittier grade/cut of spice – maybe more addictive but doesn't last as long?
Rukkians being able to make spice :shock:
A Sorcerer Queen, or a Lady at the least...Maybe to kick out the Sand Lord and rule the Red Desert? (I'm happy to try this myself one day if it doesn't happen before! :) ). I think it's a bit crap all the main rulers are male.
If you do something that produces an echo, being able to see that echo so you know yourself what you're doing.
More NPCs in Allanak. I always view that city as jam packed. I never want to go one room and it be empty. Jam packed. I'd like to idea that 'owning a big room' = 'rich', and that if you can afford to have a large empty space, you're showing off your richness.
--Coded STDs that can remain dormant or have actual effects, some of which might be visible to other people (remove pants - On legs: several small sores apparent on the thighs). If dormant, you can still transmit to someone else.
--A 'sex' command that you use which purpose is only to do a STD roll (if either person is affected) and a chance to impregnate depending on race, any contraceptive used, and any other factors.
--Birthing code. If one is pregnant, echos of nausea followed by a chance of vomiting at random times. When the time is right, a nice little birth program can be activated followed by the creation of a baby item (non-food type, heh). Chance of death during birth. From there, the PC can throw away the baby, sell it, raise it, etc. (Noble aides watch out! Here come the bastards!)
Removed one post and ruthlessly edited some others to remove reference to other posts/ideas.
More ideas:
--a temporary, visible indicator of heavy (the two heaviest levels) of sandstorms in a room. i.e. after the rdesc you get:
Sand is piled here in haphazard drifts.
Then the temporary desc would 'expire' a while after the weather had died down.
--Some way to find out from city-gate guards why they closed the gates, i.e. have them say what they saw right before they closed them. Or at least give that info to someone in their own clan (soldiers/templars).
--Open more towns/outposts as starting locations, places like Luir's or the RS's, or the farming/logging villages.
--Farming! You enter a farm, harvest wheat/cotton/fruit/whatever, then turn in what you've gathered in return for wages. Then you can also have an NPC outside the farm that you can buy the raw product from.
--Raw cotton/linen/silk. Spin the raw material into thread/yarn, then weave the thread/yarn into lengths of cloth. You'd save a little money this way over buying the lengths, but would have to invest more time.
--More variable NPCs. Sometimes you'll see that scarred mercenary in the Commoner's Quarter/Warrens, sometimes you'll see them in the Bazaar/tribal market. Sometimes you won't see them for weeks at a time. Maybe sometimes they come into your tavern, sit down, and have a drink.
-I would love to see more 'alive' npcs that walk around and stuff.
-Windows, to climb through, or look out
-Maybe different types of 'sid, so you don't get weighed down in coin alone. Also explains carrying 100000 obsidian pieces.
#2
More virtual wildlife.
We know the NPC coded beasties, but they can't be the entire sum of Zanthan fauna. I get tired of making up references to smaller, harmless bugs and critters that no one else understands IG, but that surely must exist. One awesome approved doc could solve this and be flava-riffic.
Seeker
:arrow: Easier crafting - 'craft slices jam' instead of 'craft slice slice slice slice slice into a small cup of kalan jam', for example.
:arrow: Less starting money. Having grasped the game now, I realize how much the 800ish 'sid that I started with was. I personally think that it's too much. :)
:arrow: Some simple ANSI (toggle on/off) - color ldescs and sdescs (in emotes/speech too) of PCs and NPCs, room names, say/psi/tell/talk, and possibly objects.
:arrow: Personal opinion that I know most will disagree with: slow down IG time, to something like half or a quarter of the pace it is now. I have a hard time pretending that my character lives according to the IG time when a day lasts an hour and a half.
Edit: :arrow: Bring Armageddon back up now. Now!
- tattooist subguild able to administer their own custom tattoos onto the locations of PCs. Also could create artwork on canvas and other materials using same method. Would be great for tuluk artists.
- Bring back the potions!
- make certain skills learnable for a fee, especially languages. Automated school or NPCs utilizing talk code.
- City guild defensive skills should be much higher at max than their offense (parry, shield_use, etc.), especially for pickpockets and burglars.
- Stats for starting young characters should not be penalized if those stats don't -automatically- adjust with age.
- HK
:arrow: Make tattooist a main class.
:arrow: Some sort of a 'deathdesc' flag that can be added to trusted player *accounts* that would give the owner of that account (who is trusted with the ability to not twink out the use) the ability to set the 'dropdesc' of their corpse after being ruthlessly slain.
A deathdesc would have normal line length, and could not include anything like "the blah blah man is here, obviously killed by BOB. GO KILL BOB!!!one!"
These deathdescs would go into a file which would be an extremely brief read for any staffer who wished to check over the recent deathdescs. If there is an instance of borderline twinkery, a warning is issued, if it is blatant (as the example above), then automatic docking of 1-2 karma and removal of the ability from the account.
-Merchant mode on/off (much like nosave or mercy)
Why? To choose to display (but not sell) every item in your inventory so that people can 'view' each item. Much like you can with NPC merchants. This way you won't have to 'hold' each item separately for people to look at (or cry when you discover you can't hold an item).
... I guess they could type 'list' or whatever and see everything. Hopefully nobody accidentally leaves merchant mode on. Oopsies.
:arrow: Have pull reins or a similar command re-implimented for combat trained mounts. (This is different than the charge skill. Charge depends on the skill of the rider, pull reins depends on the skill of the mount).
- Ability to change ldesc of an item (most importantly, a corpse), without being able to lift it.
new profession like mining/sifting/salting/lumbering:
:arrow: allow glowing irrig beetles to be harvested with nets in the grey forest and crafted into lanterns/lamps
:arrow: less incentives to empty a broken-into apartment of all its furniture
Pet fights.
Preferably with little insect objects (maybe lizards and birds as well?).
Each type of insect would get a set of skills and moves. Then they could fight one another on a table.
Command to get them fight could be like: use insect table and if there is another insect on the table they engage into combat. Loser is tossed from the table and onto the floor.
edited to add: Mansa mighta come up with this idea some time back but I really like it still.
Give me items that mask my mdesc. As of now, one little "look" and a PC on PC robbery is completely ruined.
Allow for changing clothes to help reduce wanted crim flag wait times.
Quote from: "marko"Pet fights.
Preferably with little insect objects (maybe lizards and birds as well?).
Each type of insect would get a set of skills and moves. Then they could fight one another on a table.
Command to get them fight could be like: use insect table and if there is another insect on the table they engage into combat. Loser is tossed from the table and onto the floor.
Pokemon in Zalanthas! :shock:
:arrow: Smurfs
:arrow: Smurfs
:arrow: Smurfs
:arrow: Smurfs
:arrow: Smurfs
:arrow: Smurfs
QuoteHave pull reins or a similar command re-implimented for combat trained mounts. (This is different than the charge skill. Charge depends on the skill of the rider, pull reins depends on the skill of the mount).
That was removed because npc's don't have lag, so you could macro pull reins 80 times in a row and it was basicly like walking into nak with spice.
Me, I'd like to see it put back in too, and instead of having to figure out how to give NPC's lag, I figured out a simple solution.
Pull reins more then once every ten seconds and mount throws ya then turns on you with 50 pull reins attacks:)
Snicker.
Or, how about they just work like offensive armor, simply have an auto-script and they attack now and again on thier own.
Oh, and
Smurfs
Smurfs
Smurfs!
Some kind of check for the weather in the south during RL peak time. If it's been bad 2 days in a row during peak time, the 3rd RL day it would be manageable to non-rangers. Then it could go back to sucking for 2 days, then manageable, etc etc etc. Being stuck in the city when you have things to do outside it just because most of your city-based clan isn't rangers sucks especially when it's always sucking most when the majority of your clan-mates is logged in and ready to go.
I'm an explorer by nature. One thing I'd love to see added to Zalanthas is a truly navigatable Sea of Silt.
Not a room by room extension the way the rest of the world works, but more a room that each silt skimmer (or skimmers purposely sailing as a fleet) can be placed within. As the silt skimmer catches the wind and moves, its coordinates change.
The room's desc would change to represent weather conditions, the visibility of the sun and sky, whether any masts are visible above the airborne silt, etc.
The winds would vary back and forth. Sometimes silt skimmers would be becalmed. Very good idea to bring a Vivaduan or Rukkian along for sustenance. Or maybe a Whiran to fill the sails.
The coordinates would be checked for landfall. Naturally there would be a lot of interesting places (not necessary that large room-wise) scattered about to be explored (and perhaps pillaged).
Silt skimmers themselves would have a deck and a few rooms below to store cargo, sleep and so forth. Certain players may even be able to own one (like wagons). There could be several sailing skills, including using the stars to navigate.
A whole new range of bizarre, wondrous and of course toothsome nasty horrors in the depths of the Sea. :D
Darn it could be great to go out with a few people in one of those and just adventure, never knowing what to expect over the horizon.
That's one of my dreams for Arm.
A couple of addendums:
Quote from: "The Anonymous Kank"As the silt skimmer catches the wind and moves, its coordinates change.
I.e. the room stores the coordinates in some way, so you don't need to implement a gazillion rooms to make the Sea large.
QuoteSilt skimmers themselves would have a deck and a few rooms below to store cargo, sleep and so forth. Certain players may even be able to own one (like wagons).
Items placed in the rooms below deck would be saved, just as within wagons.
- Alteration to the walking-into-Nak-with-spice problem. Just have them be instantly jailed by a script if that's what it takes.
Having found spice in your bags, the guards beat you unconscious.
stun drops to 0
Someone hoists you up, hauling you into the city.
teleport to jail
Or something. Anything is better than being vaporized by swords because someone slipped you a grain of spice or you forgot about the brick in your pocket.
It's been discussed before but I'd really like the nosave command expanded. Instead of being a catch-all which leaves you at a serious disadvantage if you forget to turn it on or off, give it options.
nosave clan | city | on | off
Clan - Do not resist anything by those in your own clan.
City - Do not resist anything by those flagged as part of the militia/guards/templarate/noble houses in Allanak, Tuluk, Red Storm and Luir's.
On - Everything.
Off - Try to save against everything.
EDIT: It would default to nosave city being on for all new characters so poor newbies don't get the allanaki guard gang rape introduction to Armageddon.
:arrow: change hallucination messages so that they aren't so silly and that trips depending on the active agent are either euphoric, enlightening, terrifying, paranoid, delusional etc. letting the hallucinator go through widely different brands of overall experience.
Take the weapon skills and form them into distinct styles in terms of the combat echos.
Revamp the combat system into something that is more robust - styles and stances. Open combat styles into more advanced styles. For example, assassins would gain access to a couple very aggressive styles.
Add in an ability to hook or trip someone as they try and run away. Different styles would get advantages (or penalties) to running (say, an advanced burglar form).
Charge ability from the adjacent room to attack those people who are trying to walk away from someone who is running. Ie, check relative movement rates and if the charger is moving faster than the charged - let them enter the room and enter combat before the other guy can just walk away.
Craft log into low wooden wall - to block an exit with a constructed barricade. Kill barricade removes it.
I LOVE MARKO'S IDEAS!
Also, Reverse for High skill subdue like disarm.
5day warrior byn runner tries to subdue wily battle hardened 30 warrior byn trooper. Instead of tries and so and so evades grasp.
Runner tries to grab Trooper but the trooper grabs offending arm and subdues runner despite his struggles!
I want to see a code that allows for wearable bird objects to deficate. It would be a simple echo followed up by adding the "smelly" tag to whatever is worn on the body or arms.
This would be on a long time delay that could be reset by removing the bird from your shoulder and idealy RPing letting the bird have a life outside of being a static shoulder ornament. Also maybe the bird could come to life with other really annoying emotes if left alone too long.
-This may be a shitty idea. In fact I hate it. But what about competing currencies? I don't want to deal with two, but why are they using Allanaki Obsidian Coins in Tuluk?
-"Display" command for PCs that would give the target the same echo as if they had typed "view" in a store. IE "display sword figure" would return "You display your baobab sword to the short figure in a dustcloak."
And to them "The lively merchant displays his baobab sword for you: Crafted of baobab wood...You test its weight and decide that you could use it...etc" And to the room "The lively merchant displays his baobab shortsword to the short figure in a dustcloak."
-A "carve" skill that would allow you to add a dropdesc like line to the end of an item's mdesc. (skill failure) "Someone has carved something onto it, but you cannot tell what." (skill success) "Someone has carved [the crude initials M.U.] onto [] it." (if they can "carve" maybe they know enough writing to use initials, no more?) "Someone has carved [a seal of a scorpion] onto [the top of] it." Perhaps you could carve on people as well? Perhaps a scarlet "A"?
-beggars that ask you for money!
-PC beggars that ask you for money!
-Perhaps the city-states could have a beggars office for broke PCs where they could register to become official beggars for a time and get a special begging cup that can be held while others put things in it. This would encourage outright begging, which I do not think there is enough of. Think of the noble interactions! Also, anyone becoming crimflagged could be disallowed to become a registered beggar.
-tdescs! (lets others get the feel of your character -right now- broken nose, drunk, stoned, tired, red-eyed, pissed, etc.) Because your hangover doesn't go away just because you're walking down the road (or stand up). =)
-Lances! And cavalry! (especially NPC militia sitting their mounts in the street looking down at the passerby, I love that feel) :D
Alright, my brain's fuzzy. I'll write the rest when it comes to me.
Stop stealing my ideas, Marko
A cool idea would have little one room wagon to buy for 10k, that wouldn't have a quit safe room, and would be limited in storage space. You would have to buy the mount and hitch it up using the new wagon code.
-> PC merchants from Merchant Houses more effective.
Give Rukkians skills and/or spells to do the alchemy type things mentioned in the help file about them.
Edited to add: Add some danger to the Tuluki warrens. I'm not talking Rinth dangerous, but make it seem less friendly than it does now.
Also, add another place to Tuluk where people can buy soap. It doesn't make sense that something like that is only sold in the worst part of town.
:idea: Delerak.
Quote from: "Vanth"Brainstorm ideas for ways to make Armageddon even better. They can be brilliant, they can be silly, they can be downright wacky. They can be things you're sure the staff would never implement...because you never know, we're a crazy bunch of mo-fos.
TEH ROOLZ:
You cannot reply to anyone else's idea, whether to agree, disagree, make minor changes, etc. No commenting on on others ideas. You can propose your own different idea, without referring to the other idea.
More Minigames within the game.
A gambling skill.
An observation skill.
More Delerak.
A dance skill that acts a little like combat - basic steps included in the skill that get better over time. To get the echos hold a few dance competitions and capture the best of the emotes from them.
Redone and limited Kruth decks.
My idea:
'Play card' (alt: 'play card <table/pillow/surface>) plays your card (takes it out of your inventory) with the echo:
The man plays his Kruth Card: Wind of Death to the pile (alt: The man plays his Kruth Card: Wind of Death to the pile on a rounded agafari table.)
This creates a 'pile' of cards. The computer keeps track of which cards are in the pile. If you want to get a card from the pile you 'deal pile <target>'. The pile is gettable, so you can move your card game if you want, and also so that you can shuffle it back into the deck.
'Deal deck' works the same as it does now, except when it deals multiples of cards, it shows:
The dealer deals five cards to the girl.
The dealer deals five cards to himself.
The dealer deals five cards to the mul.
(instead of listing it card by card)
and 'shuffle pile deck' shuffles the pile back into the deck. (you have to be holding the deck)
'shuffle card deck' puts the cards in your inventory back into the deck.
'Shuffle deck' re-randomizes the card order in the deck.
'Stack pile deck' or 'stack card deck' takes the pile or card and adds it to the top of the deck without shuffling.
Great for potential cheaters. :)
.. Oh, the kruth games we could play then!
Not to derail too much, but redoing Kruth decks to work like actual decks of cards is an idea that's been batted around a bit. It's on my list of things to look at, at some point.
<3
[/derail]
:arrow: Blindfold objects that get worn on face and maybe also make a person blind. Useful for following people to secret camps or hideouts, or playing a blind beggar or whatever.
:arrow: Blindfold objects that are just for show, and people can RP being blindfolded/blind
:arrow: Items that can be worn on forearms to act as a subdue, or even a paralyze.
:arrow: Allow in addition to left/right empty eyesockets, two empty eyesockets. Allow people to roleplay their blindness, or have the option to actually be coded blind.
:idea: give blind people a skill at being blind which acts as a mediator to penalties on other skills..? Could also be used for fighting or navigating in the dark or through sandstorms.
:!: Fighting Blind/Fighting the Blind :!: Theiving blind or thieving from the blind :!: surpise attacking blind persons or attacking while blind (also used for mugging people in Darkness without giving them a crim-flag?)
:arrow: this kind of being-blind-related opportunity would keep people off dangerous streets during dark nights, because criminals would have certain advantages. people with a high blind skill would detect marks by voice, noise of feet, higher-trained night-vision, smell or other things.
:idea: Allow blind people to identify people by voice, after a time.
The voice of the strangled, throaty man says, in sirihish:
"Would you like some crumpets?"
Thieves Cant Language.
Warcry skill for warrior nobles only. (forces everybody in your clan or following you to flee to one room, specified by noble)
Magickal spell:
"Banana Phone"
-> Cast on an item, and give the item to someone. You can now talk to someone -through- that item. Like a cell phone.
If they have the banana phone object (usually something with buttons), then the should get the banana phone message echoed to them forever and ever until they get fed up and die.
the ability to use whisper or tell to objects.
whisper ring my preciousssss
#3
Whisper self implemented:
And give it the same chance to be overheard as any other whisper.
---
Set up a certain NPC in the 'rith to -buy- spice. Never sell, just buy. That way, when a smuggler can't find any PCs to purchase (which can really be a challenge most of the time), he can still make chump change.
---
How about a tavern shared by gemmers and low-lifes.... kinda a hole-in-the-wall shady place on the border of the elementalist's quarter and the 'rinth?
---
Once a RL week, an autoscript that would let an idiot enter the Arena and fight whatever random baddie got spat out? If he wins, he gets a small cash prize, otherwise everyone else gets free entertainment, and the Templarate gets his gear. I'd probably stop by a couple of Tuesdays at 9 p.m. for that. Might even sell refreshments and coordinate bets.
Seeker
:arrow: "Dude, add a little parasite thing that eats your brain."
-a mudding buddy of mine who insists on sticking with H/S and WoW
So here's my idea for little parasite things that eat your brain:
Have a very high-hide, minisculely powerful creature that lurks about in certain parts of the desert. For this example, we will use the famed psionic mosquito of the Grey Forest, or, in common parlance, the splendiferous flying Naiona.
It will fly around, innocently enough, until a something enters the room. At which point it will (while hiding) attempt either a special or a normal attack. If it is a normal attack, then there is a low probability of infection. If it is a special attack (kind of a magickal backstab), then there is a spell-like effect added to the character that slowly drains wisdom for a number of days, as well as giving amusing emotes/echos to the affected PC.
:arrow: Hard-coded, intense, hardcore, steaming, hot mudsex.
:idea: NPC merchants more favorable to people using local accent
:idea: break up both merchant and warrior guilds into distinct city and desert versions
:idea: desert navigation changed to a skill
:idea: voices in the darkness indicate race in addition to gender
:idea: coins that can be flipped
:idea: code a delicious confection called a "Red Desert Dessert"
:idea: code some harmless tasty little animals called silt skippers that flop around on little flippers near RSV
:idea: coded arm-wrestling
:idea: coded art (painting, drawing, sculpture, etc.)
:idea: some changes to character app process to allow more (but limited) control over stats
:idea: automatic stats updates to reflect aging
:idea: improvements to review system for feedback to newbies (whether they ask for it or not)
:idea: coded diseases
:idea: wear and tear on clothes, weapons, furniture
:idea: revamped injury code to give specific injuries
:idea: ability to whisper to a group
:idea: occasional (rare) coded significant injuries to mounts in rough terrain
Instead of bard competitions, haiku competitions!
I'd really love if each Pc had a speech desc. So you could Assess them or something and find out what they sound like.
Quote from: "Maybe42or54"I'd really love if each Pc had a speech desc. So you could Assess them or something and find out what they sound like.
Yo....I like that.
Maybe a better way, since you really can't access them and do that when they're asleep or silent without being somewhat odd, is to toggle something, like, full accent, basic accent, default for basic.
Full accent: The grey man says, in southern accented sirihish, in a deep tone; "Yo".
Basic accent: The grey man says, in southern accented sirihish; "Yo".
For the custom accent input:Input your voice short desc here. Keep it realistic and useable in a sentence. For example, 'gasping for air' or 'in a very deep bass voice' are acceptable. 'Deep voice' or 'in a TwInKy cough' are not.>mumbling quietly
Ok, your accent will show up as:
The bald boy says, in southern-accented sirihish, mumbling quietly...
- clan shopkeepers within Merchant House compounds should have their inventory fully renewed every week and filled with random items from the clan database;
- no item-loading by staff, except for unique plot-related objects, while everything else in existence should be purchased from shops or created by PC crafters;
- no "free" money for Merchant Houses, they should earn their keep codewise;
- severe skill penalties when wounded, both to PCs and NPCs: full power when in perfect health, half of actual expertise when at 50% health and down to zero when on the verge of death;
- it has been said many times, but worth repeating twice as much: sneak fixed to work against NPCs.
I know it's not downtime anymore, but...
- Fix up the arena emotes/shouts to look cleaner. Granted, I haven't attended an arena match in months, so maybe this has already been done...
-> A whorehouse in the 'rinth.
-> A gambling house in the 'rinth.
-> An underground secret spice den, in the 'rinth.
-> An arena to watch rats, lizards, jozhals, and even the mysterious quirri fight, and bet, in the 'rinth
-> Be able to train your own special animals for fighting, in the 'rinth
-> Bring back the wandering tribes into the 'rinth market.
-> Have a seperate space for human tribes, and a seperate space for elven tribes, in the 'rinth.
-> Pick up the elven market and move it to the old Gain Zein market, in the 'rinth.
-> Repopulate the Gain Zein market in the 'rinth with everything new I just mentioned.
-> ???
-> Profit.
A psionic ability to make people see you as a different sdesc/maindesc.
A psionic ability to make people hear something different than you said: psitell blah "foo foo foo" {that guy's head is eating itself!}
Blah hears "foo foo foo"
everyone else hears "that guy's head is eating itself!"
:arrow: A code given to everyone to shoplift. It seems feasible that if you're starving and have no money, you could try stealing some bread from a fat-looking baker or something. And, everyone knows, that once you steal enough bread and get better, you're going to want to try bigger things, like clothes and the like. You should be able to shoplift without being a pickpocket, and without the use of cameras and those magnetic tags on everything, could be easier but the punishment for failing could be worse.
:arrow: I think that if you are in a room alone with another PC and attempt stealing from them and fail, that should be the end of it. If said PC isn't screaming "Thief! Thief!", the guard in the other room should have no idea what went on where he could definitely NOT see the ongoings.
:arrow: More small game everywhere, allowing hunters for houses or independants or newbies or whatever to work up their survival skills without completely risking their lives.
:arrow: The ability for crafters to make unique items, by adding a menu for descriptions of the item. OR put a signature/symbol on the item to let them know who made it. This could show up in the look description of the item and at "view" when looking at items in a shop. That really makes a player and character feel good when they know that it's THEIR item they're seeing in a shop, or it's THEIR item they're seeing worn by such-and-such stuffy noble.
:arrow: More Immortal/Player interaction and Immortal-created storylines. I think that having huge on-goings devised by clever such-and-such Immortal or team of Immortals would add to that adrenaline-rush that we, as players, are prone to get during the dramatic times. Word spreads fast, and if there's something huge going on in say, Allanak, the power of speech would have it well-known all over the entire known world.
:arrow: Have characters load with some items unique to their guild/subguild, or depending on their background for special instances. A jeweller would already have a rasp & chisel, for instance, upon startup. A physician would have one or two herbs or tinctures or balms and some bandages. A way to solve this would be to add an extra room or set of rooms onto the Hall of Kings that sells such things for a minimal price.
:arrow: I'd like to see a building that serves as goodwill in all cities. That way, if a PC has too many items and is cleaning out their backpack or satchel or cloak or whatever the case may be, they can take them to this building and put them in a bin outside the building. The items in said bin are transported INSIDE the building, and one can get inside for a minimal price and go through the items. The items would be flagged no-sell after being put in the bin, so it would cut out twinks that would collect the items and sell them to so-and-so merchant before they could even start.
:idea: Have your birthday appear in Score or Stat. It already keeps track of how old you are, so it should be possible to figure out your birthday. I'd like to know "You were born on the 143rd day of Low Sun, in the year of Whira's Anger".
That reminds me...
- Add a detail listing that can be viewed about clan status.
Clandetails (or something) T'Zai Byn
You joined the T'zai Byn on the 91st day of Low Sun, in the year of Your Mother.
You have been a member of the T'Zai Byn for 2 years, 1 month, and 31 days.
You have been a Trooper in the T'Zai Byn for 6 months and 44 days.
...Etc. I remember being asked how long I had been in X clan and having to pause to do some math. I understand that ICly people probably don't keep perfect track of dates, but this would be for the player's benefit, not the character's.
:idea: Emotes should echo to people 'watching' from adjacent rooms (at least in city rooms or perhaps just within buildings).
:idea: When speaking in the dark, tags should be added as usual to the say/talk output. (Or maybe this already happens? This isn't a situation that comes up often, but I thought it would be away to allow for distinctive voices to remain distinctive in the dark, as per the discussion on another thread recently.)
A 'REPLY' feature, specifically for responding to immortals.
Quote from: "flurry":idea: Emotes should echo to people 'watching' from adjacent rooms (at least in city rooms or perhaps just within buildings).
:idea: When speaking in the dark, tags should be added as usual to the say/talk output. (Or maybe this already happens? This isn't a situation that comes up often, but I thought it would be away to allow for distinctive voices to remain distinctive in the dark, as per the discussion on another thread recently.)
Oh yeah.
:arrow: Magicks effective in the adjacent rooms, or even further away. I want to be able to "cast '<decapacipating or even killing spell>' bahamet north" and sell 5 bahamet shells a week to every shop buying them :twisted:
:arrow: I want to see a project going 'farming in Allanak' where some people are offered to play farmers who collect kank-honey, milk escrus, collect erdlu eggs and feed chaltons. It would be a good solution for 'slave' chars against boredom. If you have 25 things to do about the animals in a farm and may become a trusted farmer leading other slaves in time, some folks would be willing to try it.
:arrow: A way to create the caste of independant Allanaki merchants who just craft all sorts of goods and who do not work on wood at the beginning of their careers. If they were easy to survive, they would make the economy alive, they could hire gemmers to do their bidding (whirans may bring wood while krathis protect them, eh?), they would become a consistent supply for the poor southern templerate.
I think to make the game better I'd focus on the foundation. I'd like to see from the staff more specific goals of where we're taking the game. Are we going for more interaction? More player control? More coded automatic stuff that would make the game/ staff in control. There are millions of possibilities for little changes but until we have more of a direction I'm not sure we should focus on changes that may or may not work together.
Everyone agrees the game would be better with more PCs. As it stands now that means more players. I wouldn't be opposed to some players (those with a lot of karma) being given the option of creating two characters at once. Between Karma and rules like the characters must be in different cities and one must give about equal time we'd end up with more strong PCs roaming the game and interacting with a lot more characters.
Quote from: "My 2 sids"I think to make the game better I'd focus on the foundation. I'd like to see from the staff more specific goals of where we're taking the game. Are we going for more interaction? More player control? More coded automatic stuff that would make the game/ staff in control. There are millions of possibilities for little changes but until we have more of a direction I'm not sure we should focus on changes that may or may not work together.
Everyone agrees the game would be better with more PCs. As it stands now that means more players. I wouldn't be opposed to some players (those with a lot of karma) being given the option of creating two characters at once. Between Karma and rules like the characters must be in different cities and one must give about equal time we'd end up with more strong PCs roaming the game and interacting with a lot more characters.
I'm not sure how feasible it would be to isolate a PC to one city, especially if you join certain clans that transfer you. But, I guess you could always arrange with your clan imms to come up with reasons why your second PC would never be transferred to the city of your first PC.
I'd be in support of this option, with the restrictions that one or both of your PCs be non- or low-karma. Can't have twice the sorcerers running around, ne? You shouldn't play your PC from the same clans, of course, even from separate branches. Hmm. Just my 2 cents.
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Good ideas I'm stealing from other people's posts, to add my support to:- Seeing emotes (even ones attached to speak) with watch.
- Offering appropriate crafting skills for merchants dependant on where they started (OR based their background from).
- Allow sneak to work with NPCs (if it does not already).
Random:- Allow watch to be used from any position (standing, resting).
- Allow me to open/close containers while resting (for Pete's sake).
Crap to add (for no purpose other than enjoyment):smell
-- For use with perfumes and other wonderful things. You can change your PC's smell. Could one day be integrated with hunting and tracking strategies for NPCs and animals.
change voice
-- The command would be used to apply a descriptive adjective or adverb or something along that lines to describe the sound of a PC's voice. Have a raspish, deep, baritone, high-pitched, feminine, or bold voice? This would automatically show when you speak when other PCs cannot see you (such as in the dark or invisible, OR wearing cloaks), or if you add a certain tag in your emotes/says.
more animal types to hunt
It's after downtime, but I had a great idea.
Lawless zones in tuluk and allnak, not counting the rinth. Slum type areas, I mean.
Bumping this because it has a load of good ideas, which I'm hoping the Imms will consider for A2.
mine might be very complicated
more organized gith
gith city state
big war between allanak tuluk and the gith making a 3 way hell hole
npc gith, tuluk and allanaki patrols/raiding groups numbering from 5-10 that are highly agressive towards each other (gith to everyone)
now that would be fun,
more military outposts and small scattered battles
we need more chaos in the world
armageddon in other words
Quote from: "flurry"Bumping this because it has a load of good ideas, which I'm hoping the Imms will consider for A2.
Yes there are obviously not enough ideas located in the entire forum (including the one specifically made for the A2 topic) and multiple threads already dedicated to this subject.
You can never have enough ideas!
Automated-rental apartments to give out keys -- so pickpockets can actually steal them and then break-into the apartments.
Automated-rental apartment guards to "sell" spare/duplicate keys for a cost.
Burglars and Pickpockets getting a "smuggle" skill to allow them to enter guarded areas with contraband/weapons etc.
Stat screen to show details of your apartment rental
(i.e. You are currently renting apartment x in Allanak and have 20 days till your next rent is due. You are renting apartment Y in Tuluk and are overdue on the rent by 3 days.)
Burglars and Pickpockets getting Scan.
No more hairless dwarves ;)
Giants instead of half-giants.
Merchants and bards being able to learn accents faster.
Skill_Fake_Accent
Seriously consider possibility of allowing HGs to carry more number of items, even with low agility.
Lower delay after Throw and Archery skills.
More access points for Undertuluk for HGs.
Migrate (Clan Job) for nomadic clans. Leaders with this right could use it to change the location of their campsites.
Magick_Detection - skill for all PCs. The more one is exposed to magick, the better they can sense it when it is being used nearby. (Kind of like the hair on the back of your neck rising...)
3 purely social commands for non-clan-related liasons -- Hire, Fire and Accept.
Command :Hire <person> <post> (Example: hire halaster sex slave)
Command :Fire <person> (Example: fire halaster)
Command :Accept
Status for players to show if they are currently hiring anyone and if so, for what posts, and if they are being hired themselves.
You are:
Hiring XYZ as a slave.
Hiring ABC as a porter.
Hired as a concubine by Lord DEF Oash.
Hired as a spy by GHI.
Ability to draw IC maps with relative ease (as long as no language writing is involved, of course). Or even a specialised Cartography Skill would work.
A chance to discover metal randomly, in random places, however small the amount might be.
PC Landlords leasing and collecting rent for specific areas of various cities.
List your Characters option in Game login to include (Created/Unstored on Date and Died/Stored on Date) for list of characters belonging to your account.
*bump*
Disclaimer: This post contains hunderds of very good ideas for ARM v.2 thanks to Vanth and evenyone who contributed to it. I sincerely invite our IMMs to consider some of these ideas for ARM v.2 :).