Is there any reason why Analyze shows up in your skill list?
It does not "raise" and is affected by your your crafting skill level, not the Analyze skill itself.
To the best of my knowledge, everyone gets this skill, so why not just take it off the list?
What does everyone else think?
Quote from: FantasyWriter on April 18, 2014, 11:10:37 AM
Is there any reason why Analyze shows up in your skill list?
It does not "raise" and is affected by your your crafting skill level, not the Analyze skill itself.
To the best of my knowledge, everyone gets this skill, so why not just take it off the list?
What does everyone else think?
It would probably take some coding to remove it as a skill, but I bet they could make it a hidden skill without any problem.
I'm for it.
gosh darn analyze skill stuck at novice
all my other skills are maxed out
get that thing off my skill list!
We already have skills that don't show up on our list (such as offense, defenses and some others). It wouldn't have to be removed just "Hidden".
Since everyone has it, and it doesn't ever change visually, there is no reason, in my mind, for it being there.
FW is on point. I say make it hidden too, free up space for my one other crafting skill: poopsmithing
I dig this idea.
I'm good with hiding it.
I wish I could see my offense and defense. Not so badly I'd argue for it, I can understand, sort of, why it remains hidden. As far as analyze OMG I can't stand seeing "Novice" on my skillsheet! Grrrrrr! While I don't see a pressing need to be rid of it, and my only complaints about it being there are kind of silly, it does seem to just pointlessly sit there, taking up a line of information.
If the main reason you don't want to see it on your skill list is because its "stuck" at novice, I would question why you're looking at your skill list so much. Would also question why it really matters. After all Armageddon is a Role Playing MUD, not a OMGZ I can't stand to have a low skill EVER MUD. That being said I don't care one way or another of it staying like it is or being hidden. One line removed isn't going to stop skill lists from being two or three pages long.
My reason for requesting it is that it serves no purpose in being there at all. :D
I just think there are better things that could be done than this. The old adage applies "If it isn't broken, don't try to fix it."
Analyze doesn't improve!?
My life is wasted.
Real talk: take ride skill off elves. It mocks us.
Elf merchant: "Wagon piloting at apprentice, you say? I've apparently had some practice."
Quote from: Zoan on April 18, 2014, 09:09:34 PM
Real talk: take ride skill off elves. It mocks us.
Haha. Yeh. I agree.
I agree with the "if it ain't broke, don't fix it" side of this. It's not hurting anything by being there. And yeah I'd rather see ride and piloting removed from all elf character guild/subguild skills lists. If elves don't ride, then - they shouldn't have that skill on their list at all. At least with analyze, anyone can use it with varying degrees of success.
Elves can use ride to tame animals to bring back to their camps.
Quote from: MeTekillot on April 18, 2014, 10:41:18 PM
Elves can use ride to tame animals to bring back to their camps.
Which makes you wonder how you would break in an animal to domesticate it if your people have never really rode one before.
Quote from: Malken on April 18, 2014, 10:59:44 PM
Quote from: MeTekillot on April 18, 2014, 10:41:18 PM
Elves can use ride to tame animals to bring back to their camps.
Which makes you wonder how you would break in an animal to domesticate it if your people have never really rode one before.
This is soooo true.
By failing the tame rolls over and over duh
Quote from: MeTekillot on April 19, 2014, 02:41:06 AM
By failing the tame rolls over and over duh
I'm talking reality-wise, not code wise.
Sorry for the derail, though.
Quote from: Malken on April 19, 2014, 03:07:55 AM
Quote from: MeTekillot on April 19, 2014, 02:41:06 AM
By failing the tame rolls over and over duh
I'm talking reality-wise, not code wise.
Sorry for the derail, though.
Well even in reality you don't go out a jump on a wild stallion and suddenly it's tame. Not to mention the idea of "taming" a predatory creature is utterly insane, when you think of it. You have to selectively breed traits and raise from infants for domestication. You can't just go turn a lion into something you can ride.
It's really best if you don't think about it too hard.
(http://i.imgur.com/ckmnOU7.jpg)
I am fine with hiding it...but I would prefer it became an actual skill.
Remove whether or not you can see what something is made from the crafting skill and put it on analyze, allow it to work with all crafts even if you do not have them. Simply make the return different, if you have the skill...You could make this from a stick. If you do not have the skill, This seems to be made from a stick.
Quote from: slvrmoontiger on April 18, 2014, 06:50:28 PM
If the main reason you don't want to see it on your skill list is because its "stuck" at novice, I would question why you're looking at your skill list so much. Would also question why it really matters. After all Armageddon is a Role Playing MUD, not a OMGZ I can't stand to have a low skill EVER MUD. That being said I don't care one way or another of it staying like it is or being hidden. One line removed isn't going to stop skill lists from being two or three pages long.
Why bother fixing typos and room descriptions that don't match either, then. There are better things to do, right?
I have an uncle who works at armageddon who told me the trick to get master analyze
Here's an idea, how about, making analyze so if you use the command without argument, it makes a roll, and if your skill roll succeeds, it goes over a random amount of materials, first in your possession, then in the surroundings, of which you have the complete ingredient list for, dependent on the degree of success, and tells you what you could make with them? Possibly without providing the recipe, just letting you know, hey, you have the materials to construct a chainsaw lance floating about.