Armageddon MUD General Discussion Board

General => Code Discussion => Topic started by: nessalin on January 19, 2021, 01:34:05 PM

Title: Developer Request: Quality of Life improvements to the game
Post by: nessalin on January 19, 2021, 01:34:05 PM
Open request for quality of life improvements to the game.

Primarily looking for suggestions in the following areas:

Please keep the thread on topic and be civil with one another.

Please do not attack suggestions posted by others.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: triste on January 19, 2021, 01:39:09 PM
The ability to set a long desc while seated, resting or crafting, OR an echo stating that you cannot set ldesc in one of those states. I would prefer the first but if it is not possible the second would be nice as a few times I have seen people post "It took me 3 years to realize set ldesc doesn't work while you are sitting," etc.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Wedi on January 19, 2021, 01:49:29 PM
Can you fix it so that when you use a command like rescue/charge/trample/bash etc on a target that is not present, or does not fit meet the requirements of the skill to be used on them, there is no lag.

If I rescue someone that is not fighting right now, I still suffer the lag from the rescue skill as if I had attempted it.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: DesertT on January 19, 2021, 01:57:45 PM
I'd like for the KICK echo to be less specific.  If I want to emote knee'ing somebody instead of actually doing a round house to the face....
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Hauwke on January 19, 2021, 03:20:27 PM
The ability to set a long desc while seated, resting or crafting, OR an echo stating that you cannot set ldesc in one of those states. I would prefer the first but if it is not possible the second would be nice as a few times I have seen people post "It took me 3 years to realize set ldesc doesn't work while you are sitting," etc.

Hiding also.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: mansa on January 19, 2021, 03:54:58 PM
Some of these are duplicates, but I'd just add them here:

***

Change the quit message, "But you are too excited to leave just yet!"
Option:
Change it to -> "You can't leave so soon after you were recently in combat.  Please wait a couple minutes."   or "You are too excited from your recent combat and need a couple minutes to settle down before you leave."  or something more polished than that.

***

Change "You're now wanted!"
option a:  Someone heard or saw that illegal thing you just did, and you're now WANTED by local authorities!
option b:  specify exactly what action was done to become wanted:
"You got caught STEALING, you are now Wanted!"
"You engaged in COMBAT, you are now Wanted!"

***

Please change the frown echo.  Sometimes you want a quick canned social.   I don’t even know if it echoes properly to the room because it’s something like ‘What’s bothering you?’   That echo, that’s what’s bothering me.


***

I think it would be interesting if we had the option to change some of the emote symbols to /other/ keys on the keyboard.

This might make things easier for people with international keyboards or people using phones.

example:
I want to be able to do this:
remap ~ to 7

and then

emote waves to 7man

***

I'd like to have syntax take into account the word "in" when typing commands into the game.

>put sword in bag
>pilot wagon in argosy
>place dagger in table

This could be expanded for more "english like" commands, like 'from', 'in', 'on', etc.

>get sword from bag
>take dagger from table
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Saiseiki on January 19, 2021, 03:58:14 PM
The ability to set a long desc while seated, resting or crafting, OR an echo stating that you cannot set ldesc in one of those states. I would prefer the first but if it is not possible the second would be nice as a few times I have seen people post "It took me 3 years to realize set ldesc doesn't work while you are sitting," etc.

Hiding also.

+1 
I was one of those ignorant souls who thought I was setting a ldesc, and probably confused some folks while rp'ing around it.  Yikes! =)
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Brytta Léofa on January 19, 2021, 04:14:14 PM
Allow us to say things to an unconscious PC/NPC. It's very flavorful.

Currently:
Code: [Select]
> tell amos You just had to keep pushin'!
Don't bother, he's sleeping.

Desired:
Code: [Select]
> tell amos You just had to keep pushin'!
(The tall, muscular man is not awake.)
You exclaim to the tall, muscular man, in sirihish,
  "You just had to keep pushin'!"
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: The7DeadlyVenomz on January 19, 2021, 04:27:33 PM
The ability to set a long desc while seated, resting or crafting, OR an echo stating that you cannot set ldesc in one of those states. I would prefer the first but if it is not possible the second would be nice as a few times I have seen people post "It took me 3 years to realize set ldesc doesn't work while you are sitting," etc.

Hiding also.

+1 
I was one of those ignorant souls who thought I was setting a ldesc, and probably confused some folks while rp'ing around it.  Yikes! =)
We can keep the idea that the thing you're sitting on is important by requiring you to include it in the ldesc.

>change ldesc sits here lazily at the bar
You are sitting on a grey stool at a black bar. You must include a black bar in your ldesc by using ~.

>change ldesc sits here lazily at ~bar
You are sitting on a grey stool at a black bar. You must include a black bar in your ldesc by using ~. A green ear bar is not a black bar.

>change ldesc sits here lazily at ~2.bar
Your new ldesc: the test PC sits lazily at a black bar
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: mansa on January 19, 2021, 04:29:18 PM
Is there anyway to include "look corpse's wounds" into an easier syntax?

Perhaps just automatically include it when you type 'look corpse" ?
Or maybe have a line item say "To view the corpse's wounds, type "look corpse's wounds" appended to the bottom of the corpse description?
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: The7DeadlyVenomz on January 19, 2021, 04:29:46 PM
Allow us to say things to an unconscious PC/NPC. It's very flavorful.

Currently:
Code: [Select]
> tell amos You just had to keep pushin'!
Don't bother, he's sleeping.

Desired:
Code: [Select]
> tell amos You just had to keep pushin'!
(The tall, muscular man is not awake.)
You exclaim to the tall, muscular man, in sirihish,
  "You just had to keep pushin'!"

Yes, except ...

Desired:
Code: [Select]
> tell amos You just had to keep pushin'!
(The tall, muscular man is not awake.)
You exclaim to the [i]unconscious[/i] tall, muscular man, in sirihish,
  "You just had to keep pushin'!"

Someone says something to you, but you are unconscious.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: The7DeadlyVenomz on January 19, 2021, 04:52:21 PM
I'd like for the KICK echo to be less specific.  If I want to emote knee'ing somebody instead of actually doing a round house to the face....
Yes. Normally, I'd just want kick to say, "You kick target" or "Your kick misses target" or "Your kick bounces off of ARMOR", etc.
I'd like to be able to add emotes to it.

>kick (lifting his boot and stomping)
Lifting his boot and stomping, your kick misses a grey mul.
Lifting his boot and stomping, your kick doubles a grey mul over in pain.
Lifting his boot and stomping, your kick is deflected by a silt-horror helm.



Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Fernandezj on January 19, 2021, 05:00:42 PM
The ability to set a long desc while seated, resting or crafting, OR an echo stating that you cannot set ldesc in one of those states. I would prefer the first but if it is not possible the second would be nice as a few times I have seen people post "It took me 3 years to realize set ldesc doesn't work while you are sitting," etc.

I have changed ldesc while sitting, resting and crafting and it changes it. Unless what it tells me my ldesc is, is not accurate. I.e. if I do change ldesc and then check my ldesc in score, it shows what I changed it to. If this is just lying to me, then yeah that should also be fixed!
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Fernandezj on January 19, 2021, 05:05:59 PM
I don't know how to properly articulate this QoL but it has to do with crafting.

I have issues sometimes doing:
craft 2.item into whatever
(You can't find it!)

Or it initiates crafting, but then at the success/fail, I get the you can't find it.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: creeper386 on January 19, 2021, 05:27:00 PM
Lots of great responses! Love the kick emote.


~~~~~~~~~~~~~~

Attempts at spam reduction.

put all.boots bag
You put five pairs of newbie boots into the brown bag.


Moving stuff around is so mind boggling spammy I never want to do it with other PCs around. Really anything to help reduce repeated spam messages like that would be great.

~~~~~~~~~~~~~~~~~~

Crafting seems to have come a LONG way since I last used it or I'm just really behind the times. But I'd still like something that would help me know what my character knows. I know a "here is all the things you can craft" isn't feasible for a variety of reasons, but some idea of what I could make given an item even if I am missing ingredients would be nice. Even if it's on just stuff that's easy for your character. Right now it seems crafting knowledge is very meta-gaming.

craft stone
You could make a smaller stone from that.
You think you could make a bone shafted hatchet if you had other material.


This would provide some direction, at least. Best idea I can think of. Maybe have to introduce a new flag, or skill cap to it so uber sekret vorpal swords don't appear here.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: creeper386 on January 19, 2021, 05:35:45 PM
Was going to edit with additional thought on another spam reduction idea, but concerned with someone missing it after reading my post already. So here's some spam.


ep knife from nightstand
The tall, well-preportioned man brandishes the stabby knife from the wood nightstand.
or
wear shirt from bed
blah blah blah, get the idea I hope.


Give it a longer delay. But one command, one output. Could extend to wear and such. Allow for things like grabbing stuff off shelves or laying out clothes on the bed. Without extra lines being sent.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Fernandezj on January 19, 2021, 05:36:58 PM
I love the spam reduction idea. On that, if there was a way to hide junking to the room unless maybe you emote attach to it.

Another crafting QoL: analyze doesn't do what the helpfile says, don't know if this is a bug or not. If its a bug, I can try to just request it, but it seems a mixture of the skill not working as intended, out of date helpfile (like many many others).

Next: lots of items have duplicate crafting recipes (adding alot of spam, and confusion). I.e. a certain item displays literally just duplicate prompts (usually at least 2). Some items create the same thing, but the "craft recipe" imply different.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Fernandezj on January 19, 2021, 05:49:59 PM
> Sneaking/hiding NPCs can be very confusing to newer people using scan. I interacted with one thinking it was something magical because the shadow code is not intuitive. Perhaps an updated sdesc to clarify this... "A whatever shadow is hiding here." Kinda vanilla, but I'm not an idea guy.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Fernandezj on January 19, 2021, 05:51:10 PM
Similar to reduction in commands. With crafting you can currently use things not in your inventory, if they are in the room. I'd like to see this expanded to boxes, crates, chests, etc.

Like... craft stone chest into whatever (gets the stone from the chest).
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: creeper386 on January 19, 2021, 06:27:55 PM
Another crafting suggesing.

Sometimes when I do craft <material> it says I can make something but when I do craft <material> into <keyword>, keyword being taken by things in the list from the craft command and it says no recipes matched. The list of things I can craft doesn't actually accurately tell you what you are making. Unsure why the mismatch is but it's confusing. I don't know if this is a bug that should be reported or how the craft command jumbles things up to provide something that's not accurate.


Adding to craft items, itd be nice of some items like skins, not to have the same sdesc if they are tanned or not. Know it's not really a code thing as a builder thing so maybe this is the wrong place.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Brytta Léofa on January 19, 2021, 06:48:11 PM
An improvement to room capacity calculation. If I recall from what staff have said, rooms can/do have a hard limit put on the total weight they can contain.

Based on behavior, I think that check is currently:
- add up the weights of all objects in the room, including container contents.
- if total >= max: No, Amos, you can't drop that or put that in your locker.

The problem here is that dropping a large bag of stuff prevents people from using their lockers. It would be better if lockers remained usable and you couldn't drop the bag o' stuff in the first place.

My proposed solution: instead of summing the weights of all objects, sum the weights of all objects on the floor and the capacities of all top-level containers (lockers, chests, shelves, bags, etc., but not containers inside containers). This number should never be smaller than the current calculation, and it ensures that those containers can be used to their full capacity.

For bonus points:
- handle flexible containers (anything with keyword "bag"?) as though their contents are on the floor.
- do a single pass through the room db and update each room's capacity to be no smaller than the new calculation, so you don't get the dreaded picked-it-up-but-can't-put-down behavior.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: LindseyBalboa on January 19, 2021, 06:53:28 PM
... if lockers/trunks/chests/bags/containers could have their own volume instead of for some weird reason sharing the room's volume, I would be sooooo happy.

Like, so happy.

Having to somehow explain that you dropped a bag of stuff so nobody can use the chests in the room is the most jarring thing that makes no sense in any way you explain it.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Brytta Léofa on January 19, 2021, 06:55:27 PM
When a container is not empty, offer it to a shopkeeper to see what they'll buy.

Code: [Select]
> offer bag shopkeeper
A tall, muscular shopkeeper looks through the contents of your large bag.
A tall, muscular shopkeeper says, in sirihish,
  "Yeah, I could take [some/all] of that. I'll give you 123 sid."
> barter
A tall, muscular shopkeeper gives you 123 coins in trade for:
- a slab of meat (5)
- the disembodied head of the tall, muscular man (3)
- a rack of ribs

Actually a pretty big QOL improvement versus moving things around piece by piece only to find that Joe doesn't want any of them.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Brytta Léofa on January 19, 2021, 06:56:03 PM
Code: [Select]
barter undo
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Fernandezj on January 19, 2021, 07:53:27 PM
Any sort of stacked, common, one-two actions would be great.

I.e.
instead of:
Code: [Select]
get a
>You get a.
put a b.
>You put a in b.

You could do:
Code: [Select]
get a into b
>You get a and put it in b.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Dan on January 19, 2021, 10:59:09 PM
Arrange All:
arrange all.bag Stacked in a corner, ~ are here.
Stacked in a corner, several bags are here.


Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Fernandezj on January 19, 2021, 11:05:44 PM
There is a large combat lag on combat skills initiated on incorrect targets.
For example, rescuing someone that was just rescued.
But I think its combat skills in general.

This can be frustrating, and deadly (because you can be "timer locked" by repeatedly missing actions on targets that are being rescued, fleeing, dead, etc).
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Fernandezj on January 20, 2021, 01:02:40 AM
Uniform syntax for offering a ticket in a stable.
instead of offer ticket <whoever>, something like:
stable and unstable
rent and unrent

rent
default rents your hitched mount
with object rents that object

unrent
offers first ticket to whoever the stableperson is.
with no ticket in hand, error.

etc.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Hauwke on January 20, 2021, 01:22:21 AM
Uniform syntax for offering a ticket in a stable.
instead of offer ticket <whoever>, something like:
stable and unstable
rent and unrent

rent
default rents your hitched mount
with object rents that object

unrent
offers first ticket to whoever the stableperson is.
with no ticket in hand, error.

etc.

This. 100% this.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: The7DeadlyVenomz on January 20, 2021, 04:00:48 AM
There is a large combat lag on combat skills initiated on incorrect targets.
Yes, puhleeze.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Brytta Léofa on January 20, 2021, 08:48:52 PM
Related to:
Heya, fellow arm peeps! I have the misfortune of living in a place where the power often cuts out for hours on end, often with no warning or any real way to prepare. In a game with permadeath and wildlife that is not terribly understanding of my linkdeadness, this is pretty scary.

QOL suggestion: when any PC has been idle for 1 hour, automatically quit them out. If the location is one where they would have to "quit ooc", count it the same as a quit ooc.

(IIRC the game already stops ticking you towards "hungry" and "thirsty" after an hour idle.)
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: KittenLicks on January 21, 2021, 01:39:59 AM
Some feedback to the visible (http://armageddon.org/help/view/Visible) command would be nice. Currently it just makes you visible without any message.

Eg.
Code: [Select]
vis
You are no longer attempting to hide.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: SilkyBoi on January 21, 2021, 08:50:00 PM
Able to see analyze results of tablet in a shop.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Maso on January 22, 2021, 02:52:00 AM
Seen this crop up a couple of times now, IG and OOC confusion wise...

A "critical miss" can cause an unconscious anything to appear to 'dodge'. Bit confusing and perhaps a missed opportunity. Not sure if possible, but error message wording could be improved in the case of either any critical miss or if a miss is rolled against something unconscious/asleep. A different message more along the lines of "X completely and utterly misses".

When I've seen this IG, people tend to never manage to RP what happened occurred, I assume because they can't figure out the correct way to interpret what just happened. Would be fun to see some of those epic fails played out.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Fernandezj on January 22, 2021, 12:26:33 PM
Going back to crafting... For crafting objects in general the whole interface seems cluttered, lots of line carries, as mentioned previously some duplicates of the same item for no discernable reason.. I don't know a good way to improve it but I'd like an overall cleaner, more clear system.

I'll come back and edit when I think of some ways to improve.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: creeper386 on January 22, 2021, 09:21:02 PM
Going back to crafting... For crafting objects in general the whole interface seems cluttered, lots of line carries, as mentioned previously some duplicates of the same item for no discernable reason.. I don't know a good way to improve it but I'd like an overall cleaner, more clear system.

I'll come back and edit when I think of some ways to improve.

I was just thinking about this. Couple things that would be nice. One, get rid of "from that" at the end. Try to make sure that the description of what you make is actually the item(probably a weird builder thing but sometimes they don't match.) I'd possibly move the "what it needs" to a separate line. I'd also add the item(s) you are trying to craft at the top. Sometimes I use the wrong keyword and that would help let me know what happened. Just clearer output.

From a large piece of wood you could make ...
    1) a couple of smaller pieces of wood
           [woodworking, manageable, needs a saw]
    2) a simple box
           [woodworking, manageable, needs a saw]
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: LXXXVIII on January 22, 2021, 09:26:04 PM
I'm not sure if it's something wrong with the GDB or if it's me and I've been hacked like a grandma, but when I try to PM some people here a captcha shows up, and even after clicking the checkbox in the captcha it says:

Quote
The following error or errors occurred while posting this message:
The letters you typed don't match the letters that were shown in the picture.

Well that's weird, there wasn't a field for me to enter letters for the Captcha. So if nothing else, the error message is borked, but it also looks like the whole thing is borked. Please fix this if you can and thank you in advance. I only logged in to this GDB to send a message and the GDB couldn't do the hecking thing.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: mansa on January 22, 2021, 09:26:59 PM
I'm not sure if it's something wrong with the GDB or if it's me and I've been hacked like a grandma, but when I try to PM some people here a captcha shows up, and even after clicking the checkbox in the captcha it says:

Quote
The following error or errors occurred while posting this message:
The letters you typed don't match the letters that were shown in the picture.

Well that's weird, there wasn't a field for me to enter letters for the Captcha. So if nothing else, the error message is borked, but it also looks like the whole thing is borked. Please fix this if you can and thank you in advance. I only logged in to this GDB to send a message and the GDB couldn't do the hecking thing.

Please create a bug report in the request tool about any issues, as some staff don't read all the threads in the GDB.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: LXXXVIII on January 29, 2021, 10:25:05 AM
Related to:
Heya, fellow arm peeps! I have the misfortune of living in a place where the power often cuts out for hours on end, often with no warning or any real way to prepare. In a game with permadeath and wildlife that is not terribly understanding of my linkdeadness, this is pretty scary.

QOL suggestion: when any PC has been idle for 1 hour, automatically quit them out. If the location is one where they would have to "quit ooc", count it the same as a quit ooc.

(IIRC the game already stops ticking you towards "hungry" and "thirsty" after an hour idle.)

+1, particularly if it's configurable. Some people wouldn't want this feature at all, other people might even want to set the timeout to fifteen minutes if they know they are on a bad connection. It really sucks to get disconnected on people and you literally can't do anything about it if you have bad/no cell reception and your landed internet goes out.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: mansa on January 29, 2021, 10:54:42 AM
Have some NPCs echo *once in a while* that they are discussing things with customers.

the herbalist nods to a customer, discussing some technique regarding herbs.

And use that type of echo as a reminder to players that you can "discuss topics" with npcs in order to use their talk scripts.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: The7DeadlyVenomz on January 29, 2021, 01:12:26 PM
Have some NPCs echo *once in a while* that they are discussing things with customers.

the herbalist nods to a customer, discussing some technique regarding herbs.

And use that type of echo as a reminder to players that you can "discuss topics" with npcs in order to use their talk scripts.
Alternatively, and additionally, make sure you can actually discuss things with every NPC.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Fernandezj on January 29, 2021, 01:50:15 PM
Have some NPCs echo *once in a while* that they are discussing things with customers.

the herbalist nods to a customer, discussing some technique regarding herbs.

And use that type of echo as a reminder to players that you can "discuss topics" with npcs in order to use their talk scripts.
Alternatively, and additionally, make sure you can actually discuss things with every NPC.

I feel like this could be done with some sort of "rumors table" divided by class/caste.

Like
allanak_commoner talble
And it might have stuff about the bazaar, quarters, rumors, etc.

That way it could be updated centrally instead of loading topics onto every NPC.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Dan on February 03, 2021, 01:12:22 AM
Adjust the watersellers to be more intuitive for newer players.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Barsook on February 03, 2021, 06:23:00 AM
Have a warning for the server backups before they happen. It's the #1 question asked on Discord.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: betweenford on February 03, 2021, 09:08:58 AM
Lowering the AFK timer to around 30-40 minutes where it starts to pause your hunger/thirst.

Forcibly boot out someone from the game if they are afk for more than an hour.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: mansa on February 03, 2021, 02:22:35 PM
>craft <item>
1) a <item> from that. [<skill type>, <difficulty>, needs a fire, needs a smoothing]



is it possible to change "needs a smoothing" to "needs a smoothing tool" ?
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Fernandezj on February 03, 2021, 02:35:44 PM
>craft <item>
1) a <item> from that. [<skill type>, <difficulty>, needs a fire, needs a smoothing]



is it possible to change "needs a smoothing" to "needs a smoothing tool" ?

Agreed! I would also want to throw in the idea of a cleaner interface like instead of:
Code: [Select]
You could make...
   1) a whatever. [craft, difficulty, needs a smoothing]
   
Something more elaborate like:
Code: [Select]
You could make...
===============================================================================
Armormaking                              Difficulty      Tools
 1 | whatever item                     | difficult  | smoothing, fire
 2 | whatever item                     | manageable | sharpening
-------------------------------------------------------------------------------
Toolmaking
 3 | whatever item                     | manageable | polishing
===============================================================================

Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Maso on February 03, 2021, 02:56:43 PM

Agreed! I would also want to throw in the idea of a cleaner interface like instead of:
Code: [Select]
You could make...
   1) a whatever. [craft, difficulty, needs a smoothing]
   
Something more elaborate like:
Code: [Select]
You could make...
===============================================================================
Armormaking                              Difficulty      Tools
 1 | whatever item                     | difficult  | smoothing, fire
 2 | whatever item                     | manageable | sharpening
-------------------------------------------------------------------------------
Toolmaking
 3 | whatever item                     | manageable | polishing
===============================================================================

That would be so sexy.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: The7DeadlyVenomz on February 04, 2021, 03:26:33 AM
Code: [Select]
You could make...
   1) a whatever. [craft, difficulty, needs a smoothing]
   
Something more elaborate like:
Code: [Select]
You could make...
===============================================================================
Armormaking                              Difficulty      Tools
 1 | whatever item                     | difficult  | smoothing, fire
 2 | whatever item                     | manageable | sharpening
-------------------------------------------------------------------------------
Toolmaking
 3 | whatever item                     | manageable | polishing
===============================================================================

Add to this that you should be able to look at tools and see what they are used for, such as smoothing or sharpening, etc.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Hauwke on February 04, 2021, 03:53:44 AM
Code: [Select]
You could make...
   1) a whatever. [craft, difficulty, needs a smoothing]
   
Something more elaborate like:
Code: [Select]
You could make...
===============================================================================
Armormaking                              Difficulty      Tools
 1 | whatever item                     | difficult  | smoothing, fire
 2 | whatever item                     | manageable | sharpening
-------------------------------------------------------------------------------
Toolmaking
 3 | whatever item                     | manageable | polishing
===============================================================================

Add to this that you should be able to look at tools and see what they are used for, such as smoothing or sharpening, etc.

I think assessing covers that last bit.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Dar on February 04, 2021, 09:14:04 AM
It would be really cool if when we get a list of possible crafts, it would mention not only which tool is required to make it, but whether or not that tool is currently within reach inside the room that we are in.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: The7DeadlyVenomz on February 04, 2021, 09:37:28 AM
I think assessing covers that last bit.
Some do, but some don't, and I can't tell if that's because you don't the skill, or because there's no blurb attached to it. Because I have never accessed many tools, it could be because I don't have the relevant skill, too. Whatever the case, I think it would good to see what a tool did, even if you do not the skill. Adding that to the assess you get when viewing it in a store would be good too.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Riev on February 04, 2021, 10:11:58 AM
Some do, but some don't, and I can't tell if that's because you don't the skill, or because there's no blurb attached to it. Because I have never accessed many tools, it could be because I don't have the relevant skill, too. Whatever the case, I think it would good to see what a tool did, even if you do not the skill. Adding that to the assess you get when viewing it in a store would be good too.

You assess a stone rasp...
...it is primarily made of stone.
...looks useful for smoothing or polishing.
...appears to be of decent quality.

If it doesn't say "looks useful for", then as a tool it doesn't count as a "smoothing or polishing" WHEN REQUIRED FOR THE RECIPE.

You assess a pair of etched bone scissors...
...it is primarily made of bone.
...might be used for fabricworking.
...appears to be of above average quality.

If it says "might be used for", it will give a bonus to the named skill, but is not a tool when the recipe requires one.

If it doesn't have these lines, its a RP-tool. I agree, it could be re-worked a little to be more obvious.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Brokkr on February 04, 2021, 11:05:47 AM
Looking at "help tools" it is informative...but also not.

If Riev or someone wants to try to redo it to something they think will help players understand the various uses tools can be put to, I'll work with them to update the helpfile.

*Sorry, can't hope with making the code clearer personally, as I don't code, but I can change the helpfiles to be more clear  at least!
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: gotdamnmiracle on February 04, 2021, 02:12:00 PM
Some do, but some don't, and I can't tell if that's because you don't the skill, or because there's no blurb attached to it. Because I have never accessed many tools, it could be because I don't have the relevant skill, too. Whatever the case, I think it would good to see what a tool did, even if you do not the skill. Adding that to the assess you get when viewing it in a store would be good too.

You assess a stone rasp...
...it is primarily made of stone.
...looks useful for smoothing or polishing.
...appears to be of decent quality.

If it doesn't say "looks useful for", then as a tool it doesn't count as a "smoothing or polishing" WHEN REQUIRED FOR THE RECIPE.

You assess a pair of etched bone scissors...
...it is primarily made of bone.
...might be used for fabricworking.
...appears to be of above average quality.

If it says "might be used for", it will give a bonus to the named skill, but is not a tool when the recipe requires one.

If it doesn't have these lines, its a RP-tool. I agree, it could be re-worked a little to be more obvious.

Is this also the case regarding tools for weirder skills I'm told have tools for them? Like poisoning, bandagemaking, direction sense, scanning? I've never seen any explicit text stating a tool would be helpful for any of these. Or would you only see it for crafting skills and all other skills are hidden in the description?
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Fernandezj on February 04, 2021, 02:29:08 PM
Some do, but some don't, and I can't tell if that's because you don't the skill, or because there's no blurb attached to it. Because I have never accessed many tools, it could be because I don't have the relevant skill, too. Whatever the case, I think it would good to see what a tool did, even if you do not the skill. Adding that to the assess you get when viewing it in a store would be good too.

You assess a stone rasp...
...it is primarily made of stone.
...looks useful for smoothing or polishing.
...appears to be of decent quality.

If it doesn't say "looks useful for", then as a tool it doesn't count as a "smoothing or polishing" WHEN REQUIRED FOR THE RECIPE.

You assess a pair of etched bone scissors...
...it is primarily made of bone.
...might be used for fabricworking.
...appears to be of above average quality.

If it says "might be used for", it will give a bonus to the named skill, but is not a tool when the recipe requires one.

If it doesn't have these lines, its a RP-tool. I agree, it could be re-worked a little to be more obvious.

Is this also the case regarding tools for weirder skills I'm told have tools for them? Like poisoning, bandagemaking, direction sense, scanning? I've never seen any explicit text stating a tool would be helpful for any of these. Or would you only see it for crafting skills and all other skills are hidden in the description?

For direction_sense you get the message when you wear the item.
I.e.

Code: [Select]
wear sunslits
You fit your sunslits over your eyes.
Covering your eyes with  sunslits protects them from harsh weather.

Assessing is somewhat unclear that its coded to that skill:
Code: [Select]
...will protect your vision when worn over your eyes.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: gotdamnmiracle on February 04, 2021, 02:38:05 PM
Ah! Yes, I forgot about that. That's pretty recent, I recall.

Any word on the others? Poisoning is one I recall staff mentioning having tools, but I've never found one.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Fernandezj on February 04, 2021, 03:34:27 PM
Ah! Yes, I forgot about that. That's pretty recent, I recall.

Any word on the others? Poisoning is one I recall staff mentioning having tools, but I've never found one.

Still investigating this one in game, but there seems to be items that would imply being good for these things. Just haven't been able to buy them and try.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Maso on February 04, 2021, 03:56:43 PM

*Sorry, can't hope with making the code clearer personally, as I don't code, but I can change the helpfiles to be more clear  at least!

This really hurt my eyes to read.  :'(
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: slipshod on February 04, 2021, 09:18:01 PM
I've idea'd this in game, but I'll post it here too so maybe someone can expand on it.

I think it would be really helpful if, when 'Viewing' an item in a shop, said item's price is repeated.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Maso on February 05, 2021, 01:17:21 AM
I've idea'd this in game, but I'll post it here too so maybe someone can expand on it.

I think it would be really helpful if, when 'Viewing' an item in a shop, said item's price is repeated.

This also that when you offer and item, it plays back what time is being offered in case of mistarget, E. G. "You offer a large sack of flour"

Also, I think you should be able to see if you can craft something from something in a shop via view. You're able to view it, often the shop descriptions lend themselves to you being able to get close, touch, pick up, items... You'd know if you could make something from it. Even if it just said "You think you could make something from that"
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: The7DeadlyVenomz on February 05, 2021, 10:05:44 AM
Add to that, when you view an item you can craft, "You think you could make this". You would have to buy it to figure out what all you might need to do so, but you know that there is a new recipe there behind the pay wall.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Fernandezj on February 05, 2021, 05:48:27 PM
Add to that, when you view an item you can craft, "You think you could make this". You would have to buy it to figure out what all you might need to do so, but you know that there is a new recipe there behind the pay wall.

No!

Shops describe items as being scattered around on tables and racks. Its not like they are in cages. You'd be picking them up, possibly touching them, I'd much rather you be able to just analyze shop inventories.

If we cant get shop-analyze, then yes, some "crafteable" hint, would be a good conciliation. But fight for shop analyze!
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Maso on February 05, 2021, 05:53:08 PM
I disagree. Not all shops are described equally, and I imagine some of the more expensive and we'll guarded shops might not take kindly to you doing that. Realistically, you might have to deconstruct an item to see how it's made, so we've already got a lot of slack around analyze.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: KittenLicks on February 05, 2021, 06:09:44 PM
Not that anyone ever actually roleplays this out (well, I don't, at least!) but this would be a good time to point out that the analyze helpfile says:

Quote
This should be role-played as a timely undertaking, as much studying of the object is needed as well as a knowledge of the skill employed in crafting it.

So presumably the idea is that you don't have the time to do that if you don't actually own the object, picking it up and giving it a once-over isn't enough.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: The7DeadlyVenomz on February 05, 2021, 08:42:10 PM
Add to that, when you view an item you can craft, "You think you could make this". You would have to buy it to figure out what all you might need to do so, but you know that there is a new recipe there behind the pay wall.

Not all shops are described equally, and I imagine some of the more expensive and we'll guarded shops might not take kindly to you doing that. Realistically, you might have to deconstruct an item to see how it's made, so we've already got a lot of slack around analyze.

And that's why I said I'd like to see just a blurb about "You might be able to craft this." But more than just the concept that you can't deconstruct things in the shop, I think you should have to OOCly go on and give up some of that coin to cop that new recipe. Anything that is a coin sink makes me happy, as a coded effort to keep me poor.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Maso on February 06, 2021, 02:38:43 AM
To counter what I said before....RE. analyze...If an item is super simple to make (e.g. one ingredient and...low difficulty) maybe you could analyze it in store? So there's a mix of "You think you could make something like this" and "You think you could make this out of X" depending. Either way, some suggestion would definitely be good.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Fernandezj on February 06, 2021, 03:00:56 AM
No. You're all clinging onto helpfile nonsense. The helpfile is wrong.

No one looks at a dried yellow flower and spends the better part of a the day roleplaying that this was probably from a NOT dried yellow flower.

Most of the helpfiles are wrong. Deciding that a bracer, made of leather, could probably be made from leather is not a phenomenal experience.
Analyze used to have skill levels, that would probably be in line with what you all are wanting, or hoping for in terms of "intentional pay walls".

Give analyze skill equivalent discoveries. You might be a master chef, you can't backwards engineer a master dish without analyze. Solved.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: gotdamnmiracle on February 06, 2021, 04:12:01 AM
No. You're all clinging onto helpfile nonsense. The helpfile is wrong.

No one looks at a dried yellow flower and spends the better part of a the day roleplaying that this was probably from a NOT dried yellow flower.

Most of the helpfiles are wrong. Deciding that a bracer, made of leather, could probably be made from leather is not a phenomenal experience.
Analyze used to have skill levels, that would probably be in line with what you all are wanting, or hoping for in terms of "intentional pay walls".

Give analyze skill equivalent discoveries. You might be a master chef, you can't backwards engineer a master dish without analyze. Solved.

I just wish analyze returned an echo that something lacks a recipe instead of just bumping. It makes me feel pretty confused and rarely use it.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Riev on February 06, 2021, 08:18:19 PM
Analyze used to have skill levels, that would probably be in line with what you all are wanting, or hoping for in terms of "intentional pay walls".

Explain your source on this.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Fernandezj on February 06, 2021, 09:07:55 PM
Analyze used to have skill levels, that would probably be in line with what you all are wanting, or hoping for in terms of "intentional pay walls".

Explain your source on this.

I mean it "has" skill levels, like its just always locked at apprentice level.
If it actually went up, or down, could have items that require a better analysis, more thorough, to figure out.
A complexity level if you will.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Maso on February 07, 2021, 01:42:29 AM
> crawl n

For those times when for whatever reason you can't, or don't want to, walk. Can be done from a sitting position. Would be verrrrry slow. Like, 'you have time to emote' slow.

Edited to add:

The obvious application here is inebriation, but how about...If somewhere in the mortally wounded range (say between 0 and -4) there's a small chance of being mortally wounded but also conscious and able to 'crawl' (drag yourself). I think that would be pretty damn cool. Obviously, if you move there should be a chance that whatever mortally wounded you might finish you off...but maybe make it a % chance that they will spot you, so you have a chance to drag yourself out of there...and probably still die...but you had a glimmer of hope.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: X-D on February 07, 2021, 02:12:44 AM
A way to tell at least what realm a tablet is in (or other form of cure) without the brew skill. Maybe just a NPC you pay a small fee to.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Nao on February 07, 2021, 06:54:48 AM
Let's have the old analyze messages back. From the helpfile:


Analyze
(Crafting)

This command allows a person to examine an object and attempt to decipher what materials went into its creation. It is useful in taking a finished product and breaking down its components, so one could make another like it. This should be role-played as a timely undertaking, as much studying of the object is needed as well as a knowledge of the skill employed in crafting it.

Analyze will yield one of the five following results:

    An uncraftable item (You get no echo at all)

    An item you don't have the coded skill to make. (You cannot tell how that is made)

    An item you have the skill to craft. (A list of the products you need to craft it)

    Items you can make, but your skill is not yet high enough. (You're unsure how that's made)

    Items you can't make, because they are clan specific. (You do not recognize its craftsmanship)


Right now, you only ever get one message, You cannot tell how that is made. This was changed maybe a couple of years ago as part of an effort to streamline the output of the game (?), but helpful information got lost, and the helpfile doesn't reflect what is happening in game anymore. It frequently comes up in #help on discord because it confuses new crafters. If an item isn't craftable because of an OOC problem (there is no recipe), players should know that instead of going on some futile search for the right tools or attempt to increase their crafting skill.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Brytta Léofa on February 07, 2021, 04:56:23 PM
A little more than QOL, but:

Threaten with a crossbow: if you threaten someone while wielding a crossbow (ready to shoot, nothing in secondary hand), combat initiation should give you a zero-delay shot.

Code: [Select]
> threaten amos
You steady yourself and take aim...
You begin threatening the tall, muscular man with a scary-ass crossbow.

Now there's a reason to choose crossbows!
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Brytta Léofa on February 07, 2021, 04:58:42 PM
wear all <container to get clothes/equipment from>
remove all <container to put it in>

(guys I don't even mudsex anymore; clothes are still cool)
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: creeper386 on February 07, 2021, 05:05:33 PM
I mentioned it in a previous post but I realized it was a secondary thing and was unclear.

When checking to see what you can make using the craft command, it'd be nice if the list that is displayed is the actually sdesc of the item to be made. Currently I don't even know how some of the descriptions pop up.

if I craft log, I might get "a smooth plank" but when I actually craft it I get "a plank of agafari"

This is confusing as sometimes it seems like I might have choose the wrong option and makes me really weary of using materials and getting something I didn't exactly expect. Which I already accept is going to happen sometimes as some sdescs make me think Cool I'll like that, then when I make the item and view the ldesc I'm like, oh this isn't what I wanted. But I don't know a good way around that one.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: LindseyBalboa on February 07, 2021, 07:43:06 PM
wear all <container to get clothes/equipment from>
remove all <container to put it in>

(guys I don't even mudsex anymore; clothes are still cool)

Dress and undress would be amazing for utility... and enabling people to easily change outfits means more people are going to sink money into more outfits. Good for the game!
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Maso on February 08, 2021, 02:19:27 AM
If you go over the character limit with an emote...for it NOT to go through...and bounce it back at you so you can fix it. :<

Or increase limit. But probably just the former. Or just a little increase.

Title: Re: Developer Request: Quality of Life improvements to the game
Post by: The7DeadlyVenomz on February 08, 2021, 05:32:36 AM
If you go over the character limit with an emote...for it NOT to go through...and bounce it back at you so you can fix it. :<

Or increase limit. But probably just the former. Or just a little increase.

Ooo! Yeah, that'd be good.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: mansa on February 08, 2021, 08:58:46 AM
For each crafting skill to have a separate crafting helpfile called:

"<CraftingSkill> examples"

And to contain 5 examples of novice crafting recipes, and 3 examples of apprentice crafting recipes.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Delirium on February 08, 2021, 09:43:54 AM
All stablehand NPCs to have the keyword 'stablehand' so that it's consistent and easier to make an alias.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: mansa on February 08, 2021, 11:02:44 AM
The command:

stable

Should duplicate all the functions of the rent command.



In addition, if you type >stable mount, the game should respond with something that indicates to to specify which NPC you want to 'stable/rent' your mount with.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Fernandezj on February 08, 2021, 07:00:12 PM
In a similar vein of standardized keywords, I'd like to see all rawhides tagged with something like an "untanned" keyword, even if its not in the sdesc.
Some hides are very similar, or identical in tanned/untanned form, making it confusing to deal with.

That way "craft untanned" will always work where "craft hide" can sometimes be all over the place.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Delirium on February 08, 2021, 08:26:28 PM
In a similar vein of standardized keywords, I'd like to see all rawhides tagged with something like an "untanned" keyword, even if its not in the sdesc.
Some hides are very similar, or identical in tanned/untanned form, making it confusing to deal with.

That way "craft untanned" will always work where "craft hide" can sometimes be all over the place.

(https://66.media.tumblr.com/tumblr_ly7s0wv84v1rn95k2o1_250.gif)
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Brytta Léofa on February 08, 2021, 08:55:28 PM
The command:

stable

Should duplicate all the functions of the rent command.

In addition, if you type >stable mount, the game should respond with something that indicates to to specify which NPC you want to 'stable/rent' your mount with.

Okay, but is there ANY place in the game with multiple stablehands in the same room? I'm guessing not.

Can we make "rent <mount> <npc>" and "offer ticket <npc>" default to <npc>=the only valid NPC in the room?
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: The7DeadlyVenomz on February 08, 2021, 09:15:56 PM
In a similar vein of standardized keywords, I'd like to see all rawhides tagged with something like an "untanned" keyword, even if its not in the sdesc.
Some hides are very similar, or identical in tanned/untanned form, making it confusing to deal with.

That way "craft untanned" will always work where "craft hide" can sometimes be all over the place.
Yeah, I'm with this one.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Nao on February 09, 2021, 02:44:33 PM
That phenomenon of picking up a bag, then getting

There is no more room for it here.
when you put it back is driving me crazy. It was fitting in the room before, why can't I put it back after picking it up?

It's a massive annoyance, especially when you don't even own the bag and have no intention of stealing it. Or when you clean up, get rid of some stuff, only to run into the problem again the next day, after someone else in your clan saw this as an opportunity to bring in more. Please, please fix this.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Brytta Léofa on February 09, 2021, 02:55:54 PM
That phenomenon of picking up a bag, then getting

There is no more room for it here.
when you put it back is driving me crazy. It was fitting in the room before, why can't I put it back after picking it up?

My proposed solution: instead of summing the weights of all objects, sum the weights of all objects on the floor and the capacities of all top-level containers (lockers, chests, shelves, bags, etc., but not containers inside containers). This number should never be smaller than the current calculation, and it ensures that those containers can be used to their full capacity.

For bonus points:
- handle flexible containers (anything with keyword "bag"?) as though their contents are on the floor.
- do a single pass through the room db and update each room's capacity to be no smaller than the new calculation, so you don't get the dreaded picked-it-up-but-can't-put-down behavior.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Fernandezj on February 09, 2021, 03:47:51 PM
Maybe like
Code: [Select]
assess room or
Code: [Select]
assess -v here would give information about a room's storage capacity in addition to other features:

Code: [Select]
> assess here
... The room has a pleasant smell of fresh oil, worked leather and the
faintest twinge of sawdust crosses one's nostrils as well.
... it is sparsely populated. //For crim code?
... it is very spacious. //For hide?
... can be opened and closed to the south. //For exits that are closeable.
... could probably hold around 21970 stones.
... it is about half full.
... there is a fire here.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: The7DeadlyVenomz on February 09, 2021, 04:09:12 PM
Oooo.

Yes.

Although 'assess room' had a different function now, a new arguement for assess to accomplish this would be baller.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: rinthrat on February 09, 2021, 05:12:50 PM
That phenomenon of picking up a bag, then getting

There is no more room for it here.
when you put it back is driving me crazy. It was fitting in the room before, why can't I put it back after picking it up?

My proposed solution: instead of summing the weights of all objects, sum the weights of all objects on the floor and the capacities of all top-level containers (lockers, chests, shelves, bags, etc., but not containers inside containers). This number should never be smaller than the current calculation, and it ensures that those containers can be used to their full capacity.

For bonus points:
- handle flexible containers (anything with keyword "bag"?) as though their contents are on the floor.
- do a single pass through the room db and update each room's capacity to be no smaller than the new calculation, so you don't get the dreaded picked-it-up-but-can't-put-down behavior.

I don't care how you sum it up as long as it's consistent. If you can't put something back into the same place right after picking it up, the roomway this is calculated isn't consistent. The weight hasn't changed, if it fit before it should fit afterwards, but it doesn't.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Fernandezj on February 09, 2021, 08:47:33 PM
That phenomenon of picking up a bag, then getting

There is no more room for it here.
when you put it back is driving me crazy. It was fitting in the room before, why can't I put it back after picking it up?

My proposed solution: instead of summing the weights of all objects, sum the weights of all objects on the floor and the capacities of all top-level containers (lockers, chests, shelves, bags, etc., but not containers inside containers). This number should never be smaller than the current calculation, and it ensures that those containers can be used to their full capacity.

For bonus points:
- handle flexible containers (anything with keyword "bag"?) as though their contents are on the floor.
- do a single pass through the room db and update each room's capacity to be no smaller than the new calculation, so you don't get the dreaded picked-it-up-but-can't-put-down behavior.

I don't care how you sum it up as long as it's consistent. If you can't put something back into the same place right after picking it up, the roomway this is calculated isn't consistent. The weight hasn't changed, if it fit before it should fit afterwards, but it doesn't.

You (the person) are a container. The room was likely nearing full or full. You entered, making the room OVER weight. You pick something up, it can't be placed back down. There's no clean way around that.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: The7DeadlyVenomz on February 09, 2021, 09:12:51 PM
You know, Fernandezj, I never thought about that. Make the room simply not take into account PCs and NPCs and the issues should be solved.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Maso on February 10, 2021, 01:53:34 AM
I thought the problem was that the bag will be put down lighter and emptier, the room accepts the bag at this weight. Things are then added to the bag, using the bags capacity as the check, not the rooms. Then the bag is picked up and can't be put down at it's increased weight.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Nao on February 10, 2021, 03:45:34 AM
I thought the problem was that the bag will be put down lighter and emptier, the room accepts the bag at this weight. Things are then added to the bag, using the bags capacity as the check, not the rooms. Then the bag is picked up and can't be put down at it's increased weight.

This also happens with bags in containers. Take the bag out of the locker, change nothing, can't put it back because the room is over capacity. But you can't add anything to a container inside a container.

Even better: sometimes this can be solved by picking up something else from the ground, putting that on a table, then putting the original bag back to where it came from.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: betweenford on February 10, 2021, 08:37:58 AM
Theres alot of things at play with containers but something I've seen which has led to alot of overcapacity save room fun.... Is that many containers after being saved and the server resets/comes-back-after-a-crash, don't add their potential carrying capacity to the room. Interacting with them causes them to start adding their capacity. So the moment you touch that trunk your clanmate thought it would be a good idea to stuff with Large Bags - you just reduced the rooms capacity by like 2000 stone. Also, sometimes bags do not reduce their "weight" even after they have lost everything inside of them for room calculations. So that empty bag adds like 90+45 or whatever because it doesn't think the weight changed.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Nao on February 10, 2021, 07:36:16 PM
Let us look at bodies (equipment and wounds on a body) while they're strapped to a mount.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: gotdamnmiracle on February 10, 2021, 10:04:22 PM
All stablehand NPCs to have the keyword 'stablehand' so that it's consistent and easier to make an alias.

Could all jewels (garnet, amber, jade, diamond) get a singular keyword so you can specify
 -forage stone for jewels-? It's tedious right now having to throw away every chunk of rock.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Shaydee on February 11, 2021, 12:23:36 AM
All stablehand NPCs to have the keyword 'stablehand' so that it's consistent and easier to make an alias.

Could all jewels (garnet, amber, jade, diamond) get a singular keyword so you can specify
 -forage stone for jewels-? It's tedious right now having to throw away every chunk of rock.


+1 to this yes so much please. I always try forage stone for gems because I feel like it should work. Please do this one.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: creeper386 on February 11, 2021, 02:05:59 AM
In addition to the suggestion of "get all.boots chest" just echoing once, "Amos gets many pairs of boots from a chest."

Some sort of way to get a specific number of an item. "get feather.2 chest" ... "Amos gets a pair of feathers from a chest."

Syntax I don't necessarily like, but can't think of better things. But if this is get and put, would clean up so much spam.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Barsook on February 11, 2021, 05:32:12 AM
Yes, please! Can we have a echo for multiple items and have a way to take only a certain number also?

Also eat all.meat (or any food keyword) and have an echo of stuffing it in in your mouth?
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Nao on February 12, 2021, 05:21:39 PM
If you're watching a shadow that you spotted with scan, you can shoot at it from another room. However, you can't throw anything at it. You always get a message like 'Nobody like that to the west', even if you're watching the shadow and can spot it every single time you look in that direction. Targeting with another ranged weapon skill other than throw works just fine. I think this is a bug, since this used to work even with throw, then suddenly stopped working one day.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: KittenLicks on February 15, 2021, 07:51:08 PM
Let change language work when you're in delay from an action, like say/tell/think does. Right now, you can't use it if you're in delay from walking/attacking and it makes for bizarre situations where you need to ask someone you're following to stop walking so fast so you can remember how to speak Allundean.  ;D
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Cordon on February 17, 2021, 07:54:34 AM
Possibly could design something like a thin 'gemed' circlet of obsidian.  Wear location for hair.  Can RP having it on under a helm. Replaceable gems, having gems for various links/blocks.     

Any thoughts on this?
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Dar on February 17, 2021, 10:58:43 AM
Possibly could design something like a thin 'gemed' circlet of obsidian.  Wear location for hair.  Can RP having it on under a helm. Replaceable gems, having gems for various links/blocks.     

Any thoughts on this?

Kind of like ability to color, but instead of dying, you imbed gems and get a 'gemmed'  adjective to an item. Or bejeweled, if you use multiple?


Am I understanding this correctly?
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Nao on February 17, 2021, 06:30:34 PM
When you age and your endurance goes up, HP never goes up with it. You might age from poor to good endurance and still be stuck with that minimum HP roll you got starting out. This sucks.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: KittenLicks on February 17, 2021, 06:46:32 PM
It'd be nice if the 'stop' command also interrupted foraging/crafting/etc.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: The7DeadlyVenomz on February 17, 2021, 09:48:02 PM
When you age and your endurance goes up, HP never goes up with it. You might age from poor to good endurance and still be stuck with that minimum HP roll you got starting out. This sucks.
Ooo ... that does suck.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Mellifera on February 18, 2021, 12:09:59 PM
When you age and your endurance goes up, HP never goes up with it. You might age from poor to good endurance and still be stuck with that minimum HP roll you got starting out. This sucks.
If that's really the case you could probably submit it as a bug.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: mansa on February 18, 2021, 10:35:48 PM
Suggested from Discord:

Have the game echo back exactly what sdesc of items you're using when you're looking to craft an item.

>craft feather 2.feather 3.feather
Using:
a red-dyed feather
a blue-dyed feather
a silver-dyed feather

You can craft the following:
#1 - a triple-twist colorful feather hat.
#2 - a red, blue, and silver feather twist.


>craft feather 2.feather 3.feather 4.feather 5.feather
Using:
a stiff white feather
a stiff white feather
a stiff white feather
a stiff white feather
a stiff white feather

You can craft the following:
#1 - a small bundle of white feathers
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: The7DeadlyVenomz on February 19, 2021, 08:37:55 AM
Suggested from Discord:

Have the game echo back exactly what sdesc of items you're using when you're looking to craft an item.

>craft feather 2.feather 3.feather
Using:
a red-dyed feather
a blue-dyed feather
a silver-dyed feather

You can craft the following:
#1 - a triple-twist colorful feather hat.
#2 - a red, blue, and silver feather twist.


>craft feather 2.feather 3.feather 4.feather 5.feather
Using:
a stiff white feather
a stiff white feather
a stiff white feather
a stiff white feather
a stiff white feather

You can craft the following:
#1 - a small bundle of white feathers


I'd probably want to adjust the output like this:

>craft feather 2.feather 3.feather
Using: a red-dyed feather, a blue-dyed feather, and a silver-dyed feather -

You can craft the following:
#1 - a triple-twist colorful feather hat.
#2 - a red, blue, and silver feather twist.


>craft feather 2.feather 3.feather 4.feather 5.feather
Using: 5 stiff white feathers -

You can craft the following:
#1 - a small bundle of white feathers


... but I do love the idea 100%, and any iteration would be awesome.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: creeper386 on February 20, 2021, 12:00:49 AM
Crafting outputting what is being crafting would be wonderful. So I second Mansa's post. Third? Fourth?

I think the main benefit would also be for when the crafting fails. Due to crafting shifting item order around. Sometimes it's hard to know what you are targeting and it get confusing when something should be working and it's not. An echo that says what I'm trying to craft with would be wonderful.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Delirium on February 22, 2021, 06:57:03 PM
Negative keywords while foraging would be wonderful.

>forage wood -fuckwood

Saves a lot of junking for scenarios when you want everything BUT the knotty piece of fuckwood.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: LindseyBalboa on February 24, 2021, 12:21:18 AM
'value -market (object)'

Returns a numerical value that gets closer and closer to the coin value of an item at the nearest vendor with more success.

Helpful for merchant characters to guess the local coin value of an item on the fly while the player is in mercantile RP.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Inks on February 24, 2021, 03:59:26 AM
Hack isn't usable while mounted and it makes zero sense as disarming and riposting require closer proximity than hacking does. Fix pls.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: creeper386 on February 25, 2021, 04:25:07 AM
Can the value skill have a boost based on your crafting skill for the item your valuing?

Most of the "master" crafting subguilds don't have value. It'd be really nice that if you were a master crafter you could perhaps accurately value the goods you create.

Also unsure if connected to value or not, but a characters seemingly inability to gauge weight or how much an item holds seems weird, and varies by SOO much each check. if it is value, the fact that value is not given to many people except the "merchants" I'm not sure this should be connected to it. Nor do I think it should fluctuate much if at all. Be wrong sure. But be relatively consistent.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Maso on February 25, 2021, 07:29:39 AM
In shops...for > view <item> to also play back the sdesc of said item along with the mdesc and the rest of the info.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Halasturd on February 26, 2021, 10:02:26 AM
A way to "link" a container so that it's always the first item in your list based on it's keywords.  So for example "link bag".  Now that bag is always going to be 1.bag for you no matter where in the room it is.  So you could put all your crafting materials in it, and craft from that without having to fight with searching through containers.  Obviously this link would go away when you left the room with your linked container.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Brytta Léofa on February 26, 2021, 02:47:37 PM
A way to "link" a container so that it's always the first item in your list based on it's keywords.  So for example "link bag".  Now that bag is always going to be 1.bag for you no matter where in the room it is.  So you could put all your crafting materials in it, and craft from that without having to fight with searching through containers.  Obviously this link would go away when you left the room with your linked container.

> title bag lootbag
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Brytta Léofa on February 26, 2021, 03:04:21 PM
NAME command that helps you remember names. Two different uses:
1. adds (name) to kinds of objects - every time you see an object of that kind, the name you gave it is appended.
2. adds (name) to specific PCs/NPCs whenever their sdesc is visible (so not when hooded, visored, masked, etc.).

Does not persist across characters, but perhaps previous characters' name assignments could be viewed on the website (like bios are). (It's an interesting snapshot, and you know you're going to be keeping some of those plant names in a text file otherwise.)

Code: [Select]
> name plant bimbal
You now know a twisted, wiry cactus as 'bimbal'.
> look
You're In The Dessert [NEWS]
 So much sand.
A twisted, wiry cactus (bimbal) clings to the sandy sand.

> name red pantera
You now know a brutish, red-maned humanoid as 'pantera'.
> look
A brutish, red-maned humanoid (pantera) stalks across the dunes.

> name muscular amos
You now know the tall, muscular man as 'amos'.

Man, with this I wouldn't even NEED a MUD client. I could just dial ginka with my brain.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: The7DeadlyVenomz on February 26, 2021, 03:41:53 PM
The option for verbose room descriptions, which include the weather, lighting conditions (and possibly sources), and population (in a room that is flagged as having a population level):

Code: [Select]
Stonecarver's Road, Adjoining a Small Plaza [E, W]
   The rounded flagstones of Stonecarver's Road, the ragged cracks
separating them barely visible beneath the layers of sand and dirt, lead
through the Commoner's Quarter, winding through a ramshackle collection of
mud brick houses and hide tents.  The air is still and thick, dense with
both the city's odors and the constant clamor of its inhabitants.
   The sun and one moon brightens this area considerably. There is a slight
breeze blowing from the west. It is very hot today. There are a few people
passing through the area.
A tarp hangs from the northern wall, staked into the ground at an angle.
The lanky, dark-haired boy is standing here.

This would also be an appendage to the LOOK DIRECTION command, which I'd like to note, I wish were reversed in order of the rooms seen:
Code: [Select]
To the north is the Main Bazaar. Torchlight brightens this area dimly. There
is a heavy wind blowing from the north. It is a cool night. There are almost
no people passing through the area.
[Near]
Nothing.
[Far]
A slim, brown-haired merchant walks here, a pack on her shoulder.
[Very far]
Nothing.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: The7DeadlyVenomz on February 26, 2021, 04:09:07 PM
Short Descriptions for doors:

Code: [Select]
You open the heavy, bone-banded, oak door.

You close the set of towering, red-painted gates.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Delirium on February 26, 2021, 05:33:46 PM
> title bag lootbag

titles for objects yes please!
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: creeper386 on February 26, 2021, 11:41:31 PM
If possible, looking into rooms that echo to other rooms. And checking that the MUD only sends one thing per action. Instead duplicating things. It gets spammy.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: slipshod on February 27, 2021, 06:00:41 PM
I've been struggling to articulate this issue, and I think an example is best.

Imagine you're playing a Byn sergeant and one of your runners took your beetle and ended up with your saddlebags. 
They tell you that they left them on their cot in the barracks.
The barracks has ten cots.  Their cot is cot number 7.

Sergeant walks into the barracks and looks around to see which cot has his giant packed saddlebags atop it.

Quote
Key saddlebags all
On a stanky canvas cot:
  1.saddlebags - Sarge's saddlebags

I wish it somehow showed that they were on cot #7.  One still has to go down the line with looking on each cot to find out which it is. 

I understand the code challenge here when the scenario is different and so many keywords could be at play.

For example, a Salarr display room with 4 display cases.  Two are dark wood and two are light wood.
The Agent wants to see at a glance which case has the half-giant hauberk.  It is in the first light wood case, which is the third case overall.  So...

Quote
Key hauberk all
In a light wood display case:
 A half-giant sized hauberk

Key case all
In the room:
 1.case -  a dark wood display case
 2.case - a dark wood display case
 3.case - a light wood display case
 4.case - a light wood display case

If the ordering could show us that it was in case #3 here, that only works if we use the keyword 'case' alone, since it's in 3.case but 1.light.case.
And if there are other 'light' or 'dark' or 'wood' containers in the room, those keywords could get mixed up with any "fix" to this.

I don't know if I've made this clear or if anyone else has similar issues, but there it is.

Edited to add:
There could also be issues if, in the above example, the Agent was holding a scroll 'case'.  Now if the "fix" here shows us the hauberk is in 3.case in the room, it's not 3.case when Agent tries to 'get' it, now is it?


Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Maso on February 28, 2021, 04:37:27 AM
For the directions code to not take players outside of a city, round the outside and back in again. I have no idea how this is coded...but I imagine there are a couple of possible options for implementing this?

1. Do not allow the directions code to consider rooms outside of the city?
OR
2. Assign a difficulty-to-traverse value for room types, and have the directions code use that to calculate the 'easiest' route from to A to B rather than the 'shortest' (number of rooms)...I assume the 'difficulty-to-traverse' concept exists already with MV penalties so...

Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Narf on March 09, 2021, 08:16:57 AM
We could just give random PCs the chance to intercept psionic messages? Either by accident or on purpose. Then you could have your skullduggery and people could have their QOC improvement. Cake's better when you get to eat it.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Maso on March 17, 2021, 07:02:04 AM
change ldesc for hitched mounts....
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Lotion on March 18, 2021, 01:16:06 AM
change ldesc for hitched mounts....
I would LOVE this. The one time my mount had a different ldesc was a staff animation and i've been envious ever since
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Kyviantre on March 18, 2021, 08:25:15 PM
Not sure if it has been brought up, but increased functionality for the text editors (boards, drawing, writing).  Being able to add blank lines at a certain point, delete lines without .c-ing the lot and starting again...these would both make me far more inclined to invest time as it is a painful chore at the moment!

For extra super bonus points, being able to insert lines of text at a certain point.

The way I've seen these done elsewhere is having the lines numbered on the left, ie
Quote
1] The green monkey is among us.
2] However we will cope?
3] Kill it!
4]

Then you could type, for instance

Quote
.d 4

To delete the 4th line

Or

Quote
.l 1

To add a blank line before the first.

Or...

Quote
.i 3 Should we feed it monkey nuts?

To insert a line before line 3, and add that text.  So you'd end up with....

Quote
1]
2] The green monkey is among us.
3] However we will cope?
4] Should we feed it monkey nuts?
5] Kill it!

This would make writing board posts, tdescs, drawing, scribbling, and all sorts easier.  No idea how hard it would be, but it'd raise my QoL a lot <3

(excuse the monkeys, I've just been reading a primatology paper :) )
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Maso on March 19, 2021, 11:09:46 AM
>craft large.chunk 2.large.chunk branch 2.branch bundle into bundle.arrows
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Lotion on March 19, 2021, 03:14:31 PM
You can add blank lines in the editor by having it contain a single space.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Kyviantre on March 20, 2021, 12:06:17 AM
You can also do it by hitting enter between lines.  But that doesn't solve the problem of after reading it, going "Urgh, this needs tidying up to be attractive/readable!", and having to start from the top again!  It is a QoL thing, and hence in this thread...I think it would be nice to fix errors and tweak layouts without deleting the lot :)
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Hauwke on March 20, 2021, 01:01:37 AM
.dl 1 or something deletes that many lines too. No need to .c
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Riev on March 20, 2021, 09:11:13 AM
You can also do it by hitting enter between lines.  But that doesn't solve the problem of after reading it, going "Urgh, this needs tidying up to be attractive/readable!", and having to start from the top again!  It is a QoL thing, and hence in this thread...I think it would be nice to fix errors and tweak layouts without deleting the lot :)
.dl 1 or something deletes that many lines too. No need to .c

What you're looking for is .d# where the editor will delete # lines from the bottom. It makes it easy if you notice you made a mispelling or something in the last line so you can just .d1
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Kyviantre on March 20, 2021, 02:28:10 PM
Oooh, is that a thing?  That's useful to know, thank you!
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Brytta Léofa on March 20, 2021, 03:08:56 PM
More tools for dealing with room/container capacity. For instance:

> weight room
The current room currently holds 1234 stone, and can hold a maximum of 1000 stone.
In the room:
 234 stone - items on the ground
 500 stone - a big baobab crate and its contents
 500 stone - a big ol' table and the items on it
> weight table
The table weighs about 100 stone.
On the table:
 400 stone - many big baobab branches
> weight me
You weigh about 70 stone.
 5 stone - an obsidian helmet
 3 stone - a bone sword
 1 stone - chalton leather boots
etc.
> weight mekillot
It probably weighs about 700 stone, or about 10 times what you weigh.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Kyviantre on March 20, 2021, 04:51:31 PM
More tools for dealing with room/container capacity. For instance:

> weight room
The current room currently holds 1234 stone, and can hold a maximum of 1000 stone.
In the room:
 234 stone - items on the ground
 500 stone - a big baobab crate and its contents
 500 stone - a big ol' table and the items on it
> weight table
The table weighs about 100 stone.
On the table:
 400 stone - many big baobab branches
> weight me
You weigh about 70 stone.
 5 stone - an obsidian helmet
 3 stone - a bone sword
 1 stone - chalton leather boots
etc.
> weight mekillot
It probably weighs about 700 stone, or about 10 times what you weigh.

Being able to pin down what the problem items are, when trying to clear up a store room, would be AWESOME!
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Khorm on March 21, 2021, 02:32:41 PM
implement some sort of coup de grace style command that doesn't invite the same level of delay as kill  :-*
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Brytta Léofa on March 21, 2021, 02:57:34 PM
implement some sort of coup de grace style command that doesn't invite the same level of delay as kill  :-*

Reduce the kill command delay if the target is immobilized and not humanoid.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Delirium on March 21, 2021, 06:43:10 PM
Or just don't stop fighting something when it is mortally wounded unless you have mercy on.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Hauwke on March 21, 2021, 11:47:14 PM
I enjoy the stoppage, means that you can do a final emote, how you finish it off. Also works for other players.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Narf on March 22, 2021, 12:15:37 AM
I enjoy the stoppage, means that you can do a final emote, how you finish it off. Also works for other players.

Some (most) of us can type substantially faster than that delay takes.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Hauwke on March 22, 2021, 12:29:58 AM
Typing speed has little to do with it. If they are in negatives, then you have time for a final emote and for them to do a final emote. It takes longer than a second to type out a full emote and then get a response to it.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Narf on March 22, 2021, 12:50:36 AM
Typing speed has little to do with it. If they are in negatives, then you have time for a final emote and for them to do a final emote. It takes longer than a second to type out a full emote and then get a response to it.

You're talking about something different. The OP said non-humanoids. They don't usually emote back at you. And the post-kill lag is much longer than a second.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Brytta Léofa on March 22, 2021, 02:11:55 AM
Or just don't stop fighting something when it is mortally wounded unless you have mercy on.

Unless I'm misremembering, I pretty regularly get disengaged from combat when the critter goes down, even with mercy off. Maybe this is only happening in group combat...I'll have to do some research.

Typing speed has little to do with it. If they are in negatives, then you have time for a final emote and for them to do a final emote.

None of us are talking about PKING you MONSTER.
#joke
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: LindseyBalboa on March 22, 2021, 11:17:04 AM
You get disengaged when you knock something unconscious, critical, etc. Sometimes your last damage will kill it, in which case it's dead. Other times it will just be critically or mortally wounded, or unconscious, at which point one has to re-engage with the kill command to slay it.

A 'slay' command for non-humanoids would be nice to insta-kill carru and the like, I agree. I don't think there's any danger or point to the delay when it comes to hunting, really, that would be negated by the slightly-less-time taken.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Brytta Léofa on March 22, 2021, 03:33:32 PM
You get disengaged when you knock something unconscious, critical, etc. Sometimes your last damage will kill it, in which case it's dead. Other times it will just be critically or mortally wounded, or unconscious, at which point one has to re-engage with the kill command to slay it.

A 'slay' command for non-humanoids would be nice to insta-kill carru and the like, I agree. I don't think there's any danger or point to the delay when it comes to hunting, really, that would be negated by the slightly-less-time taken.

I'm assuming this is why every well-traveled route is littered with almost-dead critters. It's not that folks don't have mercy off. It's that it's an extra step and you weren't even intentionally hunting.

Related QOL improvement:
What if you could move (without using flee) whenever your opponent is reeled? (i.e. as though you were no longer in combat.) Is that an unbalancing change?

Rationale: kagor #27 attacks me. I hit it. It reels from the blow. I don't care about finishing the fight/killing it, so I just move on.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: LindseyBalboa on March 22, 2021, 06:22:01 PM
QoL request:

In the 'rinth, have VNPC scavengers snatch up items left by dead bodies that have disappeared. The rinth can quickly end up full of half screens of equipment in every room, even from NPCs killing one another. Also it makes it really hard to stay poor, to the point where nobody bothers gathering up fallen equipment to sell. That loot should be sought after and disappear quickly in rinthi streets!

I mean like even an IC day would be fine, so dropped stuff wouldn't just be auto disappeared in the streets.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: SilkyBoi on March 25, 2021, 11:18:50 PM
flee into <enterable>

flee into wagon
flee into tent

etc.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Dar on March 26, 2021, 01:41:04 PM

Related QOL improvement:
What if you could move (without using flee) whenever your opponent is reeled? (i.e. as though you were no longer in combat.) Is that an unbalancing change?

Rationale: kagor #27 attacks me. I hit it. It reels from the blow. I don't care about finishing the fight/killing it, so I just move on.

That is actually possible already. If you reel someone, they're no longer in combat with you. Problem is you're in combat with them. So if you reel them and then disengage, you can move on. You can even time it to reel/disengage/backstab although that requires some seriously perfect timing.  Really helps with sparring newbies. You reel someone and disengage. The combat is over.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Awentawa on March 26, 2021, 03:12:17 PM
Refresh quit ooc if you walk through a room you are allowed to quit in
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: The7DeadlyVenomz on March 30, 2021, 05:36:20 PM
You hear a young woman's voice shout from the east in sirihish:
     "Hey - I've got the best steaks in the Commons for just a few sid!"

You hear a woman's voice shout from the east in sirihish:
     "Hey - I've got the best steaks in the Commons for just a few sid!"

You hear an older woman's voice shout from the east in sirihish:
     "Hey - I've got the best steaks in the Commons for just a few sid!"

You hear an ancient woman's voice shout from the east in sirihish:
     "Hey - I've got the best steaks in the Commons for just a few sid!"



Include the age descriptor shown in to shouts and listening from other rooms, just to add some approximation to who's speaking.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: mansa on April 01, 2021, 03:06:08 PM
Reducing the movement penalty for walking in certain areas of the game.

Difficult: 8 Movement Points   (Silt Sea, Volcano)
Hard: 6 Movement Points   (Heavy Forest, Canyons, Sewers/Tunnels)
Medium: 4 Movement Points   (Grasslands, Less Forest/scrub, Salt Flats)
Easy: 2 Movement Points   (Outside-Roads)
No-Problem: 0 Movement Points   (Cities/Indoors)

Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Brytta Léofa on April 03, 2021, 06:31:12 PM
A 'kudos' command that tags any character you can see for kudoing. This saves staff the step of looking up the player account for your request.

Code: [Select]
> kudo amos
They're not here.
> cast 'wek un teleport to amos'
Sure. Magick swirls about your face.
> kudos amos
To send kudos for 'the tall, muscular man', go to: http://armageddon.org/kudos/compose?hash=12342
> kudos figure
To send kudos for 'the figure in a dark hooded cloak', go to: http://armageddon.org/kudos/compose?hash=39528

Any number of ways this could work. One of the simplest is: generate URLs, as above, that start a kudos request with a token attached that uniquely identifies the targeted character. Doesn't need any added state on the server. Straightforward to make the tokens hard to exploit (for e.g. comparing character identity): make it a hash based on kudoer, kudoee, and salt=rand(0,20) - then given the kudoer just do exhaustive search of all possible characters and salt.

For those of us who log everything, easy to search for places you've tagged someone. For those who don't log...it would be nice to actually maintain a list of intended-but-not-sent kudos. But whatevs.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Maso on April 04, 2021, 01:44:56 AM
A 'kudos' command that tags any character you can see for kudoing. This saves staff the step of looking up the player account for your request.

Code: [Select]
> kudo amos
They're not here.
> cast 'wek un teleport to amos'
Sure. Magick swirls about your face.
> kudos amos
To send kudos for 'the tall, muscular man', go to: http://armageddon.org/kudos/compose?hash=12342
> kudos figure
To send kudos for 'the figure in a dark hooded cloak', go to: http://armageddon.org/kudos/compose?hash=39528

Any number of ways this could work. One of the simplest is: generate URLs, as above, that start a kudos request with a token attached that uniquely identifies the targeted character. Doesn't need any added state on the server. Straightforward to make the tokens hard to exploit (for e.g. comparing character identity): make it a hash based on kudoer, kudoee, and salt=rand(0,20) - then given the kudoer just do exhaustive search of all possible characters and salt.

For those of us who log everything, easy to search for places you've tagged someone. For those who don't log...it would be nice to actually maintain a list of intended-but-not-sent kudos. But whatevs.

I like this a lot.... but also some way to flag a moment in the logs for staff if they do need to search would also be good. Not too long ago I wanted to send kudos to someone who I couldn't identify at all and I wouldn't have been able to tag them with "kudos x" either.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Lotion on April 04, 2021, 06:35:25 PM
When you contact while already contact/barrier'd it should not make you suffer ten stun points and merely just remind you that you are in contact with someone else/barrier'd.

When you try to psi while not in contact it does not cost stun.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Iiyola on April 04, 2021, 06:47:40 PM
https://gdb.armageddon.org/index.php/topic,56722.msg1059084.html#new
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: DesertT on April 10, 2021, 12:18:48 AM
Add an EXECUTE command that is only usable on beings that are stunned/incapacitated.

It doesn't need to do any extra damage, but Please Please PLEASE let it Not have the lag of the Kill command.

Current Scenario:  kill critter
round / round / round / round ...
critter gets incapacitated
fight stops even though mercy is off
player has to type kill critter AGAIN in order to actually KILL THE CRITTER!!
Lag ensues for no real reason
player waits .....
FINALLY, player gets to dismount, skin, blah blah blah

Ideal Scenario:  eliminate the KILL lag when a creature is incapacitated!!

 ::) :o ;D
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: SpyGuy on April 11, 2021, 12:39:01 AM
Add an EXECUTE command that is only usable on beings that are stunned/incapacitated.

It doesn't need to do any extra damage, but Please Please PLEASE let it Not have the lag of the Kill command.

Current Scenario:  kill critter
round / round / round / round ...
critter gets incapacitated
fight stops even though mercy is off
player has to type kill critter AGAIN in order to actually KILL THE CRITTER!!
Lag ensues for no real reason
player waits .....
FINALLY, player gets to dismount, skin, blah blah blah

Ideal Scenario:  eliminate the KILL lag when a creature is incapacitated!!

 ::) :o ;D


This please. 
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: SpyGuy on April 13, 2021, 10:09:06 PM
Remove the canned emote ‘thank’ or otherwise change things so ‘th Does anyone use thank?’ will work for ‘think ....’
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: ShaiHulud on April 13, 2021, 10:46:43 PM
Remove the canned emote ‘thank’ or otherwise change things so ‘th Does anyone use thank?’ will work for ‘think ....’

I think this is good.  I've never, ever used 'thank'. I never even knew it existed. While I don't think as much as I think I should, any attention to the command is good.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Brytta Léofa on April 14, 2021, 02:11:46 AM
Maybe go ahead and remove all of the canned socials that get little to no use? Pretty sure 90% of my usage of any of them has been accidental.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Narf on April 14, 2021, 02:19:08 AM
Maybe go ahead and remove all of the canned socials that get little to no use? Pretty sure 90% of my usage of any of them has been accidental.

Except nod. We need a three word command that indicates acquiescence to the words spoken.

(but remove the time delay)
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Barsook on April 14, 2021, 05:06:23 AM
Agreed about nod.

Also make shake, shake ^me head not shake something?
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: The7DeadlyVenomz on April 14, 2021, 07:32:11 AM
Yeah, agreed about shake. Heh.

We already have a reduced number of socials, however, and I wouldn't mind keeping them.

I never noticed a delay to them. If there really is one, though, yeah, kill that. All a social is, is a shortcut for an emote.

To add to the ideas herein, however:

Code: [Select]
Crawl

This method of movement allows you to move even if you are too drunk to
walk, or, at the cost of stun, too tired to walk, run, or sneak. It
requires you to be in the resting position, and is the slowest of all
the various methods of movement. While you are at this speed,
you do not recover health, stamina, or stun points.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Maso on April 14, 2021, 08:04:26 AM
CRAWL

Yes!! Please!! I think I put this one a few pages back already. And sometimes I want to crawl...just because...my character is too lazy to actually get up. But also when drunk, definitely when drunk. Definitely when exhausted. Perhaps also when seriously injured.

Maybe crawl takes you into minus movements...and if you stop crawling you can recover up to 0 again?
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: The7DeadlyVenomz on April 14, 2021, 09:06:20 AM
Oh ... damn. I didn't mean to steal, Maso. My bad.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Alesan on April 14, 2021, 10:52:13 AM


I never noticed a delay to them. If there really is one, though, yeah, kill that. All a social is, is a shortcut for an emote.


If you've ever tried to nod at someone while riding or, really, doing anything at all besides standing or sitting around doing nothing or crafting, you will notice the delay. It's on the same command queue system most things are. I know you cannot use socials while you have movement queued up. It's really annoying.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Riev on April 14, 2021, 11:02:49 AM
I think the concern here isn't that nod has a pre or post-delay to the command, but its part of the queued action system. Whereas emotes can be done at any time, nod requires you to 'have an action', in DnD terms.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: The7DeadlyVenomz on April 14, 2021, 12:03:36 PM
I did not know that. Huh.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Delirium on April 14, 2021, 02:28:57 PM
A canned 'nod' is useful as an indicator that your command delays have worn off and you're good to keep going.

It's a little meta, but it's something I've seen used to good effect a lot in bigger groups.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: SpyGuy on April 15, 2021, 12:40:09 PM
Apologies if this has been mentioned already but...

If there are 5 bags in a room and I type 'k feather all' I'd like it to return which bag the feathers are in.  Currently it will just give you the containers sdesc so if all bags/weapon racks/whatever are identical you then need to try 'get feather bag' 'get feather 2.bag' etc. to find which bag it's actually in.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: LindseyBalboa on April 15, 2021, 06:54:05 PM
Request: an outfit code. This solves a real problem, by making it easier for people to codely reflect their state of dress, making them more or less vulnerable. It also makes it easier to change clothes and wear different outfits, meaning people can spend more money on clothes and use those items more easily.

"Undress (armor / clothing / all)"

Removes all your armor, or clothing, or everything, all at once.

"Dress (outfit name) (here / container)"

Wears the items in a created outfit list. Without an argument pulls from inventory.

Then some simple outfit creation system. Something as simple as:
Outfit Add (Item) - adds an items to an outfit list
Outfit Remove (item) - removes an item from an outfit list
Outfit View (outfit) - shows items in an outfit list
Outfits - lists outfits

Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Brytta Léofa on April 15, 2021, 07:07:39 PM
Request: an outfit code. This solves a real problem, by making it easier for people to codely reflect their state of dress, making them more or less vulnerable. It also makes it easier to change clothes and wear different outfits, meaning people can spend more money on clothes and use those items more easily.
MEGA +1

MEGA +2

I don't WANT to wear armor all the time. I wear armor all the time because I don't want to spend 5 minutes changing out and another 5 changing back in for every 20 minute "night at the club."

Don't care how it's done, but please make changing clothes easier.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Cabooze on April 16, 2021, 04:02:46 AM
Request: an outfit code. This solves a real problem, by making it easier for people to codely reflect their state of dress, making them more or less vulnerable. It also makes it easier to change clothes and wear different outfits, meaning people can spend more money on clothes and use those items more easily.
MEGA +1

MEGA +2

I don't WANT to wear armor all the time. I wear armor all the time because I don't want to spend 5 minutes changing out and another 5 changing back in for every 20 minute "night at the club."

Don't care how it's done, but please make changing clothes easier.

Create an alias. Sure, it's tedious, but you only need to type one command to remove a list of equipment.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Khorm on April 23, 2021, 01:50:05 PM
the ability to filter out forage results. like instead of forage stones for sandstone you could forage stones without sandstone and stop picking up millions of pieces of sandstone that you're just going to either immediately junk or drop.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Lotion on April 23, 2021, 02:14:01 PM
It would be wonderful if quit ooc refreshed upon passing through a room you can quit in.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Brytta Léofa on April 23, 2021, 02:28:02 PM
It would be wonderful if quit ooc refreshed upon passing through a room you can quit in.

+1. The "hang on, lemme quit out here real quick" jig doesn't add anything to the game.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: LindseyBalboa on April 23, 2021, 07:07:47 PM
Request: an outfit code. This solves a real problem, by making it easier for people to codely reflect their state of dress, making them more or less vulnerable. It also makes it easier to change clothes and wear different outfits, meaning people can spend more money on clothes and use those items more easily.
MEGA +1

MEGA +2

I don't WANT to wear armor all the time. I wear armor all the time because I don't want to spend 5 minutes changing out and another 5 changing back in for every 20 minute "night at the club."

Don't care how it's done, but please make changing clothes easier.

Create an alias. Sure, it's tedious, but you only need to type one command to remove a list of equipment.

I know this was meant to be helpful, but this is a thread asking for quality of life improvements, which is antithetical to asking players to learn how to do things or make work-arounds to accomplish fairly standard code in a lot of games... Which means accessibility for non-savvy players, which means more clothes will be sold, which means more armor might be sold, which are all really viable money sinks. Also having a command in game promotes a culture of 'don't wear armor and hold weapons if you wouldn't be,' instead of having two players that have aliases made up for realism purposes.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Brytta Léofa on April 23, 2021, 07:32:09 PM
I know this was meant to be helpful, but this is a thread asking for quality of life improvements, which is antithetical to asking players to learn how to do things or make work-arounds to accomplish fairly standard code in a lot of games... Which means accessibility for non-savvy players, which means more clothes will be sold, which means more armor might be sold, which are all really viable money sinks. Also having a command in game promotes a culture of 'don't wear armor and hold weapons if you wouldn't be,' instead of having two players that have aliases made up for realism purposes.

Plus, an in-game command can behave much better than a client-side alias: it can can access objects by ID rather than by keyword. (This has definitely nothing to do with my irrational hate for doing MUD client scripting.)

The first MUD I played (Deathwish? named Azure Odyssey at the time I think?) had this and it was cool. It might have been the coolest thing about that MUD, since it was really just a big H&S Diku. :D

Not the same MUD, but basically:
Quote from: http://erionmud.com/helpfiles.php?keyword=eqsets%20equipment%20sets&show=true
Syntax: eqset list (<name>)
        eqset wear <name>
        eqset save <name>
        eqset rename <old name> <new name>
        eqset delete <name>

This feature allows you to create up to 3 equipment sets that can be
quickly worn with the command 'eqset wear <name>'.  To create a new set,
wear the equipment you want in the set and type 'eqset save <name>'.  For
example, 'eqset save defensive' for a set of defensive equipment.  To update
a set that already exists, wear the equipment you want to be in the set and
save it as usual.  It will ask you to confirm as it will overwrite the old
set. 

The command 'eqset list' will list your sets by name, and 'eqset list
<name>' will list what items are in a particular set. 

Items in a set can be placed inside bags or simply be in the inventory.
When you type 'eqset wear <name>', it will silently remove your current
equipment and wear items from the desired set. 
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: LindseyBalboa on April 24, 2021, 02:38:16 PM
Add role descriptions to keywords for sponsored roles.

Ie, templars automatically have the templar keyword, Byn sergeants
have Byn Sergeant added, GMH agents have 'agent' or 'dealer'
keywords, other well-known roles have them added.

If I can randomly psionically contact to an elf on the  other side of
the world, it seems to me that if I just wanted to reach out to a
random templar or merchant, I'd be able to with mixed results. A
new arrival to the city should be able to 'contact byn sergeant' and
have one in his mind, it's no different than trying to 'contact dwarf'
or 'contact green eyed.' Mores specific than those, actually.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: LindseyBalboa on April 24, 2021, 03:22:01 PM
If it's dark and someone has a light source and enters a room next to you, you're alerted to the light source.

"To the north, you can see a flickering light."
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Lotion on April 24, 2021, 03:57:50 PM
If it's dark and someone has a light source and enters a room next to you, you're alerted to the light source.

"To the north, you can see a flickering light."
If you watch a direction you will see this.

If someone lights a torch two rooms away the east while you watch east you will see
far to the east something filled with yellow light
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: LindseyBalboa on April 24, 2021, 03:58:54 PM
As I was writing it I was only 90% sure this wasn't a thing. Thanks!
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Lotion on April 26, 2021, 07:50:11 PM
Allow us to choose certain words to not be mangled by language code. This especially comes into play for made up IC words such as prala, prada, yajah, etc. If an elf says yajah in allundean or sirihish it would still ICly sound the same.

example syntax
tell man (^me words flowing together as #me speaks quickly) You're just a ^yajah^. I'm not going to give you a cure for free. Give me a good reason to not wait until you're dead and take your nice boots.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Barsook on April 27, 2021, 05:04:32 AM
Allow us to choose certain words to not be mangled by language code. This especially comes into play for made up IC words such as prala, prada, yajah, etc. If an elf says yajah in allundean or sirihish it would still ICly sound the same.

example syntax
tell man (^me words flowing together as #me speaks quickly) You're just a ^yajah^. I'm not going to give you a cure for free. Give me a good reason to not wait until you're dead and take your nice boots.

This is a great idea.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: valeria on April 28, 2021, 08:23:44 AM
Have the "poison" delay come after the game informs you that you can't poison your boots, or whatever other thing you've miskeyed.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: The7DeadlyVenomz on April 28, 2021, 09:51:24 AM
Allow us to choose certain words to not be mangled by language code. This especially comes into play for made up IC words such as prala, prada, yajah, etc. If an elf says yajah in allundean or sirihish it would still ICly sound the same.

example syntax
tell man (^me words flowing together as #me speaks quickly) You're just a ^yajah^. I'm not going to give you a cure for free. Give me a good reason to not wait until you're dead and take your nice boots.

This is a great idea.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: HortaCulture on April 28, 2021, 02:17:42 PM
Allow us to choose certain words to not be mangled by language code. This especially comes into play for made up IC words such as prala, prada, yajah, etc. If an elf says yajah in allundean or sirihish it would still ICly sound the same.

example syntax
tell man (^me words flowing together as #me speaks quickly) You're just a ^yajah^. I'm not going to give you a cure for free. Give me a good reason to not wait until you're dead and take your nice boots.

This is a great idea.
I love this idea.

Edit to add: This could also work for things like "Shhhhh!" or "Aiiiiii!" or other sounds people produce that wouldn't be garbled based on what language you speak.

I know it opens a hole to circumvent language code, but you could technically do that with an emote anyway, and we also have drawing which could easily be abused to pretend to write, etc.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: LindseyBalboa on April 28, 2021, 02:31:53 PM
Love this. I think that certain words should probably be codified - ie, yazah, yajah, prala, bahak, etc, as mentioned.

Words that are in documentation as part of that language should be auto-translated.

And then on top of that, the ability to add others, like repeating someone's name back to them or learning language RP.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: williamson on April 28, 2021, 03:11:29 PM
Allow us to choose certain words to not be mangled by language code. This especially comes into play for made up IC words such as prala, prada, yajah, etc. If an elf says yajah in allundean or sirihish it would still ICly sound the same.

example syntax
tell man (^me words flowing together as #me speaks quickly) You're just a ^yajah^. I'm not going to give you a cure for free. Give me a good reason to not wait until you're dead and take your nice boots.

We already had this in the past with capitalization.

Example:

You say, "My name is JACK."

They see: "Mx xxxx xx JACK."

The staff removed it.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Lotion on April 28, 2021, 08:11:16 PM
Love this. I think that certain words should probably be codified - ie, yazah, yajah, prala, bahak, etc, as mentioned.

Words that are in documentation as part of that language should be auto-translated.

And then on top of that, the ability to add others, like repeating someone's name back to them or learning language RP.
I think simply allowing players to specify parts of a say to be ungarbled would be the most elegant solution, and it would allow allow people who make up their own words for a virtual tribe or whatnot to also bypass language without having to ask staff to allow their fake words to become real fake words too and then probably get told no.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: mansa on April 29, 2021, 01:26:22 PM
Rather than just toggling, could we add additional functionality for:

nosave combat on
nosave combat off
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Brytta Léofa on April 29, 2021, 01:46:35 PM
Rather than just toggling, could we add additional functionality for:

nosave combat on
nosave combat off

The ability [for experienced combatants] to hit a sparring mate without WTFBBQing them would be a game changer in a good way.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: mansa on April 29, 2021, 01:51:14 PM
Rather than just toggling, could we add additional functionality for:

nosave combat on
nosave combat off

The ability to hit a sparring mate without WTFBBQing them would be a game changer in a good way.

nosave combat already exists - it's just it's a toggle.

Do you remember when 'listen' was just a toggle?   And then it got the ability to type 'listen on' in addition to just 'listen' ?  That way you don't turn it off when you didn't want it off.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Veselka on April 30, 2021, 12:34:36 AM
nosave combat should toggle back to 'off' when you log off.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: williamson on April 30, 2021, 09:24:44 AM
There use to be a serious problem with silt skimmers. If three characters boarded a silt skimmer, the first one aboard defaulted to the pilot. These three characters sail into the deep silt and are attacked. If the pilot is killed and the other two defeat the attacker, there was no syntax/code for one of the surviors to assume the position of pilot without stepping off the skimmer which can't be done in deep silt. Having a command to move into the pilot position without stepping off would be very helpful.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Inks on May 02, 2021, 12:24:41 PM
Yeah. That skimmer bug was nightmare fuel out there. Also just really annoying when a crew member is afk when you are exploring an island and the captain steps back on and is unable to pilot the skimmer, even though the crew member wouldn't have actually changed location on the skimmer they default to captain and stay that way.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Blackjack on May 04, 2021, 05:19:52 AM
1) RE: Sleight of Hand

Allow the commands :
Ready <weapon> <sheath/container>
Stow <weapon> <sheath/container>
Currently the command only works with weapons sheathed on belt.
The added problem with this current scenario is : you usually have your heavier weapons sheathed on your belt, and your lighter weapons in sheaths - and because the command defaults to belt weapons - you end up getting the error "that weapon is too heavy, surely someone would notice."

Make it so the weight of the weapons being readied/stowed are proportional to the strength of the PC. AFAIK, currently it's set to a static weight limit for all races regardless of their strength.

2) Listing items in shops
Allow for items to be viewed by wear_location :
list armorer <neck>





Title: Re: Developer Request: Quality of Life improvements to the game
Post by: rinthrat on May 04, 2021, 06:27:05 PM
1) RE: Sleight of Hand

Allow the commands :
Ready <weapon> <sheath/container>
Stow <weapon> <sheath/container>
Currently the command only works with weapons sheathed on belt.
The added problem with this current scenario is : you usually have your heavier weapons sheathed on your belt, and your lighter weapons in sheaths - and because the command defaults to belt weapons - you end up getting the error "that weapon is too heavy, surely someone would notice."
Use
draw <weapon> <sheath>
sheathe <weapon> <sheath>

It still uses sleight of hand if you have the skill.

(The syntax is still inconsistent and the above stuff should be added.)
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Inks on May 04, 2021, 07:30:33 PM
1) RE: Sleight of Hand

Allow the commands :
Ready <weapon> <sheath/container>
Stow <weapon> <sheath/container>
Currently the command only works with weapons sheathed on belt.
The added problem with this current scenario is : you usually have your heavier weapons sheathed on your belt, and your lighter weapons in sheaths - and because the command defaults to belt weapons - you end up getting the error "that weapon is too heavy, surely someone would notice."
Use
draw <weapon> <sheath>
sheathe <weapon> <sheath>

It still uses sleight of hand if you have the skill.

(The syntax is still inconsistent and the above stuff should be added.)

It works for sheaths, but not for scabbards. You can ready a weapon sheathed on back too, such as a blowgun.


2) Listing items in shops
Allow for items to be viewed by wear_location :
list armorer <neck>


Yes please.

A million times this. Please. Yes.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: The7DeadlyVenomz on May 04, 2021, 07:54:11 PM
1) RE: Sleight of Hand

Allow the commands :
Ready <weapon> <sheath/container>
Stow <weapon> <sheath/container>
Currently the command only works with weapons sheathed on belt.
The added problem with this current scenario is : you usually have your heavier weapons sheathed on your belt, and your lighter weapons in sheaths - and because the command defaults to belt weapons - you end up getting the error "that weapon is too heavy, surely someone would notice."
Use
draw <weapon> <sheath>
sheathe <weapon> <sheath>

It still uses sleight of hand if you have the skill.

(The syntax is still inconsistent and the above stuff should be added.)

It works for sheaths, but not for scabbards. You can ready a weapon sheathed on back too, such as a blowgun.

It shouldn't work for anything not in a sheath or on your belt, and it should be by item type, or a fixed weight. The idea is to ready a weapon to use - I dislike the idea that you might be able to ready your longsword of wounding +7 without me noticing.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: LindseyBalboa on May 04, 2021, 08:48:49 PM
1) RE: Sleight of Hand

Allow the commands :
Ready <weapon> <sheath/container>
Stow <weapon> <sheath/container>
Currently the command only works with weapons sheathed on belt.
The added problem with this current scenario is : you usually have your heavier weapons sheathed on your belt, and your lighter weapons in sheaths - and because the command defaults to belt weapons - you end up getting the error "that weapon is too heavy, surely someone would notice."
Use
draw <weapon> <sheath>
sheathe <weapon> <sheath>

It still uses sleight of hand if you have the skill.

(The syntax is still inconsistent and the above stuff should be added.)

It works for sheaths, but not for scabbards. You can ready a weapon sheathed on back too, such as a blowgun.

It shouldn't work for anything not in a sheath or on your belt, and it should be by item type, or a fixed weight. The idea is to ready a weapon to use - I dislike the idea that you might be able to ready your longsword of wounding +7 without me noticing.

It should definitely work for knives sheathed in boots, but I don't think scabbards should be able to be readied from. It is confusing to not have this documented, though.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Lotion on May 07, 2021, 06:53:47 AM
It would be so nice to be able to see how many uses a seasoning item has before emptying.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: X-D on May 10, 2021, 05:14:46 PM
I have one. Containers that can be opened and closed should always show that status.

Look self
Wearing a quiver.
g arrow quiver
the quiver is closed


Look self
Wearing an open quiver.
think Damm elves will rob me for sure.
close quiver.

Or maybe only show one status, Being open or closed, one can just assume the other. I would say show when open as closed should be its normal status.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Khorm on May 11, 2021, 11:37:22 AM
add in various nosave items to prompt.

things that you would turn on/off for whatever reasons and not want to forget about.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Patuk on May 13, 2021, 10:31:58 AM
Add an echo that shows us when we can quit out after being too excited to leave after combat. Spamming the quit command is a bit odd and I don't see a problem with just telling people when they can leave after sparring their friends for a bit.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Lotion on May 13, 2021, 12:21:43 PM
Allow us to unhitch a mount and hitch it to someone else similar to subdue release
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: nessalin on May 14, 2021, 11:05:54 PM
It would be so nice to be able to see how many uses a seasoning item has before emptying.

I believe the assess command shows this information.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Incognito on May 15, 2021, 09:40:47 AM
A really nice "quality of life" addition would be :

Transfer <item> <source container> <target container>
Instead of : get <item> <container> + put <item> <container>
ex: trans arrow quiver backpack

This would allow PCs who have low agility/too many items in inventory, to by-pass that limit and simply move an item from one place to another.
It would reduce typing 2 commands to one command, and if desired, the spam to the room/viewers could also be removed entirely.
ex : the average human moves some items around.

Another good one would be :
wear <item> <source container>
ex: wear shirt backpack
Instead of : get <item> <container> + wear <item>

And just like you can do : put <worn item> <container> without having to first remove it, getting it into your inventory, and then putting it into the target container, this could also by-pass the inventory and straight go from the container to the wear_location.



Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Lotion on May 16, 2021, 04:24:55 PM
@incognito one good workaround if you have three open slots is
get all.foo container.1
put all.foo container.2
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Lotion on May 16, 2021, 04:25:29 PM
SEE and HEAR personal psi commands akin to think,feel,remember, for personal hallucinations
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Patuk on May 16, 2021, 04:50:06 PM
A HELP COLOR CATEGORIES file that, well.. Lists all the categories you could colorise. Right now it's a guessing game more than anything else.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: slipshod on May 16, 2021, 05:37:27 PM
I'd like to be able to target exit covers in emotes.

e.g.
emote stands in front of ~gate, sassily waggling a finger side to side.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: The7DeadlyVenomz on May 17, 2021, 06:10:37 PM
I'd like to be able to target exit covers in emotes.

e.g.
emote stands in front of ~gate, sassily waggling a finger side to side.

Allow exits to have short descriptions, such as 'a tall gate', or 'a thick, styrax-wood door'.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: The7DeadlyVenomz on May 17, 2021, 06:19:15 PM
A nearly-exact copycat command of subdue called carry, which does not flag you as a criminal if you fail it. Like subdue, it would have a nosave status, but if you are resisting carries, the person who tries to carry you, and you, will get a silent message about you not accepting carries, with no echo to the room. It would also not trigger criminal code.

The muscled mul begins carrying the little half-giant.

The muscled mul walks west, carrying the little half-giant.

The muscled mul stops carrying the little half-giant. (Same echo whether the mul releases the half-giant, or the half-giant flees the carry.)

The muscled mul stands here, carrying the little half-giant.

That person is too big for you to carry.

You are too big to be carried by that person.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Jarvis on May 17, 2021, 06:26:04 PM
A nearly-exact copycat command of subdue called carry, which does not flag you as a criminal if you fail it. Like subdue, it would have a nosave status, but if you are resisting carries, the person who tries to carry you, and you, will get a silent message about you not accepting carries, with no echo to the room. It would also not trigger criminal code.

The muscled mul begins carrying the little half-giant.

The muscled mul walks west, carrying the little half-giant.

The muscled mul stops carrying the little half-giant. (Same echo whether the mul releases the half-giant, or the half-giant flees the carry.)

The muscled mul stands here, carrying the little half-giant.

That person is too big for you to carry.

You are too big to be carried by that person.


This. Please this. Its always extremely unfortunate when someone new to the game loses a character when trying to help their drunk buddy back home.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Barsook on May 17, 2021, 06:27:24 PM
I dig this! ^^^
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Brytta Léofa on May 17, 2021, 06:37:36 PM
A nearly-exact copycat command of subdue called carry, which does not flag you as a criminal if you fail it.

This. Please this. Its always extremely unfortunate when someone new to the game loses a character when trying to help their drunk buddy back home.

This is super smart.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Lotion on May 18, 2021, 12:05:17 AM
threaten charge


for the drunk think I usually ask them to set nosave subdue through ooc. i've not yet had someone lie that they had nosave subdue on
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Patuk on May 18, 2021, 09:51:58 AM
While mining, add an echo for when you deplete your deposit of obsidian/glass/granite/sandstone/whatever.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Krath on May 18, 2021, 04:38:09 PM
Being able to open, close, get and put items in containers while resting. I have never been resting IRL and unable to do these things.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: The7DeadlyVenomz on May 18, 2021, 04:53:51 PM
Being able to open, close, get and put items in containers while resting. I have never been resting IRL and unable to do these things.
At least those that are on you - I am fine if you have to stop resting to get something from the container across the room. But those that are on you should be accessible, agreed.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Delirium on May 18, 2021, 06:17:12 PM
+1 to carry command just for the immersion improvement to the echo in those situations.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Patuk on May 19, 2021, 03:22:49 PM
One rough bit of jade = a rough bit of jade
Two rough bits of jade = a couple rough bits of jade
3-5 rough bits of jade = a few rough bits of jade

But why the fuck isn't 8 rough bits of jade a byte of jade?
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Rogue Wiggler on May 22, 2021, 07:03:43 PM
Fully consistent fall warnings. There are at least three kinds:

(1) By naming convention:
Code: [Select]
> look s
South of here is Over the Edge.
[Near]
Nothing.

(2) When you look <direction>; e.g.:
Code: [Select]
> s
Some Place [N, E, S, W]
   Sand. Scrub. Rocks. It smells like dust and sweat.
> lo s
To the south, the dessert plunges into a vast crevasse. Do you feel lucky?
[Near]
Nothing.

(3) When you enter a room with fall-danger exits; e.g.:
Code: [Select]
> s
The ground crumbles and falls away treacherously to the south!
Some Place [N, E, S, W]
   Sand. Scrub. Rocks. It smells like dust and sweat.
> lo s
South of here is A Crumbly Edge.
[Near]
Nothing.

My choice would be "everything follows method #1 + method #2" (consistent naming of fall rooms; consistent warning when you look). I find #3 easy to miss. But making everything consistent, one way or another, would help this player's cognition.

For triple bonus points: a mode-toggle that can prevent you from attempting to enter climb rooms (similar to how follow currently stops you when the leader enters a climb room).

Obviously there's a game design aspect here...some people find this kind of random danger fun. So that's a decision to be made. (If we wanted to play up the danger, making everything less consistent would be more to the point.)
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Cabooze on May 22, 2021, 10:34:45 PM
I can't help but add onto people's ideas at times because it spurs on my own creativity on a subject:

Some falls shouldn't be able to be seen. Direction-sense should have an extra effect on whether or not you can see certain falls in the distance. Pit falls in the desert should be harder to notice compared to the edge of a cliff.

Pit falls should randomly generate throughout the desert regions. The sands always shift, new crevasses form and fill over time.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Patuk on May 23, 2021, 11:29:32 AM
Let us use GUARD NONE while seated or whatever. Being unable to START guarding somewhere while seated seems fine, but being unable to cut it out is a bit annoying.

Similarly, let us guard a direction even if the current room lacks such an exit. Some critters instaflee, and it'd be nice to guard a direction in advance to keep them from just zooming past you.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: mansa on May 23, 2021, 11:58:59 AM
(sorry for the repeat from another thread)


I was a bit jarred from the message it echoed to me:
You can now quit.


I think there might be a better message.
Your recent combat excitement has worn off.  You can now quit normally.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Dirtt on May 23, 2021, 03:24:15 PM
Hey, can the Kadius furniture shop rotate with the months too? Some staples are cool and good to have all the time tho.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Barsook on May 23, 2021, 03:51:26 PM
On that point, can the Kadian shop in Luir's do the same?
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: betweenford on May 23, 2021, 05:10:14 PM
The ability to separate/filter crafts by clan.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Patuk on May 23, 2021, 10:39:42 PM
Make the chase command, y'know, work? Make it so the chaser doesn't become too dumb to follow a guy who types flee
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Khorm on May 26, 2021, 01:25:41 AM
to add onto the newly added ability to search by wear location (which fucking rules):

allow searching by damage types, since this information can be pretty hard to decipher by looking at item sdesc and the added convenience would be great either way.

allow searching by etwo, unless that's already covered by ep/es in some fashion.

thank you kindly.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Pariah on May 26, 2021, 11:10:41 AM
(sorry for the repeat from another thread)


I was a bit jarred from the message it echoed to me:
You can now quit.


I think there might be a better message.
Your recent combat excitement has worn off.  You can now quit normally.
Something more in character would be good I think.

Like, "Your pulse slows down as the excitement from past combat leaves your system." or some flavor.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: mansa on May 26, 2021, 11:21:10 AM
(sorry for the repeat from another thread)


I was a bit jarred from the message it echoed to me:
You can now quit.


I think there might be a better message.
Your recent combat excitement has worn off.  You can now quit normally.
Something more in character would be good I think.

Like, "Your pulse slows down as the excitement from past combat leaves your system." or some flavor.

The current message, when you try and quit, is "You are too excited to quit.", so it would make more sense if it contained that flavour.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Brytta Léofa on May 27, 2021, 01:32:08 PM
Would be nice to have a visual BEEP option for folks who (whether due to hearing loss/absence or computer sound issues) can't hear it.

*beep*
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Barsook on May 27, 2021, 07:10:47 PM
Would be nice to have a visual BEEP option for folks who (whether due to hearing loss/absence or computer sound issues) can't hear it.

*beep*

+1
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Bayartel on June 01, 2021, 03:37:42 PM
Add brief inventory for silencing rearranging inventory messages.

Add brief equipment for silencing rearranging equipment.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Lotion on June 02, 2021, 01:38:59 AM
remove the tentmaking skill and just put those recipies into toolmaking and let dune trader start with clothworking
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: LindseyBalboa on June 03, 2021, 01:36:51 PM
all saves as toggles
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Pariah on June 03, 2021, 09:33:11 PM
A command for crafted items that tells what other items are used with it.

For example if a widget is made with a bone widge and a stone gidget.

It would be cool if once you crafted the bone widget you could do something like:

Analyze Widget:

This is made with a short length of bone, in conjunction with a hand sized black rock, it will create a widget.

I can't tell you how long I run around with a random weapon or armor part in my inventory and never figure out what to craft to create the finished product.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: The7DeadlyVenomz on June 04, 2021, 05:26:15 AM
all saves as toggles
Yes. This, very fucking much.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Khorm on June 05, 2021, 01:01:46 AM
have incapacitated mobs bleed out over a (short) period of time.

there can be a lot of just mortally wounded scorpions/snakes/kagors just shitting up the beautiful scenery.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: The7DeadlyVenomz on June 05, 2021, 03:16:44 AM
have incapacitated mobs bleed out over a (short) period of time.

there can be a lot of just mortally wounded scorpions/snakes/kagors just shitting up the beautiful scenery.
I like this.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: The7DeadlyVenomz on June 05, 2021, 11:09:15 AM
Devour.

Again.

 ;D
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Delirium on June 05, 2021, 11:38:26 AM
devour stew
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Lotion on June 06, 2021, 04:03:18 AM
a line in assess (maybe just verbose assess) on items that can be crafted with themselves into dye

Quote
assess -verbose black.smooth.stone
bla bla bla
could be used to make dye
bla bla bla
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: rinthrat on June 08, 2021, 05:39:04 PM
Let me poison things while sitting down. It makes no sense that my PC needs to be standing up to poison an arrow.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Pariah on June 08, 2021, 07:56:26 PM
Make rats immune from justice, so that when one bites me the whole platoon of soldiers doesn't charge the rat, going "Away from Allanak Scum!" like someone just tried to murder a noble.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Fernandezj on June 17, 2021, 05:13:14 PM
From Discord:

There is supposedly a drawing bug, where if you don't "look" at your own drawing after creating it to set the skill level.
Whoever looks at the drawing first sets its skill level. It's weird, it's known, it's a feature

A proposed fix is a forced "look" at the end of the drawing sequence to have it apply to the correct owner.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Incognito on June 20, 2021, 08:34:31 AM
Can we please be able to open/close containers while seated resting.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Pariah on June 20, 2021, 08:55:40 AM
Can we please be able to open/close containers while seated.

I believe you can, just not while rested.  Resting is essentially laying on the ground sprawled out.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Pariah on June 20, 2021, 10:40:09 AM
I've noticed lots of guards/npc staff etc will sometimes wander away from their assigned areas.

Like the cook who ends up in the street.

The guard with a ldesc of surveying the rowdy bar but is in an alley.

A gate guard who came outside to kill a scrab and now lives outside the gate amassing corpses of violent wildlife...

I normally will wish and let staff know, and someone who has the juice comes along and eventually moves them back to where they belong, but it got me thinking.  What if NPCs were coded to where they should be, like a home room they are supposed to occupy.

Say the Gaj is room 1 and X guard is supposed to be there, but he chases a criminal out four rooms away and loses the criminal or kills him.  he's now sitting in the alley.

What there was a command that players could use, that's logged of course, to do like returnhome guard, which causes the guard to head back to their home room?

I have no idea how hard this would be, or if it could just be a generic message like the burly dwarven militia member returns back to where he came from and poofs back to home room.

But that way staff wouldn't need to be involved with every gate guard who gets lost or npc that wanders outta the area they are supposed to be in.

Syntax could be like quit ooc message:

returnhome guard He's the gaj guard, somehow ended up in an alley.

And of course if someone abuses it, punish and take away, rain hellfire all that.

But I think that would definitely be a good idea and easier way of players "cleaning up" the world of oddities like a cook standing in the street.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Pariah on June 20, 2021, 10:03:28 PM
A nice thing to have would psionics not breaking crafting as well.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: The7DeadlyVenomz on June 21, 2021, 08:10:01 AM
A nice thing to have would psionics not breaking crafting as well.
I'm really with this one.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: betweenford on June 21, 2021, 08:29:26 AM
A nice thing to have would psionics not breaking crafting as well.
I'm really with this one.
+1
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Fernandezj on June 21, 2021, 11:45:15 AM
It would be nice if there was an input/escape character to add new lines to the editor when pasting.

I.e:

(in editor)
"Blahalbhalblahblahl"\n
"Blaahalbhalahafa"\n


would input a line break between those two lines of text.

Or in keeping with the current spirit, if I pasted into the editor:
"Blahalbhalblahblahl"
.n
"Blaahalbhalahafa"
.n
Etecetecetc

Would come out:
Code: [Select]
"Blahalbhalblahblahl"

"Blaahalbhalahafa"

Etecetecetc
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: triste on June 21, 2021, 11:50:16 AM
Is the issue that you can't add a newline just with enter? I think you can?

If it is about pasting multiple lines of text, as a general PSA you can already achieve this in most mud clients. Agreed it would be nice IG but there might be a constraint with the maximum input buffer size (AKA why emotes get truncated).

But quick heads up that you can do this is most major mud clients, Mudlet, TinTin, etc. It's invaluable so of your client doesn't support it you might want to shop around.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Fernandezj on June 21, 2021, 11:55:38 AM
I use Mudlet and pasting in:

Code: [Select]
Blockoftext.

Blockoftext.

Produces in the editor:
Code: [Select]
Blockoftext.
Blockoftext.

If there is some other setting, I don't know what it is.  :'(
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: triste on June 21, 2021, 12:07:41 PM
The default separator in Mudlet is ; so I think you can do something like this with a BLANK SPACE after the sepator.
my humps; ;my humps my humps my humps

And get
my humps
 
my humps my humps my humps


I hate logging into Arma while I am at work but I just did to test this in Mudlet. You can also change the ; default to something else in settings/preferences.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Fernandezj on June 21, 2021, 12:22:19 PM
Awesome, thank you!
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Delirium on June 25, 2021, 12:11:36 PM
A command that shows what (if) you are ep, es, or etwoing, without having to check your entire eq list.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Alesan on June 25, 2021, 01:43:18 PM
A command that shows what (if) you are ep, es, or etwoing, without having to check your entire eq list.
Maybe expand the "armed" prompt token for this feature?
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Delirium on June 25, 2021, 02:04:04 PM
A command that shows what (if) you are ep, es, or etwoing, without having to check your entire eq list.
Maybe expand the "armed" prompt token for this feature?

Problem is you might be wielding two things. You might also be wielding things that aren't weapons.

I just wanna see what I'm holding so I can switch as need be without eq list spam.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Narf on June 25, 2021, 02:54:53 PM
A command that shows what (if) you are ep, es, or etwoing, without having to check your entire eq list.
Maybe expand the "armed" prompt token for this feature?

Problem is you might be wielding two things. You might also be wielding things that aren't weapons.

I just wanna see what I'm holding so I can switch as need be without eq list spam.

To make this more broadly useful, you could create a command where you type in a location and it gives you whatever you're equipped with at that location. Have to have some special syntax for hands since you can wear and hold things with hands.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: The7DeadlyVenomz on June 25, 2021, 03:17:00 PM
>hands
In your right hand is a gleaming obsidian mace.
In your left hand is a dragon-carved beetle-shell shield.


>ears
In your left ear is a bone stud.
In your right ear is a ivory earcuff.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Delirium on June 25, 2021, 04:54:03 PM
>hands
In your right hand is a gleaming obsidian mace.
In your left hand is a dragon-carved beetle-shell shield.


>ears
In your left ear is a bone stud.
In your right ear is a ivory earcuff.


Y E S
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Barsook on June 25, 2021, 05:22:16 PM
>hands
In your right hand is a gleaming obsidian mace.
In your left hand is a dragon-carved beetle-shell shield.


>ears
In your left ear is a bone stud.
In your right ear is a ivory earcuff.


Y E S
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Jihelu on June 25, 2021, 05:24:37 PM
>hands
In your right hand is a gleaming obsidian mace.
In your left hand is a dragon-carved beetle-shell shield.


>ears
In your left ear is a bone stud.
In your right ear is a ivory earcuff.


Y E S
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Khorm on June 27, 2021, 12:28:37 PM
an indication under maybe assess that will tell you if a weapon can be flipped and maybe to what damage type. please.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: mansa on June 27, 2021, 01:02:43 PM
an indication under maybe assess that will tell you if a weapon can be flipped and maybe to what damage type. please.
Or even a line under the main description:

[Out-of-Character: This item can be flipped to change it's weapon type]
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: JohnMichaelHenry on June 27, 2021, 01:04:41 PM
Concerning consent - I would like to have a simple consent flag for myself I can set to ALL, so someone can just 'check consent' without asking and know that my PC is fine with anything you could possibly throw at them. I know it's been mentioned before, but I don't want it to be all cluttery with I consent to this and not that stuff. Just looking for those who want to consent to anything to have the option of not having to answer every time.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Khorm on June 27, 2021, 04:10:50 PM
give the option to fail or crit fail abilities. like a flip of stats that determine fail vs succeed.

like whoops i crit failed bandage u dead. whoops you wanted this precious iron ingot turned into a sword it fell off a cliff.

some plausible deniability around skills that can turn scenes in other directions.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Dresan on June 28, 2021, 01:43:51 PM
I know this has been asked before but let value tell you what skills an item might help with(as a bonus by how much, a little, decently, a lot):

value gloves
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: ShaiHulud on June 28, 2021, 02:04:34 PM
Not sure if brought up before, but assessing/comparing the weights of two things in hands, should not be hard for anyone.
Doesn't make sense to me I can't know if one rock/sword/etc. is heavier than the other held.
I would like to see the value command allow for determining weight more accurately for those without the value skill.
 
Edit to add: Or, at least, a  "compare" command. This sword is heavier than that sword, sort of thing.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Dresan on June 28, 2021, 02:27:36 PM
When an NPC corpses decay all the gear inside them should be disappear with it instead of dropping and littering rooms with their stuff. 
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Fernandezj on June 28, 2021, 02:35:19 PM
I THINK items left on the ground in the desert eventually become hidden, but are still in the room, and can be foraged or searched for.

This would be a good feature to add in crowded city rooms. Like the items in the rinth may still be there, but you'd have to rediscover them.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: ShaiHulud on June 28, 2021, 07:14:56 PM
all foods that obviously need a fire and not just a rock to dry on, require the fire tool
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: The7DeadlyVenomz on June 28, 2021, 07:29:24 PM
When an NPC corpses decay all the gear inside them should be disappear with it instead of dropping and littering rooms with their stuff.
Instead of corpses decaying like they do, I'd rather see them go through stages, with descriptions of why they are in that stage. There's some pretty neat stuff that could be done to facilitate their demise, like changed ldesc, and spawned beasts.

The corpse of the tall, dark man lies here.
The corpse of the tall, dark man lies here, partially ravaged.
   [spawns 1-5 randomly aggressive vulture NPCs in wilderness, 1-5 randomly aggressive Rat NPCs in cities].
The corpse of a ravaged human lies here.
   [Same spawned NPCs]
A human skeleton lies here, stripped of meat and organs.
  [stays until reboot/disposal, randomly partially destroys gear on it]
[/i]
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: ShaiHulud on June 28, 2021, 07:57:33 PM
When an NPC corpses decay all the gear inside them should be disappear with it instead of dropping and littering rooms with their stuff.
Instead of corpses decaying like they do, I'd rather see them go through stages, with descriptions of why they are in that stage. There's some pretty neat stuff that could be done to facilitate their demise, like changed ldesc, and spawned beasts.

The corpse of the tall, dark man lies here.
The corpse of the tall, dark man lies here, partially ravaged.
   [spawns 1-5 randomly aggressive vulture NPCs in wilderness, 1-5 randomly aggressive Rat NPCs in cities].
The corpse of a ravaged human lies here.
   [Same spawned NPCs]
A human skeleton lies here, stripped of meat and organs.
  [stays until reboot/disposal, randomly partially destroys gear on it]
[/i]

This is awesome, and do consider clues to demise still in this, to a point.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Fernandezj on June 28, 2021, 08:22:42 PM
I think PC corpses persisting through reboot would be fun.

There could be a lot of plot progression/generation from finding old corpses/skeletons in caves, or ahead of something disastrous.

Some special items might not be lost eternally that way, etc.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Jihelu on June 28, 2021, 11:24:51 PM
I just want the Rinth not to look like
>n
>There is 15 items in this room cause npcs were battling to the death
>n
>There is another 15 items
>e
>There is 10 items in the room
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: The7DeadlyVenomz on June 29, 2021, 01:43:56 AM
Yeah, understandable.

As far as getting rid of bodies, ideally, you could use the bury command on them in appropriately-terrained rooms.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Pariah on June 29, 2021, 04:03:48 PM
If Pagelength and Color options could be account based and not character based that would be super convenient.

Possibly some type of options in the original menu when you log into the account prior to hitting E to enter your character?
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: SpyGuy on June 29, 2021, 10:49:22 PM
I wouldn't mind aliases being account based too.  I know I can do it client side but I play on a few devices so use in game aliases.  Would have to delete a few between characters but there's a lot that would be kept the same for me.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: creeper386 on June 30, 2021, 12:29:56 AM
I wouldn't mind aliases being account based too.  I know I can do it client side but I play on a few devices so use in game aliases.  Would have to delete a few between characters but there's a lot that would be kept the same for me.

I was just thinking this today. Some carry over would be nice.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: The7DeadlyVenomz on July 01, 2021, 01:16:24 AM
I wouldn't mind aliases being account based too.  I know I can do it client side but I play on a few devices so use in game aliases.  Would have to delete a few between characters but there's a lot that would be kept the same for me.

I was just thinking this today. Some carry over would be nice.
Yeah, I can hop on wagon with this one.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Lotion on July 02, 2021, 06:58:56 AM
A warning that you will soon get linkdeaded for inactivity and then another message that you were linkdeaded for inactivity would be really useful on characters that need to spend a lot of time waiting
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: LindseyBalboa on July 03, 2021, 02:35:07 PM
Make tattoos stay worn/visible on corpses.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: triste on July 04, 2021, 01:06:46 AM
Allow players to target someone with whisper, give etc, ONLY if you are following them or vice versa, in pitch darkness. That is if you are following Amos or vice versa, you can target Amos instead of seeing "You don't see that here."

Justification: went through this IRL at a gimmicky restaurant where you eat in pitch darkness called Blackout. You literally follow your server by touch to a table, thus was able to `sit table` with his help while he wore night vision goggles. I was able to pass drinks with someone, literally `give drink girl` because we were proximate and found each other's hands by touch first. But sadly you can't do this in Armageddon and it can make scenarios nonsensical/awkward. There was also an actual blind woman at this restaurant and I realized it would also help blind PCs etc.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: ShaiHulud on July 04, 2021, 01:48:55 AM
Much like the on shoulder/over shoulder locations, on face and over face. So paints can be worn under a mask and such. :)
Please.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: LindseyBalboa on July 04, 2021, 12:20:47 PM
Much like the on shoulder/over shoulder locations, on face and over face. So paints can be worn under a mask and such. :)
Please.

Please make an "on face" and "over face" yes.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Barsook on July 04, 2021, 01:40:06 PM
Much like the on shoulder/over shoulder locations, on face and over face. So paints can be worn under a mask and such. :)
Please.

Please make an "on face" and "over face" yes.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Lotion on July 04, 2021, 06:03:28 PM
If your character is suffering from dehydration and you have been afk for more than 10 minutes they should just automatically drink from any liquid container they are wearing or have in their inventory so that people don't die from dehydration while afk
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Pariah on July 04, 2021, 07:36:48 PM
If your character is suffering from dehydration and you have been afk for more than 10 minutes they should just automatically drink from any liquid container they are wearing or have in their inventory so that people don't die from dehydration while afk

Don’t quote me, but I believe that going linkdead or idling out stops thirst and hungry until back active again.

So the only time this would really help is if you’re already super thirsty/hungry and idle afterwards.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Lotion on July 04, 2021, 07:42:03 PM
If you're already actively dehydrating then the idle timer doesn't save ytou
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Pariah on July 04, 2021, 07:44:44 PM
If you're already actively dehydrating then the idle timer doesn't save ytou
Then you were already dangerously dehydrated to begin with and you deserved to die.  Always drink till your stomach can’t contain any more and fill up on food.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: betweenford on July 04, 2021, 08:12:36 PM
If you're already actively dehydrating then the idle timer doesn't save ytou
Then you were already dangerously dehydrated to begin with and you deserved to die.  Always drink till your stomach can’t contain any more and fill up on food.
This really isn't true, it can take less than 30 minutes to enter starvation/dehydration territory, just from being outside in some areas.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Pariah on July 04, 2021, 08:41:28 PM
If you're already actively dehydrating then the idle timer doesn't save ytou
Then you were already dangerously dehydrated to begin with and you deserved to die.  Always drink till your stomach can’t contain any more and fill up on food.
This really isn't true, it can take less than 30 minutes to enter starvation/dehydration territory, just from being outside in some areas.
Totally understand that, but honestly there are placed in the game that physically hurt you simply by standing in them.

That's not to say that going to such a dangerous or hazardous place should have coded safeguards for if you lose your link.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Lotion on July 05, 2021, 06:44:35 AM
You can easily go from "not thirsty" to dying of dehydration in under 30 minutes.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Incognito on July 05, 2021, 07:41:33 AM
Since Analyze is a static skill (ie you can't raise it) based on whether you have a certain skill or not, and further based on the level of said skill - could we have it changed at chargen from (novice) to (master).

It's not a big deal, but after you've mastered your craft skills, for Analyze to still continue appearing as (novice) is jarring.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Lotion on July 05, 2021, 09:17:25 AM
A way to send hemotes that are automatically visible to other characters targeted in them for stuff like nudging someone with an elbow or kicking someone's shin under the table (also probably has applications for flirting)
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: The7DeadlyVenomz on July 05, 2021, 12:50:19 PM
A way to send hemotes that are automatically visible to other characters targeted in them for stuff like nudging someone with an elbow or kicking someone's shin under the table (also probably has applications for flirting)

Fuck. Yes.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: zealus on July 05, 2021, 05:02:15 PM
A way to send hemotes that are automatically visible to other characters targeted in them for stuff like nudging someone with an elbow or kicking someone's shin under the table (also probably has applications for flirting)

Would be nice, yes. Bonus points for a small chance for them to *not* notice it
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Delirium on July 06, 2021, 09:31:04 AM
Butcher NPCs that accept animal corpses for a small payout and sell whatever skins off that creature in an attached shop.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: betweenford on July 06, 2021, 11:38:23 AM
Butcher shopkeeper who gets more than just the meat in the butchery meat shop....... So all that sunback hide doesnt vanish into the aether.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: creeper386 on July 06, 2021, 02:20:13 PM
Since Analyze is a static skill (ie you can't raise it) based on whether you have a certain skill or not, and further based on the level of said skill - could we have it changed at chargen from (novice) to (master).

It's not a big deal, but after you've mastered your craft skills, for Analyze to still continue appearing as (novice) is jarring.

Or make it like the accents and not have a skill level?
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: creeper386 on July 06, 2021, 02:23:24 PM
I was just wondering today how it might be if the talk code wasn't limited to just tables.

Perhaps talk could also just be involved with a group of people. Codewise maybe using "follow". Don't know feasible it'd be currently, but I think it'd be interesting to have groups or clumps of people talking instead of just at tables and not hear everything about a large room or exterior area.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Fernandezj on July 06, 2021, 09:22:28 PM
I was just wondering today how it might be if the talk code wasn't limited to just tables.

Perhaps talk could also just be involved with a group of people. Codewise maybe using "follow". Don't know feasible it'd be currently, but I think it'd be interesting to have groups or clumps of people talking instead of just at tables and not hear everything about a large room or exterior area.

The idea of locational actions (like approaching people) is done in other games, seems more complex than a lot of the current code.
An alternative, or starting point, would likely be with the table code. i.e. on a simple level you could have "an open space" in a room (thats actually a table). Which might play out like:

Code: [Select]
> e
A Crowded Courtyard [N, S, E, W]
   This is a crowded courtyard.

> look tables
At 1) an open spot off to the side:
        many open seats.
At 2) an open spot off to the side:
        many open seats.

> stand at 1
You stand at an open spot off to the side.

Next person enters the room:
Code: [Select]
> e
A Crowded Courtyard [N, S, E, W]
   This is a crowded courtyard.
The tall, muscular man is standing at an open spot off to the side.

> look tables
At 1) an open spot off to the side:
        The tall muscular man, and many open seats.
At 2) an open spot off to the side:
        many open seats.

This would basically involve adding a generic series of "tables" to different rooms based on some category, or how rooms are categorized. Like wilderness might have different descriptions than city rooms, etc.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: betweenford on July 06, 2021, 11:13:54 PM
When using the functionality of "look canvas table" (or any illustration objection) it would be nice if it displayed the first illustration on that object and not just the object's mdesc. For use in display cases, tables, and framed paintings.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: creeper386 on July 07, 2021, 12:31:29 AM
I'm not against that idea Fernandezj.

I'm just thinking having a talk option among a group of people walking together. Especially in exterior or large rooms would be nice to indicate size and space that doesn't really currently exist.

Like I've seen muds that have rooms gridded out depending on their size and you ahve to move within the area of the room to interact with people. And that's probably to complex and not what I'm interested in either.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Lotion on July 11, 2021, 05:47:53 PM
Would be convenient to set certain words to never mangle per character. By default would include your name
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Ziel on July 13, 2021, 02:05:09 AM
Remove the requirement of writing an Initial Background during the application process.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: SpyGuy on July 13, 2021, 06:23:17 AM
Remove the requirement of writing an Initial Background during the application process.

Why?   While I’m a big fan of basic backgrounds and expanding on them with biographies for some PCs I think that requirement is a fine one to show prospective players your PC is expected to be a fleshed out character and also a potential filter to spot if someone doesn’t understand the documentation.  Trust me, staff will approve very basic backgrounds.

I would be in favor of some very basic archetype backgrounds being written up and posted in the new player docs that new players (or lazy old/returning players) could just copy, modify a bit and submit.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Ziel on July 13, 2021, 10:14:24 AM
In order to make applying for that first (or second, third...) character easier for new players, particularly those new to MUDs.  I remember finding them very daunting when I first started playing and had even passed over a couple other MUDs that had application requirements before giving this one a try.  I agree with everything you're saying though, and posting some basic archetypes is probably a better idea.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: mansa on July 13, 2021, 02:00:13 PM
Remove the requirement of writing an Initial Background during the application process.

Why?   While I’m a big fan of basic backgrounds and expanding on them with biographies for some PCs I think that requirement is a fine one to show prospective players your PC is expected to be a fleshed out character and also a potential filter to spot if someone doesn’t understand the documentation.  Trust me, staff will approve very basic backgrounds.

I would be in favor of some very basic archetype backgrounds being written up and posted in the new player docs that new players (or lazy old/returning players) could just copy, modify a bit and submit.

I am definitely in favour of:

Choose one of the following backgrounds:
a) fighter from a small village  <trope1>
b) thief from the alleyways <trope2>
c) woodcutter family <trope3>
d) <trope4>
e) <trope5>
f) write your own!


Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Lotion on July 14, 2021, 04:31:49 PM
If someone starts scanning it echoes to the room but if someone starts scanning and then just types "scan on" repeatedly to keep it up there's no way to know they're scanning. Whether or not someone is scanning should show up in their assess.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: mansa on July 14, 2021, 07:24:46 PM
If someone starts scanning it echoes to the room but if someone starts scanning and then just types "scan on" repeatedly to keep it up there's no way to know they're scanning. Whether or not someone is scanning should show up in their assess.

You want the game to reply with something like:
"You are already scanning."  ?
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Pariah on July 14, 2021, 09:22:28 PM
If someone starts scanning it echoes to the room but if someone starts scanning and then just types "scan on" repeatedly to keep it up there's no way to know they're scanning. Whether or not someone is scanning should show up in their assess.
Scanning is a timer action that I believe is tied to the skill.  So it eventually wears off and when they type scan on after that point, it will display the Dude is scanning message again.

I don't think by spamming scan on removes this, so I'm not sure what you're asking for here.

If your scan lasts 15 minutes and they type scan on within that, nothing happens as they are already scanning.  After 15 minutes the first time they do it will say Dude scans the area or whatever it says.  Certain classes and skill level might have shorter or longer scan active windows, but as a guy who uses it almost constantly on most characters it always rescans the room visibly when I type scan on after it expired.  I normally can tell because I learn that my stun might be 100/100 but while scanning and listening be 89.  So once I see the stun progress farther than that, I do LISTEN ON SCAN ON.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Fernandezj on July 14, 2021, 10:00:17 PM
I think the idea is if you are not in a room when someone types of the scan command, you have no indication if they are actively scanning.

And from that: the QoL improvement would be a way to discern if a person is actively surveilling their surroundings if you missed the fact that they used the skill in a room before arriving, with the implication being that "scanning" is an active sort of thing that a person might notice (if not, maybe tie it to watch).

If its not meant to be a skill that anyone would notice, then maybe no active echo at all.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: The7DeadlyVenomz on July 15, 2021, 09:58:26 AM
I think the idea is if you are not in a room when someone types of the scan command, you have no indication if they are actively scanning.

And from that: the QoL improvement would be a way to discern if a person is actively surveilling their surroundings if you missed the fact that they used the skill in a room before arriving, with the implication being that "scanning" is an active sort of thing that a person might notice (if not, maybe tie it to watch).

If its not meant to be a skill that anyone would notice, then maybe no active echo at all.

I like the idea that it not be a room echo, but instead something you can notice or assess someone to find out, like watch. Great idea.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Lotion on July 15, 2021, 03:20:44 PM
NPC regen is ridiculous. If they flee from you there should be a 30 second delay MINIMUM before they start regenerating again so that by the time you sneak back up to them they haven't regenerated half of their hitpoints.

Maybe even take away their fear status after they regen to full to represent some kind of reset
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Lotion on July 15, 2021, 03:31:40 PM
Nosave for the guard command, primarily meant for guarding exits (but would have fun implications for guarding people/things)

ON: Automatically fail every guard check
CLAN: Automatically fail every guard check if the "attacker" shares a clan with you
OFF: Attempt every guard check, even if the "attacker" shares a clan with you

Gone are the days when someone clan dumps you inside a compound so that they can guard an exit, now they can just set
Code: [Select]
nosave guard off.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Incognito on July 17, 2021, 06:22:15 AM
Introduce the possibility to have a shared bank account at Nenyuks, for a maximum of 2 PCs.

For example, if there are 2 PCs, player1 and player2, when both PCs are present in the bank, either one could use the command:

add <player1> <player2> joint

Joint account : Both PCs retain their individual accounts. A third, joint account is created which is accessible by both PCs (similar to a clan bank account).

While checking balance, player1 would see:
You have 3000 coins in your bank account.
You have 2000 coins in your joint bank account with player2.

While checking balance, player2 would see:
You have 1000 coins in your bank account.
You have 2000 coins in your joint bank account with player1.

Withdrawing all money from the joint account and using the command "close joint" would close the joint account permanently. This would not require both PCs to be present in the bank - and could be done by either PC at any time - thereby creating possibilities of cheating/theft/infidelity.

PCs would not be allowed to have more than one joint account at any given time.

In case either PC died, their individual account would get forfeited by Nenyuk, as usual, but the joint account would continue to remain active as long as the other PC was alive.

Other commands would be :
withdraw <amount> joint
deposit <amount> joint
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Strongheart on July 17, 2021, 06:24:16 AM
I love this idea! And it seems easy to implement as well.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: SpyGuy on July 17, 2021, 11:44:39 AM
I really like the idea of joint accounts.  Would be really useful if you’re trying to start an Indy clan and allow for those loose groups of hunters to operate better before getting on the mmh track or maybe even avoiding that entirely and staying small scale.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Delirium on July 17, 2021, 04:09:11 PM
Fees should be higher on joint accounts, unless you're a Special Person with backing from the Powers That Be.

To reflect the fact that it's "safer" with multiple people having that money.

It should also cost a substantial amount of money to create a joint account in the first place.

Why? Because if you add joint accounts, a massive money sink disappears.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: hyzhenhok on July 17, 2021, 10:38:06 PM
A global toggle by which imms can turn off mount emotes during RPTs.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: creeper386 on July 18, 2021, 01:47:19 PM
A global toggle by which imms can turn off mount emotes during RPTs.

I'd like this. Not fun being in a room with ten or more mounts.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: The7DeadlyVenomz on July 18, 2021, 01:57:56 PM
Could just make all of the emotes hidden, even normally. And on top of that add the toggle for these large events.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Delirium on July 19, 2021, 12:23:43 AM
Or....

..... remove mount emotes and allow pcs to order hitched mounts to emote stuff for flavor.

Crazy idea I know.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: The7DeadlyVenomz on July 19, 2021, 01:10:53 AM
The short, pale man is standing here, with you.
A large war beetle stands here with you, carrying the short, pale man on its back.


A blurb only you see, if someone is following you, not shadowing you.

If you are following someone else;

The short, pale man is standing here, ahead of you.
A large war beetle stands here ahead of you, carrying the short, pale man on its back.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: creeper386 on July 19, 2021, 01:20:03 AM
list <merchant> category slashing


PLEASE?

Most everything else is pretty nice now with search and wear locations. Weapon merchants are toxic still.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Pariah on July 19, 2021, 01:39:55 AM
Or....

..... remove mount emotes and allow pcs to order hitched mounts to emote stuff for flavor.

Crazy idea I know.
I think they haven’t done it yet because people would do, order beetle kill animal/dude and assist beetle to get a multi attacker bonus.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Alesan on July 19, 2021, 10:43:47 AM
Or....

..... remove mount emotes and allow pcs to order hitched mounts to emote stuff for flavor.

Crazy idea I know.
I think they haven’t done it yet because people would do, order beetle kill animal/dude and assist beetle to get a multi attacker bonus.

Not... if emote was the only thing players were allowed to order mounts to do?
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Patuk on July 19, 2021, 03:43:57 PM
Expand the height range on half-elves a bit. Humans are a LOT shorter than them, and elves are a LOT taller; I don't see the negatives in allowing them a bit wider of a range.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Veline on July 19, 2021, 03:51:50 PM
Expand the height range on half-elves a bit. Humans are a LOT shorter than them, and elves are a LOT taller; I don't see the negatives in allowing them a bit wider of a range.
I like this. If I can appear human or elven as a breed, why can't I get at least a 65/67 inch minimum when humans get 62? They're half human after all. Should be more flexible.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Delirium on July 20, 2021, 12:58:41 AM
Please introduce a command like "assess opponents" so you can see who is fighting you.

>assess opponents
The yellow gith is fighting you.
The brown gith is fighting you.
The sleek black anakore is fighting you.

And/Or change the tagline when mounted fighting to echo who you are fighting. Right now, it just shows that you are mounted, and it does not show who you are fighting while you are mounted. So the ONLY indication you have of who is fighting you is a) when they swing at you/attack you, which is easily lost in spam, and b) the primary attacker, if you check your prompt/stat/score.

So, instead of what we currently have, which is this:

The burly woman is here, riding a hot pink inix.
The slender man is here, riding an orange beetle.
A yellow gith is here, fighting the slender man.

Have it show:

The burly woman is here, riding a hot pink inix, fighting a yellow gith.
The slender man is here, riding an orange beetle, fighting a yellow gith.
A yellow gith is here, fighting the slender man.


The way it is now makes it insanely difficult to parse combat when everyone is mounted.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Veselka on July 20, 2021, 01:09:54 AM
Please introduce a command like "assess opponents" so you can see who is fighting you.

>assess opponents
The yellow gith is fighting you.
The brown gith is fighting you.
The sleek black anakore is fighting you.

And/Or change the tagline when mounted fighting to echo who you are fighting. Right now, it just shows that you are mounted, and it does not show who you are fighting while you are mounted. So the ONLY indication you have of who is fighting you is a) when they swing at you/attack you, which is easily lost in spam, and b) the primary attacker, if you check your prompt/stat/score.

So, instead of what we currently have, which is this:

The burly woman is here, riding a hot pink inix.
The slender man is here, riding an orange beetle.
A yellow gith is here, fighting the slender man.

Have it show:

The burly woman is here, riding a hot pink inix, fighting a yellow gith.
The slender man is here, riding an orange beetle, fighting a yellow gith.
A yellow gith is here, fighting the slender man.


The way it is now makes it insanely difficult to parse combat when everyone is mounted.

Holy shit I need this.

Also, it would be nice to just type:

>change opponent

To cycle through the people currently fighting you, instead of needing to type who you are changing to.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Rashad on July 21, 2021, 05:43:59 AM
Let half-elves that look like elves start with master allundean so they can actually pass as elves.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Patuk on July 21, 2021, 06:30:45 AM
Make all bows shoulder-wearable, please.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Delirium on July 21, 2021, 07:50:08 AM
Make all bows shoulder-wearable, please.

idea stealer


Also yes please on change opponents to cycle through so you don't have to futz with keywords. They're right next to you, it should not be that hard to turn around and smash their face in with a hammer. Yes this will make PvP (and staff-animated PvE) combat more dangerous. Good.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Patuk on July 21, 2021, 09:04:25 AM
Code: [Select]
craft meat into steak
You begin crafting a chalton steak from a flank of chalton meat you are
carrying. 
You start preparing some food.

count coins pack
Your concentration falters...
There are 273 coins in a bone-studded backpack.

I don't think the count command should put the kibosh on crafting, since it can make checking containers for more stuff a right pain.

Title: Re: Developer Request: Quality of Life improvements to the game
Post by: mansa on July 21, 2021, 09:51:56 AM
Give an additional perk to city elves

Let them start with Sleight of Hand - cap at advanced.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Pariah on July 21, 2021, 09:40:20 PM
Ability to cancel and flush an applied for Character.

I recently misread a class/subclass and literally did a class and subclass that had the exact same skills, tossed in a request but it was approved before anyone ever saw it.

So Kudos as hell for getting to the application so fast, but would be nice to be able to flush our own pending characters without making staff deny them or later storing them, what I'm waiting for right now.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: creeper386 on July 22, 2021, 03:52:05 PM
A way to look at list items by price or maybe only show a range of prices?
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Delirium on July 22, 2021, 04:15:50 PM
A way to list items by wear location.

plllllllllllllllzzzzzzzzzzzzzzz
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Alesan on July 22, 2021, 05:14:12 PM
A way to list items by wear location.

plllllllllllllllzzzzzzzzzzzzzzz

Wasn't this done?
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: creeper386 on July 22, 2021, 05:24:46 PM
A way to list items by wear location.

plllllllllllllllzzzzzzzzzzzzzzz

Wasn't this done?

This one is done.

list <merchant> location <location>
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Fernandezj on July 23, 2021, 12:18:47 AM
A way to list items by wear location.

plllllllllllllllzzzzzzzzzzzzzzz

Edit: Everyone answered already, but I can't delete this post. So for redundancy's sake:

This exists. Help List:
Code: [Select]
> list thexi location head
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Pariah on July 24, 2021, 12:22:36 AM
I wish there was a notes command or some type of name command that you could attach to people.

Like Name Busty Blonde Haired woman Suzy

So that it would display something like
A busty blonde haired woman (suzy) is here.

Or possibly just a way to create in game notes.  I hate having to take notes in notepad and leave the game client.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Barsook on July 24, 2021, 08:00:44 AM
You know that mudlet has a built-in notepad or is because Windows and Mac doesn't have an "always on top" option like Linux?
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Pariah on July 24, 2021, 09:25:10 AM
You know that mudlet has a built-in notepad or is because Windows and Mac doesn't have an "always on top" option like Linux?
I totally understand there are ways of taking notes on a computer.

I’m just saying that having a scratchpad build in game with an editor wouldn’t be a bad idea.

Like biography but notes that wipe on character death.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: The7DeadlyVenomz on July 24, 2021, 11:00:12 AM
I wish there was a notes command or some type of name command that you could attach to people.

Like Name Busty Blonde Haired woman Suzy

So that it would display something like
A busty blonde haired woman (suzy) is here.
This I like quite a bit ... but it should only display if that person's current short description matches the keywords you took note of them with.

If Suzy has her hood up or her veil on or her mask on or whatever, then I'd want that name thing to get broken.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: The7DeadlyVenomz on July 24, 2021, 11:05:44 AM
Currently, there are situations which tell you the sex of the speaker, such as dark nights and so on. Then there are other situations where that doesn't happen.

In any situation where the sdesc is obscured or when the sex isn't revealed due to garbing, you should get an indicator of the voice speaking to you.

Rather than a "faint shape says, in sirihish", it should be "a faint shape says, in masculine/feminine/androgynous sirhish".

When you can see the sdesc of the speaker, or, when they are, for instance, "a male in a mask", this wouldn't be nessessary.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Pariah on July 24, 2021, 11:48:26 AM
I wish there was a notes command or some type of name command that you could attach to people.

Like Name Busty Blonde Haired woman Suzy

So that it would display something like
A busty blonde haired woman (suzy) is here.
This I like quite a bit ... but it should only display if that person's current short description matches the keywords you took note of them with.

If Suzy has her hood up or her veil on or her mask on or whatever, then I'd want that name thing to get broken.

Technically could just code a trigger to do this, but I figured that would be considered cheating so having a game sanctioned way would be preferred.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Pariah on July 24, 2021, 11:53:27 AM
Currently, there are situations which tell you the sex of the speaker, such as dark nights and so on. Then there are other situations where that doesn't happen.

In any situation where the sdesc is obscured or when the sex isn't revealed due to garbing, you should get an indicator of the voice speaking to you.

Rather than a "faint shape says, in sirihish", it should be "a faint shape says, in masculine/feminine/androgynous sirhish".

When you can see the sdesc of the speaker, or, when they are, for instance, "a male in a mask", this wouldn't be nessessary.

Along this same vein of darkness and the hindrances of it…

Say you’re going east to “go cave” for the night.  If you’re in darkness you can’t see the cave to enter it.  However if you’re in a sandstorm you can’t see in, both vision restricted, you can.

Also it’s unrealistic, my buddy is blind, had a car accident and severed his optic nerve in one eye and lost physically the one.  So needless to say he can’t see shit.

However he maneuvers around by sound and touch with near Daredevil precision.  If I know there is a cave, I feel that I should be able to still navigate in the darkness into it by feel, or at least give me the same chance as typing east gives to potentially stumble around.

As it is now you lose all senses in darkness beside hearing for some reason, causing me to pull a torch to enter the cave to just put it away a second later.  So I feel it’s unrealistic and annoying all bundled into one.
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Hauwke on July 25, 2021, 12:16:10 AM
A command to check what is foragable in a room. Like:
Forage check
You spend some time checking the area and discover hints of:
Rocks
Food
Branches
Artifacts
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Barsook on July 25, 2021, 06:38:06 AM
That I like. ^^^
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: creeper386 on July 25, 2021, 05:55:20 PM
It'd be nice if the "look tables" code gave some better idea of what tables are what. Right now when you look tables, you can't sit 4.table because maybe it's really the second table just fourth on the list of tables. Or maybe an option to sit 4.tables and it'd sit you at the fourth "table" in the look tables list.

l tables

At 1) a stone table
     a couple of empty seats
At 2) a stone table
     a couple of empty seats
At 3) a stone table
     a couple of empty seats
At 1) a stone bench
     a couple of empty seats
At 2) a stone bench
     a couple of empty seats
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: Brytta Léofa on July 25, 2021, 09:05:49 PM
Add the "bullet" keyword to every object that can be used as a sling bullet.

When you're not a crafter and you just want some doggone chuckin' rocks...
Title: Re: Developer Request: Quality of Life improvements to the game
Post by: SpyGuy on July 27, 2021, 10:39:05 AM
Someone probably posted this in the thread before but it got mentioned on discord and I need this:

An OR command for forage.  So you can ‘forage for diamond or emerald’ and auto junk all trash stones