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.
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.
> tell amos You just had to keep pushin'!
Don't bother, he's sleeping.
> 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'!"
We can keep the idea that the thing you're sitting on is important by requiring you to include it in the ldesc.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! =)
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'!"
> 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.
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.
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.
> 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
barter undo
get a
>You get a.
put a b.
>You put a in b.
get a into b
>You get a and put it in b.
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.
There is a large combat lag on combat skills initiated on incorrect targets.Yes, puhleeze.
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.
vis
You are no longer attempting to hide.
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.
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.
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:QuoteThe 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.
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.)
Have some NPCs echo *once in a while* that they are discussing things with customers.Alternatively, and additionally, make sure you can actually discuss things with every NPC.
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.
Have some NPCs echo *once in a while* that they are discussing things with customers.Alternatively, and additionally, make sure you can actually discuss things with every NPC.
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.
>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" ?
You could make...
1) a whatever. [craft, difficulty, needs a smoothing]
You could make...
===============================================================================
Armormaking Difficulty Tools
1 | whatever item | difficult | smoothing, fire
2 | whatever item | manageable | sharpening
-------------------------------------------------------------------------------
Toolmaking
3 | whatever item | manageable | polishing
===============================================================================
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
===============================================================================
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
===============================================================================
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.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.
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.
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.
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?
wear sunslits
You fit your sunslits over your eyes.
Covering your eyes with sunslits protects them from harsh weather.
...will protect your vision when worn over your eyes.
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.
*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!
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.
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.
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.
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.
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.
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".
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.
> threaten amos
You steady yourself and take aim...
You begin threatening the tall, muscular man with a scary-ass crossbow.
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)
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.
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.
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.
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.Yeah, I'm with this one.
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.
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.
assess room
or assess -v here
would give information about a room's storage capacity in addition to other features:> 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.
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.
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.
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.
All stablehand NPCs to have the keyword 'stablehand' so that it's consistent and easier to make an alias.
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.
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?
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.
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.
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
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.
> 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'.
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.
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.
You open the heavy, bone-banded, oak door.
You close the set of towering, red-painted gates.
> title bag lootbag
Key saddlebags all
On a stanky canvas cot:
1.saddlebags - Sarge's saddlebags
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
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
1] The green monkey is among us.
2] However we will cope?
3] Kill it!
4]
.d 4
.l 1
.i 3 Should we feed it monkey nuts?
1]
2] The green monkey is among us.
3] However we will cope?
4] Should we feed it monkey nuts?
5] Kill it!
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
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.
implement some sort of coup de grace style command that doesn't invite the same level of delay as kill :-*
I enjoy the stoppage, means that you can do a final emote, how you finish it off. Also works for other players.
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.
Or just don't stop fighting something when it is mortally wounded unless you have mercy on.
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.
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.
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.
> 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
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.
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
Remove the canned emote ‘thank’ or otherwise change things so ‘th Does anyone use thank?’ will work for ‘think ....’
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.
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.
CRAWL
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.
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
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.
It would be wonderful if quit ooc refreshed upon passing through a room you can quit in.
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.
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.
If it's dark and someone has a light source and enters a room next to you, you're alerted to the light source.If you watch a direction you will see this.
"To the north, you can see a flickering light."
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.
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.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.
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.
Love this. I think that certain words should probably be codified - ie, yazah, yajah, prala, bahak, etc, as mentioned.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.
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.
Rather than just toggling, could we add additional functionality for:
nosave combat on
nosave combat off
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.
1) RE: Sleight of HandUse
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."
1) RE: Sleight of HandUse
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."
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.)
2) Listing items in shops
Allow for items to be viewed by wear_location :
list armorer <neck>
Yes please.
1) RE: Sleight of HandUse
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."
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.
1) RE: Sleight of HandUse
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."
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 would be so nice to be able to see how many uses a seasoning item has before emptying.
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.
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.
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.
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.
> look s
South of here is Over the Edge.
[Near]
Nothing.
> 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.
> 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.
(sorry for the repeat from another thread)Something more in character would be good I think.
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.
(sorry for the repeat from another thread)Something more in character would be good I think.
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.
Like, "Your pulse slows down as the excitement from past combat leaves your system." or some flavor.
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*
all saves as togglesYes. This, very fucking much.
have incapacitated mobs bleed out over a (short) period of time.I like this.
there can be a lot of just mortally wounded scorpions/snakes/kagors just shitting up the beautiful scenery.
assess -verbose black.smooth.stone
bla bla bla
could be used to make dye
bla bla bla
Can we please be able to open/close containers while seated.
A nice thing to have would psionics not breaking crafting as well.I'm really with this one.
+1A nice thing to have would psionics not breaking crafting as well.I'm really with this one.
"Blahalbhalblahblahl"
"Blaahalbhalahafa"
Etecetecetc
Blockoftext.
Blockoftext.
Blockoftext.
Blockoftext.
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?
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?
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.
>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.
>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
>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
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:
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.
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]
Much like the on shoulder/over shoulder locations, on face and over face. So paints can be worn under a mask and such. :)
Please.
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.
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
If you're already actively dehydrating then the idle timer doesn't save ytouThen 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.If you're already actively dehydrating then the idle timer doesn't save ytouThen 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.
Totally understand that, but honestly there are placed in the game that physically hurt you simply by standing in them.This really isn't true, it can take less than 30 minutes to enter starvation/dehydration territory, just from being outside in some areas.If you're already actively dehydrating then the idle timer doesn't save ytouThen 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.
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)
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.
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.
> 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.
> 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.
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.
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 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.
nosave guard off
.
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.
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.
Make sweeping a room get rid of ALL the sawdust instead of someone having to spam 50 piles swept up to clear it.
"Commandeer" command to allow someone to take over steering of a skimmer without whatever position you embarked on determining the order of captains the whole way through. Also the way standing to swap positions is stated on the helpfile didn't work last time I tested it but a "commandeer" command would be great.
Totally a really low thing, but I'd love more options for various clothing items to reveal clothes/tattoos that would be covered by them.Yes, and to reiterate, on face/over face!
Like being able to roll up sleeves to show arm tattoos. Probably not relevant for armor. Maybe make it so it cuts off any benefits of the clothing.
Can the allanaki gem be worn in a special slot (dangling from throat for example), so that gemmers don't lose a wear-slot.
I love the think, feel, and remember commands. Love them.
Can I be greedy and suggest an imagine command, as well?
>imagine (anticipation) an imagine command!
>remember when you couldn't remember.
It's very annoying that the mount name comes first when you're on a mount in a room.
Much easier to identify people if the figure came first, then the mount.
An inix is here, being ridden by the tall muscular man.
The tall muscular man is here, riding an inix.
This was brought up by oggotale in another thread, I think by accident:QuoteIt's very annoying that the mount name comes first when you're on a mount in a room.
Much easier to identify people if the figure came first, then the mount.
The notion that instead this:Code: [Select]An inix is here, being ridden by the tall muscular man.
We have something like this:Code: [Select]The tall muscular man is here, riding an inix.
We should be able to include the weather info in our prompt (or atleast some part of it)
Seems intuitive since our character would "immediately" feel the changes in the weather, as opposed to having to check for it.
Weather info in prompt? Reminds me of that mean girls character who can tell when it is currently raining. Weather (direction) is the more useful tool already in game imo.
I'm fine with more prompt options of course.
I have a request I have wanted a long time, an ldesc clearing option which will restore ldesc to default ldesc for whatever you are currently doing.
Weather info in prompt? Reminds me of that mean girls character who can tell when it is currently raining. Weather (direction) is the more useful tool already in game imo.
I'm fine with more prompt options of course.
I have a request I have wanted a long time, an ldesc clearing option which will restore ldesc to default ldesc for whatever you are currently doing.
I'd love for watch to actually be useful. Like if I'm watching a certain directly when moving. I'd like to see the look prompt of osmething is that direction.
> say (belching ferociously) Sarge, I got eyes south.
> watch south
You follow the war-torn, muscular man and ride east.
Moar Desert [NSEW]
It's sandy af guys.
Far to the south, you see: A barb-tailed spidermite bustles along here.
I would love to see more regional tamable animals in the game.I agree with this 100 percent. Well, there's Aurochs too, but they are ... uhm ... not something you commonly wander across. But yeah, more tamable beasts. And versions of those, too. Rather than just the inix, the black inix and the grey inix and the pale inix and ... actually, there's a beast thematically perfect for the south.
Something that looks like an oversight when kanks were removed, You used to be able to find kanks in the red desert, Sunbacks elsewhere in the south and erdlu (ridable ones) In a few other areas.
Now, there is like 1 inix in a certain area then pretty much every other tamable inix and one other animal are all in another area.
I was just looking at class help files and there are several that say "May eventually tame mounts" Hey thats great, oh wait, pretty much are no mounts to tame.
Oh, and a few ox, but they do not count, ox are horrible.
Make corpses lifted from the pile decay slightly slower, please. Enterprising people from a certain poor man's district might be able to make some cash then.
"remove all" for outfit changes..
Having the gates open will actually mean less tavern rp, not more, if you prefer a serious answer instead of a joke which missed the mark.
Due to less people being in the tavern at the same time.
i'd rather type `wear thing throat` rather than `wear thing about throat` and i can never remember if it's `wear thing hair` or `wear thing in hair` and swear that it changes sometimes
What?He's agreeing with you, but being a smartass about it, instead of just reposting your comment. :)
You can do this already. Mercy kill and mercy flee are separate settings.
kill:
When a player has 'mercy kill' turned on, they will try and hold back
blows that might kill their opponent and will refrain from attacking
unconscious opponents altogether.
flee:
If you toggle 'mercy flee' on, you will not try and attack someone who
is fleeing from you.
Can we get a mercy toggle that is mercy on UNLESS they flee?
As in, Your intent is to not kill, but you do not want them to get away either. And would rather them morted, or worse then to get away.
Be able to do certain stuff whilst sat down, e.g.
- poison something (it makes little sense to me that you can't apply poison to an object while sat down.. personally I would have a harder time with delicate work like this whilst stood up)
- plant/steal - not saying it would be easy, obviously you wouldn't be hidden, but you should be able to attempt slipping your hand into someone's pocket whilst you're sat next to them at the bar.
- there's probably other weird stuff you can't do while sat down..
[spoiler=snip]mercy on will turn both mercies on, you will attack neither fleeing or unconscious enemiesQuoteYou can do this already. Mercy kill and mercy flee are separate settings.
Um...NOPE.Code: [Select]kill:
When a player has 'mercy kill' turned on, they will try and hold back
blows that might kill their opponent and will refrain from attacking
unconscious opponents altogether.
flee:
If you toggle 'mercy flee' on, you will not try and attack someone who
is fleeing from you.
My request is:QuoteCan we get a mercy toggle that is mercy on UNLESS they flee?
I even explained it just so I would not get people saying it can already be done.
Here:QuoteAs in, Your intent is to not kill, but you do not want them to get away either. And would rather them morted, or worse then to get away.
But let me try again, I want a mercy toggle that if the one you are fighting does NOT attempt to flee you will try and NOT kill them.
But if they do flee you still WILL take that parting shot...EVEN if it morts or kills them.
Mercy Flee is only to not try and attack on a flee, that is it, it does not turn mercy on otherwise. The EXACT opposite of what I want.
UNLESS, Mercy kill does that already...If so the help files need to be updated to say so. But so far, I am not seeing it in practice.
So, I want one that will take the swing(s) on a flee, EVEN if it means killing outright.[/spoiler]
Would also help you to consider if you wanted to settle there with the chance they might log in (/return to their previous campsite).Prevent some awkward situations where you're just gicking about and someone logs in on top of you.
'Smoke pipe all' like how we have 'eat food all'TIL
Let us feed spice to our mounts.Poison cures too, if that's not currently implemented.
Off the top of my head I cannot remember the levels of intoxication, but once you hit the level intoxicated a smell is added to the character, and a timer begins which is similar to the duration of getting from drunk to sober, or once sober, the smell is cleared, and for every other drink beyond intoxication, the alcohol timer refreshes.This already happens??
sniff amos
Amos smells of alcohol.
Decrease the upper time limit on tailoring. Nobody wants to wait 3 hours for their blue bandana to get resized or their helmet tailored. There's no actually interesting plots created by forcing people to wait for tailors. At best the ticket gets stolen and the thief gets a helmet in 3 hours, at worst someone just logs out and doesn't interact with the game for 3 hours
What if.. When new players joined the game they were put through a simulation that makes them do a bunch of stuff like, mining, foraging, talking, emoting, etc and until they passed this simulation they couldn't get into the game. Allow them to do it before their char is created so they can say Yay or Nay. Draw weapons, the whole shabang. And then have them read up on the city background so they understand, then the race they plan to choose.
It would be convenient if skill timers could store three or so charges of skillup and expended one on a failskillup so to reward longer play sessions and reduce a sense of fomo that people can sometimes have from missing a timer.
Now that analyze has been reworked (awesomely, by the way) I'd like to see it moved to perception and raised from novice just like any other perception skill would be. You don't have to be a crafter to try and analyze something, and it seems reasonable one's perception would play a role in being able to notice things like what materials something might be made from, and even recognizing the style or symbol of a particular House, which is what analyze has been expanded to.
Keyrings should answer to the keyword 'keys'
I can't count how many times I had a few drinks as a leader pc, and thought i lost my keyring because i was typing 'keys.'
Keyrings should answer to the keyword 'keys'
I can't count how many times I had a few drinks as a leader pc, and thought i lost my keyring because i was typing 'keys.'
"Key" is a keyword for them, but I do agree with you. I don't think it bleeds from real life.
There weren't that many of them, so now they will all answer to 'keys' at least. I can't make any promises for future keyrings.
I've said before I think, but make "on eyes "and "over eyes" different locations. So I don't have to remove my eye makeup to wear sunslits. Please."whisper me" should not break hide. (A chance of detection would be fine!) Don't punish muttering-to-self, which is more involving of others than "think" is.
"whisper person" should not break hide, but should show your sdesc to the person you're whispering to. Maybe a chance of being overheard at master listen.
Dittoing both of these.
I think it would be helpful if when you fired an arrow at someone who had that flag set on them that prevents ranged attacks from having success, a message should state that you missed because there is no way you can hit the target. Or possibly you should get the message before you waste the arrow.
I've said before I think, but make "on eyes "and "over eyes" different locations. So I don't have to remove my eye makeup to wear sunslits. Please."whisper me" should not break hide. (A chance of detection would be fine!) Don't punish muttering-to-self, which is more involving of others than "think" is.
"whisper person" should not break hide, but should show your sdesc to the person you're whispering to. Maybe a chance of being overheard at master listen.
Dittoing both of these.
Didn't we used to be able to do this? I swear I have distinct memories of talking to people while I was hidden, and they couldn't see me. But those are some pretty old memories.
Unlatch, latch, and palm are the commands you're looking for.
You know that noise thats made when you unlock a door, i think the listen skill should be able to pick that up if it does not already if your in the same room as the door or even depending on skill level. Whos with me?
Steal and Plant should work for open items in the room ie: An open chest, things laying on a table, a shelf.You can use the steal command targeting an item in the room to attempt to put it into your inventory without being noticed, and I swear it also works on containers.
You know that noise thats made when you unlock a door, i think the listen skill should be able to pick that up if it does not already if your in the same room as the door or even depending on skill level. Whos with me?
Ooo, that'd be nice. Especially, to me at least, if it didn't tell you which door. Just you're listening and you just get a message in your mudclient going 'you hear a soft click'
Absolutely thats what im talking about right there.
Steal and Plant should work for open items in the room ie: An open chest, things laying on a table, a shelf.You can use the steal command targeting an item in the room to attempt to put it into your inventory without being noticed, and I swear it also works on containers.
The breakdown between steal and sleight of hand is a bit surprising IMO. I think it should be as follows:
steal skill = touching another person:
- steal/plant <stuff> <person> (as currently)
- latch/unlatch <person>'s <container> (instead of using the sleight of hand skill)
sleight of hand skill = touching only objects or yourself (lol):
- palm/slip <object> <container>
- steal/plant <stuff> room, and the command should be "palm/slip <stuff> room" rather than "steal" or "plant"
- latch/unlatch <container/direction>
The breakdown between steal and sleight of hand is a bit surprising IMO. I think it should be as follows:
steal skill = touching another person:
- steal/plant <stuff> <person> (as currently)
- latch/unlatch <person>'s <container> (instead of using the sleight of hand skill)
sleight of hand skill = touching only objects or yourself (lol):
- palm/slip <object> <container>
- steal/plant <stuff> room, and the command should be "palm/slip <stuff> room" rather than "steal" or "plant"
- latch/unlatch <container/direction>
There is some weird overlap between steal and sleight of hand.
You CAN palm items that are on the floor in a room, but you CAN'T (at least no way I have found) slip items onto the floor in a room. It strikes me that some of this overlap is due to the prior class system and how the stealth skills were spread.
I feel like there was another point of overlap I can no longer remember but my brain is a giant sieve.
Assessing a bow could be much clearer about how weak/strong its pull is relative to your strength. It would make bows easier to sell PC to PC as I’ve found those to be frustrating transactions.
Would it be possible to allow us to "taste" spices/seasonings. Seems kind of odd that the only way to find out what a seasoning tastes like is to use it on some food.
Hidden things should REQUIRE search to use.
Last time I checked, all you needed was 1 dude with search 15 years ago, and suddenly you know where all the spots are and how to open them for eternity.
This makes search almost useless.
Hidden things should REQUIRE search to use.
Last time I checked, all you needed was 1 dude with search 15 years ago, and suddenly you know where all the spots are and how to open them for eternity.
This makes search almost useless.
100%.
I'm not sure if this is what you had in mind, but it would be a simple change to check for search skill > 0 when trying to enter a hidden entrance. You don't have to discover the keyword with every character, but by damn you've got to actually have the search skill.
>craft
From a bunch of bunchgrass, you could make...
1) a simple basket from that. [basketweaving, effortless]
2) a sturdy basket from that. [basketweaving, effortless]
3) a well-fashioned basket from that. [baseketweaving, manageable.
From a length of bone and a bitchin' auger, you could make...
You could make...
4) a polished bone flute. [instrument making, difficult]
>craft #4
Notes fly through the air as you begin machining.
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.
Talk, if you're not sitting at a table to turn into say.. Probably already been said but it's been the bane of my existence for 16 years now.
Here's one for our newer players:
When you join a clan, you should know the DIRECTIONS to the compound. No, character origin shouldn't matter in this, it's playability that matters.
Here's one for our newer players:
When you join a clan, you should know the DIRECTIONS to the compound. No, character origin shouldn't matter in this, it's playability that matters.
+1
I've actually recently run into this IC, where it may have been helpful. The scene turned out fine without it, but I'm still new enough to remember being completely overwhelmed when starting out. Having one less factor in "mental stack" could be helpful.
(I'm still mulling over ways to address some of what the half-dozen friends I've tried to get on Arm. have told me, in terms of barriers to entry. So frustrating, 'cause I know they'd love this darn place and its stories if they could get to them!)
You should be able to deposit (ONLY) coins into other people's accounts.
You should be able to deposit (ONLY) coins into other people's accounts.